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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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// Get the locations of spots in the shader |
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Spot spots[MAX_SPOTS]; |
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for (int i = 0; i < MAX_SPOTS; 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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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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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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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 < 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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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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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) + p">(fabs(s->vel.y) > 1))); |
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ i">8, 8 })); |
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ f">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 (p">(s->pos.x < 0) || p">(s->pos.x > GetScreenWidth()) || |
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p">(s->pos.y < 0) || p">(s->pos.y > GetScreenHeight())) |
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{ |
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ResetStar(s); |
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} |
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