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https://github.com/tsoding/boomer
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(#55) Make the flashlight effect togglable
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parent
467c23b771
commit
68b0f54414
@ -78,7 +78,7 @@ proc newShaderProgram(vertex, fragment: Shader): GLuint =
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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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windowSize: Vec2f, mouse: Mouse) =
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windowSize: Vec2f, mouse: Mouse, flShadow: float32) =
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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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@ -95,6 +95,7 @@ proc draw(screenshot: Image, camera: var Camera, shader, vao, texture: GLuint,
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glUniform2f(glGetUniformLocation(shader, "cursorPos".cstring),
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mouse.curr.x.float32,
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mouse.curr.y.float32)
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glUniform1f(glGetUniformLocation(shader, "flShadow".cstring), flShadow)
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glBindVertexArray(vao)
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glDrawElements(GL_TRIANGLES, count = 6, GL_UNSIGNED_INT, indices = nil)
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@ -268,6 +269,7 @@ proc main() =
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quitting = false
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camera = Camera(scale: 1.0)
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mouse: Mouse
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flashlight = false
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while not quitting:
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var wa: TXWindowAttributes
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@ -320,6 +322,9 @@ proc main() =
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shaderProgram = newShaderProgram(vertexShader, fragmentShader)
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echo "Shader program ID: ", shaderProgram
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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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discard
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@ -351,7 +356,7 @@ proc main() =
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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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mouse)
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mouse, if flashlight: 0.8 else: 0.0)
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glXSwapBuffers(display, win)
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@ -4,16 +4,16 @@ in mediump vec2 texcoord;
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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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const float FLASHLIGHT_RADIUS = 200.0;
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void main()
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{
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vec4 cursor = vec4(cursorPos.x, windowSize.y - cursorPos.y, 0.0, 1.0);
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float f = 0.8;
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if (length(cursor - gl_FragCoord) < FLASHLIGHT_RADIUS) {
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color = texture(tex, texcoord);
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} else {
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color = texture(tex, texcoord) - vec4(f, f, f, 0.0);
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color = texture(tex, texcoord) - vec4(flShadow, flShadow, flShadow, 0.0);
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}
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}
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