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			262 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			262 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [shaders] example - spotlight rendering
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| *
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| *   Example complexity rating: [★★☆☆] 2/4
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| *
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| *   Example originally created with raylib 2.5, last time updated with raylib 3.7
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| *
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| *   Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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| *
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| *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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| *   BSD-like license that allows static linking with closed source software
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| *
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| *   Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************
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| *
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| *   The shader makes alpha holes in the forground to give the appearance of a top
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| *   down look at a spotlight casting a pool of light...
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| *
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| *   The right hand side of the screen there is just enough light to see whats
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| *   going on without the spot light, great for a stealth type game where you
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| *   have to avoid the spotlights
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| *
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| *   The left hand side of the screen is in pitch dark except for where the spotlights are
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| *
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| *   Although this example doesn't scale like the letterbox example, you could integrate
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| *   the two techniques, but by scaling the actual colour of the render texture rather
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| *   than using alpha as a mask
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #include "raymath.h"
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| 
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| #if defined(PLATFORM_DESKTOP)
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|     #define GLSL_VERSION            330
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| #else   // PLATFORM_ANDROID, PLATFORM_WEB
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|     #define GLSL_VERSION            100
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| #endif
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| 
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| #define MAX_SPOTS         3        // NOTE: It must be the same as define in shader
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| #define MAX_STARS       400
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| 
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| //----------------------------------------------------------------------------------
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| // Types and Structures Definition
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| //----------------------------------------------------------------------------------
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| // Spot data
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| typedef struct Spot {
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|     Vector2 position;
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|     Vector2 speed;
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|     float inner;
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|     float radius;
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| 
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|     // Shader locations
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|     unsigned int positionLoc;
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|     unsigned int innerLoc;
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|     unsigned int radiusLoc;
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| } Spot;
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| 
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| // Stars in the star field have a position and velocity
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| typedef struct Star {
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|     Vector2 position;
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|     Vector2 speed;
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| } Star;
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| 
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| //--------------------------------------------------------------------------------------
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| // Module Functions Declaration
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| //--------------------------------------------------------------------------------------
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| static void UpdateStar(Star *star);
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| static void ResetStar(Star *star);
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| 
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| //------------------------------------------------------------------------------------
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| // Program main entry point
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| //------------------------------------------------------------------------------------
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering");
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|     HideCursor();
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| 
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|     Texture texRay = LoadTexture("resources/raysan.png");
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| 
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|     Star stars[MAX_STARS] = { 0 };
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| 
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|     for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
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| 
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|     // Progress all the stars on, so they don't all start in the centre
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|     for (int m = 0; m < screenWidth/2.0; m++)
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|     {
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|         for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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|     }
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| 
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|     int frameCounter = 0;
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| 
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|     // Use default vert shader
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|     Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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| 
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|     // Get the locations of spots in the shader
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|     Spot spots[MAX_SPOTS];
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| 
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|     for (int i = 0; i < MAX_SPOTS; i++)
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|     {
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|         char posName[32] = "spots[x].pos\0";
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|         char innerName[32] = "spots[x].inner\0";
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|         char radiusName[32] = "spots[x].radius\0";
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| 
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|         posName[6] = '0' + i;
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|         innerName[6] = '0' + i;
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|         radiusName[6] = '0' + i;
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| 
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|         spots[i].positionLoc = GetShaderLocation(shdrSpot, posName);
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|         spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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|         spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
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|     }
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| 
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|     // Tell the shader how wide the screen is so we can have
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|     // a pitch black half and a dimly lit half
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|     unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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|     float sw = (float)GetScreenWidth();
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|     SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
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| 
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|     // Randomize the locations and velocities of the spotlights
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|     // and initialize the shader locations
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|     for (int i = 0; i < MAX_SPOTS; i++)
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|     {
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|         spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
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|         spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
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|         spots[i].speed = (Vector2){ 0, 0 };
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| 
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|         while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
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|         {
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|             spots[i].speed.x = GetRandomValue(-400, 40)/25.0f;
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|             spots[i].speed.y = GetRandomValue(-400, 40)/25.0f;
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|         }
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| 
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|         spots[i].inner = 28.0f*(i + 1);
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|         spots[i].radius = 48.0f*(i + 1);
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| 
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|         SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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|         SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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|         SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
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|     }
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| 
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|     SetTargetFPS(60);               // Set  to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Main game loop
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|     while (!WindowShouldClose())    // Detect window close button or ESC key
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|     {
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|         // Update
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|         //----------------------------------------------------------------------------------
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|         frameCounter++;
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| 
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|         // Move the stars, resetting them if the go offscreen
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|         for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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| 
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|         // Update the spots, send them to the shader
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|         for (int i = 0; i < MAX_SPOTS; i++)
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|         {
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|             if (i == 0)
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|             {
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|                 Vector2 mp = GetMousePosition();
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|                 spots[i].position.x = mp.x;
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|                 spots[i].position.y = screenHeight - mp.y;
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|             }
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|             else
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|             {
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|                 spots[i].position.x += spots[i].speed.x;
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|                 spots[i].position.y += spots[i].speed.y;
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| 
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|                 if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
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|                 if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
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|                 if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
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|                 if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
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|             }
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| 
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|             SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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|         }
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(DARKBLUE);
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| 
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|             // Draw stars and bobs
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|             for (int n = 0; n < MAX_STARS; n++)
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|             {
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|                 // Single pixel is just too small these days!
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|                 DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
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|             }
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| 
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|             for (int i = 0; i < 16; i++)
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|             {
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|                 DrawTexture(texRay,
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|                     (int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
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|                     (int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
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|             }
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| 
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|             // Draw spot lights
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|             BeginShaderMode(shdrSpot);
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|                 // Instead of a blank rectangle you could render here
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|                 // a render texture of the full screen used to do screen
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|                 // scaling (slight adjustment to shader would be required
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|                 // to actually pay attention to the colour!)
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|                 DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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|             EndShaderMode();
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| 
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|             DrawFPS(10, 10);
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| 
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|             DrawText("Move the mouse!", 10, 30, 20, GREEN);
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|             DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
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|             DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     UnloadTexture(texRay);
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|     UnloadShader(shdrSpot);
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| 
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|     CloseWindow();        // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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| 
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| //--------------------------------------------------------------------------------------
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| // Module Functions Definition
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| //--------------------------------------------------------------------------------------
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| static void ResetStar(Star *star)
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| {
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|     star->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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|     
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|     star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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|     star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
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| 
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|     while (!(fabs(star->speed.x) + (fabs(star->speed.y) > 1)))
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|     {
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|         star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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|         star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
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|     } 
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| 
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|     star->position = Vector2Add(star->position, Vector2Multiply(star->speed, (Vector2){ 8.0f, 8.0f }));
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| }
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| 
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| static void UpdateStar(Star *star)
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| {
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|     star->position = Vector2Add(star->position, star->speed);
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| 
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|     if ((star->position.x < 0) || (star->position.x > GetScreenWidth()) ||
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|         (star->position.y < 0) || (star->position.y > GetScreenHeight())) ResetStar(star);
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| }
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