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diff --git a/examples/web/shaders/shaders_spotlight.c b/examples/web/shaders/shaders_spotlight.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - Simple shader mask
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example contributed by Chris Camacho (@codifies - http://bedroomcoders.co.uk/)
+* and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************
+*
+* The shader makes alpha holes in the forground to give the apearance of a top
+* down look at a spotlight casting a pool of light...
+*
+* The right hand side of the screen there is just enough light to see whats
+* going on without the spot light, great for a stealth type game where you
+* have to avoid the spotlights.
+*
+* The left hand side of the screen is in pitch dark except for where the spotlights are.
+*
+* Although this example doesn't scale like the letterbox example, you could integrate
+* the two techniques, but by scaling the actual colour of the render texture rather
+* than using alpha as a mask.
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+
+#include <stddef.h>
+#include <stdint.h>
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+
+#define MAXSPOT 3 // NB must be the same as define in shader
+#define numStars 400
+
+
+// Spot data
+typedef struct {
+ Vector2 pos;
+ Vector2 vel;
+ float inner;
+ float radius;
+
+ // Shader locations
+ unsigned int posLoc;
+ unsigned int innerLoc;
+ unsigned int radiusLoc;
+} Spot;
+
+// Stars in the star field have a position and velocity
+typedef struct Star {
+ Vector2 pos;
+ Vector2 vel;
+} Star;
+
+void UpdateStar(Star *s);
+void ResetStar(Star *s);
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
+ HideCursor();
+
+ Texture texRay = LoadTexture("resources/raysan.png");
+
+ Star stars[numStars] = { 0 };
+
+ for (int n = 0; n < numStars; n++) ResetStar(&stars[n]);
+
+ // Progress all the stars on, so they don't all start in the centre
+ for (int m = 0; m < screenWidth/2.0; m++)
+ {
+ for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
+ }
+
+ int frameCounter = 0;
+
+
+
+ // Use default vert shader
+ Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
+
+ // Get the locations of spots in the shader
+ Spot spots[MAXSPOT];
+/*
+ unsigned int posLoc;
+ unsigned int innerLoc;
+ unsigned int radiusLoc;
+*/
+ for (int i = 0; i < MAXSPOT; i++)
+ {
+ char posName[32] = "spots[x].pos\0";
+ char innerName[32] = "spots[x].inner\0";
+ char radiusName[32] = "spots[x].radius\0";
+
+ posName[6] = '0' + i;
+ innerName[6] = '0' + i;
+ radiusName[6] = '0' + i;
+
+ spots[i].posLoc = GetShaderLocation(spotShader, posName);
+ spots[i].innerLoc = GetShaderLocation(spotShader, innerName);
+ spots[i].radiusLoc = GetShaderLocation(spotShader, radiusName);
+
+ }
+
+ // tell the shader how wide the screen is so we can have
+ // a pitch black half and a dimly lit half.
+ {
+ unsigned int wLoc = GetShaderLocation(spotShader, "screenWidth");
+ float sw = (float)GetScreenWidth();
+ SetShaderValue(spotShader, wLoc, &sw, UNIFORM_FLOAT);
+ }
+
+ // randomise the locations and velocities of the spotlights
+ // and initialise the shader locations
+ for (int i = 0; i < MAXSPOT; i++)
+ {
+
+ spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
+ spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
+ spots[i].vel = (Vector2){ 0, 0 };
+
+ while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
+ {
+ spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
+ spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
+ }
+
+ spots[i].inner = 28 * (i + 1);
+ spots[i].radius = 48 * (i + 1);
+
+ SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
+ SetShaderValue(spotShader, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
+ SetShaderValue(spotShader, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
+ }
+
+ SetTargetFPS(60); // Set to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ frameCounter++;
+
+ // Move the stars, resetting them if the go offscreen
+ for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
+
+ // Update the spots, send them to the shader
+ for (int i = 0; i < MAXSPOT; i++)
+ {
+ if ( i == 0 ) {
+ Vector2 mp = GetMousePosition();
+ spots[i].pos.x = mp.x;
+ spots[i].pos.y = screenHeight - mp.y;
+ } else {
+ spots[i].pos.x += spots[i].vel.x;
+ spots[i].pos.y += spots[i].vel.y;
+
+ if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
+ if (spots[i].pos.x > screenWidth - 64) spots[i].vel.x = -spots[i].vel.x;
+ if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
+ if (spots[i].pos.y > screenHeight - 64) spots[i].vel.y = -spots[i].vel.y;
+ }
+
+ SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
+ }
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(DARKBLUE);
+
+ // Draw stars and bobs
+ for (int n = 0; n < numStars; n++)
+ {
+ // Single pixel is just too small these days!
+ DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
+ }
+
+ for (int i = 0; i < 16; i++)
+ {
+ DrawTexture(texRay,
+ (screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
+ (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2),
+ WHITE);
+ }
+
+ // Draw spot lights
+ BeginShaderMode(spotShader);
+ // instead of a blank rectangle you could render here
+ // a render texture of the full screen used to do screen
+ // scaling (slight adjustment to shader would be required
+ // to actually pay attention to the colour!)
+ DrawRectangle(0,0,screenWidth,screenHeight,WHITE);
+ EndShaderMode();
+
+ DrawFPS(10, 10);
+
+ DrawText("Move the mouse!", 10, 30, 20, GREEN);
+ DrawText("Pitch Black", screenWidth * .2, screenHeight / 2, 20, GREEN);
+ DrawText("Dark", screenWidth * .66, screenHeight / 2, 20, GREEN);
+
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(texRay);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+
+void ResetStar(Star *s)
+{
+ s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
+
+ do
+ {
+ s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
+ s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
+
+ } while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1));
+
+ s->pos = Vector2Add(s->pos, Vector2MultiplyV(s->vel, (Vector2){ 8, 8 }));
+}
+
+void UpdateStar(Star *s)
+{
+ s->pos = Vector2Add(s->pos, s->vel);
+
+ if (s->pos.x < 0 || s->pos.x > GetScreenWidth() ||
+ s->pos.y < 0 || s->pos.y > GetScreenHeight())
+ {
+ ResetStar(s);
+ }
+}
+
+