- /*******************************************************************************************
- *
- * raylib [shaders] example - Simple shader mask
- *
- * Example originally created with raylib 2.5, last time updated with raylib 3.7
- *
- * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2019-2023 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************
- *
- * The shader makes alpha holes in the forground to give the appearance 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"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- #define MAX_SPOTS 3 // NOTE: It must be the same as define in shader
- #define MAX_STARS 400
-
- // Spot data
- typedef struct Spot {
- Vector2 position;
- Vector2 speed;
- float inner;
- float radius;
-
- // Shader locations
- unsigned int positionLoc;
- unsigned int innerLoc;
- unsigned int radiusLoc;
- } Spot;
-
- // Stars in the star field have a position and velocity
- typedef struct Star {
- Vector2 position;
- Vector2 speed;
- } Star;
-
- static void UpdateStar(Star *s);
- static void ResetStar(Star *s);
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight");
- HideCursor();
-
- Texture texRay = LoadTexture("resources/raysan.png");
-
- Star stars[MAX_STARS] = { 0 };
-
- for (int n = 0; n < MAX_STARS; 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 < MAX_STARS; n++) UpdateStar(&stars[n]);
- }
-
- int frameCounter = 0;
-
- // Use default vert shader
- Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
-
- // Get the locations of spots in the shader
- Spot spots[MAX_SPOTS];
-
- for (int i = 0; i < MAX_SPOTS; 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].positionLoc = GetShaderLocation(shdrSpot, posName);
- spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
- spots[i].radiusLoc = GetShaderLocation(shdrSpot, 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(shdrSpot, "screenWidth");
- float sw = (float)GetScreenWidth();
- SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
-
- // Randomize the locations and velocities of the spotlights
- // and initialize the shader locations
- for (int i = 0; i < MAX_SPOTS; i++)
- {
- spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
- spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
- spots[i].speed = (Vector2){ 0, 0 };
-
- while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
- {
- spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
- spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
- }
-
- spots[i].inner = 28.0f * (i + 1);
- spots[i].radius = 48.0f * (i + 1);
-
- SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
- SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_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 < MAX_STARS; n++) UpdateStar(&stars[n]);
-
- // Update the spots, send them to the shader
- for (int i = 0; i < MAX_SPOTS; i++)
- {
- if (i == 0)
- {
- Vector2 mp = GetMousePosition();
- spots[i].position.x = mp.x;
- spots[i].position.y = screenHeight - mp.y;
- }
- else
- {
- spots[i].position.x += spots[i].speed.x;
- spots[i].position.y += spots[i].speed.y;
-
- if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
- if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
- if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
- if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
- }
-
- SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
- }
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(DARKBLUE);
-
- // Draw stars and bobs
- for (int n = 0; n < MAX_STARS; n++)
- {
- // Single pixel is just too small these days!
- DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
- }
-
- for (int i = 0; i < 16; i++)
- {
- DrawTexture(texRay,
- (int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
- (int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
- }
-
- // Draw spot lights
- BeginShaderMode(shdrSpot);
- // 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", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
- DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texRay);
- UnloadShader(shdrSpot);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
-
- static void ResetStar(Star *s)
- {
- s->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
-
- do
- {
- s->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
- s->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
-
- } while (!(fabs(s->speed.x) + (fabs(s->speed.y) > 1)));
-
- s->position = Vector2Add(s->position, Vector2Multiply(s->speed, (Vector2){ 8.0f, 8.0f }));
- }
-
- static void UpdateStar(Star *s)
- {
- s->position = Vector2Add(s->position, s->speed);
-
- if ((s->position.x < 0) || (s->position.x > GetScreenWidth()) ||
- (s->position.y < 0) || (s->position.y > GetScreenHeight()))
- {
- ResetStar(s);
- }
- }
-
-
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