feat: ball following mouse and blending with static polygon

This commit is contained in:
2025-09-02 17:18:54 +02:00
parent b6b404576c
commit 2aca6c5b1f
3 changed files with 141 additions and 2 deletions

View File

@@ -0,0 +1,50 @@
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
uniform vec2 resolution;
uniform vec2 mouse_pos;
uniform float ball_radius;
uniform vec2 polygon_points[6];
uniform float polygon_influence;
out vec4 finalColor;
float distanceToPolygon(vec2 point, vec2 polyPoints[6]) {
float minDist = 100000.0;
for (int i = 0; i < 6; i++) {
int j = (i + 1) % 6;
vec2 a = polyPoints[i];
vec2 b = polyPoints[j];
vec2 pa = point - a;
vec2 ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
float dist = length(pa - ba * h);
minDist = min(minDist, dist);
}
return minDist;
}
void main()
{
vec2 pixel_pos = fragTexCoord * resolution;
vec2 ball_pixel_pos = mouse_pos;
float ball_dist = distance(pixel_pos, ball_pixel_pos);
float ball_value = (ball_radius * ball_radius) / (ball_dist * ball_dist + 1.0);
float poly_dist = distanceToPolygon(pixel_pos, polygon_points);
float poly_value = polygon_influence / (poly_dist * poly_dist + 1.0);
float total_value = ball_value + poly_value;
if (total_value > 0.7) {
finalColor = vec4(1.0, 1.0, 1.0, 1.0); // White
} else {
finalColor = vec4(0.0, 0.0, 0.0, 1.0); // Black
}
}

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@@ -0,0 +1,18 @@
#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

View File

@@ -1,21 +1,92 @@
#include <stdio.h>
#include <raylib.h> #include <raylib.h>
#define WIDTH 800 #define WIDTH 800
#define HEIGHT 600 #define HEIGHT 600
typedef struct
{
Vector2 points[6];
int numPoints;
float influence;
} Polygon;
Polygon poly = {
{{WIDTH / 2 + 50, HEIGHT / 2 - 50},
{WIDTH / 2 + 80, HEIGHT / 2},
{WIDTH / 2 + 50, HEIGHT / 2 + 50},
{WIDTH / 2 - 50, HEIGHT / 2 + 50},
{WIDTH / 2 - 80, HEIGHT / 2},
{WIDTH / 2 - 50, HEIGHT / 2 - 50}},
6,
3000.0f};
int main(void) int main(void)
{ {
InitWindow(WIDTH, HEIGHT, "Wallpaper"); InitWindow(WIDTH, HEIGHT, "Wallpaper");
SetWindowState(FLAG_WINDOW_RESIZABLE);
SetTargetFPS(60);
// initialize shader
Shader shader = LoadShader("resources/shaders/basic.vs", "resources/shaders/basic.fs");
int resolutionLoc = GetShaderLocation(shader, "resolution");
int mousePosLoc = GetShaderLocation(shader, "mouse_pos");
int ballRadiusLoc = GetShaderLocation(shader, "ball_radius");
int polygonPointsLoc = GetShaderLocation(shader, "polygon_points");
int polygonInfluenceLoc = GetShaderLocation(shader, "polygon_influence");
Vector2 resolution = {WIDTH, HEIGHT};
SetShaderValue(shader, resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
// send ball data
float ballRadius = 40.0f;
SetShaderValue(shader, ballRadiusLoc, &ballRadius, SHADER_UNIFORM_FLOAT);
// send polygon data
float polygonInfluence = poly.influence;
SetShaderValue(shader, polygonInfluenceLoc, &polygonInfluence, SHADER_UNIFORM_FLOAT);
float polygonPoints[12];
for (int i = 0; i < poly.numPoints; i++)
{
polygonPoints[i * 2] = poly.points[i].x;
polygonPoints[i * 2 + 1] = poly.points[i].y;
}
SetShaderValueV(shader, polygonPointsLoc, polygonPoints, SHADER_UNIFORM_VEC2, poly.numPoints);
// initializee render texture
RenderTexture2D target = LoadRenderTexture(WIDTH, HEIGHT);
while (!WindowShouldClose()) while (!WindowShouldClose())
{ {
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
if (IsWindowResized())
{
UnloadRenderTexture(target);
target = LoadRenderTexture(screenWidth, screenHeight);
Vector2 resolution = {screenWidth, screenHeight};
SetShaderValue(shader, resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
}
Vector2 mousePos = GetMousePosition();
mousePos.y = screenHeight - mousePos.y;
SetShaderValue(shader, mousePosLoc, &mousePos, SHADER_UNIFORM_VEC2);
BeginDrawing(); BeginDrawing();
ClearBackground(RED); BeginShaderMode(shader);
DrawTextureRec(target.texture, (Rectangle){0, 0, screenWidth, -screenHeight}, (Vector2){0, 0}, WHITE);
EndShaderMode();
EndDrawing(); EndDrawing();
} }
UnloadRenderTexture(target);
UnloadShader(shader);
CloseWindow();
return 0; return 0;
} }