mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-04 01:34:19 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			255 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			255 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
 | 
						|
*
 | 
						|
*   raylib [shaders] example - Simple shader mask
 | 
						|
*
 | 
						|
*   This example has been created using raylib 2.5 (www.raylib.com)
 | 
						|
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
						|
*
 | 
						|
*   Example contributed by Chris Camacho (@chriscamacho -  http://bedroomcoders.co.uk/)
 | 
						|
*   and reviewed by Ramon Santamaria (@raysan5)
 | 
						|
*
 | 
						|
*   Copyright (c) 2019 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"
 | 
						|
 | 
						|
#include <stddef.h>
 | 
						|
#include <stdint.h>
 | 
						|
 | 
						|
#if defined(PLATFORM_DESKTOP)
 | 
						|
    #define GLSL_VERSION            330
 | 
						|
#else   // PLATFORM_RPI, 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 {
 | 
						|
    Vector2 pos;
 | 
						|
    Vector2 vel;
 | 
						|
    float inner;
 | 
						|
    float radius;
 | 
						|
 | 
						|
    // Shader locations
 | 
						|
    unsigned int posLoc;
 | 
						|
    unsigned int innerLoc;
 | 
						|
    unsigned int radiusLoc;
 | 
						|
} Spot;
 | 
						|
 | 
						|
// 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
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    const int screenWidth = 800;
 | 
						|
    const int screenHeight = 450;
 | 
						|
 | 
						|
    InitWindow(screenWidth, screenHeight, "raylib - 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].posLoc = 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].pos.x = (float)GetRandomValue(64, screenWidth - 64);
 | 
						|
        spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64);
 | 
						|
        spots[i].vel = (Vector2){ 0, 0 };
 | 
						|
 | 
						|
        while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
 | 
						|
        {
 | 
						|
            spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
 | 
						|
            spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
 | 
						|
        }
 | 
						|
 | 
						|
        spots[i].inner = 28.0f * (i + 1);
 | 
						|
        spots[i].radius = 48.0f * (i + 1);
 | 
						|
 | 
						|
        SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.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].pos.x = mp.x;
 | 
						|
                spots[i].pos.y = screenHeight - mp.y;
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                spots[i].pos.x += spots[i].vel.x;
 | 
						|
                spots[i].pos.y += spots[i].vel.y;
 | 
						|
 | 
						|
                if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
 | 
						|
                if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;
 | 
						|
                if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
 | 
						|
                if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
 | 
						|
            }
 | 
						|
 | 
						|
            SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.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].pos.x, (int)stars[n].pos.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;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void ResetStar(Star *s)
 | 
						|
{
 | 
						|
    s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
 | 
						|
 | 
						|
    do
 | 
						|
    {
 | 
						|
        s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
 | 
						|
        s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
 | 
						|
 | 
						|
    } while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
 | 
						|
 | 
						|
    s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
 | 
						|
}
 | 
						|
 | 
						|
void UpdateStar(Star *s)
 | 
						|
{
 | 
						|
    s->pos = Vector2Add(s->pos, s->vel);
 | 
						|
 | 
						|
    if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
 | 
						|
        (s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
 | 
						|
    {
 | 
						|
        ResetStar(s);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
 |