diff options
Diffstat (limited to 'src/spotlight.c')
| -rw-r--r-- | src/spotlight.c | 271 |
1 files changed, 271 insertions, 0 deletions
diff --git a/src/spotlight.c b/src/spotlight.c new file mode 100644 index 0000000..ae45a93 --- /dev/null +++ b/src/spotlight.c | |||
| @@ -0,0 +1,271 @@ | |||
| 1 | #include <stdlib.h> | ||
| 2 | #include <stdio.h> | ||
| 3 | #include <unistd.h> | ||
| 4 | #include <sys/wait.h> | ||
| 5 | #include <raylib.h> | ||
| 6 | #include <raymath.h> | ||
| 7 | #include "spotlight.frag.c" | ||
| 8 | |||
| 9 | #define KEY_MOD_ROTATION KEY_LEFT_ALT | ||
| 10 | #define KEY_MOD_RADIUS KEY_CAPS_LOCK | ||
| 11 | |||
| 12 | // NOTE(cmmm): GetMousePosition returns actual value only after | ||
| 13 | // certain amount of frames | ||
| 14 | #define STARTUP_FRAME_COUNT 3 | ||
| 15 | |||
| 16 | #define SPOTLIGHT_SPEED_MAX 2000 | ||
| 17 | |||
| 18 | #define SPOTLIGHT_TARGET_INITIAL_ZOOM 1 | ||
| 19 | #define SPOTLIGHT_TARGET_INITIAL_ROTATION 0 | ||
| 20 | #define SPOTLIGHT_TARGET_INITIAL_FOCUSED false | ||
| 21 | |||
| 22 | #define SPOTLIGHT_ROTATION_MULTIPLIER 45 | ||
| 23 | #define SPOTLIGHT_ROTATION_SPEED_MAX 180 | ||
| 24 | |||
| 25 | #define SPOTLIGHT_ZOOM_SPEED_MAX 4 | ||
| 26 | #define SPOTLIGHT_ZOOM_MIN 1 | ||
| 27 | #define SPOTLIGHT_ZOOM_MAX 64 | ||
| 28 | |||
| 29 | #define SPOTLIGHT_RADIUS_MULTIPLIER 50 | ||
| 30 | #define SPOTLIGHT_RADIUS_SPEED_MAX 10 | ||
| 31 | #define SPOTLIGHT_RADIUS_MIN 100 | ||
| 32 | |||
| 33 | #define SPOTLIGHT_DIMNESS_MIN .25 | ||
| 34 | #define SPOTLIGHT_DIMNESS_MAX .75 | ||
| 35 | |||
| 36 | #define SPOTLIGHT_FOCUS_SPEED_MAX 2000 | ||
| 37 | |||
| 38 | #define END_DURATION (.5) | ||
| 39 | |||
| 40 | #define EXECLP(P, ...) execlp ((P), (P), __VA_ARGS__, NULL) | ||
| 41 | |||
| 42 | static Texture2D screenshot; | ||
| 43 | |||
| 44 | |||
| 45 | static Vector2 translation_target = {0}; | ||
| 46 | static Vector2 spotlight_pos; | ||
| 47 | static Vector2 spotlight_pos_initial; | ||
| 48 | static float spotlight_radius; | ||
| 49 | static bool spotlight_focused = SPOTLIGHT_TARGET_INITIAL_FOCUSED; | ||
| 50 | static float spotlight_target_zoom = SPOTLIGHT_TARGET_INITIAL_ZOOM; | ||
| 51 | static float spotlight_target_rotation = SPOTLIGHT_TARGET_INITIAL_ROTATION; | ||
| 52 | static float spotlight_target_radius; | ||
| 53 | static Vector2 spotlight_target_pos; | ||
| 54 | static float spotlight_radius_unfocused; | ||
| 55 | static float spotlight_radius_initial_focused; | ||
| 56 | |||
| 57 | static Shader shader; | ||
| 58 | static int shader_location_target; | ||
| 59 | static int shader_location_dimness; | ||
| 60 | static int shader_location_radius; | ||
| 61 | |||
| 62 | static Camera2D camera = { | ||
| 63 | .rotation = 0, | ||
| 64 | .zoom = 1, | ||
| 65 | }; | ||
| 66 | |||
| 67 | static Vector2 screen_size = {0}; | ||
| 68 | static float frame_time; | ||
| 69 | |||
| 70 | static void | ||
