REVIEWED: example: shapes_top_down_lights
This commit is contained in:
parent
4b998cfd05
commit
61d0c71b3c
3 changed files with 157 additions and 187 deletions
|
@ -411,7 +411,7 @@ SHAPES = \
|
||||||
shapes/shapes_easings_rectangle_array \
|
shapes/shapes_easings_rectangle_array \
|
||||||
shapes/shapes_draw_ring \
|
shapes/shapes_draw_ring \
|
||||||
shapes/shapes_draw_circle_sector \
|
shapes/shapes_draw_circle_sector \
|
||||||
shapes/Sshapes_top_down_lights
|
shapes/shapes_top_down_lights
|
||||||
|
|
||||||
TEXTURES = \
|
TEXTURES = \
|
||||||
textures/textures_logo_raylib \
|
textures/textures_logo_raylib \
|
||||||
|
|
|
@ -1,21 +1,13 @@
|
||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [SHAPES] example - Top Down Lights
|
* 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. :)
|
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 4.0 (www.raylib.com)
|
* 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)
|
* 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)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
|
@ -29,195 +21,176 @@
|
||||||
#define RLGL_MAX 0x8008
|
#define RLGL_MAX 0x8008
|
||||||
|
|
||||||
#define MAX_BOXES 20
|
#define MAX_BOXES 20
|
||||||
|
|
||||||
typedef struct
|
|
||||||
{
|
|
||||||
Vector2 Vertecies[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
|
#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
|
||||||
|
|
||||||
typedef struct
|
|
||||||
{
|
|
||||||
// is this light slot active
|
|
||||||
bool Active;
|
|
||||||
|
|
||||||
// does this light need to be updated
|
|
||||||
bool Dirty;
|
|
||||||
|
|
||||||
// is this light in a valid position
|
|
||||||
bool Valid;
|
|
||||||
|
|
||||||
// Light position
|
|
||||||
Vector2 Position;
|
|
||||||
|
|
||||||
// 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
|
#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
|
// 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)
|
void MoveLight(int slot, float x, float y)
|
||||||
{
|
{
|
||||||
Lights[slot].Dirty = true;
|
lights[slot].dirty = true;
|
||||||
Lights[slot].Position.x = x;
|
lights[slot].position.x = x;
|
||||||
Lights[slot].Position.y = y;
|
lights[slot].position.y = y;
|
||||||
|
|
||||||
// update the cached bounds
|
// update the cached bounds
|
||||||
Lights[slot].Bounds.x = x - Lights[slot].OuterRadius;
|
lights[slot].bounds.x = x - lights[slot].outerRadius;
|
||||||
Lights[slot].Bounds.y = y - Lights[slot].OuterRadius;
|
lights[slot].bounds.y = y - lights[slot].outerRadius;
|
||||||
}
|
}
|
||||||
|
|
||||||
// compute a shadow volume for the edge
|
// Compute a shadow volume for the edge
|
||||||
// takes the edge and projects it back by the light radius and turns it into a quad
|
// 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)
|
void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
|
||||||
{
|
{
|
||||||
if (Lights[slot].ShadowCount >= MAX_SHADOWS)
|
if (lights[slot].shadowCount >= MAX_SHADOWS) return;
|
||||||
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 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));
|
Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
|
||||||
|
|
||||||
Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = sp;
|
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
|
||||||
Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[1] = ep;
|
lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
|
||||||
Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[2] = epProjection;
|
lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
|
||||||
Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[3] = spProjection;
|
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
|
// Draw the light and shadows to the mask for a light
|
||||||
void UpdateLightMask(int slot)
|
void DrawLightMask(int slot)
|
||||||
{
|
{
|
||||||
// use the light mask
|
// Use the light mask
|
||||||
BeginTextureMode(Lights[slot].Mask);
|
BeginTextureMode(lights[slot].mask);
|
||||||
|
|
||||||
ClearBackground(WHITE);
|
ClearBackground(WHITE);
|
||||||
|
|
||||||
// force the blend mode to only set the alpha of the destination
|
// Force the blend mode to only set the alpha of the destination
|
