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-rw-r--r--examples/shapes/shapes_top_down_lights.c344
-rw-r--r--examples/shapes/shapes_top_down_lights.pngbin199203 -> 73147 bytes
2 files changed, 157 insertions, 187 deletions
diff --git a/examples/shapes/shapes_top_down_lights.c b/examples/shapes/shapes_top_down_lights.c
index d8cd5e62..5234c28c 100644
--- a/examples/shapes/shapes_top_down_lights.c
+++ b/examples/shapes/shapes_top_down_lights.c
@@ -1,21 +1,13 @@
/*******************************************************************************************
*
-* 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. :)
+* raylib [shapes] example - top down lights
*
* 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
+* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2022 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
@@ -28,196 +20,177 @@
#define RLGL_MIN 0x8007
#define RLGL_MAX 0x8008
-#define MAX_BOXES 20
-
-typedef struct
-{
- Vector2 Vertecies[4];
-}ShadowGeometry;
+#define MAX_BOXES 20
+#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
+#define MAX_LIGHTS 16
-#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
+// Shadow geometry type
+typedef struct ShadowGeometry {
+ Vector2 vertices[4];
+} ShadowGeometry;
-typedef struct
-{
- // is this light slot active
- bool Active;
+// Light info type
+typedef struct LightInfo {
+ bool active; // Is this light slot active?
+ bool dirty; // Does this light need to be updated?
+ bool valid; // Is this light in a valid position?
- // does this light need to be updated
- bool Dirty;
+ Vector2 position; // Light position
+ RenderTexture mask; // Alpha mask for the light
+ float outerRadius; // The distance the light touches
+ Rectangle bounds; // A cached rectangle of the light bounds to help with culling
- // is this light in a valid position
- bool Valid;
+ ShadowGeometry shadows[MAX_SHADOWS];
+ int shadowCount;
+} LightInfo;
- // Light position
- Vector2 Position;
- // alpha mask for the light
- RenderTexture Mask;
+LightInfo lights[MAX_LIGHTS] = { 0 };
- // 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
+// 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;
+ 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;
+ 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
+// Compute a shadow volume for the edge
+// It 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;
+ if (lights[slot].shadowCount >= MAX_SHADOWS) return;
- float extension = Lights[slot].OuterRadius*2;
+ float extension = lights[slot].outerRadius*2;
- Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, Lights[slot].Position));
+ Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
- Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, Lights[slot].Position));
+ 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].shadows[lights[slot].shadowCount].vertices[0] = sp;
+ lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
+ lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
+ lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
- Lights[slot].ShadowCount++;
+ lights[slot].shadowCount++;
}
-// draw the light and shadows to the mask for a light
-void UpdateLightMask(int slot)
+// Draw the light and shadows to the mask for a light
+void DrawLightMask(int slot)
{
- // use the light mask
- BeginTextureMode(Lights[slot].Mask);
+ // Use the light mask
+ BeginTextureMode(lights[slot].mask);
- ClearBackground(WHITE);
+ 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);
+ // 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();
+ // 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);
+ // 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);
- }
+ // Draw the shadows to the alpha mask
+ for (int i = 0; i < lights[slot].shadowCount; i++)
+ {
+ DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
+ }
- rlDrawRenderBatchActive();
- // go back to normal blend mode
- rlSetBlendMode(BLEND_ALPHA);
+ rlDrawRenderBatchActive();
+
+ // Go back to normal blend mode
+ rlSetBlendMode(BLEND_ALPHA);
EndTextureMode();
}
-// setup a light
-void SetUpLight(int slot, float x, float y, float radius)
+// 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].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;
+ 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);
+ // Force the render texture to have something in it
+ DrawLightMask(slot);
}
-// see if a light needs to update it's mask
+// 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;
+ if (!lights[slot].active || !lights[slot].dirty) return false;
- Lights[slot].Dirty = false;
- Lights[slot].ShadowCount = 0;
- Lights[slot].Valid = 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;
+ // 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;
+ // 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.
