mirror of
https://github.com/Kaehvaman/OAIP.git
synced 2025-01-18 16:49:11 +04:00
заготовка "игры жизнь"
This commit is contained in:
parent
2ca2ecae6a
commit
3b3bf34b74
@ -134,6 +134,8 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="..\include\raylib.h" />
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<ClInclude Include="..\include\raymath.h" />
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<ClInclude Include="..\include\tinyfiledialogs.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\src\main.c" />
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@ -18,6 +18,12 @@
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<ClInclude Include="..\include\raylib.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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<ClInclude Include="..\include\tinyfiledialogs.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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<ClInclude Include="..\include\raymath.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\src\main.c">
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|
5759
Game of Life/include/raygui.h
Normal file
5759
Game of Life/include/raygui.h
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File diff suppressed because it is too large
Load Diff
314
Game of Life/include/tinyfiledialogs.h
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314
Game of Life/include/tinyfiledialogs.h
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@ -0,0 +1,314 @@
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/* SPDX-License-Identifier: Zlib
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Copyright (c) 2014 - 2024 Guillaume Vareille http://ysengrin.com
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____________________________________________________________________
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| |
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| 100% compatible C C++ -> You can rename tinfiledialogs.c as .cpp |
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|____________________________________________________________________|
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********* TINY FILE DIALOGS OFFICIAL WEBSITE IS ON SOURCEFORGE *********
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_________
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/ \ tinyfiledialogs.h v3.18.2 [Jun 8, 2024]
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|tiny file| Unique header file created [November 9, 2014]
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| dialogs |
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\____ ___/ http://tinyfiledialogs.sourceforge.net
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\| git clone http://git.code.sf.net/p/tinyfiledialogs/code tinyfd
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____________________________________________
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| |
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| email: tinyfiledialogs at ysengrin.com |
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|____________________________________________|
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________________________________________________________________________________
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| ____________________________________________________________________________ |
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| | | |
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| | - in tinyfiledialogs, char is UTF-8 by default (since v3.6) | |
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| | | |
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| | on windows: | |
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| | - for UTF-16, use the wchar_t functions at the bottom of the header file | |
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| | | |
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| | - _wfopen() requires wchar_t | |
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| | - fopen() uses char but expects ASCII or MBCS (not UTF-8) | |
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| | - if you want char to be MBCS: set tinyfd_winUtf8 to 0 | |
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| | | |
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| | - alternatively, tinyfiledialogs provides | |
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| | functions to convert between UTF-8, UTF-16 and MBCS | |
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| |____________________________________________________________________________| |
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|________________________________________________________________________________|
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If you like tinyfiledialogs, please upvote my stackoverflow answer
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https://stackoverflow.com/a/47651444
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- License -
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
|
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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__________________________________________
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| ______________________________________ |
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| | | |
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| | DO NOT USE USER INPUT IN THE DIALOGS | |
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| |______________________________________| |
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|__________________________________________|
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*/
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#ifndef TINYFILEDIALOGS_H
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#define TINYFILEDIALOGS_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/******************************************************************************************************/
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/**************************************** UTF-8 on Windows ********************************************/
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/******************************************************************************************************/
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#ifdef _WIN32
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/* On windows, if you want to use UTF-8 ( instead of the UTF-16/wchar_t functions at the end of this file )
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Make sure your code is really prepared for UTF-8 (on windows, functions like fopen() expect MBCS and not UTF-8) */
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extern int tinyfd_winUtf8; /* on windows char strings can be 1:UTF-8(default) or 0:MBCS */
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/* for MBCS change this to 0, in tinyfiledialogs.c or in your code */
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/* Here are some functions to help you convert between UTF-16 UTF-8 MBSC */
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char * tinyfd_utf8toMbcs(char const * aUtf8string);
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char * tinyfd_utf16toMbcs(wchar_t const * aUtf16string);
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wchar_t * tinyfd_mbcsTo16(char const * aMbcsString);
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char * tinyfd_mbcsTo8(char const * aMbcsString);
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wchar_t * tinyfd_utf8to16(char const * aUtf8string);
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char * tinyfd_utf16to8(wchar_t const * aUtf16string);
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#endif
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/******************************************************************************************************/
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/******************************************************************************************************/
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/******************************************************************************************************/
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/************* 3 funtions for C# (you don't need this in C or C++) : */
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char const * tinyfd_getGlobalChar(char const * aCharVariableName); /* returns NULL on error */
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int tinyfd_getGlobalInt(char const * aIntVariableName); /* returns -1 on error */
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int tinyfd_setGlobalInt(char const * aIntVariableName, int aValue); /* returns -1 on error */
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/* aCharVariableName: "tinyfd_version" "tinyfd_needs" "tinyfd_response"
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aIntVariableName : "tinyfd_verbose" "tinyfd_silent" "tinyfd_allowCursesDialogs"
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"tinyfd_forceConsole" "tinyfd_assumeGraphicDisplay" "tinyfd_winUtf8"
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**************/
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extern char tinyfd_version[8]; /* contains tinyfd current version number */
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extern char tinyfd_needs[]; /* info about requirements */
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extern int tinyfd_verbose; /* 0 (default) or 1 : on unix, prints the command line calls */
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extern int tinyfd_silent; /* 1 (default) or 0 : on unix, hide errors and warnings from called dialogs */
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/** Curses dialogs are difficult to use and counter-intuitive.