| 71 | update_frame_info (void) | ||
| 72 | { | ||
| 73 | frame_time = GetFrameTime (); | ||
| 74 | if (screen_size.x != GetScreenWidth () || | ||
| 75 | screen_size.y != GetScreenHeight ()) { | ||
| 76 | screen_size.x = GetScreenWidth (); | ||
| 77 | screen_size.y = GetScreenHeight (); | ||
| 78 | |||
| 79 | spotlight_radius_unfocused = Vector2Length (screen_size); | ||
| 80 | spotlight_radius_initial_focused = fminf (screen_size.x, screen_size.y)/2; | ||
| 81 | } | ||
| 82 | } | ||
| 83 | |||
| 84 | static void | ||
| 85 | handle_input (void) | ||
| 86 | { | ||
| 87 | spotlight_target_pos = GetMousePosition (); | ||
| 88 | |||
| 89 | if (IsMouseButtonDown (MOUSE_BUTTON_RIGHT)) | ||
| 90 | translation_target = Vector2Add (translation_target, GetMouseDelta ()); | ||
| 91 | |||
| 92 | float wheel_move = GetMouseWheelMove (); | ||
| 93 | if (wheel_move) { | ||
| 94 | if (IsKeyDown (KEY_MOD_ROTATION)) { | ||
| 95 | spotlight_target_rotation += SPOTLIGHT_ROTATION_MULTIPLIER*wheel_move; | ||
| 96 | } else if (IsKeyDown (KEY_MOD_RADIUS)) { | ||
| 97 | if (!spotlight_focused) { | ||
| 98 | spotlight_focused = true; | ||
| 99 | spotlight_target_radius = spotlight_radius_initial_focused; | ||
| 100 | HideCursor (); | ||
| 101 | } | ||
| 102 | |||
| 103 | spotlight_target_radius += SPOTLIGHT_RADIUS_MULTIPLIER*wheel_move; | ||
| 104 | float spotlight_radius_max = spotlight_radius_unfocused; | ||
| 105 | spotlight_target_radius = Clamp (spotlight_target_radius, | ||
| 106 | SPOTLIGHT_RADIUS_MIN, | ||
| 107 | spotlight_radius_max); | ||
| 108 | } else { | ||
| 109 | float scale_factor = 1 + fabsf (wheel_move)/4; | ||
| 110 | if (!signbit (wheel_move)) scale_factor = 1/scale_factor; | ||
| 111 | spotlight_target_zoom = Clamp (spotlight_target_zoom*scale_factor, | ||
| 112 | SPOTLIGHT_ZOOM_MIN, | ||
| 113 | SPOTLIGHT_ZOOM_MAX); | ||
| 114 | } | ||
| 115 | } | ||
| 116 | |||
| 117 | if (IsKeyPressed (KEY_F)) { | ||
| 118 | spotlight_focused ^= 1; | ||
| 119 | if (spotlight_focused) { | ||
| 120 | spotlight_target_radius = spotlight_radius_initial_focused; | ||
| 121 | HideCursor (); | ||
| 122 | } else | ||
| 123 | ShowCursor (); | ||
| 124 | } | ||
| 125 | } | ||
| 126 | |||
| 127 | static void | ||
| 128 | update (void) | ||
| 129 | { | ||
| 130 | spotlight_pos = Vector2MoveTowards (spotlight_pos, spotlight_target_pos, | ||
| 131 | SPOTLIGHT_SPEED_MAX*frame_time); | ||
| 132 | |||
| 133 | Vector2 translation_delta = Vector2MoveTowards (translation_delta, translation_target, | ||
| 134 | SPOTLIGHT_SPEED_MAX*frame_time); | ||
| 135 | translation_target = Vector2Subtract (translation_target, translation_delta); | ||
| 136 | Vector2 delta_target = Vector2Rotate (Vector2Scale (translation_delta, | ||
| 137 | -1/camera.zoom), | ||
| 138 | -camera.rotation*DEG2RAD); | ||
| 139 | camera.target = Vector2Add (camera.target, delta_target); | ||
| 140 | |||
| 141 | |||
| 142 | if (!spotlight_focused) { | ||
