Review formatting
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10a57f297e
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@ -34,16 +34,17 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Mesh msh = GenMeshCylinder(.2, 1, 32);
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Model mod = LoadModelFromMesh(msh);
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Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
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Model model = LoadModelFromMesh(mesh);
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// Some required variables
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Quaternion q1 = { 0 };
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Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
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Vector3 v1 = { 0 }, v2 = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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Quaternion q1;
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Matrix m1,m2,m3,m4;
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Vector3 v1,v2;
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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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@ -51,11 +52,11 @@ int main(void)
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//--------------------------------------------------------------------------------------
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if (!IsKeyDown(KEY_SPACE))
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{
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v1.x += 0.01;
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v1.y += 0.03;
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v1.z += 0.05;
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v1.x += 0.01f;
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v1.y += 0.03f;
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v1.z += 0.05f;
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}
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if (v1.x > PI*2) v1.x -= PI*2;
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if (v1.y > PI*2) v1.y -= PI*2;
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if (v1.z > PI*2) v1.z -= PI*2;
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@ -70,7 +71,7 @@ int main(void)
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v2 = QuaternionToEuler(q1);
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v2.x *= DEG2RAD;
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v2.y *= DEG2RAD;
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v2.z *=DEG2RAD;
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v2.z *= DEG2RAD;
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m4 = MatrixRotateZYX(v2);
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//--------------------------------------------------------------------------------------
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@ -80,16 +81,17 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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mod.transform = m1;
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DrawModel(mod, (Vector3){-1,0,0},1.0,RED);
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mod.transform = m2;
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DrawModel(mod, (Vector3){1,0,0},1.0,RED);
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mod.transform = m3;
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DrawModel(mod, (Vector3){0,0,0},1.0,RED);
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mod.transform = m4;
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DrawModel(mod, (Vector3){0,0,-1},1.0,RED);
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model.transform = m1;
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DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
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model.transform = m2;
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DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
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model.transform = m3;
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DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
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model.transform = m4;
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DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
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DrawGrid(10, 1.0f);
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@ -105,13 +107,13 @@ int main(void)
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if (v1.y == v2.y) cy = GREEN;
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if (v1.z == v2.z) cz = GREEN;
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DrawText(TextFormat("%2.3f",v1.x),20,20,20,cx);
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DrawText(TextFormat("%2.3f",v1.y),20,40,20,cy);
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DrawText(TextFormat("%2.3f",v1.z),20,60,20,cz);
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DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
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DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
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DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
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DrawText(TextFormat("%2.3f",v2.x),200,20,20,cx);
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DrawText(TextFormat("%2.3f",v2.y),200,40,20,cy);
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DrawText(TextFormat("%2.3f",v2.z),200,60,20,cz);
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DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
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DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
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DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -119,6 +121,8 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model data (mesh and materials)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -39,10 +39,8 @@
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#define GLSL_VERSION 100
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#endif
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#define MAXSPOT 3 // NB must be the same as define in shader
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#define numStars 400
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#define MAX_SPOTS 3 // NOTE: It must be the same as define in shader
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#define MAX_STARS 400
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// Spot data
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typedef struct {
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@ -78,76 +76,67 @@ int main(void)
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Texture texRay = LoadTexture("resources/raysan.png");
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Star stars[numStars] = { 0 };
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Star stars[MAX_STARS] = { 0 };
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for (int n = 0; n < numStars; n++) ResetStar(&stars[n]);
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for (int n = 0; n < MAX_STARS; 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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for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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}
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int frameCounter = 0;
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// Use default vert shader
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Shader spotShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// Get the locations of spots in the shader
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Spot spots[MAXSPOT];
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/*
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unsigned int posLoc;
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unsigned int innerLoc;
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unsigned int radiusLoc;
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*/
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for (int i = 0; i < MAXSPOT; i++)
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{
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char posName[32] = "spots[x].pos\0";
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char innerName[32] = "spots[x].inner\0";
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char radiusName[32] = "spots[x].radius\0";
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// Get the locations of spots in the shader
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Spot spots[MAX_SPOTS];
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posName[6] = '0' + i;
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innerName[6] = '0' + i;
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radiusName[6] = '0' + i;
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spots[i].posLoc = GetShaderLocation(spotShader, posName);
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spots[i].innerLoc = GetShaderLocation(spotShader, innerName);
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spots[i].radiusLoc = GetShaderLocation(spotShader, radiusName);
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}
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// tell the shader how wide the screen is so we can have
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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 = (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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// and initialise the shader locations
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for (int i = 0; i < MAXSPOT; i++)
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
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spots[i].vel = (Vector2){ 0, 0 };
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char posName[32] = "spots[x].pos\0";
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char innerName[32] = "spots[x].inner\0";
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char radiusName[32] = "spots[x].radius\0";
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posName[6] = '0' + i;
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innerName[6] = '0' + i;
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radiusName[6] = '0' + i;
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while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
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spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
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}
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// Tell the shader how wide the screen is so we can have
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// a pitch black half and a dimly lit half.
