spotlight rendering
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//! raylib [shaders] example - spotlight rendering
//!
//! Zig-API translation of examples/shaders/shaders_spotlight_rendering.c (raylib 6.2).
//! Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
//!
//! The shader makes alpha holes in the forground to give the appearance of a top
//! down look at a spotlight casting a pool of light...
//!
//! The right hand side of the screen there is just enough light to see whats
//! going on without the spot light, great for a stealth type game where you
//! have to avoid the spotlights
//!
//! The left hand side of the screen is in pitch dark except for where the spotlights are
//!
//! Although this example doesn't scale like the letterbox example, you could integrate
//! the two techniques, but by scaling the actual colour of the render texture rather
//! than using alpha as a mask
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330;
const max_spots = 3; // NOTE: It must be the same as define in shader
const max_stars = 400;
const screen_width = 800;
const screen_height = 450;
/// Spot data
const Spot = struct {
position: rl.Vector2,
speed: rl.Vector2,
inner: f32,
radius: f32,
// Shader locations
position_loc: i32,
inner_loc: i32,
radius_loc: i32,
};
/// Stars in the star field have a position and velocity
const Star = struct {
position: rl.Vector2,
speed: rl.Vector2,
fn randomSpeed() f32 {
return @as(f32, @floatFromInt(rl.getRandomValue(-1000, 1000))) / 100.0;
}
fn reset(star: *Star) void {
star.position = .{
.x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0,
.y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0,
};
star.speed.x = randomSpeed();
star.speed.y = randomSpeed();
// NOTE: upstream tests `!(fabs(x) + (fabs(y) > 1))`, which (by operator
// precedence) rerolls only a star with no x speed and |y speed| <= 1
while (star.speed.x == 0 and @abs(star.speed.y) <= 1) {
star.speed.x = randomSpeed();
star.speed.y = randomSpeed();
}
star.position = rl.math.vector2Add(star.position, rl.math.vector2Multiply(star.speed, .{ .x = 8.0, .y = 8.0 }));
}
fn update(star: *Star) void {
star.position = rl.math.vector2Add(star.position, star.speed);
const width: f32 = @floatFromInt(rl.getScreenWidth());
const height: f32 = @floatFromInt(rl.getScreenHeight());
if (star.position.x < 0 or star.position.x > width or
star.position.y < 0 or star.position.y > height) star.reset();
}
};
pub fn main() !void {
// Initialization
rl.initWindow(screen_width, screen_height, "raylib [shaders] example - spotlight rendering");
defer rl.closeWindow(); // Close window and OpenGL context
rl.hideCursor();
const tex_ray = try rl.loadTexture("resources/raysan.png");
defer rl.unloadTexture(tex_ray);
var stars: [max_stars]Star = undefined;
for (&stars) |*star| star.reset();
// Progress all the stars on, so they don't all start in the centre
for (0..screen_width / 2) |_| {
for (&stars) |*star| star.update();
}
var frame_counter: i32 = 0;
// Use default vert shader
const shdr_spot = try rl.loadShader(null, std.fmt.comptimePrint("resources/shaders/glsl{d}/spotlight.fs", .{glsl_version}));
defer rl.unloadShader(shdr_spot);
// Get the locations of spots in the shader
var spots: [max_spots]Spot = undefined;
for (&spots, 0..) |*spot, i| {
spot.position_loc = rl.getShaderLocation(shdr_spot, rl.textFormat("spots[{d}].pos", .{i}));
spot.inner_loc = rl.getShaderLocation(shdr_spot, rl.textFormat("spots[{d}].inner", .{i}));
spot.radius_loc = rl.getShaderLocation(shdr_spot, rl.textFormat("spots[{d}].radius", .{i}));
}
// Tell the shader how wide the screen is so we can have
// a pitch black half and a dimly lit half
const w_loc = rl.getShaderLocation(shdr_spot, "screenWidth");
const sw: f32 = @floatFromInt(rl.getScreenWidth());
rl.setShaderValue(shdr_spot, w_loc, sw);
// Randomize the locations and velocities of the spotlights
// and initialize the shader locations
for (&spots, 0..) |*spot, i| {
spot.position.x = @floatFromInt(rl.getRandomValue(64, screen_width - 64));
spot.position.y = @floatFromInt(rl.getRandomValue(64, screen_height - 64));
spot.speed = .{ .x = 0, .y = 0 };
// NOTE: upstream sums the speeds in double precision (fabs)
while (@abs(@as(f64, spot.speed.x)) + @abs(@as(f64, spot.speed.y)) < 2) {
spot.speed.x = @as(f32, @floatFromInt(rl.getRandomValue(-400, 40))) / 25.0;
spot.speed.y = @as(f32, @floatFromInt(rl.getRandomValue(-400, 40))) / 25.0;
}
const n: f32 = @floatFromInt(i + 1);
spot.inner = 28.0 * n;
spot.radius = 48.0 * n;
rl.setShaderValue(shdr_spot, spot.position_loc, spot.position);
rl.setShaderValue(shdr_spot, spot.inner_loc, spot.inner);
rl.setShaderValue(shdr_spot, spot.radius_loc, spot.radius);
}
rl.setTargetFPS(60); // Set to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
frame_counter += 1;
// Move the stars, resetting them if the go offscreen
for (&stars) |*star| star.update();
// Update the spots, send them to the shader
for (&spots, 0..) |*spot, i| {
if (i == 0) {
const mp = rl.getMousePosition();
spot.position.x = mp.x;
spot.position.y = screen_height - mp.y;
} else {
spot.position.x += spot.speed.x;
spot.position.y += spot.speed.y;
if (spot.position.x < 64) spot.speed.x = -spot.speed.x;
if (spot.position.x > screen_width - 64) spot.speed.x = -spot.speed.x;
if (spot.position.y < 64) spot.speed.y = -spot.speed.y;
if (spot.position.y > screen_height - 64) spot.speed.y = -spot.speed.y;
}
rl.setShaderValue(shdr_spot, spot.position_loc, spot.position);
}
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.dark_blue);
// Draw stars and bobs
for (stars) |star| {
// Single pixel is just too small these days!
rl.drawRectangle(@intFromFloat(star.position.x), @intFromFloat(star.position.y), 2, 2, .white);
}
// NOTE: upstream computes the bob positions in double precision (cos/sin)
const half_width: f64 = @as(f32, screen_width) / @as(f32, 2.0);
const half_height: f64 = @as(f32, screen_height) / @as(f32, 2.0);
const x_radius: f64 = @as(f32, screen_width) / @as(f32, 2.2);
const y_radius: f64 = @as(f32, screen_height) / @as(f32, 4.2);
for (0..16) |i| {
const t: f32 = @floatFromInt(frame_counter + @as(i32, @intCast(i)) * 8);
rl.drawTexture(
tex_ray,
@intFromFloat(half_width + @cos(@as(f64, t / 51.45)) * x_radius - 32),
@intFromFloat(half_height + @sin(@as(f64, t / 17.87)) * y_radius),
.white,
);
}
// Draw spot lights
{
rl.beginShaderMode(shdr_spot);
defer rl.endShaderMode();
// Instead of a blank rectangle you could render here
// a render texture of the full screen used to do screen
// scaling (slight adjustment to shader would be required
// to actually pay attention to the colour!)
rl.drawRectangle(0, 0, screen_width, screen_height, .white);
}
rl.drawFPS(10, 10);
rl.drawText("Move the mouse!", 10, 30, 20, .green);
rl.drawText("Pitch Black", @intFromFloat(@as(f32, screen_width) * 0.2), screen_height / 2, 20, .green);
rl.drawText("Dark", @intFromFloat(@as(f32, screen_width) * 0.66), screen_height / 2, 20, .green);
}
}/*******************************************************************************************
*
* raylib [shaders] example - spotlight rendering
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 2.5, last time updated with raylib 3.7
*
* Example contributed by Chris Camacho (@chriscamacho) 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) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* The shader makes alpha holes in the forground to give the appearance of a top
* down look at a spotlight casting a pool of light...
