feat: ball following mouse and blending with static polygon
This commit is contained in:
50
resources/shaders/basic.fs
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50
resources/shaders/basic.fs
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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uniform vec2 resolution;
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uniform vec2 mouse_pos;
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uniform float ball_radius;
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uniform vec2 polygon_points[6];
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uniform float polygon_influence;
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out vec4 finalColor;
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float distanceToPolygon(vec2 point, vec2 polyPoints[6]) {
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float minDist = 100000.0;
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for (int i = 0; i < 6; i++) {
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int j = (i + 1) % 6;
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vec2 a = polyPoints[i];
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vec2 b = polyPoints[j];
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vec2 pa = point - a;
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vec2 ba = b - a;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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float dist = length(pa - ba * h);
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minDist = min(minDist, dist);
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}
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return minDist;
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}
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void main()
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{
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vec2 pixel_pos = fragTexCoord * resolution;
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vec2 ball_pixel_pos = mouse_pos;
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float ball_dist = distance(pixel_pos, ball_pixel_pos);
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float ball_value = (ball_radius * ball_radius) / (ball_dist * ball_dist + 1.0);
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float poly_dist = distanceToPolygon(pixel_pos, polygon_points);
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float poly_value = polygon_influence / (poly_dist * poly_dist + 1.0);
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float total_value = ball_value + poly_value;
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if (total_value > 0.7) {
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finalColor = vec4(1.0, 1.0, 1.0, 1.0); // White
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} else {
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finalColor = vec4(0.0, 0.0, 0.0, 1.0); // Black
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}
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}
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18
resources/shaders/basic.vs
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18
resources/shaders/basic.vs
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@@ -0,0 +1,18 @@
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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uniform mat4 mvp;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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75
src/main.c
75
src/main.c
@@ -1,21 +1,92 @@
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#include <stdio.h>
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#include <raylib.h>
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#define WIDTH 800
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#define HEIGHT 600
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typedef struct
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{
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Vector2 points[6];
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int numPoints;
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float influence;
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} Polygon;
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Polygon poly = {
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{{WIDTH / 2 + 50, HEIGHT / 2 - 50},
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{WIDTH / 2 + 80, HEIGHT / 2},
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{WIDTH / 2 + 50, HEIGHT / 2 + 50},
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{WIDTH / 2 - 50, HEIGHT / 2 + 50},
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{WIDTH / 2 - 80, HEIGHT / 2},
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{WIDTH / 2 - 50, HEIGHT / 2 - 50}},
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6,
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3000.0f};
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int main(void)
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{
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InitWindow(WIDTH, HEIGHT, "Wallpaper");
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SetWindowState(FLAG_WINDOW_RESIZABLE);
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SetTargetFPS(60);
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// initialize shader
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Shader shader = LoadShader("resources/shaders/basic.vs", "resources/shaders/basic.fs");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int mousePosLoc = GetShaderLocation(shader, "mouse_pos");
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int ballRadiusLoc = GetShaderLocation(shader, "ball_radius");
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int polygonPointsLoc = GetShaderLocation(shader, "polygon_points");
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int polygonInfluenceLoc = GetShaderLocation(shader, "polygon_influence");
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Vector2 resolution = {WIDTH, HEIGHT};
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SetShaderValue(shader, resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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// send ball data
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float ballRadius = 40.0f;
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SetShaderValue(shader, ballRadiusLoc, &ballRadius, SHADER_UNIFORM_FLOAT);
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// send polygon data
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float polygonInfluence = poly.influence;
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SetShaderValue(shader, polygonInfluenceLoc, &polygonInfluence, SHADER_UNIFORM_FLOAT);
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float polygonPoints[12];
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for (int i = 0; i < poly.numPoints; i++)
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{
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polygonPoints[i * 2] = poly.points[i].x;
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polygonPoints[i * 2 + 1] = poly.points[i].y;
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}
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SetShaderValueV(shader, polygonPointsLoc, polygonPoints, SHADER_UNIFORM_VEC2, poly.numPoints);
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// initializee render texture
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RenderTexture2D target = LoadRenderTexture(WIDTH, HEIGHT);
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while (!WindowShouldClose())
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{
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if (IsWindowResized())
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{
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UnloadRenderTexture(target);
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target = LoadRenderTexture(screenWidth, screenHeight);
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Vector2 resolution = {screenWidth, screenHeight};
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SetShaderValue(shader, resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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}
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Vector2 mousePos = GetMousePosition();
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mousePos.y = screenHeight - mousePos.y;
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SetShaderValue(shader, mousePosLoc, &mousePos, SHADER_UNIFORM_VEC2);
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BeginDrawing();
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ClearBackground(RED);
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BeginShaderMode(shader);
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DrawTextureRec(target.texture, (Rectangle){0, 0, screenWidth, -screenHeight}, (Vector2){0, 0}, WHITE);
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EndShaderMode();
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EndDrawing();
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}
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UnloadRenderTexture(target);
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UnloadShader(shader);
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CloseWindow();
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return 0;
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}
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