diff --git a/examples/Makefile b/examples/Makefile index 3d48bd773..50a12e5c1 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -411,7 +411,7 @@ SHAPES = \ shapes/shapes_easings_rectangle_array \ shapes/shapes_draw_ring \ shapes/shapes_draw_circle_sector \ - shapes/Sshapes_top_down_lights + shapes/shapes_top_down_lights TEXTURES = \ textures/textures_logo_raylib \ diff --git a/examples/shapes/shapes_top_down_lights.c b/examples/shapes/shapes_top_down_lights.c index d8cd5e62f..5234c28c0 100644 --- a/examples/shapes/shapes_top_down_lights.c +++ b/examples/shapes/shapes_top_down_lights.c @@ -1,21 +1,13 @@ /******************************************************************************************* * -* raylib [SHAPES] example - Top Down Lights -* -* Welcome to raylib! -* -* To test examples, just press F6 and execute raylib_compile_execute script -* Note that compiled executable is placed in the same folder as .c file -* -* You can find all basic examples on C:\raylib\raylib\examples folder or -* raylib official webpage: www.raylib.com -* -* Enjoy using raylib. :) +* raylib [shapes] example - top down lights * * This example has been created using raylib 4.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2022 Jeffery Myers +* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2022 Jeffery Myers (@JeffM2501) * ********************************************************************************************/ @@ -28,196 +20,177 @@ #define RLGL_MIN 0x8007 #define RLGL_MAX 0x8008 -#define MAX_BOXES 20 +#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 -typedef struct -{ - Vector2 Vertecies[4]; -}ShadowGeometry; +// Shadow geometry type +typedef struct ShadowGeometry { + Vector2 vertices[4]; +} ShadowGeometry; -#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 +// 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? -typedef struct -{ - // is this light slot active - bool Active; + 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 - // does this light need to be updated - bool Dirty; + ShadowGeometry shadows[MAX_SHADOWS]; + int shadowCount; +} LightInfo; - // is this light in a valid position - bool Valid; - // Light position - Vector2 Position; +LightInfo lights[MAX_LIGHTS] = { 0 }; - // alpha mask for the light - RenderTexture Mask; - - // the distance the light touches - float OuterRadius; - - // a cached rectangle of the light bounds to help with culling - Rectangle Bounds; - - ShadowGeometry Shadows[MAX_SHADOWS]; - int ShadowCount; -}LightInfo; - -#define MAX_LIGHTS 16 -LightInfo Lights[MAX_LIGHTS] = { 0 }; - -// move a light and mark it as dirty so that we update it's mask next frame +// 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; + 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; + lights[slot].bounds.x = x - lights[slot].outerRadius; + lights[slot].bounds.y = y - lights[slot].outerRadius; } -// compute a shadow volume for the edge -// takes the edge and projects it back by the light radius and turns it into a quad +// 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; + if (lights[slot].shadowCount >= MAX_SHADOWS) return; - float extension = Lights[slot].OuterRadius*2; + float extension = lights[slot].outerRadius*2; - Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, Lights[slot].Position)); + Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position)); Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension)); - Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, Lights[slot].Position)); + Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position)); Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension)); - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = sp; - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[1] = ep; - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[2] = epProjection; - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[3] = spProjection; + 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++; + lights[slot].shadowCount++; } -// draw the light and shadows to the mask for a light -void UpdateLightMask(int slot) +// Draw the light and shadows to the mask for a light +void DrawLightMask(int slot) { - // use the light mask - BeginTextureMode(Lights[slot].Mask); + // Use the light mask + BeginTextureMode(lights[slot].mask); - ClearBackground(WHITE); + 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); + // 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(); + // 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); + // 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].Vertecies, 4, WHITE); - } + // 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); + rlDrawRenderBatchActive(); + + // Go back to normal blend mode + rlSetBlendMode(BLEND_ALPHA); EndTextureMode(); } -// setup a light -void SetUpLight(int slot, float x, float y, float radius) +// 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].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; + 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 - UpdateLightMask(slot); + // Force the render texture to have something in it + DrawLightMask(slot); } -// see if a light needs to update it's mask +// 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; + if (!lights[slot].active || !lights[slot].dirty) return false; - Lights[slot].Dirty = false; - Lights[slot].ShadowCount = 0; - Lights[slot].Valid = 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; + // 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; + // 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. + // Check the edges that are on the same side we are, and cast shadow volumes out from them - // top + // 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); + if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep); - // right + // Right sp = ep; ep.y += boxes[i].height; - if (Lights[slot].Position.x < ep.x) - ComputeShadowVolumeForEdge(slot, sp, ep); + if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep); - // bottom + // Bottom sp = ep; ep.x -= boxes[i].width; - if (Lights[slot].Position.y < ep.y) - ComputeShadowVolumeForEdge(slot, sp, ep); + if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep); - // left + // Left sp = ep; ep.y -= boxes[i].height; - if (Lights[slot].Position.x > ep.x) - ComputeShadowVolumeForEdge(slot, sp, ep); + if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep); - // the box itself - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = (Vector2){ boxes[i].x, boxes[i].y }; - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height }; - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height }; - Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y }; - Lights[slot].ShadowCount++; + // 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; + lights[slot].valid = true; - UpdateLightMask(slot); + DrawLightMask(slot); return true; } -// set up some boxes -void SetupBoxes(Rectangle* boxes, int *count) +// Set up some boxes +void SetupBoxes(Rectangle *boxes, int *count) { boxes[0] = (Rectangle){ 150,80, 40, 40 }; boxes[1] = (Rectangle){ 1200, 700, 40, 40 }; @@ -237,83 +210,83 @@ int main(void) { // Initialization //-------------------------------------------------------------------------------------- - const int screenWidth = 1280; - const int screenHeight = 800; - InitWindow(screenWidth, screenHeight, "raylib [effects] example - top down lights"); - SetTargetFPS(60); // Set our game to run at 60 frames-per-second + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights"); - // initialize our 'world' of boxes - Rectangle boxes[MAX_BOXES]; + // Initialize our 'world' of boxes int boxCount = 0; + Rectangle boxes[MAX_BOXES] = { 0 }; SetupBoxes(boxes, &boxCount); - // create a checkerboard ground texture + // 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 + // Create a global light mask to hold all the blended lights RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); - // setup initial light - SetUpLight(0, 600, 400, 300); + // 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); + //---------------------------------------------------------------------------------- + // 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) + // Make a new light + if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (nextLight < MAX_LIGHTS)) { - SetUpLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200); + SetupLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200); nextLight++; } - // toggle debug info - if (IsKeyPressed(KEY_F1)) - showLines = !showLines; + // 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 + // 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; + if (UpdateLight(i, boxes, boxCount)) dirtyLights = true; } - // update the light mask + // Update the light mask if (dirtyLights) { - // build up the light mask + // Build up the light mask BeginTextureMode(lightMask); - ClearBackground(BLACK); + + 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); + // 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); - } + // 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(); + 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 diff --git a/examples/shapes/shapes_top_down_lights.png b/examples/shapes/shapes_top_down_lights.png index 0eeac34a5..e14bb5494 100644 Binary files a/examples/shapes/shapes_top_down_lights.png and b/examples/shapes/shapes_top_down_lights.png differ