Remove shaders for drawin sun/moon

This commit is contained in:
Nikola Petrov 2025-03-10 00:52:34 +01:00
parent 266d250881
commit 2cd8ef5558
9 changed files with 31 additions and 284 deletions

View File

@ -26,7 +26,6 @@ add_executable(app
shared/src/canvas/BackGround.cpp shared/src/canvas/BackGround.cpp
shared/src/canvas/BackGroundColors.cpp shared/src/canvas/BackGroundColors.cpp
shared/src/canvas/Canvas.cpp shared/src/canvas/Canvas.cpp
shared/src/canvas/Circle.cpp
shared/src/canvas/Tree.cpp shared/src/canvas/Tree.cpp
shared/src/values/Dna.cpp shared/src/values/Dna.cpp
shared/src/values/DnaManager.cpp shared/src/values/DnaManager.cpp
@ -56,7 +55,6 @@ add_executable(view
shared/src/canvas/BackGround.cpp shared/src/canvas/BackGround.cpp
shared/src/canvas/BackGroundColors.cpp shared/src/canvas/BackGroundColors.cpp
shared/src/canvas/Canvas.cpp shared/src/canvas/Canvas.cpp
shared/src/canvas/Circle.cpp
shared/src/canvas/Tree.cpp shared/src/canvas/Tree.cpp
shared/src/values/Dna.cpp shared/src/values/Dna.cpp
shared/src/values/DnaManager.cpp shared/src/values/DnaManager.cpp

View File

@ -23,11 +23,4 @@
## Include order ## Include order
- Std - Std
- local ( form inc dir ) - local ( form inc dir )
- external raylib - external raylib
## Generate shader .h files
```
xxd -i shaders/sun_100.fs > shared/inc/canvas/sunShader.hpp
xxd -i shaders/sun_330.fs >> shared/inc/canvas/sunShader.hpp
```

View File

@ -1,32 +0,0 @@
#version 300 es
precision mediump float;
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform vec3 color;
vec2 offset = vec2(1.0, 1.0);
float start_transparency = 0.40f;
float sun_radius = 0.6f;
float sun_end = 1.0f;
void main()
{
offset.x -= fragTexCoord.x * 2.0;
offset.y -= fragTexCoord.y * 2.0;
float radius = length(offset);
if(radius < sun_radius){
finalColor = vec4(color, 1.0);
}else if(radius < sun_end){
float gradient = radius;
gradient -= sun_radius;
gradient = gradient / 0.4f * start_transparency;
finalColor = vec4(color, start_transparency - gradient);
}else{
finalColor = vec4(color, 0.0);
}
}

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@ -1,29 +0,0 @@
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform vec3 color;
vec2 offset = vec2(1.0, 1.0);
float start_transparency = 0.40f;
float sun_radius = 0.6f;
float sun_end = 1.0f;
void main()
{
offset.x -= fragTexCoord.x * 2;
offset.y -= fragTexCoord.y * 2;
float radius = length(offset);
if(radius < sun_radius){
finalColor = vec4(color, 1.0f);
}else if(radius < sun_end){
float gradient = radius;
gradient -= sun_radius;
gradient = gradient / 0.4f * start_transparency;
finalColor = vec4(color, start_transparency - gradient);
}else{
finalColor = vec4(color, 0.0f);
}
}

View File

@ -1,20 +0,0 @@
#include <raylib.h>
class Circle
{
public:
static void init();
static void deinit();
static void setColor(Color color);
static void draw(float x, float y, float size);
Circle() = delete;
private:
static const int sizeTexute = 250;
static RenderTexture2D target;
static Shader shader;
static float c[3];
static int colorLoc;
};

View File

@ -1,123 +0,0 @@
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unsigned int shaders_sun_100_fs_len = 710;
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unsigned int shaders_sun_330_fs_len = 678;