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unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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float sw = (float)GetScreenWidth();
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SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT);
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// Randomise the locations and velocities of the spotlights
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// and initialise the shader locations
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
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spots[i].vel = (Vector2){ 0, 0 };
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while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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{
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spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
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spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
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}
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spots[i].inner = 28 * (i + 1);
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spots[i].radius = 48 * (i + 1);
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SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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SetShaderValue(spotShader, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
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SetShaderValue(spotShader, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
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}
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spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
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spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
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}
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spots[i].inner = 28 * (i + 1);
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spots[i].radius = 48 * (i + 1);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
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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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@ -159,39 +148,42 @@ int main(void)
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//----------------------------------------------------------------------------------
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frameCounter++;
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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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// Move the stars, resetting them if the go offscreen
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for (int n = 0; n < MAX_STARS; 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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// Update the spots, send them to the shader
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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if ( i == 0 ) {
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Vector2 mp = GetMousePosition();
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spots[i].pos.x = mp.x;
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spots[i].pos.y = screenHeight - mp.y;
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} else {
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spots[i].pos.x += spots[i].vel.x;
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spots[i].pos.y += spots[i].vel.y;
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if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.x > screenWidth - 64) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
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if (spots[i].pos.y > screenHeight - 64) spots[i].vel.y = -spots[i].vel.y;
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}
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SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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}
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if (i == 0)
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{
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Vector2 mp = GetMousePosition();
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spots[i].pos.x = mp.x;
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spots[i].pos.y = screenHeight - mp.y;
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}
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else
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{
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spots[i].pos.x += spots[i].vel.x;
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spots[i].pos.y += spots[i].vel.y;
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if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
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if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
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}
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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}
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(DARKBLUE);
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// Draw stars and bobs
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for (int n = 0; n < numStars; n++)
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// Draw stars and bobs
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for (int n = 0; n < MAX_STARS; n++)
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{
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// Single pixel is just too small these days!
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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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@ -199,24 +191,23 @@ int main(void)
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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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(screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
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}
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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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// scaling (slight adjustment to shader would be required
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// to actually pay attention to the colour!)
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DrawRectangle(0,0,screenWidth,screenHeight,WHITE);
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EndShaderMode();
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// Draw spot lights
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BeginShaderMode(shdrSpot);
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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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// scaling (slight adjustment to shader would be required
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// to actually pay attention to the colour!)
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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DrawText("Move the mouse!", 10, 30, 20, GREEN);
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DrawText("Pitch Black", screenWidth * .2, screenHeight / 2, 20, GREEN);
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DrawText("Dark", screenWidth * .66, screenHeight / 2, 20, GREEN);
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DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN);
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DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN);
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EndDrawing();
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@ -226,6 +217,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texRay);
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UnloadShader(shdrSpot);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -243,17 +235,17 @@ void ResetStar(Star *s)
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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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} while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8, 8 }));
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
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}
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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 > GetScreenWidth() ||
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s->pos.y < 0 || s->pos.y > GetScreenHeight())
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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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@ -1509,7 +1509,7 @@ void rlEnableSmoothLines(void)
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void rlDisableSmoothLines(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_LINE_SMOOTH);
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#endif
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}
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