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spotlight example, each spot has own radius, mouse countrol (#1148)

NB glsl100 shader needs testing on "bare metal"

Co-authored-by: codifies <nospam@antispam.com>
pull/1154/head
chriscamacho 5 anni fa
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3 ha cambiato i file con 148 aggiunte e 58 eliminazioni
  1. +40
    -23
      examples/shaders/resources/shaders/glsl100/spotlight.fs
  2. +38
    -13
      examples/shaders/resources/shaders/glsl330/spotlight.fs
  3. +70
    -22
      examples/shaders/shaders_spotlight.c

+ 40
- 23
examples/shaders/resources/shaders/glsl100/spotlight.fs Vedi File

@ -2,50 +2,67 @@
precision mediump float;
#define MAX_SPOTS 4
#define RADIUS 256.0
#define INNER 200.0
#define MAX_SPOTS 3
// Inputs
// array of spotlight positions
uniform vec2 spots[MAX_SPOTS];
uniform float screenWidth; // width of the screen
struct Spot {
vec2 pos; // window coords of spot
float inner; // inner fully transparent centre radius
float radius; // alpha fades out to this radius
};
uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
uniform float screenWidth; // Width of the screen
void main()
{
float alpha;
float nf">alpha = 1.0;
// get the position of the current fragment (screen coordinates!)
vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
// find out which spotlight is nearest
float d = 65000.0; // some high value
float di = 0.0;
int fi = -1;
for (int i = 0; i < MAX_SPOTS; i++)
{
di = distance(pos, spots[i]);
if (d > di) d = di;
for (int j = 0; j < MAX_SPOTS; j++)
{
float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
if (d > dj )
{
d = dj;
fi = i;
}
}
}
// d now equals distance to nearest spot...
if (d > RADIUS) {
alpha = 1.0;
} else {
if (d < INNER) {
alpha = 0.0;
} else {
alpha = (d - INNER) / (RADIUS - INNER);
// allowing for the different radii of all spotlights
if (fi != -1) {
if (d > spots[fi].radius)
{
alpha = 1.0;
}
else
{
if (d < spots[fi].inner)
{
alpha = 0.0;
}
else
{
alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
}
}
}
// right hand side of screen is dimly lit, could make the
// threshold value user definable.
if (pos.x > screenWidth/2.0 && alpha > 0.9) {
alpha = 0.9;
}
// Right hand side of screen is dimly lit,
// could make the threshold value user definable
if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
// could make the black out colour user definable...
gl_FragColor = vec4( 0, 0, 0, alpha);

+ 38
- 13
examples/shaders/resources/shaders/glsl330/spotlight.fs Vedi File

@ -9,36 +9,61 @@ out vec4 finalColor;
// NOTE: Add here your custom variables
#define MAX_SPOTS 2
#define RADIUS 128
#define INNER 96
#define MAX_SPOTS 3
uniform vec2 spots[MAX_SPOTS]; // Spotlight positions array
struct Spot {
vec2 pos; // window coords of spot
float inner; // inner fully transparent centre radius
float radius; // alpha fades out to this radius
};
uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
uniform float screenWidth; // Width of the screen
void main()
{
float alpha = 0.0;
float alpha = 1.0;
// Get the position of the current fragment (screen coordinates!)
vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
// Find out which spotlight is nearest
float d = 65000; // some high value
float di = 0;
int fi = -1; // found index
for (int i = 0; i < MAX_SPOTS; i++)
{
di = distance(pos, spots[i]);
if (d > di) d = di;
for (int j = 0; j < MAX_SPOTS; j++)
{
float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
if (d > dj )
{
d = dj;
fi = i;
}
}
}
// d now equals distance to nearest spot...
if (d > RADIUS) alpha = 1.0;
else
{
if (d < INNER) alpha = 0.0;
else alpha = (d - INNER)/(RADIUS - INNER);
// allowing for the different radii of all spotlights
if (fi != -1) {
if (d > spots[fi].radius)
{
alpha = 1.0;
}
else
{
if (d < spots[fi].inner)
{
alpha = 0.0;
}
else
{
alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
}
}
}
// Right hand side of screen is dimly lit,

+ 70
- 22
examples/shaders/shaders_spotlight.c Vedi File

@ -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();
//----------------------------------------------------------------------------------

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