REVIEWED: example: shapes_top_down_lights
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3 changed files with 157 additions and 187 deletions
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@ -411,7 +411,7 @@ SHAPES = \
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shapes/shapes_easings_rectangle_array \
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shapes/shapes_draw_ring \
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shapes/shapes_draw_circle_sector \
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shapes/Sshapes_top_down_lights
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shapes/shapes_top_down_lights
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TEXTURES = \
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textures/textures_logo_raylib \
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@ -1,21 +1,13 @@
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/*******************************************************************************************
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*
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* raylib [SHAPES] example - Top Down Lights
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*
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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* raylib [shapes] example - top down lights
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*
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* This example has been created using raylib 4.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2022 Jeffery Myers
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* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2022 Jeffery Myers (@JeffM2501)
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*
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********************************************************************************************/
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@ -28,196 +20,177 @@
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#define RLGL_MIN 0x8007
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#define RLGL_MAX 0x8008
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#define MAX_BOXES 20
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#define MAX_BOXES 20
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#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
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#define MAX_LIGHTS 16
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typedef struct
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{
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Vector2 Vertecies[4];
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}ShadowGeometry;
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// Shadow geometry type
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typedef struct ShadowGeometry {
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Vector2 vertices[4];
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} ShadowGeometry;
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#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
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// Light info type
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typedef struct LightInfo {
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bool active; // Is this light slot active?
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bool dirty; // Does this light need to be updated?
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bool valid; // Is this light in a valid position?
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typedef struct
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{
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// is this light slot active
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bool Active;
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Vector2 position; // Light position
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RenderTexture mask; // Alpha mask for the light
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float outerRadius; // The distance the light touches
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Rectangle bounds; // A cached rectangle of the light bounds to help with culling
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// does this light need to be updated
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bool Dirty;
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ShadowGeometry shadows[MAX_SHADOWS];
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int shadowCount;
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} LightInfo;
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// is this light in a valid position
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bool Valid;
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// Light position
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Vector2 Position;
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LightInfo lights[MAX_LIGHTS] = { 0 };
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// alpha mask for the light
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RenderTexture Mask;
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// the distance the light touches
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float OuterRadius;
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// a cached rectangle of the light bounds to help with culling
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Rectangle Bounds;
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ShadowGeometry Shadows[MAX_SHADOWS];
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int ShadowCount;
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}LightInfo;
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#define MAX_LIGHTS 16
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LightInfo Lights[MAX_LIGHTS] = { 0 };
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// move a light and mark it as dirty so that we update it's mask next frame
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// Move a light and mark it as dirty so that we update it's mask next frame
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void MoveLight(int slot, float x, float y)
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{
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Lights[slot].Dirty = true;
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Lights[slot].Position.x = x;
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Lights[slot].Position.y = y;
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lights[slot].dirty = true;
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lights[slot].position.x = x;
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lights[slot].position.y = y;
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// update the cached bounds
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Lights[slot].Bounds.x = x - Lights[slot].OuterRadius;
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Lights[slot].Bounds.y = y - Lights[slot].OuterRadius;
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lights[slot].bounds.x = x - lights[slot].outerRadius;
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lights[slot].bounds.y = y - lights[slot].outerRadius;
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}
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// compute a shadow volume for the edge
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// takes the edge and projects it back by the light radius and turns it into a quad
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// Compute a shadow volume for the edge
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// It takes the edge and projects it back by the light radius and turns it into a quad
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void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
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{
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if (Lights[slot].ShadowCount >= MAX_SHADOWS)
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return;
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if (lights[slot].shadowCount >= MAX_SHADOWS) return;
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float extension = Lights[slot].OuterRadius*2;
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float extension = lights[slot].outerRadius*2;
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Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, Lights[slot].Position));
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Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
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Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
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Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, Lights[slot].Position));
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Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
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Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = sp;
