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>
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3 changed files with 148 additions and 58 deletions
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@ -2,50 +2,67 @@
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precision mediump float;
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#define MAX_SPOTS 4
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#define RADIUS 256.0
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#define INNER 200.0
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#define MAX_SPOTS 3
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// Inputs
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// array of spotlight positions
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uniform vec2 spots[MAX_SPOTS];
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uniform float screenWidth; // width of the screen
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struct Spot {
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vec2 pos; // window coords of spot
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float inner; // inner fully transparent centre radius
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float radius; // alpha fades out to this radius
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};
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uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
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uniform float screenWidth; // Width of the screen
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void main()
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{
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float alpha;
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float alpha = 1.0;
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// get the position of the current fragment (screen coordinates!)
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vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
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// find out which spotlight is nearest
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float d = 65000.0; // some high value
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float di = 0.0;
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int fi = -1;
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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di = distance(pos, spots[i]);
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if (d > di) d = di;
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for (int j = 0; j < MAX_SPOTS; j++)
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{
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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if (d > dj )
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{
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d = dj;
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fi = i;
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}
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}
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}
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// d now equals distance to nearest spot...
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if (d > RADIUS) {
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alpha = 1.0;
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} else {
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if (d < INNER) {
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alpha = 0.0;
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} else {
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alpha = (d - INNER) / (RADIUS - INNER);
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// allowing for the different radii of all spotlights
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if (fi != -1) {
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if (d > spots[fi].radius)
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{
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alpha = 1.0;
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}
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else
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{
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if (d < spots[fi].inner)
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{
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alpha = 0.0;
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}
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else
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{
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alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
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}
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}
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}
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// right hand side of screen is dimly lit, could make the
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// threshold value user definable.
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if (pos.x > screenWidth/2.0 && alpha > 0.9) {
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alpha = 0.9;
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}
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// Right hand side of screen is dimly lit,
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// could make the threshold value user definable
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if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
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// could make the black out colour user definable...
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gl_FragColor = vec4( 0, 0, 0, alpha);
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@ -9,36 +9,61 @@ out vec4 finalColor;
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// NOTE: Add here your custom variables
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#define MAX_SPOTS 2
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#define RADIUS 128
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#define INNER 96
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#define MAX_SPOTS 3
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uniform vec2 spots[MAX_SPOTS]; // Spotlight positions array
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struct Spot {
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vec2 pos; // window coords of spot
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float inner; // inner fully transparent centre radius
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float radius; // alpha fades out to this radius
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};
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uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
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uniform float screenWidth; // Width of the screen
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void main()
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{
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float alpha = 0.0;
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float alpha = 1.0;
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// Get the position of the current fragment (screen coordinates!)
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vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
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// Find out which spotlight is nearest
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float d = 65000; // some high value
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float di = 0;
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int fi = -1; // found index
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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di = distance(pos, spots[i]);
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if (d > di) d = di;
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for (int j = 0; j < MAX_SPOTS; j++)
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{
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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if (d > dj )
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{
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d = dj;
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fi = i;
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}
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}
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}
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// d now equals distance to nearest spot...
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if (d > RADIUS) alpha = 1.0;
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else
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{
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if (d < INNER) alpha = 0.0;
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else alpha = (d - INNER)/(RADIUS - INNER);
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// allowing for the different radii of all spotlights
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if (fi != -1) {
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if (d > spots[fi].radius)
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{
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alpha = 1.0;
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}
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else
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{
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if (d < spots[fi].inner)
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{
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alpha = 0.0;
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}
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else
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{
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alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
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}
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}
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}
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// Right hand side of screen is dimly lit,
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@ -39,9 +39,24 @@
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#define GLSL_VERSION 100
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#endif
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#define MAXSPOT 2
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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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// Spot data
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typedef struct {
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Vector2 pos;
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Vector2 vel;
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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 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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@ -59,6 +74,7 @@ int main(void)
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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@ -74,20 +90,32 @@ int main(void)
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int frameCounter = 0;
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unsigned int spotLoc[MAXSPOT]; // shader locations
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Vector2 spotPos[MAXSPOT]; // position and velocity
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Vector2 spotVel[MAXSPOT];
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// Use default vert shader
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Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// Get the locations of spots in the shader
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char spotName[32] = "spots[x]\0";
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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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spotName[6] = '0' + i;
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spotLoc[i] = GetShaderLocation(spotShader, spotName);
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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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@ -99,17 +127,26 @@ int main(void)
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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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{
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spotPos[i].x = GetRandomValue(64, screenWidth - 64);
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spotPos[i].y = GetRandomValue(64, screenHeight - 64);
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spotVel[i] = (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(spotVel[i].x) + fabs(spotVel[i].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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spotVel[i].x = GetRandomValue(-40, 40)/10.0;
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spotVel[i].y = GetRandomValue(-40, 40)/10.0;
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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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SetTargetFPS(60); // Set to run at 60 frames-per-second
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@ -128,15 +165,21 @@ int main(void)
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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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{
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spotPos[i].x += spotVel[i].x;
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spotPos[i].y += spotVel[i].y;
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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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if (spotPos[i].x < 64) spotVel[i].x = -spotVel[i].x;
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if (spotPos[i].x > screenWidth - 64) spotVel[i].x = -spotVel[i].x;
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if (spotPos[i].y < 64) spotVel[i].y = -spotVel[i].y;
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if (spotPos[i].y > screenHeight - 64) spotVel[i].y = -spotVel[i].y;
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SetShaderValue(spotShader, spotLoc[i], &spotPos[i].x, UNIFORM_VEC2);
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SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
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}
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// Draw
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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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EndDrawing();
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//----------------------------------------------------------------------------------
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