/* * Copyright (c) 2019 Chris Camacho (codifies - http://bedroomcoders.co.uk/) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * */ /* 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 <stddef.h> #include <stdint.h> #include "raylib.h" #include "raymath.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif // single digit only! #define MAXSPOT 4 #define numStars 400 #define screenWidth 1280 #define screenHeight 720 // the 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 //-------------------------------------------------------------------------------------- star stars[numStars]; 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]); } } //SetConfigFlags(FLAG_FULLSCREEN_MODE); InitWindow(screenWidth, screenHeight, "raylib - test"); Texture rayTex = LoadTexture("resources/raysan.png"); // frame counter int frame = 0; unsigned int spotLoc[MAXSPOT]; // shader locations Vector2 spotPos[MAXSPOT]; // position and velocity Vector2 spotVel[MAXSPOT]; // use default vert shader Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); // get the locations of spots in the shader char spotName[32] = "spots[x]\0"; for (int i = 0; i<MAXSPOT; i++) { spotName[6] = '0' + i; spotLoc[i] = GetShaderLocation(spotShader, spotName); } // 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 = screenWidth; SetShaderValue(spotShader, wLoc, &sw, UNIFORM_FLOAT); } // randomise the locations and velocities of the spotlights for (int i=0; i<MAXSPOT; i++) { spotPos[i].x = GetRandomValue(128, screenWidth-128); spotPos[i].y = GetRandomValue(128, screenHeight-128); spotVel[i] = (Vector2){0, 0}; while (fabs(spotVel[i].x)+fabs(spotVel[i].y)<2) { spotVel[i].x = GetRandomValue(-40,40)/10.0; spotVel[i].y = GetRandomValue(-40,40)/10.0; } } SetTargetFPS(60); // Set to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- frame ++; // 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++) { spotPos[i].x += spotVel[i].x; spotPos[i].y += spotVel[i].y; if (spotPos[i].x < 128) spotVel[i].x = -spotVel[i].x; if (spotPos[i].x > screenWidth-128) spotVel[i].x = -spotVel[i].x; if (spotPos[i].y < 128) spotVel[i].y = -spotVel[i].y; if (spotPos[i].y > screenHeight-128) spotVel[i].y = -spotVel[i].y; SetShaderValue(spotShader, spotLoc[i], &spotPos[i].x, UNIFORM_VEC2); } // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground((Color){0,32,128,255}); // 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(rayTex, (screenWidth/2.0)+cos((frame+i*8)/51.45)*(screenWidth/2.2)-32, (screenHeight/2.0)+sin((frame+i*8)/17.87)*(screenHeight/4.2), WHITE); } // 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); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(rayTex); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } void resetStar(star *s) { (*s).pos = (Vector2){screenWidth/2.0, screenHeight/2.0 }; do { (*s).vel.x = (float)GetRandomValue(-1000,1000) / 100.0; (*s).vel.y = (float)GetRandomValue(-1000,1000) / 100.0; } while (!(fabs((*s).vel.x)+fabs((*s).vel.y)>1)); (*s).pos = Vector2Add( (*s).pos, Vector2MultiplyV((*s).vel,(Vector2){8,8} )); } void updateStar(star *s) { (*s).pos = Vector2Add((*s).pos, (*s).vel); if ((*s).pos.x < 0 || (*s).pos.x > screenWidth || (*s).pos.y < 0 || (*s).pos.y > screenHeight) { resetStar(s); } }