заготовка "игры жизнь"

This commit is contained in:
Kaehvaman 2024-12-27 23:52:27 +04:00
parent 2ca2ecae6a
commit 3b3bf34b74
13 changed files with 6299 additions and 102 deletions

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@ -134,6 +134,8 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="..\include\raylib.h" />
<ClInclude Include="..\include\raymath.h" />
<ClInclude Include="..\include\tinyfiledialogs.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\src\main.c" />

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@ -18,6 +18,12 @@
<ClInclude Include="..\include\raylib.h">
<Filter>Файлы заголовков</Filter>
</ClInclude>
<ClInclude Include="..\include\tinyfiledialogs.h">
<Filter>Файлы заголовков</Filter>
</ClInclude>
<ClInclude Include="..\include\raymath.h">
<Filter>Файлы заголовков</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\src\main.c">

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@ -0,0 +1,314 @@
/* SPDX-License-Identifier: Zlib
Copyright (c) 2014 - 2024 Guillaume Vareille http://ysengrin.com
____________________________________________________________________
| |
| 100% compatible C C++ -> You can rename tinfiledialogs.c as .cpp |
|____________________________________________________________________|
********* TINY FILE DIALOGS OFFICIAL WEBSITE IS ON SOURCEFORGE *********
_________
/ \ tinyfiledialogs.h v3.18.2 [Jun 8, 2024]
|tiny file| Unique header file created [November 9, 2014]
| dialogs |
\____ ___/ http://tinyfiledialogs.sourceforge.net
\| git clone http://git.code.sf.net/p/tinyfiledialogs/code tinyfd
____________________________________________
| |
| email: tinyfiledialogs at ysengrin.com |
|____________________________________________|
________________________________________________________________________________
| ____________________________________________________________________________ |
| | | |
| | - in tinyfiledialogs, char is UTF-8 by default (since v3.6) | |
| | | |
| | on windows: | |
| | - for UTF-16, use the wchar_t functions at the bottom of the header file | |
| | | |
| | - _wfopen() requires wchar_t | |
| | - fopen() uses char but expects ASCII or MBCS (not UTF-8) | |
| | - if you want char to be MBCS: set tinyfd_winUtf8 to 0 | |
| | | |
| | - alternatively, tinyfiledialogs provides | |
| | functions to convert between UTF-8, UTF-16 and MBCS | |
| |____________________________________________________________________________| |
|________________________________________________________________________________|
If you like tinyfiledialogs, please upvote my stackoverflow answer
https://stackoverflow.com/a/47651444
- License -
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
__________________________________________
| ______________________________________ |
| | | |
| | DO NOT USE USER INPUT IN THE DIALOGS | |
| |______________________________________| |
|__________________________________________|
*/
#ifndef TINYFILEDIALOGS_H
#define TINYFILEDIALOGS_H
#ifdef __cplusplus
extern "C" {
#endif
/******************************************************************************************************/
/**************************************** UTF-8 on Windows ********************************************/
/******************************************************************************************************/
#ifdef _WIN32
/* On windows, if you want to use UTF-8 ( instead of the UTF-16/wchar_t functions at the end of this file )
Make sure your code is really prepared for UTF-8 (on windows, functions like fopen() expect MBCS and not UTF-8) */
extern int tinyfd_winUtf8; /* on windows char strings can be 1:UTF-8(default) or 0:MBCS */
/* for MBCS change this to 0, in tinyfiledialogs.c or in your code */
