example resize fixes
This commit is contained in:
parent
e4993c5557
commit
48f9c9c8ff
32 changed files with 323 additions and 234 deletions
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@ -12,19 +12,15 @@ uniform vec4 colDiffuse;
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// NOTE: Add your custom variables here
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 size = { 800.0, 450.0 };
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uniform vec2 center;
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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vec2 tc = fragTexCoord*size;
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tc -= center;
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float dist = length(tc);
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@ -40,7 +36,7 @@ void main()
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}
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tc += center;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
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gl_FragColor = vec4(color.rgb, 1.0);
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}
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@ -10,19 +10,15 @@ uniform vec4 colDiffuse;
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// NOTE: Add your custom variables here
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 size = vec2(800.0, 450.0);
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uniform vec2 center;
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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vec2 tc = fragTexCoord*size;
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tc -= center;
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float dist = length(tc);
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@ -38,7 +34,7 @@ void main()
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}
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tc += center;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
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gl_FragColor = vec4(color.rgb, 1.0);;
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}
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}
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@ -13,19 +13,15 @@ out vec4 finalColor;
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// NOTE: Add your custom variables here
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 size = vec2(800.0, 450.0);
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uniform vec2 center = vec2(200.0, 200.0);
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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vec2 tc = fragTexCoord*size;
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tc -= center;
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float dist = length(tc);
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@ -41,7 +37,7 @@ void main()
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}
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tc += center;
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vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
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vec4 color = texture(texture0, tc/size)*colDiffuse*fragColor;;
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finalColor = vec4(color.rgb, 1.0);;
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}
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}
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@ -253,7 +253,7 @@ int main()
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", GetScreenWidth() - 320, GetScreenHeight() - 20, 10, LIGHTGRAY);
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DrawFPS(10, 10);
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@ -35,8 +35,10 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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int screenWidth = 800;
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int screenHeight = 450;
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float swirlSize[2] = { (float)screenWidth, (float)screenHeight };
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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@ -62,12 +64,11 @@ int main(void)
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int swirlSizeLoc = GetShaderLocation(shader, "size");
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int swirlCenterLoc = GetShaderLocation(shader, "center");
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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RenderTexture2D target;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -75,15 +76,24 @@ int main(void)
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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// Create a RenderTexture2D to be used for render to texture
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UnloadRenderTexture(target);
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target = LoadRenderTexture(screenWidth, screenHeight);
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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Vector2 mousePosition = GetMousePosition();
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swirlSize[0] = screenWidth;
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swirlSize[1] = screenHeight;
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SetShaderValue(shader, swirlSizeLoc, swirlSize, SHADER_UNIFORM_VEC2);
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swirlCenter[0] = mousePosition.x;
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swirlCenter[1] = screenHeight - mousePosition.y;
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
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//----------------------------------------------------------------------------------
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@ -98,7 +108,7 @@ int main(void)
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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DrawText("TEXT DRAWN IN RENDER TEXTURE", screenWidth - 600, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginDrawing();
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@ -107,7 +117,7 @@ int main(void)
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// Enable shader using the custom uniform
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Draw some 2d text over drawn texture
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@ -128,4 +138,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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@ -51,9 +51,6 @@ int main(void)
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int mouseLoc = GetShaderLocation(shader, "mouse");
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int timeLoc = GetShaderLocation(shader, "time");
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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float totalTime = 0.0f;
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bool shaderAutoReloading = false;
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@ -65,6 +62,9 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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float resolution[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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totalTime += GetFrameTime();
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Vector2 mouse = GetMousePosition();
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float mousePos[2] = { mouse.x, mouse.y };
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@ -113,14 +113,14 @@ int main(void)
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// We only draw a white full-screen rectangle, frame is generated in shader
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
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EndShaderMode();
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DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
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shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
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if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
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DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
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DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, GetScreenHeight() - 20, 10, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -69,12 +69,6 @@ int main(void)
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marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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// Use Customized function to create writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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Camera camera = {
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@ -87,6 +81,7 @@ int main(void)
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// Camera FOV is pre-calculated in the camera Distance.
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float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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RenderTexture2D target;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -96,6 +91,14 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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// Use Customized function to create writable depth texture buffer
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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UnloadRenderTexture(target);
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target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
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Vector2 screenCenter = {.x = GetScreenWidth()/2.0f, .y = GetScreenHeight()/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update Camera Postion in the ray march shader.