| 143 | spotlight_target_radius = spotlight_radius_unfocused; | ||
| 144 | } | ||
| 145 | |||
| 146 | camera.rotation += Clamp (spotlight_target_rotation - camera.rotation, | ||
| 147 | -SPOTLIGHT_ROTATION_SPEED_MAX*frame_time, | ||
| 148 | +SPOTLIGHT_ROTATION_SPEED_MAX*frame_time); | ||
| 149 | |||
| 150 | camera.zoom += Clamp (spotlight_target_zoom - camera.zoom, | ||
| 151 | -SPOTLIGHT_ZOOM_SPEED_MAX*frame_time, | ||
| 152 | +SPOTLIGHT_ZOOM_SPEED_MAX*frame_time); | ||
| 153 | camera.target = GetScreenToWorld2D (spotlight_pos, camera); | ||
| 154 | camera.offset = spotlight_pos; | ||
| 155 | |||
| 156 | spotlight_radius += Clamp (spotlight_target_radius - spotlight_radius, | ||
| 157 | -SPOTLIGHT_FOCUS_SPEED_MAX*frame_time, | ||
| 158 | +SPOTLIGHT_FOCUS_SPEED_MAX*frame_time); | ||
| 159 | } | ||
| 160 | |||
| 161 | static void | ||
| 162 | draw (void) | ||
| 163 | { | ||
| 164 | Vector2 target = { spotlight_pos.x, screen_size.y - spotlight_pos.y, }; | ||
| 165 | float dimness = Remap (spotlight_radius, | ||
| 166 | spotlight_radius_initial_focused, | ||
| 167 | SPOTLIGHT_RADIUS_MIN, | ||
| 168 | SPOTLIGHT_DIMNESS_MIN, | ||
| 169 | SPOTLIGHT_DIMNESS_MAX); | ||
| 170 | SetShaderValue (shader, shader_location_target, &target, SHADER_UNIFORM_VEC2); | ||
| 171 | SetShaderValue (shader, shader_location_dimness, &dimness, SHADER_UNIFORM_FLOAT); | ||
| 172 | SetShaderValue (shader, shader_location_radius, &spotlight_radius, SHADER_UNIFORM_FLOAT); | ||
| 173 | |||
| 174 | BeginDrawing (); { | ||
| 175 | ClearBackground (BLANK); | ||
| 176 | BeginMode2D (camera); { | ||
| 177 | BeginShaderMode (shader); { | ||
| 178 | DrawTextureV (screenshot, Vector2Zero (), WHITE); | ||
| 179 | } EndShaderMode (); | ||
| 180 | } EndMode2D (); | ||
| 181 | } EndDrawing (); | ||
| 182 | } | ||
| 183 | |||
| 184 | int | ||
| 185 | main (int argc, char *argv[]) | ||
| 186 | { | ||
| 187 | char tmpname[] = "/tmp/spotlight.png"; | ||
| 188 | // { | ||
| 189 | // int tmp_fd; | ||
| 190 | // do tmp_fd = mkstemp (tmpname); | ||
| 191 | // while (tmp_fd == -1); | ||
| 192 | // close (tmp_fd); | ||
| 193 | // } | ||
| 194 | |||
| 195 | { | ||
| 196 | pid_t grim_pid = fork (); | ||
| 197 | if (!grim_pid) EXECLP ("grim", tmpname); | ||
| 198 | int grim_exit_status; | ||
| 199 | waitpid (grim_pid, &grim_exit_status, 0); | ||
| 200 | if (grim_exit_status) { | ||
| 201 | TraceLog (LOG_ERROR, "GRIM: Unable to capture screenshot (%s)", tmpname); | ||
| 202 | exit (EXIT_FAILURE); | ||
| 203 | } TraceLog (LOG_INFO, "GRIM: Screenshot captured (%s)", tmpname); | ||
| 204 | } | ||
| 205 | |||
| 206 | SetConfigFlags (FLAG_FULLSCREEN_MODE | | ||
| 207 | FLAG_MSAA_4X_HINT | | ||
| 208 | FLAG_WINDOW_UNDECORATED | | ||
| 209 | FLAG_VSYNC_HINT); | ||
| 210 | InitWindow (0, 0, NULL); | ||
| 211 | SetMouseCursor (MOUSE_CURSOR_CROSSHAIR); | ||
| 212 | screenshot = LoadTexture (tmpname); | ||
| 213 | |||
