Start 2d lights example.

This commit is contained in:
Jeffery Myers 2021-12-07 09:38:13 -08:00
parent 72f3b00b00
commit c6cad92bc5
5 changed files with 558 additions and 0 deletions

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@ -511,6 +511,8 @@ PHYSICS = \
physics/physics_restitution \
physics/physics_shatter
EFFECTS = \
effects/top_down_lights
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
@ -525,6 +527,7 @@ models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
physics: $(PHYSICS)
effects: $(EFFECTS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!

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@ -0,0 +1,146 @@
/*******************************************************************************************
*
* raylib [effects] 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) 2021 Jeffery Myers
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
// Custom Blend Modes
#define RLGL_SRC_ALPHA 0x0302
#define RLGL_MIN 0x8007
#define RLGL_MAX 0x8008
#define MAX_BOXES 20
Rectangle Boxes[MAX_BOXES];
typedef struct
{
Vector2 Vertecies[4];
}ShadowGeometry;
#define MAX_SHADOWS 40 // MAX_BOXES * 2. Each box can cast up to two shadow volumes for the edges
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;
}
// setup a light
void SetUpLight(int slot, float x, float y, float radius)
{
Lights[slot].Active = true;
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);
}
// see if a light needs to update it's mask
void UpdateLight(int slot, Rectangle* boxes, int count)
{
if (!Lights[slot].Active || !Lights[slot].Dirty)
return;
Lights[slot].Dirty = false;
Lights[slot].ShadowCount = 0;
}
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 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
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -257,6 +257,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_vox", "examp
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Debug.DLL|x64 = Debug.DLL|x64
@ -2137,6 +2141,22 @@ Global
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release|x64.Build.0 = Release|x64
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release|x86.ActiveCfg = Release|Win32
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release|x86.Build.0 = Release|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x64.ActiveCfg = Debug|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x64.Build.0 = Debug|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x86.ActiveCfg = Debug|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x86.Build.0 = Debug|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x64.Build.0 = Release.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x64.ActiveCfg = Release|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x64.Build.0 = Release|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x86.ActiveCfg = Release|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -2267,6 +2287,8 @@ Global
{946A1700-C7AA-46F0-AEF2-67C98B5722AC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{2F1B955B-275E-4D8E-8864-06FEC44D7912} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{CF7D4A13-AD48-42E2-9BD6-6EF466FE04D1} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{67A9CF3B-A5E8-442E-A437-ED74A08CA312} = {CF7D4A13-AD48-42E2-9BD6-6EF466FE04D1}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}