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authorRay <[email protected]>2022-07-07 11:13:45 +0200
committerRay <[email protected]>2022-07-07 11:13:45 +0200
commite3ff5f3dc250e8e1ca8acd59a0cd6e1a619cec07 (patch)
tree324bbe3645e09eac3fdb993e39d7d1cabad7ff8a
parent9e97a2c4a1852f11335f4c2104093fe654d32c0c (diff)
downloadraylib-e3ff5f3dc250e8e1ca8acd59a0cd6e1a619cec07.tar.gz
raylib-e3ff5f3dc250e8e1ca8acd59a0cd6e1a619cec07.zip
ADDED: example: `textures_fog_of_war`
-rw-r--r--examples/textures/textures_fog_of_war.c152
-rw-r--r--examples/textures/textures_fog_of_war.pngbin0 -> 38477 bytes
-rw-r--r--projects/VS2022/examples/textures_fog_of_war.vcxproj387
-rw-r--r--projects/VS2022/raylib.sln19
4 files changed, 558 insertions, 0 deletions
diff --git a/examples/textures/textures_fog_of_war.c b/examples/textures/textures_fog_of_war.c
new file mode 100644
index 00000000..4cbebbb1
--- /dev/null
+++ b/examples/textures/textures_fog_of_war.c
@@ -0,0 +1,152 @@
+/*******************************************************************************************
+*
+* raylib [textures] example - Fog of war
+*
+* This example has been created using raylib 4.2 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2018-2022 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: calloc(), free()
+
+#define MAP_TILE_SIZE 32 // Tiles size 32x32 pixels
+#define PLAYER_SIZE 16 // Player size
+#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
+
+// Map data type
+typedef struct Map {
+ unsigned int tilesX; // Number of tiles in X axis
+ unsigned int tilesY; // Number of tiles in Y axis
+ unsigned char *tileIds; // Tile ids (tilesX*tilesY), defines type of tile to draw
+ unsigned char *tileFog; // Tile fog state (tilesX*tilesY), defines if a tile has fog or half-fog
+} Map;
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war");
+
+ Map map = { 0 };
+ map.tilesX = 25;
+ map.tilesY = 15;
+
+ // NOTE: We can have up to 256 values for tile ids and for tile fog state,
+ // probably we don't need that many values for fog state, it can be optimized
+ // to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
+ map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
+ map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
+
+ // Load map tiles (generating 2 random tile ids for testing)
+ // NOTE: Map tile ids should be probably loaded from an external map file
+ for (int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1);
+
+ // Player position on the screen (pixel coordinates, not tile coordinates)
+ Vector2 playerPosition = { 180, 130 };
+ int playerTileX = 0;
+ int playerTileY = 0;
+
+ // Render texture to render fog of war
+ // NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
+ // at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
+ RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
+ SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // Move player around
+ if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 5;
+ if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 5;
+ if (IsKeyDown(KEY_DOWN)) playerPosition.y += 5;
+ if (IsKeyDown(KEY_UP)) playerPosition.y -= 5;
+
+ // Check player position to avoid moving outside tilemap limits
+ if (playerPosition.x < 0) playerPosition.x = 0;
+ else if ((playerPosition.x + PLAYER_SIZE) > (map.tilesX*MAP_TILE_SIZE)) playerPosition.x = map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE;
+ if (playerPosition.y < 0) playerPosition.y = 0;
+ else if ((playerPosition.y + PLAYER_SIZE) > (map.tilesY*MAP_TILE_SIZE)) playerPosition.y = map.tilesY*MAP_TILE_SIZE - PLAYER_SIZE;
+
+ // Previous visited tiles are set to partial fog
+ for (int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
+
+ // Get current tile position from player pixel position
+ playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
+ playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
+
+ // Check visibility and update fog
+ // NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
+ for (int y = (playerTileY - PLAYER_TILE_VISIBILITY); y < (playerTileY + PLAYER_TILE_VISIBILITY); y++)
+ for (int x = (playerTileX - PLAYER_TILE_VISIBILITY); x < (playerTileX + PLAYER_TILE_VISIBILITY); x++)
+ if ((x >= 0) && (x < map.tilesX) && (y >= 0) && (y < map.tilesY)) map.tileFog[y*map.tilesX + x] = 1;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ // Draw fog of war to a small render texture for automatic smoothing on scaling
+ BeginTextureMode(fogOfWar);
+ ClearBackground(BLANK);
+ for (int y = 0; y < map.tilesY; y++)
+ for (int x = 0; x < map.tilesX; x++)
+ if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK);
