- /*******************************************************************************************
- *
- * 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, TextFormat("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, Vector2Multiply(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);
- }
- }
-
-
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