/* Here are some functions to help you convert between UTF-16 UTF-8 MBSC */
char * tinyfd_utf8toMbcs(char const * aUtf8string);
char * tinyfd_utf16toMbcs(wchar_t const * aUtf16string);
wchar_t * tinyfd_mbcsTo16(char const * aMbcsString);
char * tinyfd_mbcsTo8(char const * aMbcsString);
wchar_t * tinyfd_utf8to16(char const * aUtf8string);
char * tinyfd_utf16to8(wchar_t const * aUtf16string);
#endif
/******************************************************************************************************/
/******************************************************************************************************/
/******************************************************************************************************/
/************* 3 funtions for C# (you don't need this in C or C++) : */
char const * tinyfd_getGlobalChar(char const * aCharVariableName); /* returns NULL on error */
int tinyfd_getGlobalInt(char const * aIntVariableName); /* returns -1 on error */
int tinyfd_setGlobalInt(char const * aIntVariableName, int aValue); /* returns -1 on error */
/* aCharVariableName: "tinyfd_version" "tinyfd_needs" "tinyfd_response"
aIntVariableName : "tinyfd_verbose" "tinyfd_silent" "tinyfd_allowCursesDialogs"
"tinyfd_forceConsole" "tinyfd_assumeGraphicDisplay" "tinyfd_winUtf8"
**************/
extern char tinyfd_version[8]; /* contains tinyfd current version number */
extern char tinyfd_needs[]; /* info about requirements */
extern int tinyfd_verbose; /* 0 (default) or 1 : on unix, prints the command line calls */
extern int tinyfd_silent; /* 1 (default) or 0 : on unix, hide errors and warnings from called dialogs */
/** Curses dialogs are difficult to use and counter-intuitive.
On windows they are only ascii and still uses the unix backslash ! **/
extern int tinyfd_allowCursesDialogs; /* 0 (default) or 1 */
extern int tinyfd_forceConsole; /* 0 (default) or 1 */
/* for unix & windows: 0 (graphic mode) or 1 (console mode).
0: try to use a graphic solution, if it fails then it uses console mode.
1: forces all dialogs into console mode even when an X server is present.
if enabled, it can use the package Dialog or dialog.exe.
on windows it only make sense for console applications */
extern int tinyfd_assumeGraphicDisplay; /* 0 (default) or 1 */
/* some systems don't set the environment variable DISPLAY even when a graphic display is present.
set this to 1 to tell tinyfiledialogs to assume the existence of a graphic display */
extern char tinyfd_response[1024];
/* if you pass "tinyfd_query" as aTitle,
the functions will not display the dialogs
but will return 0 for console mode, 1 for graphic mode.
tinyfd_response is then filled with the retain solution.
possible values for tinyfd_response are (all lowercase)
for graphic mode:
windows_wchar windows applescript kdialog zenity zenity3 yad matedialog
shellementary qarma python2-tkinter python3-tkinter python-dbus
perl-dbus gxmessage gmessage xmessage xdialog gdialog dunst
for console mode:
dialog whiptail basicinput no_solution */
void tinyfd_beep(void);
int tinyfd_notifyPopup(
char const * aTitle, /* NULL or "" */
char const * aMessage, /* NULL or "" may contain \n \t */
char const * aIconType); /* "info" "warning" "error" */
/* return has only meaning for tinyfd_query */
int tinyfd_messageBox(
char const * aTitle , /* NULL or "" */
char const * aMessage , /* NULL or "" may contain \n \t */
char const * aDialogType , /* "ok" "okcancel" "yesno" "yesnocancel" */
char const * aIconType , /* "info" "warning" "error" "question" */
int aDefaultButton ) ;
/* 0 for cancel/no , 1 for ok/yes , 2 for no in yesnocancel */
char * tinyfd_inputBox(
char const * aTitle , /* NULL or "" */
char const * aMessage , /* NULL or "" (\n and \t have no effect) */