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[1] = ep;
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[2] = epProjection;
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[3] = spProjection;
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
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Lights[slot].ShadowCount++;
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lights[slot].shadowCount++;
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}
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// draw the light and shadows to the mask for a light
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void UpdateLightMask(int slot)
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// Draw the light and shadows to the mask for a light
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void DrawLightMask(int slot)
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{
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// use the light mask
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BeginTextureMode(Lights[slot].Mask);
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// Use the light mask
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BeginTextureMode(lights[slot].mask);
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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// force the blend mode to only set the alpha of the destination
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
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rlSetBlendMode(BLEND_CUSTOM);
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// Force the blend mode to only set the alpha of the destination
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
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rlSetBlendMode(BLEND_CUSTOM);
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// if we are valid, then draw the light radius to the alpha mask
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if (Lights[slot].Valid)
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DrawCircleGradient((int)Lights[slot].Position.x, (int)Lights[slot].Position.y, Lights[slot].OuterRadius, ColorAlpha(WHITE, 0), WHITE);
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rlDrawRenderBatchActive();
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// If we are valid, then draw the light radius to the alpha mask
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if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
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rlDrawRenderBatchActive();
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// cut out the shadows from the light radius by forcing the alpha to maximum
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rlSetBlendMode(BLEND_ALPHA);
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
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rlSetBlendMode(BLEND_CUSTOM);
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// Cut out the shadows from the light radius by forcing the alpha to maximum
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rlSetBlendMode(BLEND_ALPHA);
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
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rlSetBlendMode(BLEND_CUSTOM);
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// draw the shadows to the alpha mask
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for (int i = 0; i < Lights[slot].ShadowCount; i++)
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{
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DrawTriangleFan(Lights[slot].Shadows[i].Vertecies, 4, WHITE);
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}
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// Draw the shadows to the alpha mask
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for (int i = 0; i < lights[slot].shadowCount; i++)
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{
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DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
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}
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rlDrawRenderBatchActive();
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// go back to normal blend mode
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rlSetBlendMode(BLEND_ALPHA);
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rlDrawRenderBatchActive();
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// Go back to normal blend mode
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rlSetBlendMode(BLEND_ALPHA);
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EndTextureMode();
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}
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// setup a light
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void SetUpLight(int slot, float x, float y, float radius)
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// Setup a light
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void SetupLight(int slot, float x, float y, float radius)
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{
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Lights[slot].Active = true;
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Lights[slot].Valid = false; // the light must prove it is valid
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Lights[slot].Mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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Lights[slot].OuterRadius = radius;
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lights[slot].active = true;
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lights[slot].valid = false; // The light must prove it is valid
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lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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lights[slot].outerRadius = radius;
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Lights[slot].Bounds.width = radius * 2;
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Lights[slot].Bounds.height = radius * 2;
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lights[slot].bounds.width = radius * 2;
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lights[slot].bounds.height = radius * 2;
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MoveLight(slot, x, y);
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// force the render texture to have something in it
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UpdateLightMask(slot);
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// Force the render texture to have something in it
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DrawLightMask(slot);
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}
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// see if a light needs to update it's mask
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// See if a light needs to update it's mask
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bool UpdateLight(int slot, Rectangle* boxes, int count)
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{
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if (!Lights[slot].Active || !Lights[slot].Dirty)
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return false;
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if (!lights[slot].active || !lights[slot].dirty) return false;
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Lights[slot].Dirty = false;
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Lights[slot].ShadowCount = 0;
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Lights[slot].Valid = false;
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lights[slot].dirty = false;
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lights[slot].shadowCount = 0;
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lights[slot].valid = false;
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for (int i = 0; i < count; i++)
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{
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// are we in a box, if so we are not valid
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if (CheckCollisionPointRec(Lights[slot].Position, boxes[i]))
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return false;
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// Are we in a box? if so we are not valid
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if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
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// if this box is outside our bounds, we can skip it
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if (!CheckCollisionRecs(Lights[slot].Bounds, boxes[i]))
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continue;
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// If this box is outside our bounds, we can skip it
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if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
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// check the edges that are on the same side we are, and cast shadow volumes out from them.