View File

@ -2,7 +2,6 @@
#include "canvas/BackGround.hpp" #include "canvas/BackGround.hpp"
#include "canvas/BackGroundColors.hpp" #include "canvas/BackGroundColors.hpp"
#include "canvas/Circle.hpp"
#include "canvas/stb_perlin.h" #include "canvas/stb_perlin.h"
#include <raylib.h> #include <raylib.h>
@ -44,6 +43,9 @@ Color ColorAdd(Color c1, Color c2)
void BackGround::init(int canvasSize) void BackGround::init(int canvasSize)
{ {
this->canvasSize = canvasSize; this->canvasSize = canvasSize;
// 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);
} }
void BackGround::deinit() void BackGround::deinit()
@ -117,26 +119,45 @@ void BackGround::drawStars()
void BackGround::drawSun() void BackGround::drawSun()
{ {
int r = ((m_dna->moonY / 255.0f * (maxSizeOfMoon - minSizeOfMoon)) + minSizeOfMoon) * canvasSize; int radius = ((m_dna->moonY / 255.0f * (maxSizeOfMoon - minSizeOfMoon)) + minSizeOfMoon) * canvasSize;
int xpos = Lerp(canvasSize * moonXOffset, canvasSize - canvasSize * moonXOffset, m_dna->moonX / 255.0f); int xpos = Lerp(canvasSize * moonXOffset, canvasSize - canvasSize * moonXOffset, m_dna->moonX / 255.0f);
int ypos = Lerp(canvasSize * moonXOffset, maxYPosOfMoon * canvasSize, m_dna->moonY / 255.0f); int ypos = Lerp(canvasSize * moonXOffset, maxYPosOfMoon * canvasSize, m_dna->moonY / 255.0f);
Color color = {0};
if (getColorSet() == 3) if (getColorSet() == 3)
{ {
Circle::setColor(BackGroundColors::moonColor); color = BackGroundColors::moonColor;
r = (((m_dna->moonSize / 255.0f) * (maxSizeOfMoon - minSizeOfMoon)) + minSizeOfMoon) * canvasSize; radius = (((m_dna->moonSize / 255.0f) * (maxSizeOfMoon - minSizeOfMoon)) + minSizeOfMoon) * canvasSize;
} }
else else
{ {
Color color = {0};
color.r = 255; color.r = 255;
color.g = std::lerp(200, 50, m_dna->moonY / 255.0f); color.g = std::lerp(200, 50, m_dna->moonY / 255.0f);
color.b = std::lerp(50, 0, m_dna->moonY / 255.0f); color.b = std::lerp(50, 0, m_dna->moonY / 255.0f);
color.a = 255;
Circle::setColor(color);
} }
Circle::draw(xpos, ypos, r);
BeginBlendMode(RL_BLEND_CUSTOM_SEPARATE);
constexpr float numOfCircles = 15.0f;
constexpr float sunMin = 1.7f;
float amount = 0.0f;
color.a = 15;
for (size_t i = 0; i < numOfCircles; i++)
{
float r = Lerp(radius, radius / sunMin, amount);
DrawCircle(xpos, ypos, r, color);
amount += 1.0f / numOfCircles;
}
EndBlendMode();
color.a = 255;
DrawCircle(xpos, ypos, radius / sunMin, color);
} }
void BackGround::drawMounten(size_t mountenSegments, int min, int max, Color color, float scale) void BackGround::drawMounten(size_t mountenSegments, int min, int max, Color color, float scale)

View File

@ -1,11 +1,9 @@
#include "canvas/Canvas.hpp" #include "canvas/Canvas.hpp"
#include "canvas/Circle.hpp"
void Canvas::init(int size) void Canvas::init(int size)
{ {
backGround.init(size); backGround.init(size);
tree.init(size); tree.init(size);
Circle::init();
} }
void Canvas::newGen(RenderTexture2D &target, Dna *dna) void Canvas::newGen(RenderTexture2D &target, Dna *dna)
@ -30,5 +28,4 @@ bool Canvas::tick(RenderTexture2D &target)
void Canvas::deinit() void Canvas::deinit()
{ {
backGround.deinit(); backGround.deinit();
Circle::deinit();
} }

View File

@ -1,58 +0,0 @@
#include "canvas/Circle.hpp"
#include "canvas/sunShader.hpp"
#include <raylib.h>
#include <rlgl.h>
RenderTexture2D Circle::target;
Shader Circle::shader;
float Circle::c[3];
int Circle::colorLoc;
void Circle::init()
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
shader = LoadShaderFromMemory(nullptr, sun_shader_100);
#else
shader = LoadShaderFromMemory(nullptr, (const char *)shaders_sun_330_fs);
#endif
target = LoadRenderTexture(sizeTexute, sizeTexute);
c[0] = 1.0f;
c[1] = 1.0f;
c[2] = 1.0f;
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
// 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);
}
void Circle::deinit()
{
UnloadShader(shader);
UnloadRenderTexture(target);
}
void Circle::setColor(Color color)
{
c[0] = color.r / 255.0f;
c[1] = color.g / 255.0f;
c[2] = color.b / 255.0f;
SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
}
void Circle::draw(float x, float y, float size)
{
Rectangle dest = {x - size, y - size, size * 2, size * 2};
Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
Vector2 origin = {0.0f, 0.0f};
// zgorni komentar da se mesanje barv oklopi pravilno
BeginBlendMode(RL_BLEND_CUSTOM_SEPARATE);
BeginShaderMode(shader);
DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE);
EndShaderMode();
EndBlendMode();
}