aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/shaders/shaders_spotlight.c
diff options
context:
space:
mode:
authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_spotlight.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/shaders/shaders_spotlight.c')
-rw-r--r--deps/raylib/examples/shaders/shaders_spotlight.c255
1 files changed, 255 insertions, 0 deletions
diff --git a/deps/raylib/examples/shaders/shaders_spotlight.c b/deps/raylib/examples/shaders/shaders_spotlight.c
new file mode 100644
index 0000000..2752a2d
--- /dev/null
+++ b/deps/raylib/examples/shaders/shaders_spotlight.c
@@ -0,0 +1,255 @@
+/*******************************************************************************************
+*
+* 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) 2019-2024 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);
+ }
+}
+
+