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@ -115,7 +118,7 @@ int main(void)
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// Raymarch Scene
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rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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DrawRectangleRec((Rectangle){0,0, (float)GetScreenWidth(), (float)GetScreenHeight()},WHITE);
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EndShaderMode();
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// Rasterize Scene
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@ -134,7 +137,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -88,7 +88,7 @@ int main(void)
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EndMode3D();
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DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
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DrawText("(c) Watermill 3D model by Alberto Cano", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
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DrawFPS(10, 10);
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@ -106,4 +106,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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@ -133,6 +133,8 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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UnloadRenderTexture(target);
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target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(RAYWHITE); // Clear texture background
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@ -148,17 +150,17 @@ int main(void)
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// Render generated texture using selected postprocessing shader
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BeginShaderMode(shaders[currentShader]);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2){0, 0}, WHITE);
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EndShaderMode();
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// Draw 2d shapes and text over drawn texture
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DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
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DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawText("(c) Church 3D model by Alberto Cano", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
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DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
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DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
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DrawText("< >", 540, 10, 30, DARKBLUE);
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DrawFPS(700, 15);
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DrawFPS(GetScreenWidth() - 100, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -112,7 +112,7 @@ int main(void)
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DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY);
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// Flip Y axis to match shader coordinate system
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = GetScreenHeight() - rec.y - rec.height;
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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// Only rectangle color
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@ -121,7 +121,7 @@ int main(void)
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
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EndShaderMode();
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@ -131,7 +131,7 @@ int main(void)
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DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
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DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY);
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = GetScreenHeight() - rec.y - rec.height;
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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// Only shadow color
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
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EndShaderMode();
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@ -150,7 +150,7 @@ int main(void)
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DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
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DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY);
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = GetScreenHeight() - rec.y - rec.height;
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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// Only border color
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
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EndShaderMode();
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// Draw one more rectangle with all three colors
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rec = (Rectangle){ 240, 80, 500, 300 };
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rec = (Rectangle){ 240, 80, GetScreenWidth() - 300, GetScreenHeight() - 150 };
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DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
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DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
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rec.y = screenHeight - rec.y - rec.height;
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rec.y = GetScreenHeight() - rec.y - rec.height;
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SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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// All three colors
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SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
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EndShaderMode();
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DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK);
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DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", GetScreenWidth() - 300, GetScreenHeight() - 20, 10, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -176,7 +176,7 @@ int main(void)
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EndMode3D();
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DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);
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DrawText("Shadows in raylib using the shadowmapping algorithm!", GetScreenWidth() - 320, GetScreenHeight() - 20, 10, GRAY);
|
||||
DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
|
||||
|
||||
EndDrawing();
|
||||
|
|
|
@ -85,7 +85,7 @@ int main(void)
|
|||
for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
|
||||
|
||||
// Progress all the stars on, so they don't all start in the centre
|
||||
for (int m = 0; m < screenWidth/2.0; m++)
|
||||
for (int m = 0; m < GetScreenWidth()/2.0; m++)
|
||||
{
|
||||
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
|
||||
}
|
||||
|
@ -124,8 +124,8 @@ int main(void)
|
|||
// and initialize the shader locations
|
||||
for (int i = 0; i < MAX_SPOTS; i++)
|
||||
{
|
||||
spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
|
||||
spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
|
||||
spots[i].position.x = (float)GetRandomValue(64, GetScreenWidth() - 64);
|
||||
spots[i].position.y = (float)GetRandomValue(64, GetScreenHeight() - 64);
|
||||
spots[i].speed = (Vector2){ 0, 0 };
|
||||
|
||||
while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
|
||||
|
@ -152,6 +152,9 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
frameCounter++;
|
||||
|
||||
sw = (float)GetScreenWidth();
|
||||
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
// Move the stars, resetting them if the go offscreen
|
||||
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
|
||||
|
||||
|
@ -162,7 +165,7 @@ int main(void)
|
|||
{
|
||||
Vector2 mp = GetMousePosition();
|
||||
spots[i].position.x = mp.x;
|
||||
spots[i].position.y = screenHeight - mp.y;
|
||||
spots[i].position.y = GetScreenHeight() - mp.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -170,9 +173,9 @@ int main(void)
|
|||
spots[i].position.y += spots[i].speed.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.x > (GetScreenWidth() - 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;
|
||||
if (spots[i].position.y > (GetScreenHeight() - 64)) spots[i].speed.y = -spots[i].speed.y;
|
||||
}
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
|
||||
|
@ -194,8 +197,8 @@ int main(void)
|
|||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
DrawTexture(texRay,
|
||||
(int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
|
||||
(int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
|
||||
(int)((GetScreenWidth()/2.0f) + cos((frameCounter + i*8)/51.45f)*(GetScreenWidth()/2.2f) - 32),
|
||||
(int)((GetScreenHeight()/2.0f) + sin((frameCounter + i*8)/17.87f)*(GetScreenHeight()/4.2f)), WHITE);
|
||||
}
|
||||
|
||||
// Draw spot lights
|
||||
|
@ -204,14 +207,14 @@ int main(void)
|
|||
// a render texture of the full screen used to do screen
|
||||
// scaling (slight adjustment to shader would be required
|
||||
// to actually pay attention to the colour!)
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText("Move the mouse!", 10, 30, 20, GREEN);
|
||||
DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
|
||||
DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
|
||||
DrawText("Pitch Black", (int)(GetScreenWidth()*0.2f), GetScreenHeight()/2, 20, GREEN);
|
||||
DrawText("Dark", (int)(GetScreenWidth()*.66f), GetScreenHeight()/2, 20, GREEN);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
@ -75,6 +75,8 @@ int main(void)
|
|||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
UnloadRenderTexture(target);
|
||||
target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
|
||||
// Draw into our custom render texture (framebuffer)
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
|
@ -94,7 +96,7 @@ int main(void)
|
|||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2) { 0, 0 }, WHITE);
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -166,4 +168,4 @@ void UnloadRenderTextureDepthTex(RenderTexture2D target)
|
|||
// queried and deleted before deleting framebuffer
|
||||
rlUnloadFramebuffer(target.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue