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Diffstat (limited to 'deps/raylib/examples/shaders/shaders_spotlight.c')
-rw-r--r-- | deps/raylib/examples/shaders/shaders_spotlight.c | 255 |
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); + } +} + + |