aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/shapes/shapes_top_down_lights.c
diff options
context:
space:
mode:
Diffstat (limited to 'deps/raylib/examples/shapes/shapes_top_down_lights.c')
-rw-r--r--deps/raylib/examples/shapes/shapes_top_down_lights.c356
1 files changed, 356 insertions, 0 deletions
diff --git a/deps/raylib/examples/shapes/shapes_top_down_lights.c b/deps/raylib/examples/shapes/shapes_top_down_lights.c
new file mode 100644
index 0000000..abe845f
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_top_down_lights.c
@@ -0,0 +1,356 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - top down lights
+*
+* Example originally created with raylib 4.2, last time updated with raylib 4.2
+*
+* Example contributed by Vlad Adrian (@demizdor) 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) 2022-2024 Jeffery Myers (@JeffM2501)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+#include "rlgl.h"
+
+// Custom Blend Modes
+#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
+
+// Shadow geometry type
+typedef struct ShadowGeometry {
+ Vector2 vertices[4];
+} ShadowGeometry;
+
+// Light info type
+typedef struct LightInfo {
+ bool active; // Is this light slot active?
+ bool dirty; // Does this light need to be updated?
+ bool valid; // Is this light in a valid position?
+
+ Vector2 position; // Light position
+ RenderTexture mask; // Alpha mask for the light
+ float outerRadius; // The distance the light touches
+ Rectangle bounds; // A cached rectangle of the light bounds to help with culling
+
+ ShadowGeometry shadows[MAX_SHADOWS];
+ int shadowCount;
+} LightInfo;
+
+
+LightInfo lights[MAX_LIGHTS] = { 0 };
+
+// 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;
+}
+
+// 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++;
+}
+
+// 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();
+}
+
+// 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);
+}
+
+// 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;
+}
+
+// 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;
+}
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
+
+ // Initialize our 'world' of boxes
+ int boxCount = 0;
+ Rectangle boxes[MAX_BOXES] = { 0 };
+ SetupBoxes(boxes, &boxCount);
+
+ // Create a checkerboard ground texture
+ Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
+ Texture2D backgroundTexture = LoadTextureFromImage(img);
+ UnloadImage(img);
+
+ // Create a global light mask to hold all the blended lights
+ RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
+
+ // Setup initial light
+ SetupLight(0, 600, 400, 300);
+ int nextLight = 1;
+
+ bool showLines = false;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // Drag light 0
+ if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) MoveLight(0, GetMousePosition().x, GetMousePosition().y);
+
+ // Make a new light
+ if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (nextLight < MAX_LIGHTS))
+ {
+ SetupLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
+ nextLight++;
+ }
+
+ // Toggle debug info
+ if (IsKeyPressed(KEY_F1)) showLines = !showLines;
+
+ // Update the lights and keep track if any were dirty so we know if we need to update the master light mask
+ bool dirtyLights = false;
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
+ }
+
+ // Update the light mask
+ if (dirtyLights)
+ {
+ // Build up the light mask
+ BeginTextureMode(lightMask);
+
+ ClearBackground(BLACK);
+
+ // Force the blend mode to only set the alpha of the destination
+ rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
+ rlSetBlendMode(BLEND_CUSTOM);
+
+ // Merge in all the light masks
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].active) DrawTextureRec(lights[i].mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
+ }
+
+ rlDrawRenderBatchActive();
+
+ // Go back to normal blend
+ rlSetBlendMode(BLEND_ALPHA);
+ EndTextureMode();
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BLACK);
+
+ // Draw the tile background
+ DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
+
+ // Overlay the shadows from all the lights
+ DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
+
+ // Draw the lights
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].active) DrawCircle((int)lights[i].position.x, (int)lights[i].position.y, 10, (i == 0)? YELLOW : WHITE);
+ }
+
+ if (showLines)
+ {
+ for (int s = 0; s < lights[0].shadowCount; s++)
+ {
+ DrawTriangleFan(lights[0].shadows[s].vertices, 4, DARKPURPLE);
+ }
+
+ for (int b = 0; b < boxCount; b++)
+ {
+ if (CheckCollisionRecs(boxes[b],lights[0].bounds)) DrawRectangleRec(boxes[b], PURPLE);
+
+ DrawRectangleLines((int)boxes[b].x, (int)boxes[b].y, (int)boxes[b].width, (int)boxes[b].height, DARKBLUE);
+ }
+
+ DrawText("(F1) Hide Shadow Volumes", 10, 50, 10, GREEN);
+ }
+ else
+ {
+ DrawText("(F1) Show Shadow Volumes", 10, 50, 10, GREEN);
+ }
+
+ DrawFPS(screenWidth - 80, 10);
+ DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
+ DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(backgroundTexture);
+ UnloadRenderTexture(lightMask);
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].active) UnloadRenderTexture(lights[i].mask);
+ }
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file