+ else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
+ EndTextureMode();
+
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ for (int y = 0; y < map.tilesY; y++)
+ {
+ for (int x = 0; x < map.tilesX; x++)
+ {
+ // Draw tiles from id (and tile borders)
+ DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
+ (map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f));
+ DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
+ }
+ }
+
+ // Draw player
+ DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
+
+
+ // Draw fog of war (scaled to full map, bilinear filtering)
+ DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height },
+ (Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE },
+ (Vector2){ 0, 0 }, 0.0f, WHITE);
+
+ // Draw player current tile
+ DrawText(TextFormat("Current tile: [%i,%i]", playerTileX, playerTileY), 10, 10, 20, LIME);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ free(map.tileIds); // Free allocated map tile ids
+ free(map.tileFog); // Free allocated map tile fog state
+
+ UnloadRenderTexture(fogOfWar); // Unload render texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/textures/textures_fog_of_war.png b/examples/textures/textures_fog_of_war.png
new file mode 100644
index 00000000..6a91316e
--- /dev/null
+++ b/examples/textures/textures_fog_of_war.png
Binary files differ
diff --git a/projects/VS2022/examples/textures_fog_of_war.vcxproj b/projects/VS2022/examples/textures_fog_of_war.vcxproj
new file mode 100644
index 00000000..aa93c01a
--- /dev/null
+++ b/projects/VS2022/examples/textures_fog_of_war.vcxproj
@@ -0,0 +1,387 @@
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+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <CompileAs>CompileAsC</CompileAs>
+ <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <CompileAs>CompileAsC</CompileAs>
+ <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
+ </Link>
+ <PostBuildEvent>
+ <Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
+ </PostBuildEvent>
+ <PostBuildEvent>
+ <Message>Copy Release DLL to output directory</Message>
+ </PostBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
+ <ClCompile>
+ <WarningLevel>Level3</WarningLevel>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <CompileAs>CompileAsC</CompileAs>
+ <RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
+ </Link>
+ <PostBuildEvent>
+ <Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
+ </PostBuildEvent>
+ <PostBuildEvent>
+ <Message>Copy Release DLL to output directory</Message>
+ </PostBuildEvent>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\..\examples\textures\textures_fog_of_war.c" />
+ </ItemGroup>
+ <ItemGroup>
+ <ProjectReference Include="..\raylib\raylib.vcxproj">
+ <Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
+ </ProjectReference>
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln
index 66830ce1..ff6681f2 100644
--- a/projects/VS2022/raylib.sln
+++ b/projects/VS2022/raylib.sln
@@ -249,6 +249,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_codepoints_loading", "
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_window_should_close", "examples\core_window_should_close.vcxproj", "{3FE7E9B6-49AC-4246-A789-28DB4644567B}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_fog_of_war", "examples\textures_fog_of_war.vcxproj", "{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|x64 = Debug.DLL|x64
@@ -2081,6 +2083,22 @@ Global
{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x64.Build.0 = Release|x64
{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x86.ActiveCfg = Release|Win32
{3FE7E9B6-49AC-4246-A789-28DB4644567B}.Release|x86.Build.0 = Release|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x64.ActiveCfg = Debug|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x64.Build.0 = Debug|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x86.ActiveCfg = Debug|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x86.Build.0 = Debug|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x64.Build.0 = Release.DLL|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x64.ActiveCfg = Release|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x64.Build.0 = Release|x64
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.ActiveCfg = Release|Win32
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -2207,6 +2225,7 @@ Global
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{F2DB2E59-76BF-4D81-859A-AFC289C046C0} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{3FE7E9B6-49AC-4246-A789-28DB4644567B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+ {EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}