||||||
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
|
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
|
||||||
rlSetBlendMode(BLEND_CUSTOM);
|
rlSetBlendMode(BLEND_CUSTOM);
|
||||||
|
|
||||||
// if we are valid, then draw the light radius to the alpha mask
|
// If we are valid, then draw the light radius to the alpha mask
|
||||||
if (Lights[slot].Valid)
|
if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
|
||||||
DrawCircleGradient((int)Lights[slot].Position.x, (int)Lights[slot].Position.y, Lights[slot].OuterRadius, ColorAlpha(WHITE, 0), WHITE);
|
|
||||||
rlDrawRenderBatchActive();
|
rlDrawRenderBatchActive();
|
||||||
|
|
||||||
// cut out the shadows from the light radius by forcing the alpha to maximum
|
// Cut out the shadows from the light radius by forcing the alpha to maximum
|
||||||
rlSetBlendMode(BLEND_ALPHA);
|
rlSetBlendMode(BLEND_ALPHA);
|
||||||
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
|
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
|
||||||
rlSetBlendMode(BLEND_CUSTOM);
|
rlSetBlendMode(BLEND_CUSTOM);
|
||||||
|
|
||||||
// draw the shadows to the alpha mask
|
// Draw the shadows to the alpha mask
|
||||||
for (int i = 0; i < Lights[slot].ShadowCount; i++)
|
for (int i = 0; i < lights[slot].shadowCount; i++)
|
||||||
{
|
{
|
||||||
DrawTriangleFan(Lights[slot].Shadows[i].Vertecies, 4, WHITE);
|
DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
|
||||||
}
|
}
|
||||||
|
|
||||||
rlDrawRenderBatchActive();
|
rlDrawRenderBatchActive();
|
||||||
// go back to normal blend mode
|
|
||||||
|
// Go back to normal blend mode
|
||||||
rlSetBlendMode(BLEND_ALPHA);
|
rlSetBlendMode(BLEND_ALPHA);
|
||||||
|
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
}
|
}
|
||||||
|
|
||||||
// setup a light
|
// Setup a light
|
||||||
void SetUpLight(int slot, float x, float y, float radius)
|
void SetupLight(int slot, float x, float y, float radius)
|
||||||
{
|
{
|
||||||
Lights[slot].Active = true;
|
lights[slot].active = true;
|
||||||
Lights[slot].Valid = false; // the light must prove it is valid
|
lights[slot].valid = false; // The light must prove it is valid
|
||||||
Lights[slot].Mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||||
Lights[slot].OuterRadius = radius;
|
lights[slot].outerRadius = radius;
|
||||||
|
|
||||||
Lights[slot].Bounds.width = radius * 2;
|
lights[slot].bounds.width = radius * 2;
|
||||||
Lights[slot].Bounds.height = radius * 2;
|
lights[slot].bounds.height = radius * 2;
|
||||||
|
|
||||||
MoveLight(slot, x, y);
|
MoveLight(slot, x, y);
|
||||||
|
|
||||||
// force the render texture to have something in it
|
// Force the render texture to have something in it
|
||||||
UpdateLightMask(slot);
|
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)
|
bool UpdateLight(int slot, Rectangle* boxes, int count)
|
||||||
{
|
{
|
||||||
if (!Lights[slot].Active || !Lights[slot].Dirty)
|
if (!lights[slot].active || !lights[slot].dirty) return false;
|
||||||
return false;
|
|
||||||
|
|
||||||
Lights[slot].Dirty = false;
|
lights[slot].dirty = false;
|
||||||
Lights[slot].ShadowCount = 0;
|
lights[slot].shadowCount = 0;
|
||||||
Lights[slot].Valid = false;
|
lights[slot].valid = false;
|
||||||
|
|
||||||
for (int i = 0; i < count; i++)
|
for (int i = 0; i < count; i++)
|
||||||
{
|
{
|
||||||
// are we in a box, if so we are not valid
|
// Are we in a box? if so we are not valid
|
||||||
if (CheckCollisionPointRec(Lights[slot].Position, boxes[i]))
|
if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
|
||||||
return false;
|
|
||||||
|
|
||||||
// if this box is outside our bounds, we can skip it
|
// If this box is outside our bounds, we can skip it
|
||||||
if (!CheckCollisionRecs(Lights[slot].Bounds, boxes[i]))
|
if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
|
||||||
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 sp = (Vector2){ boxes[i].x, boxes[i].y };
|
||||||
Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
|
Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
|
||||||
|
|
||||||
if (Lights[slot].Position.y > ep.y)
|
if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||||
ComputeShadowVolumeForEdge(slot, sp, ep);
