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authorJeffery Myers <[email protected]>2022-01-16 08:47:17 -0800
committerGitHub <[email protected]>2022-01-16 17:47:17 +0100
commit4b998cfd05bb75aa45d33a000c33f559521981a8 (patch)
tree8d0e2602fe17ebb1da7a975ff122ed25eaf24a6f /examples
parent15b36e04b2af9eb49c40d265495ad122a3a5b1f3 (diff)
downloadraylib-4b998cfd05bb75aa45d33a000c33f559521981a8.tar.gz
raylib-4b998cfd05bb75aa45d33a000c33f559521981a8.zip
[Examples] Top down lights example (#2199)
* Start 2d lights example. * finish example * update image. * Cleanup render textures * Fixes to handle shadows on edges that are near to the light better. * tabs * move to shapes Co-authored-by: Jeffery Myers <[email protected]>
Diffstat (limited to 'examples')
-rw-r--r--examples/Makefile2
-rw-r--r--examples/shapes/shapes_top_down_lights.c380
-rw-r--r--examples/shapes/shapes_top_down_lights.pngbin0 -> 199203 bytes
3 files changed, 381 insertions, 1 deletions
diff --git a/examples/Makefile b/examples/Makefile
index ac1284f2..3d48bd77 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -411,7 +411,7 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
- shapes/shapes_draw_rectangle_rounded
+ shapes/Sshapes_top_down_lights
TEXTURES = \
textures/textures_logo_raylib \
diff --git a/examples/shapes/shapes_top_down_lights.c b/examples/shapes/shapes_top_down_lights.c
new file mode 100644
index 00000000..d8cd5e62
--- /dev/null
+++ b/examples/shapes/shapes_top_down_lights.c
@@ -0,0 +1,380 @@
+/*******************************************************************************************
+*
+* raylib [SHAPES] example - Top Down Lights
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This example has been created using raylib 4.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2022 Jeffery Myers
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+#include "rlgl.h"
+
+// Custom Blend Modes
+#define RLGL_SRC_ALPHA 0x0302
+#define RLGL_MIN 0x8007
+#define RLGL_MAX 0x8008
+
+#define MAX_BOXES 20
+
+typedef struct
+{
+ Vector2 Vertecies[4];
+}ShadowGeometry;
+
+#define MAX_SHADOWS MAX_BOXES*3 // MAX_BOXES *3. Each box can cast up to two shadow volumes for the edges it is away from, and one for the box itself
+
+typedef struct
+{
+ // is this light slot active
+ bool Active;
+
+ // does this light need to be updated
+ bool Dirty;
+
+ // is this light in a valid position
+ bool Valid;
+
+ // Light position
+ Vector2 Position;
+
+ // alpha mask for the light
+ RenderTexture Mask;
+
+ // the distance the light touches
+ float OuterRadius;
+
+ // a cached rectangle of the light bounds to help with culling
+ Rectangle Bounds;
+
+ ShadowGeometry Shadows[MAX_SHADOWS];
+ int ShadowCount;
+}LightInfo;
+
+#define MAX_LIGHTS 16
+LightInfo Lights[MAX_LIGHTS] = { 0 };
+
+// move a light and mark it as dirty so that we update it's mask next frame
+void MoveLight(int slot, float x, float y)
+{
+ Lights[slot].Dirty = true;
+ Lights[slot].Position.x = x;
+ Lights[slot].Position.y = y;
+
+ // update the cached bounds
+ Lights[slot].Bounds.x = x - Lights[slot].OuterRadius;
+ Lights[slot].Bounds.y = y - Lights[slot].OuterRadius;
+}
+
+// compute a shadow volume for the edge
+// takes the edge and projects it back by the light radius and turns it into a quad
+void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
+{
+ if (Lights[slot].ShadowCount >= MAX_SHADOWS)
+ return;
+
+ float extension = Lights[slot].OuterRadius*2;
+
+ Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, Lights[slot].Position));
+ Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
+
+ Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, Lights[slot].Position));
+ Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
+
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = sp;
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[1] = ep;
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[2] = epProjection;
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[3] = spProjection;
+
+ Lights[slot].ShadowCount++;
+}
+
+// draw the light and shadows to the mask for a light
+void UpdateLightMask(int slot)
+{
+ // use the light mask
+ BeginTextureMode(Lights[slot].Mask);
+
+ ClearBackground(WHITE);
+
+ // force the blend mode to only set the alpha of the destination
+ rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
+ rlSetBlendMode(BLEND_CUSTOM);
+
+ // if we are valid, then draw the light radius to the alpha mask
+ if (Lights[slot].Valid)
+ DrawCircleGradient((int)Lights[slot].Position.x, (int)Lights[slot].Position.y, Lights[slot].OuterRadius, ColorAlpha(WHITE, 0), WHITE);
+ rlDrawRenderBatchActive();
+
+ // cut out the shadows from the light radius by forcing the alpha to maximum
+ rlSetBlendMode(BLEND_ALPHA);
+ rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
+ rlSetBlendMode(BLEND_CUSTOM);
+
+ // draw the shadows to the alpha mask
+ for (int i = 0; i < Lights[slot].ShadowCount; i++)
+ {
+ DrawTriangleFan(Lights[slot].Shadows[i].Vertecies, 4, WHITE);
+ }
+
+ rlDrawRenderBatchActive();
+ // go back to normal blend mode
+ rlSetBlendMode(BLEND_ALPHA);
+
+ EndTextureMode();
+}
+
+// setup a light
+void SetUpLight(int slot, float x, float y, float radius)
+{
+ Lights[slot].Active = true;
+ Lights[slot].Valid = false; // the light must prove it is valid
+ Lights[slot].Mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
+ Lights[slot].OuterRadius = radius;
+
+ Lights[slot].Bounds.width = radius * 2;
+ Lights[slot].Bounds.height = radius * 2;
+
+ MoveLight(slot, x, y);
+
+ // force the render texture to have something in it
+ UpdateLightMask(slot);
+}
+
+// see if a light needs to update it's mask
+bool UpdateLight(int slot, Rectangle* boxes, int count)
+{
+ if (!Lights[slot].Active || !Lights[slot].Dirty)
+ return false;
+
+ Lights[slot].Dirty = false;
+ Lights[slot].ShadowCount = 0;
+ Lights[slot].Valid = false;
+
+ for (int i = 0; i < count; i++)
+ {
+ // are we in a box, if so we are not valid
+ if (CheckCollisionPointRec(Lights[slot].Position, boxes[i]))
+ return false;
+
+ // if this box is outside our bounds, we can skip it
+ if (!CheckCollisionRecs(Lights[slot].Bounds, boxes[i]))
+ continue;
+
+ // check the edges that are on the same side we are, and cast shadow volumes out from them.
