57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
#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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void Sun::init()
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{
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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shader = LoadShaderFromMemory(0, (const char *)shaders_sun_100_fs);
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#else
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shader = LoadShaderFromMemory(0, (const char *)shaders_sun_330_fs);
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#endif
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target = LoadRenderTexture(sizeTexute, sizeTexute);
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sun_radius_loc = GetShaderLocation(shader, "sun_radius");
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SetShaderValue(shader, sun_radius_loc, &sun_radius, SHADER_UNIFORM_FLOAT);
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start_transperency_loc = GetShaderLocation(shader, "start_transperency");
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SetShaderValue(shader, start_transperency_loc, &start_transperency, SHADER_UNIFORM_FLOAT);
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colorLoc = GetShaderLocation(shader, "color");
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SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
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// resitev da ne postane tekstura okoli sonca transparentna in da se ne vidi nasledna slika
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// https://github.com/raysan5/raylib/issues/3820
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rlSetBlendFactorsSeparate(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA, RL_ONE, RL_ONE, RL_FUNC_ADD, RL_MAX);
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}
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void Sun::deinit()
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{
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UnloadShader(shader);
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UnloadRenderTexture(target);
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}
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void Sun::setColor(Color color)
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{
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c[0] = color.r / 255.0f;
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c[1] = color.g / 255.0f;
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c[2] = color.b / 255.0f;
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colorLoc = GetShaderLocation(shader, "color");
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SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
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}
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void Sun::draw(float x, float y, float size)
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{
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Rectangle dest = {x - size, y - size, size * 2, size * 2};
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// zgorni komentar da se mesanje barv oklopi pravilno
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BeginBlendMode(RL_BLEND_CUSTOM_SEPARATE);
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BeginShaderMode(shader);
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drawTexureWithRotation(target, dest, 0.0f);
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EndShaderMode();
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EndBlendMode();
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}
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