REVIEWED: shaders_spotlight example
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@ -1,27 +1,29 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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#define MAX_SPOTS 4
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#define RADIUS 256
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#define INNER 200
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// NOTE: Add here your custom variables
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// Inputs
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// array of spotlight positions
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uniform vec2 spots[MAX_SPOTS];
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#define MAX_SPOTS 2
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#define RADIUS 128
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#define INNER 96
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uniform float screenWidth; // width of the screen
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uniform vec2 spots[MAX_SPOTS]; // Spotlight positions array
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uniform float screenWidth; // Width of the screen
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void main()
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{
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float alpha;
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// get the position of the current fragment (screen coordinates!)
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float alpha = 0.0;
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// Get the position of the current fragment (screen coordinates!)
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vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
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// find out which spotlight is nearest
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// Find out which spotlight is nearest
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float d = 65000; // some high value
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float di = 0;
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@ -32,22 +34,16 @@ void main()
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}
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// d now equals distance to nearest spot...
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if (d > RADIUS) {
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alpha = 1.0;
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} else {
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if (d < INNER) {
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alpha = 0.0;
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} else {
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alpha = (d - INNER) / (RADIUS - INNER);
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}
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if (d > RADIUS) alpha = 1.0;
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else
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{
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if (d < INNER) alpha = 0.0;
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else alpha = (d - INNER)/(RADIUS - INNER);
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}
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// right hand side of screen is dimly lit, could make the
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// threshold value user definable.
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if (pos.x>screenWidth/2.0 && alpha >0.9) {
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alpha = 0.9;
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}
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// Right hand side of screen is dimly lit,
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// could make the threshold value user definable
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if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
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// could make the black out colour user definable...
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finalColor = vec4( 0, 0, 0, alpha);
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finalColor = vec4(0, 0, 0, alpha);
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}
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@ -1,107 +1,91 @@
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/*
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* Copyright (c) 2019 Chris Camacho (codifies - http://bedroomcoders.co.uk/)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*/
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/* The shader makes alpha holes in the forground to give the apearance of a top
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* down look at a spotlight casting a pool of light...
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*
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* The right hand side of the screen there is just enough light to see whats
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* going on without the spot light, great for a stealth type game where you
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* have to avoid the spotlights.
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*
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* The left hand side of the screen is in pitch dark except for where the spotlights
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* are.
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*
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* Although this example doesn't scale like the letterbox example, you could integrate
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* the two techniques, but by scaling the actual colour of the render texture rather
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* than using alpha as a mask.
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*/
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#include <stddef.h>
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#include <stdint.h>
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/*******************************************************************************************
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*
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* raylib [shaders] example - Simple shader mask
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Chris Camacho (@codifies - http://bedroomcoders.co.uk/)
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* and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* The shader makes alpha holes in the forground to give the apearance of a top
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* down look at a spotlight casting a pool of light...
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*
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* The right hand side of the screen there is just enough light to see whats
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* going on without the spot light, great for a stealth type game where you
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* have to avoid the spotlights.
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*
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* The left hand side of the screen is in pitch dark except for where the spotlights are.
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*
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* Although this example doesn't scale like the letterbox example, you could integrate
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* the two techniques, but by scaling the actual colour of the render texture rather
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* than using alpha as a mask.
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stddef.h>
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#include <stdint.h>
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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// single digit only!
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#define MAXSPOT 4
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#define MAXSPOT 2
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#define numStars 400
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#define numStars 400
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#define screenWidth 1280
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#define screenHeight 720
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// the stars in the star field have a position and velocity
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typedef struct star {
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// Stars in the star field have a position and velocity
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typedef struct Star {
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Vector2 pos;
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Vector2 vel;
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} star;
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} Star;
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void updateStar(star *s);
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void resetStar(star *s);
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void UpdateStar(Star *s);
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void ResetStar(Star *s);
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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star stars[numStars];
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const int screenWidth = 800;
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const int screenHeight = 450;
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for (int n=0; n < numStars; n++) {
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resetStar(&stars[n]);
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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Texture texRay = LoadTexture("resources/raysan.png");
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Star stars[numStars] = { 0 };
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for (int n = 0; n < numStars; n++) ResetStar(&stars[n]);
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// Progress all the stars on, so they don't all start in the centre
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for (int m = 0; m < screenWidth/2.0; m++)
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{
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for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
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}
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// progress all the stars on, so they don't all start in the centre
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for (int m=0; m < screenWidth / 2.0; m++) {
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for (int n=0; n<numStars; n++) {
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updateStar(&stars[n]);
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}
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}
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int frameCounter = 0;
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//SetConfigFlags(FLAG_FULLSCREEN_MODE);
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InitWindow(screenWidth, screenHeight, "raylib - test");
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Texture rayTex = LoadTexture("resources/raysan.png");
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// frame counter
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int frame = 0;
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unsigned int spotLoc[MAXSPOT]; // shader locations
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unsigned int spotLoc[MAXSPOT]; // shader locations
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Vector2 spotPos[MAXSPOT]; // position and velocity
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Vector2 spotPos[MAXSPOT]; // position and velocity
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Vector2 spotVel[MAXSPOT];
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// use default vert shader
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// Use default vert shader
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Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// get the locations of spots in the shader
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// Get the locations of spots in the shader
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char spotName[32] = "spots[x]\0";
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for (int i = 0; i<MAXSPOT; i++) {
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for (int i = 0; i < MAXSPOT; i++)
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{
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spotName[6] = '0' + i;
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spotLoc[i] = GetShaderLocation(spotShader, spotName);
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}
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@ -110,47 +94,47 @@ int main(void)
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// a pitch black half and a dimly lit half.
