REVIEWED: Examples section comments, for better organization and consistency

This commit is contained in:
Ray
2025-09-03 10:40:31 +02:00
parent 1fa3c15942
commit c579eef4b7
19 changed files with 253 additions and 170 deletions

View File

@@ -22,6 +22,9 @@
#define MAX_SPLINE_POINTS 32
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Cubic Bezier spline control points
// NOTE: Every segment has two control points
typedef struct {

View File

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