+
+ // top
+ Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
+ Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
+
+ if (Lights[slot].Position.y > ep.y)
+ ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // right
+ sp = ep;
+ ep.y += boxes[i].height;
+ if (Lights[slot].Position.x < ep.x)
+ ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // bottom
+ sp = ep;
+ ep.x -= boxes[i].width;
+ if (Lights[slot].Position.y < ep.y)
+ ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // left
+ sp = ep;
+ ep.y -= boxes[i].height;
+ if (Lights[slot].Position.x > ep.x)
+ ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // the box itself
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = (Vector2){ boxes[i].x, boxes[i].y };
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
+ Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
+ Lights[slot].ShadowCount++;
+ }
+
+ Lights[slot].Valid = true;
+
+ UpdateLightMask(slot);
+
+ return true;
+}
+
+// set up some boxes
+void SetupBoxes(Rectangle* boxes, int *count)
+{
+ boxes[0] = (Rectangle){ 150,80, 40, 40 };
+ boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
+ boxes[2] = (Rectangle){ 200, 600, 40, 40 };
+ boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
+ boxes[4] = (Rectangle){ 500, 350, 40, 40 };
+
+ for (int i = 5; i < MAX_BOXES; i++)
+ {
+ boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
+ }
+
+ *count = MAX_BOXES;
+}
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 800;
+ InitWindow(screenWidth, screenHeight, "raylib [effects] example - top down lights");
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+
+ // initialize our 'world' of boxes
+ Rectangle boxes[MAX_BOXES];
+ int boxCount = 0;
+ SetupBoxes(boxes, &boxCount);
+
+ // create a checkerboard ground texture
+ Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
+ Texture2D backgroundTexture = LoadTextureFromImage(img);
+ UnloadImage(img);
+
+ // create a global light mask to hold all the blended lights
+ RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
+
+ // setup initial light
+ SetUpLight(0, 600, 400, 300);
+ int nextLight = 1;
+
+ bool showLines = false;
+
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ // drag light 0
+ if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
+ MoveLight(0, GetMousePosition().x, GetMousePosition().y);
+
+ // make a new light
+ if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && nextLight < MAX_LIGHTS)
+ {
+ SetUpLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
+ nextLight++;
+ }
+
+ // toggle debug info
+ if (IsKeyPressed(KEY_F1))
+ showLines = !showLines;
+
+ // update the lights and keep track if any were dirty so we know if we need to update the master light mask
+ bool dirtyLights = false;
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (UpdateLight(i, boxes, boxCount))
+ dirtyLights = true;
+ }
+
+ // update the light mask
+ if (dirtyLights)
+ {
+ // build up the light mask
+ BeginTextureMode(lightMask);
+ ClearBackground(BLACK);
+
+ // force the blend mode to only set the alpha of the destination
+ rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
+ rlSetBlendMode(BLEND_CUSTOM);
+
+ // merge in all the light masks
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (Lights[i].Active)
+ DrawTextureRec(Lights[i].Mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
+ }
+
+ rlDrawRenderBatchActive();
+
+ // go back to normal
+ rlSetBlendMode(BLEND_ALPHA);
+ EndTextureMode();
+ }
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BLACK);
+
+ // draw the tile background
+ DrawTextureRec(backgroundTexture, (Rectangle){ 0,0,(float)GetScreenWidth(),(float)GetScreenHeight() }, Vector2Zero(), WHITE);
+
+ // overlay the shadows from all the lights
+ DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines ? 0.75f : 1.0f));
+
+ // draw the lights
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (Lights[i].Active)
+ DrawCircle((int)Lights[i].Position.x, (int)Lights[i].Position.y, 10, i == 0 ? YELLOW : WHITE);
+ }
+
+ if (showLines)
+ {
+ for (int s = 0; s < Lights[0].ShadowCount; s++)
+ {
+ DrawTriangleFan(Lights[0].Shadows[s].Vertecies, 4, DARKPURPLE);
+ }
+
+ for (int b = 0; b < boxCount; b++)
+ {
+ if (CheckCollisionRecs(boxes[b],Lights[0].Bounds))
+ DrawRectangleRec(boxes[b], PURPLE);
+
+ DrawRectangleLines((int)boxes[b].x, (int)boxes[b].y, (int)boxes[b].width, (int)boxes[b].height, DARKBLUE);
+ }
+
+ DrawText("(F1) Hide Shadow Volumes", 0, 60, 20, GREEN);
+ }
+ else
+ {
+ DrawText("(F1) Show Shadow Volumes", 0, 60, 20, GREEN);
+ }
+
+ DrawFPS(0, 0);
+ DrawText("Drag to move light #1", 0, 20, 20, DARKGREEN);
+ DrawText("Right click to add new light", 0, 40, 20, DARKGREEN);
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(backgroundTexture);
+ UnloadRenderTexture(lightMask);
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (Lights[i].Active)
+ UnloadRenderTexture(Lights[i].Mask);
+ }
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_top_down_lights.png b/examples/shapes/shapes_top_down_lights.png
new file mode 100644
index 00000000..0eeac34a
--- /dev/null
+++ b/examples/shapes/shapes_top_down_lights.png
Binary files differ