mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-16 03:15:40 +00:00
REVIEWED: Examples section comments, for better organization and consistency
This commit is contained in:
@@ -22,6 +22,9 @@
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#define MAX_SPLINE_POINTS 32
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Cubic Bezier spline control points
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// NOTE: Every segment has two control points
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typedef struct {
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@@ -20,14 +20,17 @@
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#include "rlgl.h"
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// Custom Blend Modes
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#define RLGL_SRC_ALPHA 0x0302
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#define RLGL_MIN 0x8007
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#define RLGL_MAX 0x8008
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#define RLGL_SRC_ALPHA 0x0302
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#define RLGL_MIN 0x8007
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#define RLGL_MAX 0x8008
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#define MAX_BOXES 20
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#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
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#define MAX_LIGHTS 16
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#define MAX_BOXES 20
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#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
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#define MAX_LIGHTS 16
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Shadow geometry type
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typedef struct ShadowGeometry {
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Vector2 vertices[4];
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@@ -48,167 +51,26 @@ typedef struct LightInfo {
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int shadowCount;
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} LightInfo;
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//------------------------------------------------------------------------------------
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// Global Variables Definition
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//------------------------------------------------------------------------------------
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static LightInfo lights[MAX_LIGHTS] = { 0 };
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LightInfo lights[MAX_LIGHTS] = { 0 };
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Move a light and mark it as dirty so that we update it's mask next frame
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void MoveLight(int slot, float x, float y)
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{
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lights[slot].dirty = true;
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lights[slot].position.x = x;
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lights[slot].position.y = y;
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// update the cached bounds
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lights[slot].bounds.x = x - lights[slot].outerRadius;
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lights[slot].bounds.y = y - lights[slot].outerRadius;
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}
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static void MoveLight(int slot, float x, float y);
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// Compute a shadow volume for the edge
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// It takes the edge and projects it back by the light radius and turns it into a quad
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void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
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{
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if (lights[slot].shadowCount >= MAX_SHADOWS) return;
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float extension = lights[slot].outerRadius*2;
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Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
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Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
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Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
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Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
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lights[slot].shadowCount++;
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}
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static void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep);
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// Draw the light and shadows to the mask for a light
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void DrawLightMask(int slot)
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{
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// Use the light mask
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BeginTextureMode(lights[slot].mask);
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ClearBackground(WHITE);
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// Force the blend mode to only set the alpha of the destination
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
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rlSetBlendMode(BLEND_CUSTOM);
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// If we are valid, then draw the light radius to the alpha mask
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if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
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rlDrawRenderBatchActive();
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// Cut out the shadows from the light radius by forcing the alpha to maximum
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rlSetBlendMode(BLEND_ALPHA);
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
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rlSetBlendMode(BLEND_CUSTOM);
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// Draw the shadows to the alpha mask
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for (int i = 0; i < lights[slot].shadowCount; i++)
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{
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DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
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}
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rlDrawRenderBatchActive();
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// Go back to normal blend mode
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rlSetBlendMode(BLEND_ALPHA);
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EndTextureMode();
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}
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static void DrawLightMask(int slot);
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// Setup a light
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void SetupLight(int slot, float x, float y, float radius)
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{
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lights[slot].active = true;
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lights[slot].valid = false; // The light must prove it is valid
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lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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lights[slot].outerRadius = radius;
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lights[slot].bounds.width = radius*2;
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lights[slot].bounds.height = radius*2;
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MoveLight(slot, x, y);
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// Force the render texture to have something in it
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DrawLightMask(slot);
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}
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static void SetupLight(int slot, float x, float y, float radius);
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// See if a light needs to update it's mask
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bool UpdateLight(int slot, Rectangle* boxes, int count)
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{
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if (!lights[slot].active || !lights[slot].dirty) return false;
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lights[slot].dirty = false;
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lights[slot].shadowCount = 0;
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lights[slot].valid = false;
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for (int i = 0; i < count; i++)
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{
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// Are we in a box? if so we are not valid
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if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
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// If this box is outside our bounds, we can skip it
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if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
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// Check the edges that are on the same side we are, and cast shadow volumes out from them
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// Top
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Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
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Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Right
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sp = ep;
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ep.y += boxes[i].height;
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if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Bottom
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sp = ep;
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ep.x -= boxes[i].width;
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if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Left
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sp = ep;
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ep.y -= boxes[i].height;
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if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// The box itself
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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lights[slot].shadowCount++;
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}
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lights[slot].valid = true;
