Merge pull request #56 from tsoding/55

(#55) Flashlight effect
pull/58/head
Alexey Kutepov 5 years ago committed by GitHub
commit 2a37d87c20
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GPG Key ID: 4AEE18F83AFDEB23

@ -78,7 +78,7 @@ proc newShaderProgram(vertex, fragment: Shader): GLuint =
glUseProgram(result)
proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint,
windowSize: Vec2f, mouse: Mouse) =
windowSize: Vec2f, mouse: Mouse, flShadow: float32, flRadius: float32) =
glClearColor(0.1, 0.1, 0.1, 1.0)
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
@ -95,6 +95,8 @@ proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint,
glUniform2f(glGetUniformLocation(shader, "cursorPos".cstring),
mouse.curr.x.float32,
mouse.curr.y.float32)
glUniform1f(glGetUniformLocation(shader, "flShadow".cstring), flShadow)
glUniform1f(glGetUniformLocation(shader, "flRadius".cstring), flRadius)
glBindVertexArray(vao)
glDrawElements(GL_TRIANGLES, count = 6, GL_UNSIGNED_INT, indices = nil)
@ -268,6 +270,9 @@ proc main() =
quitting = false
camera = Camera(scale: 1.0)
mouse: Mouse
flashlight = false
f = 0.0
flRadius = 200.0
while not quitting:
var wa: TXWindowAttributes
@ -320,6 +325,9 @@ proc main() =
shaderProgram = newShaderProgram(vertexShader, fragmentShader)
echo "Shader program ID: ", shaderProgram
echo "------------------------------"
of XK_f:
flashlight = not flashlight
else:
discard
@ -330,9 +338,16 @@ proc main() =
mouse.drag = true
of Button4:
if (xev.xkey.state and ControlMask) > 0.uint32 and flashlight:
# TODO(#57): changing flashlight radius should be animated
flRadius += 10.0
else:
camera.deltaScale += config.scrollSpeed
of Button5:
if (xev.xkey.state and ControlMask) > 0.uint32 and flashlight:
flRadius = max(flRadius - 10.0, 0.0)
else:
camera.deltaScale -= config.scrollSpeed
else:
@ -347,11 +362,17 @@ proc main() =
else:
discard
camera.update(config, 1.0 / config.fps.float, mouse, screenshot)
let dt = 1.0 / config.fps.float
camera.update(config, dt, mouse, screenshot)
if flashlight:
f = min(f + 6.0 * dt, 0.8)
else:
f = max(f - 6.0 * dt, 0.0)
screenshot.draw(camera, shaderProgram, vao, texture,
vec2(wa.width.float32, wa.height.float32),
mouse)
mouse, f, flRadius)
glXSwapBuffers(display, win)

@ -2,7 +2,16 @@
out mediump vec4 color;
in mediump vec2 texcoord;
uniform sampler2D tex;
uniform vec2 cursorPos;
uniform vec2 windowSize;
uniform float flShadow;
uniform float flRadius;
uniform float cameraScale;
void main()
{
color = texture(tex, texcoord);
vec4 cursor = vec4(cursorPos.x, windowSize.y - cursorPos.y, 0.0, 1.0);
color = mix(
texture(tex, texcoord), vec4(0.0, 0.0, 0.0, 0.0),
length(cursor - gl_FragCoord) < (flRadius * cameraScale) ? 0.0 : flShadow);
}

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