mirror of
https://github.com/tsoding/boomer
synced 2024-11-18 09:28:37 +00:00
commit
2a37d87c20
@ -78,7 +78,7 @@ proc newShaderProgram(vertex, fragment: Shader): GLuint =
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glUseProgram(result)
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glUseProgram(result)
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proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint,
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proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint,
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windowSize: Vec2f, mouse: Mouse) =
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windowSize: Vec2f, mouse: Mouse, flShadow: float32, flRadius: float32) =
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glClearColor(0.1, 0.1, 0.1, 1.0)
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glClearColor(0.1, 0.1, 0.1, 1.0)
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glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
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glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
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@ -95,6 +95,8 @@ proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint,
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glUniform2f(glGetUniformLocation(shader, "cursorPos".cstring),
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glUniform2f(glGetUniformLocation(shader, "cursorPos".cstring),
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mouse.curr.x.float32,
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mouse.curr.x.float32,
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mouse.curr.y.float32)
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mouse.curr.y.float32)
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glUniform1f(glGetUniformLocation(shader, "flShadow".cstring), flShadow)
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glUniform1f(glGetUniformLocation(shader, "flRadius".cstring), flRadius)
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glBindVertexArray(vao)
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glBindVertexArray(vao)
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glDrawElements(GL_TRIANGLES, count = 6, GL_UNSIGNED_INT, indices = nil)
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glDrawElements(GL_TRIANGLES, count = 6, GL_UNSIGNED_INT, indices = nil)
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@ -268,6 +270,9 @@ proc main() =
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quitting = false
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quitting = false
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camera = Camera(scale: 1.0)
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camera = Camera(scale: 1.0)
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mouse: Mouse
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mouse: Mouse
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flashlight = false
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f = 0.0
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flRadius = 200.0
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while not quitting:
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while not quitting:
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var wa: TXWindowAttributes
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var wa: TXWindowAttributes
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@ -320,6 +325,9 @@ proc main() =
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shaderProgram = newShaderProgram(vertexShader, fragmentShader)
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shaderProgram = newShaderProgram(vertexShader, fragmentShader)
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echo "Shader program ID: ", shaderProgram
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echo "Shader program ID: ", shaderProgram
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echo "------------------------------"
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echo "------------------------------"
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of XK_f:
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flashlight = not flashlight
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else:
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else:
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discard
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discard
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@ -330,10 +338,17 @@ proc main() =
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mouse.drag = true
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mouse.drag = true
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of Button4:
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of Button4:
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camera.deltaScale += config.scrollSpeed
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if (xev.xkey.state and ControlMask) > 0.uint32 and flashlight:
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# TODO(#57): changing flashlight radius should be animated
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flRadius += 10.0
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else:
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camera.deltaScale += config.scrollSpeed
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of Button5:
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of Button5:
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camera.deltaScale -= config.scrollSpeed
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if (xev.xkey.state and ControlMask) > 0.uint32 and flashlight:
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flRadius = max(flRadius - 10.0, 0.0)
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else:
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camera.deltaScale -= config.scrollSpeed
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else:
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else:
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discard
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discard
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@ -347,11 +362,17 @@ proc main() =
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else:
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else:
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discard
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discard
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camera.update(config, 1.0 / config.fps.float, mouse, screenshot)
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let dt = 1.0 / config.fps.float
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camera.update(config, dt, mouse, screenshot)
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if flashlight:
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f = min(f + 6.0 * dt, 0.8)
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else:
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f = max(f - 6.0 * dt, 0.0)
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screenshot.draw(camera, shaderProgram, vao, texture,
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screenshot.draw(camera, shaderProgram, vao, texture,
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vec2(wa.width.float32, wa.height.float32),
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vec2(wa.width.float32, wa.height.float32),
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mouse)
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mouse, f, flRadius)
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glXSwapBuffers(display, win)
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glXSwapBuffers(display, win)
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@ -2,7 +2,16 @@
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out mediump vec4 color;
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out mediump vec4 color;
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in mediump vec2 texcoord;
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in mediump vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform vec2 cursorPos;
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uniform vec2 windowSize;
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uniform float flShadow;
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uniform float flRadius;
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uniform float cameraScale;
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void main()
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void main()
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{
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{
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color = texture(tex, texcoord);
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vec4 cursor = vec4(cursorPos.x, windowSize.y - cursorPos.y, 0.0, 1.0);
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color = mix(
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texture(tex, texcoord), vec4(0.0, 0.0, 0.0, 0.0),
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length(cursor - gl_FragCoord) < (flRadius * cameraScale) ? 0.0 : flShadow);
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}
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}
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