char const * aDefaultInput ) ; /* NULL = passwordBox, "" = inputbox */
/* returns NULL on cancel */
char * tinyfd_saveFileDialog(
char const * aTitle , /* NULL or "" */
char const * aDefaultPathAndOrFile , /* NULL or "" , ends with / to set only a directory */
int aNumOfFilterPatterns , /* 0 (1 in the following example) */
char const * const * aFilterPatterns , /* NULL or char const * lFilterPatterns[1]={"*.txt"} */
char const * aSingleFilterDescription ) ; /* NULL or "text files" */
/* returns NULL on cancel */
char * tinyfd_openFileDialog(
char const * aTitle, /* NULL or "" */
char const * aDefaultPathAndOrFile, /* NULL or "" , ends with / to set only a directory */
int aNumOfFilterPatterns , /* 0 (2 in the following example) */
char const * const * aFilterPatterns, /* NULL or char const * lFilterPatterns[2]={"*.png","*.jpg"}; */
char const * aSingleFilterDescription, /* NULL or "image files" */
int aAllowMultipleSelects ) ; /* 0 or 1 */
/* in case of multiple files, the separator is | */
/* returns NULL on cancel */
char * tinyfd_selectFolderDialog(
char const * aTitle, /* NULL or "" */
char const * aDefaultPath); /* NULL or "" */
/* returns NULL on cancel */
char * tinyfd_colorChooser(
char const * aTitle, /* NULL or "" */
char const * aDefaultHexRGB, /* NULL or "" or "#FF0000" */
unsigned char const aDefaultRGB[3] , /* unsigned char lDefaultRGB[3] = { 0 , 128 , 255 }; */
unsigned char aoResultRGB[3] ) ; /* unsigned char lResultRGB[3]; */
/* aDefaultRGB is used only if aDefaultHexRGB is absent */
/* aDefaultRGB and aoResultRGB can be the same array */
/* returns NULL on cancel */
/* returns the hexcolor as a string "#FF0000" */
/* aoResultRGB also contains the result */
/************ WINDOWS ONLY SECTION ************************/
#ifdef _WIN32
/* windows only - utf-16 version */
int tinyfd_notifyPopupW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aMessage, /* NULL or L"" may contain \n \t */
wchar_t const * aIconType); /* L"info" L"warning" L"error" */
/* windows only - utf-16 version */
int tinyfd_messageBoxW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aMessage, /* NULL or L"" may contain \n \t */
wchar_t const * aDialogType, /* L"ok" L"okcancel" L"yesno" */
wchar_t const * aIconType, /* L"info" L"warning" L"error" L"question" */
int aDefaultButton ); /* 0 for cancel/no , 1 for ok/yes */
/* returns 0 for cancel/no , 1 for ok/yes */
/* windows only - utf-16 version */
wchar_t * tinyfd_inputBoxW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aMessage, /* NULL or L"" (\n nor \t not respected) */
wchar_t const * aDefaultInput); /* NULL passwordBox, L"" inputbox */
/* windows only - utf-16 version */
wchar_t * tinyfd_saveFileDialogW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultPathAndOrFile, /* NULL or L"" , ends with / to set only a directory */
int aNumOfFilterPatterns, /* 0 (1 in the following example) */
wchar_t const * const * aFilterPatterns, /* NULL or wchar_t const * lFilterPatterns[1]={L"*.txt"} */
wchar_t const * aSingleFilterDescription); /* NULL or L"text files" */
/* returns NULL on cancel */
/* windows only - utf-16 version */
wchar_t * tinyfd_openFileDialogW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultPathAndOrFile, /* NULL or L"" , ends with / to set only a directory */
int aNumOfFilterPatterns , /* 0 (2 in the following example) */
wchar_t const * const * aFilterPatterns, /* NULL or wchar_t const * lFilterPatterns[2]={L"*.png","*.jpg"} */
wchar_t const * aSingleFilterDescription, /* NULL or L"image files" */
int aAllowMultipleSelects ) ; /* 0 or 1 */
/* in case of multiple files, the separator is | */
/* returns NULL on cancel */
/* windows only - utf-16 version */
