Auto load correct sun shadder
This commit is contained in:
parent
ed9d049fa3
commit
bbc8b33224
@ -30,4 +30,11 @@ or
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## Include order
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- Std
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- local ( form inc dir )
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- external raylib
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- external raylib
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## Generate shader .h files
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```
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xxd -i shaders/sun_100.fs > inc/sunShader.hpp
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xxd -i shaders/sun_330.fs >> inc/sunShader.hpp
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```
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inc/sunShader.hpp
Normal file
124
inc/sunShader.hpp
Normal file
@ -0,0 +1,124 @@
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unsigned char shaders_sun_100_fs[] = {
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unsigned int shaders_sun_100_fs_len = 724;
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unsigned char shaders_sun_330_fs[] = {
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0x7d, 0x0a};
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unsigned int shaders_sun_330_fs_len = 698;
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@ -44,7 +44,7 @@ void BackGround::draw()
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{
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DrawRectangleGradientV(0, 0, size, size, ColorAdd(BackGroundColors::backGroundColor, 60), BackGroundColors::backGroundColor);
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}
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drawSun();
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drawMounten(20, (int)(mounten1min * size), (int)(mounten1max * size), BackGroundColors::MountenColor1);
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drawMounten(21, (int)(mounten2min * size), (int)(mounten2max * size), BackGroundColors::MountenColor2);
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@ -97,11 +97,13 @@ void BackGround::drawSun()
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int xpos = Lerp(size * moonXOffset, size - size * moonXOffset, m_moon.x);
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int ypos = Lerp(size * moonXOffset, maxYPosOfMoon * size, m_moon.y);
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if (colorSet == 3) {
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if (colorSet == 3)
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{
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sun.setColor(BackGroundColors::moonColor);
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r = ((m_moon.size * (maxSizeOfMoon - minSizeOfMoon)) + minSizeOfMoon) * size;
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}
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else {
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else
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{
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Color color = {0};
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color.r = 255;
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color.g = std::lerp(200, 50, m_moon.y);
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@ -1,41 +1,18 @@
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#include "canvas/Sun.hpp"
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#include "sunShader.hpp"
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#include "Math.hpp"
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#include <raylib.h>
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#include <rlgl.h>
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||||
const char* sun_shader_100 = "#version 100\n\
|
||||
precision mediump float;\
|
||||
varying vec2 fragTexCoord;\
|
||||
varying vec4 fragColor;\
|
||||
uniform vec3 color;\
|
||||
uniform float sun_radius;\
|
||||
uniform float start_transperency;\
|
||||
vec2 offset = vec2(1.0, 1.0);\
|
||||
float sun_end = 1.0;\
|
||||
void main()\
|
||||
{\
|
||||
offset.x -= fragTexCoord.x * 2.0;\
|
||||
offset.y -= fragTexCoord.y * 2.0;\
|
||||
float radius = length(offset);\
|
||||
if (radius < sun_radius) {\
|
||||
gl_FragColor = vec4(color, 1.0);\
|
||||
}\
|
||||
else if (radius < sun_end) {\
|
||||
float gradient = radius;\
|
||||
gradient -= sun_radius;\
|
||||
gradient = gradient / (sun_end - sun_radius) * start_transperency;\
|
||||
gl_FragColor = vec4(color, start_transperency - gradient);\
|
||||
}\
|
||||
else {\
|
||||
gl_FragColor = vec4(color, 0.0);\
|
||||
}\
|
||||
}";
|
||||
|
||||
void Sun::init()
|
||||
{
|
||||
shader = LoadShaderFromMemory(0, sun_shader_100);
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
||||
shader = LoadShaderFromMemory(0, (const char *)shaders_sun_100_fs);
|
||||
#else
|
||||
shader = LoadShaderFromMemory(0, (const char *)shaders_sun_330_fs);
|
||||
#endif
|
||||
target = LoadRenderTexture(sizeTexute, sizeTexute);
|
||||
|
||||
sun_radius_loc = GetShaderLocation(shader, "sun_radius");
|
||||
@ -47,7 +24,7 @@ void Sun::init()
|
||||
colorLoc = GetShaderLocation(shader, "color");
|
||||
SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// resitev da ne postane tekstura okoli sonca transparentna in da se ne vidi nasledna slika
|
||||
// resitev da ne postane tekstura okoli sonca transparentna in da se ne vidi nasledna slika
|
||||
// https://github.com/raysan5/raylib/issues/3820
|
||||
rlSetBlendFactorsSeparate(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA, RL_ONE, RL_ONE, RL_FUNC_ADD, RL_MAX);
|
||||
}
|
||||
@ -69,11 +46,11 @@ void Sun::setColor(Color color)
|
||||
|
||||
void Sun::draw(float x, float y, float size)
|
||||
{
|
||||
Rectangle dest = { x-size, y - size, size * 2, size * 2};
|
||||
Rectangle dest = {x - size, y - size, size * 2, size * 2};
|
||||
// zgorni komentar da se mesanje barv oklopi pravilno
|
||||
BeginBlendMode(RL_BLEND_CUSTOM_SEPARATE);
|
||||
BeginShaderMode(shader);
|
||||
drawTexureWithRotation(target, dest, 0.0f);
|
||||
EndShaderMode();
|
||||
BeginShaderMode(shader);
|
||||
drawTexureWithRotation(target, dest, 0.0f);
|
||||
EndShaderMode();
|
||||
EndBlendMode();
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user