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Diffstat (limited to 'examples/web/shaders/shaders_spotlight.c')
| -rw-r--r-- | examples/web/shaders/shaders_spotlight.c | 262 |
1 files changed, 262 insertions, 0 deletions
diff --git a/examples/web/shaders/shaders_spotlight.c b/examples/web/shaders/shaders_spotlight.c new file mode 100644 index 0000000..944f3d5 --- /dev/null +++ b/examples/web/shaders/shaders_spotlight.c @@ -0,0 +1,262 @@ +/******************************************************************************************* +* +* 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); + } +} + + |