wchar_t * tinyfd_selectFolderDialogW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultPath); /* NULL or L"" */
/* returns NULL on cancel */
/* windows only - utf-16 version */
wchar_t * tinyfd_colorChooserW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultHexRGB, /* NULL or L"#FF0000" */
unsigned char const aDefaultRGB[3], /* unsigned char lDefaultRGB[3] = { 0 , 128 , 255 }; */
unsigned char aoResultRGB[3]); /* unsigned char lResultRGB[3]; */
/* returns the hexcolor as a string L"#FF0000" */
/* aoResultRGB also contains the result */
/* aDefaultRGB is used only if aDefaultHexRGB is NULL */
/* aDefaultRGB and aoResultRGB can be the same array */
/* returns NULL on cancel */
#endif /*_WIN32 */
#ifdef __cplusplus
} /*extern "C"*/
#endif
#endif /* TINYFILEDIALOGS_H */
/*
________________________________________________________________________________
| ____________________________________________________________________________ |
| | | |
| | on windows: | |
| | - for UTF-16, use the wchar_t functions at the bottom of the header file | |
| | - _wfopen() requires wchar_t | |
| | | |
| | - in tinyfiledialogs, char is UTF-8 by default (since v3.6) | |
| | - but fopen() expects MBCS (not UTF-8) | |
| | - if you want char to be MBCS: set tinyfd_winUtf8 to 0 | |
| | | |
| | - alternatively, tinyfiledialogs provides | |
| | functions to convert between UTF-8, UTF-16 and MBCS | |
| |____________________________________________________________________________| |
|________________________________________________________________________________|
- This is not for ios nor android (it works in termux though).
- The files can be renamed with extension ".cpp" as the code is 100% compatible C C++
(just comment out << extern "C" >> in the header file)
- Windows is fully supported from XP to 10 (maybe even older versions)
- C# & LUA via dll, see files in the folder EXTRAS
- OSX supported from 10.4 to latest (maybe even older versions)
- Do not use " and ' as the dialogs will be displayed with a warning
instead of the title, message, etc...
- There's one file filter only, it may contain several patterns.
- If no filter description is provided,
the list of patterns will become the description.
- On windows link against Comdlg32.lib and Ole32.lib
(on windows the no linking claim is a lie)
- On unix: it tries command line calls, so no such need (NO LINKING).
- On unix you need one of the following:
applescript, kdialog, zenity, matedialog, shellementary, qarma, yad,
python (2 or 3)/tkinter/python-dbus (optional), Xdialog
or curses dialogs (opens terminal if running without console).
- One of those is already included on most (if not all) desktops.
- In the absence of those it will use gdialog, gxmessage or whiptail
with a textinputbox. If nothing is found, it switches to basic console input,
it opens a console if needed (requires xterm + bash).
- for curses dialogs you must set tinyfd_allowCursesDialogs=1
- You can query the type of dialog that will be used (pass "tinyfd_query" as aTitle)
- String memory is preallocated statically for all the returned values.
- File and path names are tested before return, they should be valid.
- tinyfd_forceConsole=1; at run time, forces dialogs into console mode.
- On windows, console mode only make sense for console applications.
- On windows, console mode is not implemented for wchar_T UTF-16.
- Mutiple selects are not possible in console mode.
- The package dialog must be installed to run in curses dialogs in console mode.
It is already installed on most unix systems.
- On osx, the package dialog can be installed via
http://macappstore.org/dialog or http://macports.org
- On windows, for curses dialogs console mode,
dialog.exe should be copied somewhere on your executable path.
