[Examples] Top down lights example (#2199)

* Start 2d lights example.

* finish example

* update image.

* Cleanup render textures

* Fixes to handle shadows on edges that are near to the light better.

* tabs

* move to shapes

Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
This commit is contained in:
Jeffery Myers 2022-01-16 08:47:17 -08:00 committed by GitHub
parent 15b36e04b2
commit 4b998cfd05
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5 changed files with 787 additions and 1 deletions

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@ -411,7 +411,7 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded
shapes/Sshapes_top_down_lights
TEXTURES = \
textures/textures_logo_raylib \

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@ -0,0 +1,380 @@
/*******************************************************************************************
*
* 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)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2022 Jeffery Myers
*
********************************************************************************************/
#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
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
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
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
// 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].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].ShadowCount++;
}
// draw the light and shadows to the mask for a light
void UpdateLightMask(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].Vertecies, 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
UpdateLightMask(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].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++;
}
Lights[slot].Valid = true;
UpdateLightMask(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;
}
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
// initialize our 'world' of boxes
Rectangle boxes[MAX_BOXES];
int boxCount = 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;
//--------------------------------------------------------------------------------------
// 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
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].Vertecies, 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", 0, 60, 20, GREEN);
}
else
{
DrawText("(F1) Show Shadow Volumes", 0, 60, 20, 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);
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;
}

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