| /******************************************************************************************* | |
| * | |
| *   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); | |
|     } | |
| } | |
| 
 | |
| 
 |