|
|
||||||
|
|
||||||
// right
|
// Right
|
||||||
sp = ep;
|
sp = ep;
|
||||||
ep.y += boxes[i].height;
|
ep.y += boxes[i].height;
|
||||||
if (Lights[slot].Position.x < ep.x)
|
if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||||
ComputeShadowVolumeForEdge(slot, sp, ep);
|
|
||||||
|
|
||||||
// bottom
|
// Bottom
|
||||||
sp = ep;
|
sp = ep;
|
||||||
ep.x -= boxes[i].width;
|
ep.x -= boxes[i].width;
|
||||||
if (Lights[slot].Position.y < ep.y)
|
if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||||
ComputeShadowVolumeForEdge(slot, sp, ep);
|
|
||||||
|
|
||||||
// left
|
// Left
|
||||||
sp = ep;
|
sp = ep;
|
||||||
ep.y -= boxes[i].height;
|
ep.y -= boxes[i].height;
|
||||||
if (Lights[slot].Position.x > ep.x)
|
if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||||
ComputeShadowVolumeForEdge(slot, sp, ep);
|
|
||||||
|
|
||||||
// the box itself
|
// The box itself
|
||||||
Lights[slot].Shadows[Lights[slot].ShadowCount].Vertecies[0] = (Vector2){ boxes[i].x, boxes[i].y };
|
lights[slot].shadows[lights[slot].shadowCount].vertices[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].vertices[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].vertices[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].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
|
||||||
Lights[slot].ShadowCount++;
|
lights[slot].shadowCount++;
|
||||||
}
|
}
|
||||||
|
|
||||||
Lights[slot].Valid = true;
|
lights[slot].valid = true;
|
||||||
|
|
||||||
UpdateLightMask(slot);
|
DrawLightMask(slot);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// set up some boxes
|
// Set up some boxes
|
||||||
void SetupBoxes(Rectangle* boxes, int *count)
|
void SetupBoxes(Rectangle *boxes, int *count)
|
||||||
{
|
{
|
||||||
boxes[0] = (Rectangle){ 150,80, 40, 40 };
|
boxes[0] = (Rectangle){ 150,80, 40, 40 };
|
||||||
boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
|
boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
|
||||||
|
@ -237,83 +210,83 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 1280;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 800;
|
const int screenHeight = 450;
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [effects] example - top down lights");
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
|
|
||||||
// initialize our 'world' of boxes
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
|
||||||
Rectangle boxes[MAX_BOXES];
|
|
||||||
|
// Initialize our 'world' of boxes
|
||||||
int boxCount = 0;
|
int boxCount = 0;
|
||||||
|
Rectangle boxes[MAX_BOXES] = { 0 };
|
||||||
SetupBoxes(boxes, &boxCount);
|
SetupBoxes(boxes, &boxCount);
|
||||||
|
|
||||||
// create a checkerboard ground texture
|
// Create a checkerboard ground texture
|
||||||
Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
|
Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
|
||||||
Texture2D backgroundTexture = LoadTextureFromImage(img);
|
Texture2D backgroundTexture = LoadTextureFromImage(img);
|
||||||
UnloadImage(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());
|
RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||||
|
|
||||||
// setup initial light
|
// Setup initial light
|
||||||
SetUpLight(0, 600, 400, 300);
|
SetupLight(0, 600, 400, 300);
|
||||||
int nextLight = 1;
|
int nextLight = 1;
|
||||||
|
|
||||||
bool showLines = false;
|
bool showLines = false;
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
// drag light 0
|
//----------------------------------------------------------------------------------
|
||||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
// Drag light 0
|
||||||
MoveLight(0, GetMousePosition().x, GetMousePosition().y);
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) MoveLight(0, GetMousePosition().x, GetMousePosition().y);
|
||||||
|
|
||||||
// make a new light
|
// Make a new light
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && nextLight < MAX_LIGHTS)
|
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (nextLight < MAX_LIGHTS))
|
||||||
{
|
{
|
||||||
SetUpLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
|
SetupLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
|
||||||
nextLight++;