It can be found at the bottom of the following page:
http://andrear.altervista.org/home/cdialog.php
*/

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@ -1,30 +1,145 @@
#include "raylib.h"
#include "raymath.h"
#include <stdbool.h>
#include <iso646.h>
#define MAP_X 20
#define MAP_Y 20
#define CELL_SIZE 20
#define FCELL_SIZE (float)CELL_SIZE
#define BOTTOM_BAR_HEIGHT 60
#define PUREBLUE CLITERAL(Color){ 0, 0, 255, 255 }
#define BLACKGRAY CLITERAL(Color){30, 30, 30, 255}
#define VSGREEN CLITERAL(Color){78, 201, 176, 255}
#define WATERBLUE CLITERAL(Color){200, 240, 255, 255}
static bool map[MAP_X][MAP_Y] = { 0 };
static bool tempMap[MAP_X][MAP_Y] = { 0 };
static inline int checkCell(int x, int y) {
if (x > 0 and y > 0 and x < MAP_X - 1 and y < MAP_Y - 1) {
return map[x][y];
}
else {
return 0;
}
}
void celluralAutomata()
{
for (int x = 0; x < MAP_X; x++) {
for (int y = 0; y < MAP_Y; y++) {
int neighbours = 0;
int main() {
const int screenWidth = 800;
const int screenHeight = 450;
neighbours += checkCell(x - 1, y);
neighbours += checkCell(x - 1, y + 1);
neighbours += checkCell(x - 1, y - 1);
neighbours += checkCell(x + 1, y);
neighbours += checkCell(x + 1, y + 1);
neighbours += checkCell(x + 1, y - 1);
neighbours += checkCell(x, y + 1);
neighbours += checkCell(x, y - 1);
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
if (neighbours == 3) {
tempMap[x][y] = true;
}
else if (neighbours < 2 or neighbours > 3) {
tempMap[x][y] = false;
}
else {
tempMap[x][y] = map[x][y];
}
SetTargetFPS(60);
}
}
for (int x = 0; x < MAP_X; x++) {
for (int y = 0; y < MAP_Y; y++) {
map[x][y] = tempMap[x][y];
}
}
}
void drawMap()
{
for (int x = 0; x < MAP_X; x++) {
for (int y = 0; y < MAP_Y; y++) {
int posX = x * CELL_SIZE;
int posY = y * CELL_SIZE;
Color color;
if (map[x][y]) {
color = BLACK;
}
else {
color = RAYWHITE;
}
DrawRectangle(posX, posY, CELL_SIZE, CELL_SIZE, color);
}
}
}
void drawBottomBar()
{
DrawRectangle(0, MAP_Y * CELL_SIZE, MAP_X * CELL_SIZE, BOTTOM_BAR_HEIGHT, BLACKGRAY);
}
int main()
{
const int screenWidth = MAP_X * CELL_SIZE;
const int screenHeight = MAP_Y * CELL_SIZE + BOTTOM_BAR_HEIGHT;
InitWindow(screenWidth, screenHeight, "Game of Life");
SetTargetFPS(15);
Vector2 mousePos = { 0 };
int mouseCellX = 0;
int mouseCellY = 0;
bool editMap = true;
while (!WindowShouldClose())
{
if (IsKeyPressed(KEY_SPACE)) {
editMap = !editMap;
}
if (editMap)
{
mousePos = GetMousePosition();
mouseCellX = (int)(Clamp(mousePos.x, 0, (float)(MAP_X * CELL_SIZE - 1)) / CELL_SIZE);
mouseCellY = (int)(Clamp(mousePos.y, 0, (float)(MAP_Y * CELL_SIZE - 1)) / CELL_SIZE);
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
map[mouseCellX][mouseCellY] = true;
}
else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) {
map[mouseCellX][mouseCellY] = false;
}
}
else {
celluralAutomata();
}
BeginDrawing();
ClearBackground(RAYWHITE);
ClearBackground(RAYWHITE);
drawMap();
drawBottomBar();
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
if (editMap)
{
Rectangle rec = {
mouseCellX * CELL_SIZE,
mouseCellY * CELL_SIZE,
FCELL_SIZE, FCELL_SIZE
};
DrawRectangleLinesEx(rec, 2, GREEN);
}
EndDrawing();
}

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@ -155,6 +155,11 @@
<ItemGroup>
<Image Include="..\resources\logo.ico" />
</ItemGroup>
<ItemGroup>
<None Include="..\resources\blur.frag" />
<None Include="..\resources\blur13.frag" />
<None Include="..\resources\watershader.frag" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -64,4 +64,15 @@