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On windows they are only ascii and still uses the unix backslash ! **/
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extern int tinyfd_allowCursesDialogs; /* 0 (default) or 1 */
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extern int tinyfd_forceConsole; /* 0 (default) or 1 */
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/* for unix & windows: 0 (graphic mode) or 1 (console mode).
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0: try to use a graphic solution, if it fails then it uses console mode.
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1: forces all dialogs into console mode even when an X server is present.
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if enabled, it can use the package Dialog or dialog.exe.
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on windows it only make sense for console applications */
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extern int tinyfd_assumeGraphicDisplay; /* 0 (default) or 1 */
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/* some systems don't set the environment variable DISPLAY even when a graphic display is present.
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set this to 1 to tell tinyfiledialogs to assume the existence of a graphic display */
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extern char tinyfd_response[1024];
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/* if you pass "tinyfd_query" as aTitle,
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the functions will not display the dialogs
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but will return 0 for console mode, 1 for graphic mode.
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tinyfd_response is then filled with the retain solution.
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possible values for tinyfd_response are (all lowercase)
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for graphic mode:
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windows_wchar windows applescript kdialog zenity zenity3 yad matedialog
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shellementary qarma python2-tkinter python3-tkinter python-dbus
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perl-dbus gxmessage gmessage xmessage xdialog gdialog dunst
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for console mode:
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dialog whiptail basicinput no_solution */
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void tinyfd_beep(void);
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int tinyfd_notifyPopup(
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char const * aTitle, /* NULL or "" */
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char const * aMessage, /* NULL or "" may contain \n \t */
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char const * aIconType); /* "info" "warning" "error" */
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/* return has only meaning for tinyfd_query */
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int tinyfd_messageBox(
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char const * aTitle , /* NULL or "" */
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char const * aMessage , /* NULL or "" may contain \n \t */
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char const * aDialogType , /* "ok" "okcancel" "yesno" "yesnocancel" */
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char const * aIconType , /* "info" "warning" "error" "question" */
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int aDefaultButton ) ;
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/* 0 for cancel/no , 1 for ok/yes , 2 for no in yesnocancel */
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char * tinyfd_inputBox(
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char const * aTitle , /* NULL or "" */
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char const * aMessage , /* NULL or "" (\n and \t have no effect) */
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char const * aDefaultInput ) ; /* NULL = passwordBox, "" = inputbox */
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/* returns NULL on cancel */
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char * tinyfd_saveFileDialog(
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char const * aTitle , /* NULL or "" */
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char const * aDefaultPathAndOrFile , /* NULL or "" , ends with / to set only a directory */
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int aNumOfFilterPatterns , /* 0 (1 in the following example) */
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char const * const * aFilterPatterns , /* NULL or char const * lFilterPatterns[1]={"*.txt"} */
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char const * aSingleFilterDescription ) ; /* NULL or "text files" */
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/* returns NULL on cancel */
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char * tinyfd_openFileDialog(
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char const * aTitle, /* NULL or "" */
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char const * aDefaultPathAndOrFile, /* NULL or "" , ends with / to set only a directory */
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int aNumOfFilterPatterns , /* 0 (2 in the following example) */
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char const * const * aFilterPatterns, /* NULL or char const * lFilterPatterns[2]={"*.png","*.jpg"}; */
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char const * aSingleFilterDescription, /* NULL or "image files" */
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int aAllowMultipleSelects ) ; /* 0 or 1 */
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/* in case of multiple files, the separator is | */
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/* returns NULL on cancel */
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char * tinyfd_selectFolderDialog(
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char const * aTitle, /* NULL or "" */
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char const * aDefaultPath); /* NULL or "" */
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/* returns NULL on cancel */
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char * tinyfd_colorChooser(
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char const * aTitle, /* NULL or "" */
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char const * aDefaultHexRGB, /* NULL or "" or "#FF0000" */
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unsigned char const aDefaultRGB[3] , /* unsigned char lDefaultRGB[3] = { 0 , 128 , 255 }; */
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unsigned char aoResultRGB[3] ) ; /* unsigned char lResultRGB[3]; */
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/* aDefaultRGB is used only if aDefaultHexRGB is absent */
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/* aDefaultRGB and aoResultRGB can be the same array */
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/* returns NULL on cancel */