|
nextLight++;
|
||||||
}
|
}
|
||||||
|
|
||||||
// toggle debug info
|
// Toggle debug info
|
||||||
if (IsKeyPressed(KEY_F1))
|
if (IsKeyPressed(KEY_F1)) showLines = !showLines;
|
||||||
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;
|
bool dirtyLights = false;
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
{
|
{
|
||||||
if (UpdateLight(i, boxes, boxCount))
|
if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
|
||||||
dirtyLights = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// update the light mask
|
// Update the light mask
|
||||||
if (dirtyLights)
|
if (dirtyLights)
|
||||||
{
|
{
|
||||||
// build up the light mask
|
// Build up the light mask
|
||||||
BeginTextureMode(lightMask);
|
BeginTextureMode(lightMask);
|
||||||
|
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
// force the blend mode to only set the alpha of the destination
|
// Force the blend mode to only set the alpha of the destination
|
||||||
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
|
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
|
||||||
rlSetBlendMode(BLEND_CUSTOM);
|
rlSetBlendMode(BLEND_CUSTOM);
|
||||||
|
|
||||||
// merge in all the light masks
|
// Merge in all the light masks
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
{
|
{
|
||||||
if (Lights[i].Active)
|
if (lights[i].active) DrawTextureRec(lights[i].mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
|
||||||
DrawTextureRec(Lights[i].Mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
rlDrawRenderBatchActive();
|
rlDrawRenderBatchActive();
|
||||||
|
|
||||||
// go back to normal
|
// Go back to normal blend
|
||||||
rlSetBlendMode(BLEND_ALPHA);
|
rlSetBlendMode(BLEND_ALPHA);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
}
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
@ -321,44 +294,42 @@ int main(void)
|
||||||
|
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
// draw the tile background
|
// Draw the tile background
|
||||||
DrawTextureRec(backgroundTexture, (Rectangle){ 0,0,(float)GetScreenWidth(),(float)GetScreenHeight() }, Vector2Zero(), WHITE);
|
DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
|
||||||
|
|
||||||
// overlay the shadows from all the lights
|
// 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));
|
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++)
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
{
|
{
|
||||||
if (Lights[i].Active)
|
if (lights[i].active) DrawCircle((int)lights[i].position.x, (int)lights[i].position.y, 10, (i == 0)? YELLOW : WHITE);
|
||||||
DrawCircle((int)Lights[i].Position.x, (int)Lights[i].Position.y, 10, i == 0 ? YELLOW : WHITE);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (showLines)
|
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++)
|
for (int b = 0; b < boxCount; b++)
|
||||||
{
|
{
|
||||||
if (CheckCollisionRecs(boxes[b],Lights[0].Bounds))
|
if (CheckCollisionRecs(boxes[b],lights[0].bounds)) DrawRectangleRec(boxes[b], PURPLE);
|
||||||
DrawRectangleRec(boxes[b], PURPLE);
|
|
||||||
|
|
||||||
DrawRectangleLines((int)boxes[b].x, (int)boxes[b].y, (int)boxes[b].width, (int)boxes[b].height, DARKBLUE);
|
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
|
else
|
||||||
{
|
{
|
||||||
DrawText("(F1) Show Shadow Volumes", 0, 60, 20, GREEN);
|
DrawText("(F1) Show Shadow Volumes", 10, 50, 10, GREEN);
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawFPS(0, 0);
|
DrawFPS(screenWidth - 80, 10);
|
||||||
DrawText("Drag to move light #1", 0, 20, 20, DARKGREEN);
|
DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
|
||||||
DrawText("Right click to add new light", 0, 40, 20, DARKGREEN);
|
DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
@ -369,8 +340,7 @@ int main(void)
|
||||||
UnloadRenderTexture(lightMask);
|
UnloadRenderTexture(lightMask);
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
{
|
{
|
||||||
if (Lights[i].Active)
|
if (lights[i].active) UnloadRenderTexture(lights[i].mask);
|
||||||
UnloadRenderTexture(Lights[i].Mask);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 194 KiB After Width: | Height: | Size: 71 KiB |
Loading…
Add table
Add a link
Reference in a new issue