<Filter>Файлы ресурсов</Filter>
</Image>
</ItemGroup>
<ItemGroup>
<None Include="..\resources\blur.frag">
<Filter>Файлы ресурсов</Filter>
</None>
<None Include="..\resources\blur13.frag">
<Filter>Файлы ресурсов</Filter>
</None>
<None Include="..\resources\watershader.frag">
<Filter>Файлы ресурсов</Filter>
</None>
</ItemGroup>
</Project>

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@ -16,7 +16,6 @@ out vec4 finalColor;
// NOTE: values must be passed from code
uniform float renderWidth;
uniform float renderHeight;
uniform float seconds;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
@ -38,21 +37,6 @@ vec4 getAverageColor(sampler2D iTexture, vec2 resolution, vec2 uv, float power)
return color;
}
vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.411764705882353) * direction;
vec2 off2 = vec2(3.2941176470588234) * direction;
vec2 off3 = vec2(5.176470588235294) * direction;
color += texture2D(image, uv) * 0.1964825501511404;
color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057;
return color;
}
void main()
{
// Texel color fetching from texture sampler
@ -66,13 +50,5 @@ void main()
texelColor += texture(texture0, fragTexCoord + vec2(0.0, -offset[i]) / renderWidth).rgba * weight[i] / 2;
}
vec4 red = vec4(1.0, 0.5, 0.5, 1.0);
vec4 blue = vec4(0.0, 0.5, 0.5, 1.0);
//finalColor = mix(red, blue, (sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0);
//vec4 xBlur = blur13(texture0, fragTexCoord, vec2(renderWidth, renderHeight), vec2(1, 0));
//vec4 yBlur = blur13(texture0, fragTexCoord, vec2(renderWidth, renderHeight), vec2(0, 1));
//finalColor = (xBlur + yBlur) * 0.5;
finalColor = texelColor;
//finalColor = vec4((sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0, 0.5, 0.5, 1.0);
}

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@ -26,3 +26,49 @@ void main()
finalColor = color*colDiffuse*fragColor;
}
//vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
// vec4 color = vec4(0.0);
// vec2 off1 = vec2(1.411764705882353) * direction;
// vec2 off2 = vec2(3.2941176470588234) * direction;
// vec2 off3 = vec2(5.176470588235294) * direction;
// color += texture(image, uv) * 0.1964825501511404;
// color += texture(image, uv + (off1 / resolution)) * 0.2969069646728344;
// color += texture(image, uv - (off1 / resolution)) * 0.2969069646728344;
// color += texture(image, uv + (off2 / resolution)) * 0.09447039785044732;
// color += texture(image, uv - (off2 / resolution)) * 0.09447039785044732;
// color += texture(image, uv + (off3 / resolution)) * 0.010381362401148057;
// color += texture(image, uv - (off3 / resolution)) * 0.010381362401148057;
// return color;
//}
//const float pi = 3.1415926;
//const int samples = 15;
//const float sigma = float(samples) * 0.25;
//const float s = 2 * sigma * sigma;
//vec2 pixelSize = vec2(1.0) / iResolution;
//
//float gauss(vec2 i)
//{
// return exp(-(i.x * i.x + i.y * i.y) / s) / (pi * s);
//}
//
//vec4 gaussianBlur(sampler2D image, vec2 uv, vec2 scale)
//{
// vec4 color = vec4(0.0);
// float weightSum = 0.0;
// float weight;
// vec2 offset;
//
// for(int i = -samples / 2; i < samples / 2; i++)
// {
// for(int j = -samples / 2; j < samples / 2; j++)
// {
// offset = vec2(i, j);
// weight = gauss(offset);
// color += texture(image, uv + scale * offset) * weight;
// weightSum += weight;
// }
// }
// return color / weightSum;
//}