*
* The right hand side of the screen there is just enough light to see whats
* going on without the spot light, great for a stealth type game where you
* have to avoid the spotlights
*
* The left hand side of the screen is in pitch dark except for where the spotlights are
*
* Although this example doesn't scale like the letterbox example, you could integrate
* the two techniques, but by scaling the actual colour of the render texture rather
* than using alpha as a mask
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#define MAX_SPOTS 3 // NOTE: It must be the same as define in shader
#define MAX_STARS 400
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Spot data
typedef struct Spot {
Vector2 position;
Vector2 speed;
float inner;
float radius;
// Shader locations
unsigned int positionLoc;
unsigned int innerLoc;
unsigned int radiusLoc;
} Spot;
// Stars in the star field have a position and velocity
typedef struct Star {
Vector2 position;
Vector2 speed;
} Star;
//--------------------------------------------------------------------------------------
// Module Functions Declaration
//--------------------------------------------------------------------------------------
static void UpdateStar(Star *star);
static void ResetStar(Star *star);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering");
HideCursor();
Texture texRay = LoadTexture("resources/raysan.png");
Star stars[MAX_STARS] = { 0 };
for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
// Progress all the stars on, so they don't all start in the centre
for (int m = 0; m < screenWidth/2.0; m++)
{
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
}
int frameCounter = 0;
// Use default vert shader
Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
// Get the locations of spots in the shader
Spot spots[MAX_SPOTS];
for (int i = 0; i < MAX_SPOTS; i++)
{
char posName[32] = "spots[x].pos\0";
char innerName[32] = "spots[x].inner\0";
char radiusName[32] = "spots[x].radius\0";
posName[6] = '0' + i;
innerName[6] = '0' + i;
radiusName[6] = '0' + i;
spots[i].positionLoc = GetShaderLocation(shdrSpot, posName);
spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
}
// Tell the shader how wide the screen is so we can have
// a pitch black half and a dimly lit half
unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
float sw = (float)GetScreenWidth();
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
// Randomize the locations and velocities of the spotlights
// and initialize the shader locations
for (int i = 0; i < MAX_SPOTS; i++)
{
spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
spots[i].speed = (Vector2){ 0, 0 };
while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
{
spots[i].speed.x = GetRandomValue(-400, 40)/25.0f;
spots[i].speed.y = GetRandomValue(-400, 40)/25.0f;
}
spots[i].inner = 28.0f*(i + 1);
spots[i].radius = 48.0f*(i + 1);
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
}
SetTargetFPS(60); // Set to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
frameCounter++;
// Move the stars, resetting them if the go offscreen
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
// Update the spots, send them to the shader
for (int i = 0; i < MAX_SPOTS; i++)
{
if (i == 0)
{
Vector2 mp = GetMousePosition();
spots[i].position.x = mp.x;
spots[i].position.y = screenHeight - mp.y;
}
else
{
spots[i].position.x += spots[i].speed.x;
spots[i].position.y += spots[i].speed.y;
if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
}
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKBLUE);
// Draw stars and bobs
for (int n = 0; n < MAX_STARS; n++)
{
// Single pixel is just too small these days!
DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
{
DrawTexture(texRay,
(int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
(int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
}
// Draw spot lights
BeginShaderMode(shdrSpot);
// Instead of a blank rectangle you could render here
// a render texture of the full screen used to do screen
// scaling (slight adjustment to shader would be required
// to actually pay attention to the colour!)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
DrawFPS(10, 10);
DrawText("Move the mouse!", 10, 30, 20, GREEN);
DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texRay);
UnloadShader(shdrSpot);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//--------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------
static void ResetStar(Star *star)
{
star->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
while (!(fabs(star->speed.x) + (fabs(star->speed.y) > 1)))
{
star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
}
star->position = Vector2Add(star->position, Vector2Multiply(star->speed, (Vector2){ 8.0f, 8.0f }));
}
static void UpdateStar(Star *star)
{
star->position = Vector2Add(star->position, star->speed);
if ((star->position.x < 0) || (star->position.x > GetScreenWidth()) ||
(star->position.y < 0) || (star->position.y > GetScreenHeight())) ResetStar(star);
}From raylib 6.2. The original on GitHub.