/******************************************************************************************* * * 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) 2022-2023 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; }