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| author | chriscamacho <[email protected]> | 2020-03-25 09:28:16 +0000 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-03-25 10:28:16 +0100 |
| commit | 2dbcef218ca5ddf4fa0c7857ac80947af0da16d5 (patch) | |
| tree | 5b4e9400cbbb464b570d04eda83542437708d359 /examples/shaders/shaders_spotlight.c | |
| parent | e07281f8bdc46934f2141c87be72eff498d5eb7e (diff) | |
| download | raylib-2dbcef218ca5ddf4fa0c7857ac80947af0da16d5.tar.gz raylib-2dbcef218ca5ddf4fa0c7857ac80947af0da16d5.zip | |
spotlight example, each spot has own radius, mouse countrol (#1148)
NB glsl100 shader needs testing on "bare metal"
Co-authored-by: codifies <[email protected]>
Diffstat (limited to 'examples/shaders/shaders_spotlight.c')
| -rw-r--r-- | examples/shaders/shaders_spotlight.c | 92 |
1 files changed, 70 insertions, 22 deletions
diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 5955d96c..944f3d58 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -39,9 +39,24 @@ #define GLSL_VERSION 100 #endif -#define MAXSPOT 2 + +#define MAXSPOT 3 // NB must be the same as define in shader #define numStars 400 + +// Spot data +typedef struct { + Vector2 pos; + Vector2 vel; + float inner; + float radius; + + // Shader locations + unsigned int posLoc; + unsigned int innerLoc; + unsigned int radiusLoc; +} Spot; + // Stars in the star field have a position and velocity typedef struct Star { Vector2 pos; @@ -59,6 +74,7 @@ int main(void) const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib - shader spotlight"); + HideCursor(); Texture texRay = LoadTexture("resources/raysan.png"); @@ -74,20 +90,32 @@ int main(void) int frameCounter = 0; - unsigned int spotLoc[MAXSPOT]; // shader locations - - Vector2 spotPos[MAXSPOT]; // position and velocity - Vector2 spotVel[MAXSPOT]; + // Use default vert shader Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); // Get the locations of spots in the shader - char spotName[32] = "spots[x]\0"; + Spot spots[MAXSPOT]; +/* + unsigned int posLoc; + unsigned int innerLoc; + unsigned int radiusLoc; +*/ for (int i = 0; i < MAXSPOT; i++) { - spotName[6] = '0' + i; - spotLoc[i] = GetShaderLocation(spotShader, spotName); + char posName[32] = "spots[x].pos\0"; + char innerName[32] = "spots[x].inner\0"; + char radiusName[32] = "spots[x].radius\0"; + + posName[6] = '0' + i; + innerName[6] = '0' + i; + radiusName[6] = '0' + i; + + spots[i].posLoc = GetShaderLocation(spotShader, posName); + spots[i].innerLoc = GetShaderLocation(spotShader, innerName); + spots[i].radiusLoc = GetShaderLocation(spotShader, radiusName); + } // tell the shader how wide the screen is so we can have @@ -99,17 +127,26 @@ int main(void) } // randomise the locations and velocities of the spotlights + // and initialise the shader locations for (int i = 0; i < MAXSPOT; i++) { - spotPos[i].x = GetRandomValue(64, screenWidth - 64); - spotPos[i].y = GetRandomValue(64, screenHeight - 64); - spotVel[i] = (Vector2){ 0, 0 }; + + spots[i].pos.x = GetRandomValue(64, screenWidth - 64); + spots[i].pos.y = GetRandomValue(64, screenHeight - 64); + spots[i].vel = (Vector2){ 0, 0 }; - while ((fabs(spotVel[i].x) + fabs(spotVel[i].y)) < 2) + while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2) { - spotVel[i].x = GetRandomValue(-40, 40)/10.0; - spotVel[i].y = GetRandomValue(-40, 40)/10.0; + spots[i].vel.x = GetRandomValue(-40, 40)/10.0; + spots[i].vel.y = GetRandomValue(-40, 40)/10.0; } + + spots[i].inner = 28 * (i + 1); + spots[i].radius = 48 * (i + 1); + + SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); + SetShaderValue(spotShader, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT); + SetShaderValue(spotShader, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT); } SetTargetFPS(60); // Set to run at 60 frames-per-second @@ -128,15 +165,21 @@ int main(void) // Update the spots, send them to the shader for (int i = 0; i < MAXSPOT; i++) { - spotPos[i].x += spotVel[i].x; - spotPos[i].y += spotVel[i].y; - - if (spotPos[i].x < 64) spotVel[i].x = -spotVel[i].x; - if (spotPos[i].x > screenWidth - 64) spotVel[i].x = -spotVel[i].x; - if (spotPos[i].y < 64) spotVel[i].y = -spotVel[i].y; - if (spotPos[i].y > screenHeight - 64) spotVel[i].y = -spotVel[i].y; + if ( i == 0 ) { + Vector2 mp = GetMousePosition(); + spots[i].pos.x = mp.x; + spots[i].pos.y = screenHeight - mp.y; + } else { + spots[i].pos.x += spots[i].vel.x; + spots[i].pos.y += spots[i].vel.y; + + if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.x > screenWidth - 64) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y; + if (spots[i].pos.y > screenHeight - 64) spots[i].vel.y = -spots[i].vel.y; + } - SetShaderValue(spotShader, spotLoc[i], &spotPos[i].x, UNIFORM_VEC2); + SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); } // Draw @@ -170,6 +213,11 @@ int main(void) EndShaderMode(); DrawFPS(10, 10); + + DrawText("Move the mouse!", 10, 30, 20, GREEN); + DrawText("Pitch Black", screenWidth * .2, screenHeight / 2, 20, GREEN); + DrawText("Dark", screenWidth * .66, screenHeight / 2, 20, GREEN); + EndDrawing(); //---------------------------------------------------------------------------------- |