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DrawLightMask(slot);
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return true;
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}
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static bool UpdateLight(int slot, Rectangle* boxes, int count);
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// Set up some boxes
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void SetupBoxes(Rectangle *boxes, int *count)
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{
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boxes[0] = (Rectangle){ 150,80, 40, 40 };
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boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
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boxes[2] = (Rectangle){ 200, 600, 40, 40 };
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boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
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boxes[4] = (Rectangle){ 500, 350, 40, 40 };
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for (int i = 5; i < MAX_BOXES; i++)
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{
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boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
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}
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*count = MAX_BOXES;
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}
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static void SetupBoxes(Rectangle *boxes, int *count);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@@ -356,3 +218,165 @@ int main(void)
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Move a light and mark it as dirty so that we update it's mask next frame
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static void MoveLight(int slot, float x, float y)
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{
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lights[slot].dirty = true;
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lights[slot].position.x = x;
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lights[slot].position.y = y;
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// update the cached bounds
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lights[slot].bounds.x = x - lights[slot].outerRadius;
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lights[slot].bounds.y = y - lights[slot].outerRadius;
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}
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// Compute a shadow volume for the edge
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// It takes the edge and projects it back by the light radius and turns it into a quad
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static void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
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{
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if (lights[slot].shadowCount >= MAX_SHADOWS) return;
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float extension = lights[slot].outerRadius*2;
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Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
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Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
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Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
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Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
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lights[slot].shadowCount++;
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}
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// Setup a light
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static void SetupLight(int slot, float x, float y, float radius)
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{
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lights[slot].active = true;
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lights[slot].valid = false; // The light must prove it is valid
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lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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lights[slot].outerRadius = radius;
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lights[slot].bounds.width = radius*2;
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lights[slot].bounds.height = radius*2;
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MoveLight(slot, x, y);
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// Force the render texture to have something in it
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DrawLightMask(slot);
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}
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// See if a light needs to update it's mask
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static bool UpdateLight(int slot, Rectangle* boxes, int count)
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{
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if (!lights[slot].active || !lights[slot].dirty) return false;
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lights[slot].dirty = false;
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lights[slot].shadowCount = 0;
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lights[slot].valid = false;
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for (int i = 0; i < count; i++)
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{
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// Are we in a box? if so we are not valid
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if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
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// If this box is outside our bounds, we can skip it
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if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
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// Check the edges that are on the same side we are, and cast shadow volumes out from them
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// Top
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Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
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Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Right
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sp = ep;
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ep.y += boxes[i].height;
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if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Bottom
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sp = ep;
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ep.x -= boxes[i].width;
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if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Left
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sp = ep;
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ep.y -= boxes[i].height;
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if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// The box itself
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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lights[slot].shadowCount++;
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}
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lights[slot].valid = true;
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DrawLightMask(slot);
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return true;
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}
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// Draw the light and shadows to the mask for a light
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static void DrawLightMask(int slot)
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{
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// Use the light mask
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BeginTextureMode(lights[slot].mask);
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ClearBackground(WHITE);
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// Force the blend mode to only set the alpha of the destination
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
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rlSetBlendMode(BLEND_CUSTOM);
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// If we are valid, then draw the light radius to the alpha mask
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if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
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rlDrawRenderBatchActive();
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// Cut out the shadows from the light radius by forcing the alpha to maximum
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rlSetBlendMode(BLEND_ALPHA);
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
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rlSetBlendMode(BLEND_CUSTOM);
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// Draw the shadows to the alpha mask
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for (int i = 0; i < lights[slot].shadowCount; i++)
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{
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DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
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}
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rlDrawRenderBatchActive();
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// Go back to normal blend mode
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rlSetBlendMode(BLEND_ALPHA);
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EndTextureMode();
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}
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// Set up some boxes
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static void SetupBoxes(Rectangle *boxes, int *count)
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{
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boxes[0] = (Rectangle){ 150,80, 40, 40 };
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boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
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boxes[2] = (Rectangle){ 200, 600, 40, 40 };
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boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
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boxes[4] = (Rectangle){ 500, 350, 40, 40 };
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for (int i = 5; i < MAX_BOXES; i++)
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{
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boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
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}
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*count = MAX_BOXES;
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}
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