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@ -7,11 +7,13 @@ uniform sampler2D texture0; // Fragment input texture (always required, could be
uniform vec4 colDiffuse; // Fragment input color diffuse (multiplied by texture color)
// Custom variables
uniform sampler2D texture1; // water bump map
uniform float xWaveWidth = 0.1;
uniform float xWaveHeight = 0.1;
uniform sampler2D waterBumpMap;
uniform float seconds;
uniform vec2 iResolution;
uniform vec2 resolution;
const float blurScale = 0.5;
const float waveWidth = 0.1;
const float waveHeight = 0.1;
vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction)
{
@ -19,30 +21,28 @@ vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction)
vec2 off1 = vec2(1.411764705882353) * direction;
vec2 off2 = vec2(3.2941176470588234) * direction;
vec2 off3 = vec2(5.176470588235294) * direction;
color += texture2D(image, uv) * 0.1964825501511404;
color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057;
color += texture(image, uv) * 0.1964825501511404;
color += texture(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture(image, uv - (off3 / resolution)) * 0.010381362401148057;
return color;
}
void main()
{
vec4 bumpColor = texture(texture1, fragTexCoord + sin(seconds / 2.0) / 20.0);
bumpColor = (bumpColor + texture(texture1, fragTexCoord*1.5 + cos(seconds / 2.0) / 20.0)) * 0.5;
vec4 bumpColor = texture(waterBumpMap, fragTexCoord + sin(seconds / 2.0) / 20.0);
bumpColor = (bumpColor + texture(waterBumpMap, fragTexCoord*1.5 + cos(seconds / 2.0) / 20.0)) * 0.5;
vec2 samplePos = fragTexCoord;
samplePos.x += (bumpColor.r - 0.5) * xWaveWidth * fragColor.r;
samplePos.y += (bumpColor.g - 0.5) * xWaveHeight * fragColor.g;
samplePos.x += (bumpColor.r - 0.5) * waveWidth * fragColor.r;
samplePos.y += (bumpColor.g - 0.5) * waveHeight * fragColor.g;
vec4 xBlur = blur13(texture0, samplePos, iResolution, vec2(0.5, 0));
vec4 yBlur = blur13(texture0, samplePos, iResolution, vec2(0, 0.5));
vec4 xBlur = blur13(texture0, samplePos, resolution, vec2(blurScale, 0));
vec4 yBlur = blur13(texture0, samplePos, resolution, vec2(0, blurScale));
vec4 result = (xBlur + yBlur) * 0.5;
result = result*colDiffuse*fragColor;
finalColor = result;
finalColor = result*colDiffuse*fragColor;
}

View File

@ -508,6 +508,7 @@ int main()
const int screenHeight = M * HEIGHT + VOFFSET;
const float screenWidthF = (float)screenWidth;
const float screenHeightF = (float)screenHeight;
const Vector2 resolution = { screenWidthF, screenHeightF };
InitWindow(screenWidth, screenHeight, "lab16 with raylib");
@ -543,39 +544,20 @@ int main()
SetShaderValue(blur, blurRenderWidthLoc, &screenWidthF, SHADER_UNIFORM_FLOAT);
SetShaderValue(blur, blurRenderHeightLoc, &screenHeightF, SHADER_UNIFORM_FLOAT);
Shader water = LoadShader(0, "water.frag");
int waterRenderWidthLoc = GetShaderLocation(water, "renderWidth");
int waterRenderHeightLoc = GetShaderLocation(water, "renderHeight");
int intensityLoc = GetShaderLocation(water, "intensity");
int wavesLoc = GetShaderLocation(water, "waves");
int speedVLoc = GetShaderLocation(water, "speedV");
int speedHLoc = GetShaderLocation(water, "speedH");
int waterSecondsLoc = GetShaderLocation(water, "seconds");
float waves = 60.0f;
float intensity = 1.0f;
float speedV = 2.0f;
float speedH = 2.0f;
SetShaderValue(water, wavesLoc, &waves, SHADER_UNIFORM_FLOAT);
SetShaderValue(water, intensityLoc, &intensity, SHADER_UNIFORM_FLOAT);
SetShaderValue(water, speedVLoc, &speedV, SHADER_UNIFORM_FLOAT);