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/* returns the hexcolor as a string "#FF0000" */
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/* aoResultRGB also contains the result */
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/************ WINDOWS ONLY SECTION ************************/
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#ifdef _WIN32
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/* windows only - utf-16 version */
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int tinyfd_notifyPopupW(
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wchar_t const * aTitle, /* NULL or L"" */
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wchar_t const * aMessage, /* NULL or L"" may contain \n \t */
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wchar_t const * aIconType); /* L"info" L"warning" L"error" */
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/* windows only - utf-16 version */
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int tinyfd_messageBoxW(
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wchar_t const * aTitle, /* NULL or L"" */
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wchar_t const * aMessage, /* NULL or L"" may contain \n \t */
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wchar_t const * aDialogType, /* L"ok" L"okcancel" L"yesno" */
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wchar_t const * aIconType, /* L"info" L"warning" L"error" L"question" */
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int aDefaultButton ); /* 0 for cancel/no , 1 for ok/yes */
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/* returns 0 for cancel/no , 1 for ok/yes */
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/* windows only - utf-16 version */
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wchar_t * tinyfd_inputBoxW(
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wchar_t const * aTitle, /* NULL or L"" */
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wchar_t const * aMessage, /* NULL or L"" (\n nor \t not respected) */
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wchar_t const * aDefaultInput); /* NULL passwordBox, L"" inputbox */
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/* windows only - utf-16 version */
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wchar_t * tinyfd_saveFileDialogW(
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wchar_t const * aTitle, /* NULL or L"" */
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wchar_t const * aDefaultPathAndOrFile, /* NULL or L"" , ends with / to set only a directory */
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int aNumOfFilterPatterns, /* 0 (1 in the following example) */
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wchar_t const * const * aFilterPatterns, /* NULL or wchar_t const * lFilterPatterns[1]={L"*.txt"} */
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wchar_t const * aSingleFilterDescription); /* NULL or L"text files" */
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/* returns NULL on cancel */
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/* windows only - utf-16 version */
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wchar_t * tinyfd_openFileDialogW(
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wchar_t const * aTitle, /* NULL or L"" */
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wchar_t const * aDefaultPathAndOrFile, /* NULL or L"" , ends with / to set only a directory */
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int aNumOfFilterPatterns , /* 0 (2 in the following example) */
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wchar_t const * const * aFilterPatterns, /* NULL or wchar_t const * lFilterPatterns[2]={L"*.png","*.jpg"} */
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wchar_t const * aSingleFilterDescription, /* NULL or L"image files" */
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int aAllowMultipleSelects ) ; /* 0 or 1 */
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/* in case of multiple files, the separator is | */
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/* returns NULL on cancel */
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/* windows only - utf-16 version */
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wchar_t * tinyfd_selectFolderDialogW(
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wchar_t const * aTitle, /* NULL or L"" */
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wchar_t const * aDefaultPath); /* NULL or L"" */
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/* returns NULL on cancel */
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/* windows only - utf-16 version */
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wchar_t * tinyfd_colorChooserW(
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wchar_t const * aTitle, /* NULL or L"" */
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wchar_t const * aDefaultHexRGB, /* NULL or L"#FF0000" */
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unsigned char const aDefaultRGB[3], /* unsigned char lDefaultRGB[3] = { 0 , 128 , 255 }; */
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unsigned char aoResultRGB[3]); /* unsigned char lResultRGB[3]; */
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/* returns the hexcolor as a string L"#FF0000" */
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/* aoResultRGB also contains the result */
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/* aDefaultRGB is used only if aDefaultHexRGB is NULL */
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/* aDefaultRGB and aoResultRGB can be the same array */
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/* returns NULL on cancel */
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#endif /*_WIN32 */
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#ifdef __cplusplus
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} /*extern "C"*/
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#endif
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#endif /* TINYFILEDIALOGS_H */
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/*
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________________________________________________________________________________
|
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| ____________________________________________________________________________ |
|
||||
| | | |
|
||||
| | 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).
|
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- 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
|
||||
*/
|
@ -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();
|
||||
}
|
||||
|
@ -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>
|
||||
|
@ -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>
|
Binary file not shown.
@ -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);
|
||||
}
|
@ -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;
|
||||
//}
|
@ -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;
|
||||
}
|
||||
|
@ -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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Block a user