| 214 | // shader = LoadShader (NULL, "./spotlight.frag"); | ||
| 215 | shader = LoadShaderFromMemory (NULL, (void *) SPOTLIGHT_FRAG_DATA); | ||
| 216 | shader_location_target = GetShaderLocation (shader, "target"); | ||
| 217 | shader_location_dimness = GetShaderLocation (shader, "dimness"); | ||
| 218 | shader_location_radius = GetShaderLocation (shader, "radius"); | ||
| 219 | |||
| 220 | spotlight_radius = | ||
| 221 | Vector2Length ((Vector2) { GetScreenWidth (), GetScreenHeight () }); | ||
| 222 | for (int i = 0; i < STARTUP_FRAME_COUNT; ++i) draw (); | ||
| 223 | spotlight_pos = spotlight_pos_initial = GetMousePosition (); | ||
| 224 | camera.target = GetScreenToWorld2D (spotlight_pos, camera); | ||
| 225 | camera.offset = spotlight_pos; | ||
| 226 | while (!WindowShouldClose ()) { | ||
| 227 | update_frame_info (); | ||
| 228 | handle_input (); | ||
| 229 | update (); | ||
| 230 | draw (); | ||
| 231 | } | ||
| 232 | |||
| 233 | Vector2 camera_target = GetMousePosition (); | ||
| 234 | Camera2D start_camera = camera; | ||
| 235 | float start_spotlight_radius = spotlight_radius; | ||
| 236 | float distances[5] = { | ||
| 237 | Remap (Vector2Distance (start_camera.target, camera_target), 0, Vector2Length (screen_size), 0, 1), | ||
| 238 | Remap (Vector2Distance (start_camera.offset, camera_target), 0, Vector2Length (screen_size), 0, 1), | ||
| 239 | start_camera.rotation/SPOTLIGHT_ROTATION_MULTIPLIER, | ||
| 240 | Remap (start_camera.zoom, SPOTLIGHT_ZOOM_MIN, SPOTLIGHT_ZOOM_MAX, 0, 1), | ||
| 241 | Remap (start_spotlight_radius - spotlight_radius_unfocused, 0, spotlight_radius_unfocused - SPOTLIGHT_RADIUS_MIN, 0, 1), | ||
| 242 | }; | ||
| 243 | float max_distance = 0; | ||
| 244 | for (int i = 0; i < 5; ++i) { | ||
| 245 | if (distances[i] > max_distance) | ||
| 246 | max_distance = distances[i]; | ||
| 247 | } | ||
| 248 | |||
| 249 | if (max_distance) { | ||
| 250 | float end_speed = 4/(1 + fminf ( max_distance, 1)); | ||
| 251 | for (float progress = end_speed*frame_time; progress < 1 | ||
| 252 | ; progress += end_speed*frame_time) { | ||
| 253 | update_frame_info (); | ||
| 254 | |||
| 255 | Vector2 spotlight_pos_world = GetScreenToWorld2D (spotlight_pos, camera); | ||
| 256 | camera.target = Vector2Lerp (start_camera.target, camera_target, progress); | ||
| 257 | camera.offset = Vector2Lerp (start_camera.offset, camera_target, progress); | ||
| 258 | camera.rotation = Lerp (start_camera.rotation, 0, progress); | ||
| 259 | camera.zoom = Lerp (start_camera.zoom, 1, progress); | ||
| 260 | spotlight_radius = Lerp (start_spotlight_radius, spotlight_radius_unfocused, progress); | ||
| 261 | spotlight_pos = GetWorldToScreen2D (spotlight_pos_world, camera); | ||
| 262 | |||
| 263 | draw (); | ||
| 264 | } | ||
| 265 | } | ||
| 266 | |||
| 267 | UnloadTexture (screenshot); | ||
| 268 | CloseWindow (); | ||
| 269 | |||
| 270 | return EXIT_SUCCESS; | ||
| 271 | } | ||