SetShaderValue(water, speedHLoc, &speedH, SHADER_UNIFORM_FLOAT);
SetShaderValue(water, waterRenderWidthLoc, &screenWidthF, SHADER_UNIFORM_FLOAT);
SetShaderValue(water, waterRenderHeightLoc, &screenHeightF, SHADER_UNIFORM_FLOAT);
Texture waterbump = LoadTexture("waterbump_blur.png");
SetTextureFilter(waterbump, TEXTURE_FILTER_BILINEAR);
Shader watershader = LoadShader(0, "watershader.frag");
int xWaterBumpMapLoc = GetShaderLocation(watershader, "texture1");
int waterBumpMapLoc = GetShaderLocation(watershader, "waterBumpMap");
int watershaderSecondsLoc = GetShaderLocation(watershader, "seconds");
int iResolutionLoc = GetShaderLocation(watershader, "iResolution");
Vector2 iResolution = { screenWidthF, screenHeightF };
SetShaderValue(watershader, iResolutionLoc, &iResolution, SHADER_UNIFORM_VEC2);
SetShaderValueTexture(watershader, xWaterBumpMapLoc, waterbump);
int waterResolutionLoc = GetShaderLocation(watershader, "resolution");
SetShaderValue(watershader, waterResolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
Texture waterBump = LoadTexture("waterbump_blur.png");
SetTextureFilter(waterBump, TEXTURE_FILTER_BILINEAR);
SetShaderValueTexture(watershader, waterBumpMapLoc, waterBump);
Shader blur13 = LoadShader(0, "blur13.frag");
int blur13resolution = GetShaderLocation(blur13, "resolution");
int blur13direction = GetShaderLocation(blur13, "direction");
SetShaderValue(blur13, blur13resolution, &iResolution, SHADER_UNIFORM_VEC2);
SetShaderValue(blur13, blur13resolution, &resolution, SHADER_UNIFORM_VEC2);
GuiSetFont(InconsolataBold);
GuiSetStyle(DEFAULT, TEXT_SIZE, 24);
@ -599,22 +581,6 @@ int main()
float frametime = GetFrameTime();
if (IsKeyPressed(KEY_I)) {
speedV -= 1.0f;
}
if (IsKeyPressed(KEY_K)) {
speedV += 1.0f;
}
if (IsKeyPressed(KEY_J)) {
speedH -= 1.0f;
}
if (IsKeyPressed(KEY_L)) {
speedH += 1.0f;
}
SetShaderValue(water, speedVLoc, &speedV, SHADER_UNIFORM_FLOAT);
SetShaderValue(water, speedHLoc, &speedH, SHADER_UNIFORM_FLOAT);
if (errorCode == OK)
{
handleKeys();
@ -699,18 +665,16 @@ int main()
float timeF = (float)GetTime();
SetShaderValue(blur, blurSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT);
SetShaderValue(water, waterSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT);
SetShaderValue(watershader, watershaderSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT);
Rectangle rec = { 0, 0, (float)canvas.texture.width, (float)(-canvas.texture.height) };
BeginShaderMode(watershader);
{
SetShaderValueTexture(watershader, xWaterBumpMapLoc, waterbump);
SetShaderValueTexture(watershader, waterBumpMapLoc, waterBump);
DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, WATERBLUE);
}
EndShaderMode();
//BeginTextureMode(canvasBlurX);
//{
// BeginShaderMode(blur13);
@ -719,7 +683,7 @@ int main()
// {
// Vector2 dir = { 0.25f, 0.0f };
// SetShaderValue(blur13, blur13direction, &dir, SHADER_UNIFORM_VEC2);
// SetShaderValueTexture(watershader, xWaterBumpMapLoc, waterbump);
// SetShaderValueTexture(watershader, waterBumpMapLoc, waterBump);
// DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, WATERBLUE);
// }
// EndShaderMode();
@ -764,9 +728,8 @@ int main()
UnloadRenderTexture(canvas);
UnloadShader(blur);
UnloadShader(water);
UnloadShader(watershader);
UnloadTexture(waterbump);
UnloadTexture(waterBump);
// De-initialize the Nuklear GUI
UnloadNuklear(ctx);

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