+ // Check the edges that are on the same side we are, and cast shadow volumes out from them
- // top
+ // 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);
+ if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
- // right
+ // Right
sp = ep;
ep.y += boxes[i].height;
- if (Lights[slot].Position.x < ep.x)
- ComputeShadowVolumeForEdge(slot, sp, ep);
+ if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
- // bottom
+ // Bottom
sp = ep;
ep.x -= boxes[i].width;
- if (Lights[slot].Position.y < ep.y)
- ComputeShadowVolumeForEdge(slot, sp, ep);
+ if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
- // left
+ // 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++;
+ if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // The box itself
+ lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
+ lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
+ lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
+ lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
+ lights[slot].shadowCount++;
}
- Lights[slot].Valid = true;
+ lights[slot].valid = true;
- UpdateLightMask(slot);
+ DrawLightMask(slot);
return true;
}
-// set up some boxes
-void SetupBoxes(Rectangle* boxes, int *count)
+// Set up some boxes
+void SetupBoxes(Rectangle *boxes, int *count)
{
boxes[0] = (Rectangle){ 150,80, 40, 40 };
boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
@@ -237,83 +210,83 @@ 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
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
- // initialize our 'world' of boxes
- Rectangle boxes[MAX_BOXES];
+ // Initialize our 'world' of boxes
int boxCount = 0;
+ Rectangle boxes[MAX_BOXES] = { 0 };
SetupBoxes(boxes, &boxCount);
- // create a checkerboard ground texture
+ // 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
+ // Create a global light mask to hold all the blended lights
RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
- // setup initial light
- SetUpLight(0, 600, 400, 300);
+ // Setup initial light
+ SetupLight(0, 600, 400, 300);
int nextLight = 1;
bool showLines = false;
+ 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
- // drag light 0
- if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
- MoveLight(0, GetMousePosition().x, GetMousePosition().y);
+ //----------------------------------------------------------------------------------
+ // 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)
+ // Make a new light
+ if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (nextLight < MAX_LIGHTS))
{
- SetUpLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
+ SetupLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
nextLight++;
}
- // toggle debug info
- if (IsKeyPressed(KEY_F1))
- showLines = !showLines;
+ // 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
+ // 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;
+ if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
}
- // update the light mask
+ // Update the light mask
if (dirtyLights)
{
- // build up the light mask
+ // Build up the light mask
BeginTextureMode(lightMask);
- ClearBackground(BLACK);
+
+ 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);
+ // 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);
- }
+ // 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();
+ rlDrawRenderBatchActive();
- // go back to normal
- rlSetBlendMode(BLEND_ALPHA);
+ // Go back to normal blend
+ rlSetBlendMode(BLEND_ALPHA);
EndTextureMode();
}
+ //----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
@@ -321,44 +294,42 @@ int main(void)
ClearBackground(BLACK);
- // draw the tile background
- DrawTextureRec(backgroundTexture, (Rectangle){ 0,0,(float)GetScreenWidth(),(float)GetScreenHeight() }, Vector2Zero(), WHITE);
+ // 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));
+ // 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
+ // 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 (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++)
+ for (int s = 0; s < lights[0].shadowCount; s++)
{
- DrawTriangleFan(Lights[0].Shadows[s].Vertecies, 4, DARKPURPLE);
+ DrawTriangleFan(lights[0].shadows[s].vertices, 4, DARKPURPLE);
}
for (int b = 0; b < boxCount; b++)
{
- if (CheckCollisionRecs(boxes[b],Lights[0].Bounds))
- DrawRectangleRec(boxes[b], PURPLE);
+ 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);
+ DrawText("(F1) Hide Shadow Volumes", 10, 50, 10, GREEN);
}
else
{
- DrawText("(F1) Show Shadow Volumes", 0, 60, 20, GREEN);
+ DrawText("(F1) Show Shadow Volumes", 10, 50, 10, 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);
+ DrawFPS(screenWidth - 80, 10);
+ DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
+ DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
@@ -369,8 +340,7 @@ int main(void)
UnloadRenderTexture(lightMask);
for (int i = 0; i < MAX_LIGHTS; i++)
{
- if (Lights[i].Active)
- UnloadRenderTexture(Lights[i].Mask);
+ if (lights[i].active) UnloadRenderTexture(lights[i].mask);
}
CloseWindow(); // Close window and OpenGL context
diff --git a/examples/shapes/shapes_top_down_lights.png b/examples/shapes/shapes_top_down_lights.png
index 0eeac34a..e14bb549 100644
--- a/examples/shapes/shapes_top_down_lights.png
+++ b/examples/shapes/shapes_top_down_lights.png
Binary files differ