mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-16 06:25:08 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
255 lines
8.5 KiB
C
255 lines
8.5 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [shaders] example - Simple shader mask
|
|
*
|
|
* This example has been created using raylib 2.5 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/)
|
|
* and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************
|
|
*
|
|
* The shader makes alpha holes in the forground to give the appearance of a top
|
|
* down look at a spotlight casting a pool of light...
|
|
*
|
|
* The right hand side of the screen there is just enough light to see whats
|
|
* going on without the spot light, great for a stealth type game where you
|
|
* have to avoid the spotlights.
|
|
*
|
|
* The left hand side of the screen is in pitch dark except for where the spotlights are.
|
|
*
|
|
* Although this example doesn't scale like the letterbox example, you could integrate
|
|
* the two techniques, but by scaling the actual colour of the render texture rather
|
|
* than using alpha as a mask.
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
#include "raymath.h"
|
|
|
|
#include <stddef.h>
|
|
#include <stdint.h>
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
#define GLSL_VERSION 330
|
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
#define GLSL_VERSION 100
|
|
#endif
|
|
|
|
#define MAX_SPOTS 3 // NOTE: It must be the same as define in shader
|
|
#define MAX_STARS 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;
|
|
Vector2 vel;
|
|
} Star;
|
|
|
|
void UpdateStar(Star *s);
|
|
void ResetStar(Star *s);
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
|
|
HideCursor();
|
|
|
|
Texture texRay = LoadTexture("resources/raysan.png");
|
|
|
|
Star stars[MAX_STARS] = { 0 };
|
|
|
|
for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
|
|
|
|
// Progress all the stars on, so they don't all start in the centre
|
|
for (int m = 0; m < screenWidth/2.0; m++)
|
|
{
|
|
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
|
|
}
|
|
|
|
int frameCounter = 0;
|
|
|
|
// Use default vert shader
|
|
Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
|
|
|
|
// Get the locations of spots in the shader
|
|
Spot spots[MAX_SPOTS];
|
|
|
|
for (int i = 0; i < MAX_SPOTS; i++)
|
|
{
|
|
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(shdrSpot, posName);
|
|
spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
|
|
spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
|
|
|
|
}
|
|
|
|
// Tell the shader how wide the screen is so we can have
|
|
// a pitch black half and a dimly lit half.
|
|
unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
|
|
float sw = (float)GetScreenWidth();
|
|
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
|
|
|
|
// Randomize the locations and velocities of the spotlights
|
|
// and initialize the shader locations
|
|
for (int i = 0; i < MAX_SPOTS; i++)
|
|
{
|
|
spots[i].pos.x = (float)GetRandomValue(64, screenWidth - 64);
|
|
spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64);
|
|
spots[i].vel = (Vector2){ 0, 0 };
|
|
|
|
while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
|
|
{
|
|
spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
|
|
spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
|
|
}
|
|
|
|
spots[i].inner = 28.0f * (i + 1);
|
|
spots[i].radius = 48.0f * (i + 1);
|
|
|
|
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
|
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
|
|
SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
|
|
}
|
|
|
|
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
frameCounter++;
|
|
|
|
// Move the stars, resetting them if the go offscreen
|
|
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
|
|
|
|
// Update the spots, send them to the shader
|
|
for (int i = 0; i < MAX_SPOTS; i++)
|
|
{
|
|
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(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
|
}
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(DARKBLUE);
|
|
|
|
// Draw stars and bobs
|
|
for (int n = 0; n < MAX_STARS; n++)
|
|
{
|
|
// Single pixel is just too small these days!
|
|
DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
DrawTexture(texRay,
|
|
(int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
|
|
(int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
|
|
}
|
|
|
|
// Draw spot lights
|
|
BeginShaderMode(shdrSpot);
|
|
// Instead of a blank rectangle you could render here
|
|
// a render texture of the full screen used to do screen
|
|
// scaling (slight adjustment to shader would be required
|
|
// to actually pay attention to the colour!)
|
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
|
EndShaderMode();
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
DrawText("Move the mouse!", 10, 30, 20, GREEN);
|
|
DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
|
|
DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
|
|
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadTexture(texRay);
|
|
UnloadShader(shdrSpot);
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
void ResetStar(Star *s)
|
|
{
|
|
s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
|
|
|
do
|
|
{
|
|
s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
|
s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
|
|
|
} while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
|
|
|
|
s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
|
|
}
|
|
|
|
void UpdateStar(Star *s)
|
|
{
|
|
s->pos = Vector2Add(s->pos, s->vel);
|
|
|
|
if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
|
|
(s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
|
|
{
|
|
ResetStar(s);
|
|
}
|
|
}
|
|
|
|
|