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// Check the edges that are on the same side we are, and cast shadow volumes out from them
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// top
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// Top
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Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
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Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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if (Lights[slot].Position.y > ep.y)
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ComputeShadowVolumeForEdge(slot, sp, ep);
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if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// right
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// Right
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sp = ep;
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ep.y += boxes[i].height;
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if (Lights[slot].Position.x < ep.x)
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ComputeShadowVolumeForEdge(slot, sp, ep);
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if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// bottom
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// Bottom
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sp = ep;
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ep.x -= boxes[i].width;
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if (Lights[slot].Position.y < ep.y)
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ComputeShadowVolumeForEdge(slot, sp, ep);
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if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// left
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// Left
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sp = ep;
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ep.y -= boxes[i].height;
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if (Lights[slot].Position.x > ep.x)
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ComputeShadowVolumeForEdge(slot, sp, ep);
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if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// the box itself
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = (Vector2){ boxes[i].x, boxes[i].y };
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
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Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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Lights[slot].ShadowCount++;
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// The box itself
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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lights[slot].shadowCount++;
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}
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Lights[slot].Valid = true;
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lights[slot].valid = true;
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UpdateLightMask(slot);
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DrawLightMask(slot);
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return true;
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}
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// set up some boxes
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void SetupBoxes(Rectangle* boxes, int *count)
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// Set up some boxes
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void SetupBoxes(Rectangle *boxes, int *count)
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{
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boxes[0] = (Rectangle){ 150,80, 40, 40 };
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boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
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@ -237,83 +210,83 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 1280;
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const int screenHeight = 800;
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InitWindow(screenWidth, screenHeight, "raylib [effects] example - top down lights");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
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// initialize our 'world' of boxes
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Rectangle boxes[MAX_BOXES];
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// Initialize our 'world' of boxes
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int boxCount = 0;
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Rectangle boxes[MAX_BOXES] = { 0 };
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SetupBoxes(boxes, &boxCount);
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// create a checkerboard ground texture
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// Create a checkerboard ground texture
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Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
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Texture2D backgroundTexture = LoadTextureFromImage(img);
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UnloadImage(img);
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// create a global light mask to hold all the blended lights
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// Create a global light mask to hold all the blended lights
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RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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// setup initial light
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SetUpLight(0, 600, 400, 300);
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// Setup initial light
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SetupLight(0, 600, 400, 300);
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int nextLight = 1;
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bool showLines = false;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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// drag light 0
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
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MoveLight(0, GetMousePosition().x, GetMousePosition().y);
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//----------------------------------------------------------------------------------
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// Drag light 0
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) MoveLight(0, GetMousePosition().x, GetMousePosition().y);
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// make a new light
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && nextLight < MAX_LIGHTS)
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// Make a new light
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (nextLight < MAX_LIGHTS))
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{
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SetUpLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
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SetupLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
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nextLight++;
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}
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// toggle debug info
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if (IsKeyPressed(KEY_F1))
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showLines = !showLines;
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// Toggle debug info
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if (IsKeyPressed(KEY_F1)) showLines = !showLines;
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// update the lights and keep track if any were dirty so we know if we need to update the master light mask
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// Update the lights and keep track if any were dirty so we know if we need to update the master light mask
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bool dirtyLights = false;
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (UpdateLight(i, boxes, boxCount))
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dirtyLights = true;
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if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
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}
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// update the light mask
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// Update the light mask
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if (dirtyLights)
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{
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// build up the light mask
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// Build up the light mask
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BeginTextureMode(lightMask);
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ClearBackground(BLACK);
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ClearBackground(BLACK);
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// force the blend mode to only set the alpha of the destination
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
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rlSetBlendMode(BLEND_CUSTOM);
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// Force the blend mode to only set the alpha of the destination
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
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rlSetBlendMode(BLEND_CUSTOM);
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// merge in all the light masks
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (Lights[i].Active)
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DrawTextureRec(Lights[i].Mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
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}
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// Merge in all the light masks
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||||
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();
|
||||
rlDrawRenderBatchActive();
|
||||
|
||||
// go back to normal
|
||||
rlSetBlendMode(BLEND_ALPHA);
|
||||
// Go back to normal blend
|
||||
rlSetBlendMode(BLEND_ALPHA);
|
||||
EndTextureMode();
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -321,44 +294,42 @@ int main(void)
|
|||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// draw the tile background
|
||||
DrawTextureRec(backgroundTexture, (Rectangle){ 0,0,(float)GetScreenWidth(),(float)GetScreenHeight() }, Vector2Zero(), WHITE);
|
||||
// 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));
|
||||
// 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
|
||||
// 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 (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++)
|
||||
for (int s = 0; s < lights[0].shadowCount; s++)
|
||||
{
|
||||
DrawTriangleFan(Lights[0].Shadows[s].Vertecies, 4, DARKPURPLE);
|
||||
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);
|
||||
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", 0, 60, 20, GREEN);
|
||||
DrawText("(F1) Hide Shadow Volumes", 10, 50, 10, GREEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("(F1) Show Shadow Volumes", 0, 60, 20, GREEN);
|
||||
DrawText("(F1) Show Shadow Volumes", 10, 50, 10, GREEN);
|
||||
}
|
||||
|
||||
DrawFPS(0, 0);
|
||||
DrawText("Drag to move light #1", 0, 20, 20, DARKGREEN);
|
||||
DrawText("Right click to add new light", 0, 40, 20, DARKGREEN);
|
||||
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();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
@ -369,8 +340,7 @@ int main(void)
|
|||
UnloadRenderTexture(lightMask);
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (Lights[i].Active)
|
||||
UnloadRenderTexture(Lights[i].Mask);
|
||||
if (lights[i].active) UnloadRenderTexture(lights[i].mask);
|
||||
}
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
|
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Add table
Add a link
Reference in a new issue