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{
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unsigned int wLoc = GetShaderLocation(spotShader, "screenWidth");
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float sw = screenWidth;
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float sw = (float)GetScreenWidth();
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SetShaderValue(spotShader, wLoc, &sw, UNIFORM_FLOAT);
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}
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// randomise the locations and velocities of the spotlights
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for (int i=0; i<MAXSPOT; i++) {
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spotPos[i].x = GetRandomValue(128, screenWidth-128);
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spotPos[i].y = GetRandomValue(128, screenHeight-128);
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spotVel[i] = (Vector2){0, 0};
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while (fabs(spotVel[i].x)+fabs(spotVel[i].y)<2) {
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spotVel[i].x = GetRandomValue(-40,40)/10.0;
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spotVel[i].y = GetRandomValue(-40,40)/10.0;
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for (int i = 0; i < MAXSPOT; i++)
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{
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spotPos[i].x = GetRandomValue(64, screenWidth - 64);
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spotPos[i].y = GetRandomValue(64, screenHeight - 64);
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spotVel[i] = (Vector2){ 0, 0 };
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while ((fabs(spotVel[i].x) + fabs(spotVel[i].y)) < 2)
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{
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spotVel[i].x = GetRandomValue(-40, 40)/10.0;
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spotVel[i].y = GetRandomValue(-40, 40)/10.0;
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}
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}
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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frameCounter++;
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frame ++;
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// move the stars, resetting them if the go offscreen
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for (int n=0; n<numStars; n++) {
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updateStar(&stars[n]);
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}
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// update the spots, send them to the shader
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for (int i=0; i<MAXSPOT; i++) {
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// Move the stars, resetting them if the go offscreen
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for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
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// Update the spots, send them to the shader
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for (int i = 0; i < MAXSPOT; i++)
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{
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spotPos[i].x += spotVel[i].x;
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spotPos[i].y += spotVel[i].y;
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if (spotPos[i].x < 128) spotVel[i].x = -spotVel[i].x;
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if (spotPos[i].x > screenWidth-128) spotVel[i].x = -spotVel[i].x;
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if (spotPos[i].y < 128) spotVel[i].y = -spotVel[i].y;
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if (spotPos[i].y > screenHeight-128) spotVel[i].y = -spotVel[i].y;
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if (spotPos[i].x < 64) spotVel[i].x = -spotVel[i].x;
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if (spotPos[i].x > screenWidth - 64) spotVel[i].x = -spotVel[i].x;
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if (spotPos[i].y < 64) spotVel[i].y = -spotVel[i].y;
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if (spotPos[i].y > screenHeight - 64) spotVel[i].y = -spotVel[i].y;
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SetShaderValue(spotShader, spotLoc[i], &spotPos[i].x, UNIFORM_VEC2);
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}
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@ -159,22 +143,24 @@ int main(void)
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground((Color){0,32,128,255});
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ClearBackground(DARKBLUE);
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// stars and bobs
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for (int n=0; n<numStars; n++) {
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// single pixel is just too small these days!
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// Draw stars and bobs
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for (int n = 0; n < numStars; n++)
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{
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// Single pixel is just too small these days!
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DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
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}
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for (int i=0; i<16; i++) {
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DrawTexture(rayTex,
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(screenWidth/2.0)+cos((frame+i*8)/51.45)*(screenWidth/2.2)-32,
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(screenHeight/2.0)+sin((frame+i*8)/17.87)*(screenHeight/4.2),
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for (int i = 0; i < 16; i++)
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{
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DrawTexture(texRay,
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(screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
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(screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2),
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WHITE);
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}
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// spot lights
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// Draw spot lights
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BeginShaderMode(spotShader);
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// instead of a blank rectangle you could render here
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// a render texture of the full screen used to do screen
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@ -185,15 +171,13 @@ int main(void)
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(rayTex);
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UnloadTexture(texRay);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -202,23 +186,28 @@ int main(void)
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}
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void resetStar(star *s)
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void ResetStar(Star *s)
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{
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(*s).pos = (Vector2){screenWidth/2.0, screenHeight/2.0 };
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do {
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(*s).vel.x = (float)GetRandomValue(-1000,1000) / 100.0;
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(*s).vel.y = (float)GetRandomValue(-1000,1000) / 100.0;
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} while (!(fabs((*s).vel.x)+fabs((*s).vel.y)>1));
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(*s).pos = Vector2Add( (*s).pos,
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Vector2MultiplyV((*s).vel,(Vector2){8,8} ));
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s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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do
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{
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s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
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} while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1));
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s->pos = Vector2Add(s->pos, Vector2MultiplyV(s->vel, (Vector2){ 8, 8 }));
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}
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void updateStar(star *s)
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void UpdateStar(Star *s)
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{
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(*s).pos = Vector2Add((*s).pos, (*s).vel);
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if ((*s).pos.x < 0 || (*s).pos.x > screenWidth ||
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(*s).pos.y < 0 || (*s).pos.y > screenHeight) {
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resetStar(s);
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s->pos = Vector2Add(s->pos, s->vel);
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if (s->pos.x < 0 || s->pos.x > GetScreenWidth() ||
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s->pos.y < 0 || s->pos.y > GetScreenHeight())
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{
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ResetStar(s);
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}
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}
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