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https://github.com/raysan5/raylib.git
synced 2026-01-22 15:19:18 -05:00
REVIEWED: Camera redesign PR
This commit is contained in:
@ -29,10 +29,8 @@
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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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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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@ -44,26 +42,26 @@
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#define MAX_STARS 400
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// Spot data
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typedef struct {
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Vector2 pos;
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Vector2 vel;
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typedef struct Spot {
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Vector2 position;
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Vector2 speed;
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float inner;
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float radius;
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// Shader locations
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unsigned int posLoc;
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unsigned int positionLoc;
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unsigned int innerLoc;
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unsigned int radiusLoc;
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} Spot;
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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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Vector2 position;
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Vector2 speed;
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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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static void UpdateStar(Star *s);
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static void ResetStar(Star *s);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -75,7 +73,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight");
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HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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@ -108,7 +106,7 @@ int main(void)
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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].positionLoc = 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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@ -124,20 +122,20 @@ int main(void)
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// and initialize 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 = (float)GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64);
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spots[i].vel = (Vector2){ 0, 0 };
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spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
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spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
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spots[i].speed = (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].speed.x) + fabs(spots[i].speed.y)) < 2)
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{
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spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
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spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
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}
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spots[i].inner = 28.0f * (i + 1);
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spots[i].radius = 48.0f * (i + 1);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
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}
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@ -161,21 +159,21 @@ int main(void)
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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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spots[i].position.x = mp.x;
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spots[i].position.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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spots[i].position.x += spots[i].speed.x;
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spots[i].position.y += spots[i].speed.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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if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
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if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
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if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
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if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
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}
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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}
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// Draw
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@ -188,7 +186,7 @@ int main(void)
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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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DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
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DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
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}
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for (int i = 0; i < 16; i++)
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@ -213,7 +211,6 @@ int main(void)
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DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
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DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -230,26 +227,26 @@ int main(void)
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}
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void ResetStar(Star *s)
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static void ResetStar(Star *s)
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{
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s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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s->position = (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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s->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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s->speed.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->speed.x) + (fabs(s->speed.y) > 1)));
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
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s->position = Vector2Add(s->position, Vector2Multiply(s->speed, (Vector2){ 8.0f, 8.0f }));
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}
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void UpdateStar(Star *s)
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static void UpdateStar(Star *s)
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{
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s->pos = Vector2Add(s->pos, s->vel);
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s->position = Vector2Add(s->position, s->speed);
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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->position.x < 0) || (s->position.x > GetScreenWidth()) ||
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(s->position.y < 0) || (s->position.y > GetScreenHeight()))
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{
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ResetStar(s);
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}
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