REVIEWED: Camera redesign PR

This commit is contained in:
Ray
2023-02-14 20:00:51 +01:00
parent 73989a4981
commit ea590c44a9
34 changed files with 321 additions and 268 deletions

View File

@ -29,10 +29,8 @@
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <stddef.h>
#include <stdint.h>
#include "raymath.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
@ -44,26 +42,26 @@
#define MAX_STARS 400
// Spot data
typedef struct {
Vector2 pos;
Vector2 vel;
typedef struct Spot {
Vector2 position;
Vector2 speed;
float inner;
float radius;
// Shader locations
unsigned int posLoc;
unsigned int positionLoc;
unsigned int innerLoc;
unsigned int radiusLoc;
} Spot;
// Stars in the star field have a position and velocity
typedef struct Star {
Vector2 pos;
Vector2 vel;
Vector2 position;
Vector2 speed;
} Star;
void UpdateStar(Star *s);
void ResetStar(Star *s);
static void UpdateStar(Star *s);
static void ResetStar(Star *s);
//------------------------------------------------------------------------------------
// Program main entry point
@ -75,7 +73,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight");
HideCursor();
Texture texRay = LoadTexture("resources/raysan.png");
@ -108,7 +106,7 @@ int main(void)
innerName[6] = '0' + i;
radiusName[6] = '0' + i;
spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
spots[i].positionLoc = GetShaderLocation(shdrSpot, posName);
spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
@ -124,20 +122,20 @@ int main(void)
// 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 };
spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
spots[i].speed = (Vector2){ 0, 0 };
while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
{
spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.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].positionLoc, &spots[i].position.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);
}
@ -161,21 +159,21 @@ int main(void)
if (i == 0)
{
Vector2 mp = GetMousePosition();
spots[i].pos.x = mp.x;
spots[i].pos.y = screenHeight - mp.y;
spots[i].position.x = mp.x;
spots[i].position.y = screenHeight - mp.y;
}
else
{
spots[i].pos.x += spots[i].vel.x;
spots[i].pos.y += spots[i].vel.y;
spots[i].position.x += spots[i].speed.x;
spots[i].position.y += spots[i].speed.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;
if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
}
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
}
// Draw
@ -188,7 +186,7 @@ int main(void)
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);
DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
@ -213,7 +211,6 @@ int main(void)
DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -230,26 +227,26 @@ int main(void)
}
void ResetStar(Star *s)
static void ResetStar(Star *s)
{
s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
s->position = (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;
s->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
s->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
} while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
} while (!(fabs(s->speed.x) + (fabs(s->speed.y) > 1)));
s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
s->position = Vector2Add(s->position, Vector2Multiply(s->speed, (Vector2){ 8.0f, 8.0f }));
}
void UpdateStar(Star *s)
static void UpdateStar(Star *s)
{
s->pos = Vector2Add(s->pos, s->vel);
s->position = Vector2Add(s->position, s->speed);
if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
(s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
if ((s->position.x < 0) || (s->position.x > GetScreenWidth()) ||
(s->position.y < 0) || (s->position.y > GetScreenHeight()))
{
ResetStar(s);
}