top down lights
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//! raylib [shapes] example - top down lights
//!
//! Zig-API translation of examples/shapes/shapes_top_down_lights.c (raylib 6.2).
//! Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501)
const rl = @import("raylib");
// Custom Blend Modes
const rlgl_src_alpha = 0x0302;
const rlgl_min = 0x8007;
const rlgl_max = 0x8008;
const max_boxes = 20;
const max_shadows = 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
const max_lights = 16;
/// Shadow geometry: a quad
const ShadowGeometry = [4]rl.Vector2;
/// Light info type
const Light = struct {
mask: ?rl.RenderTexture = null, // Alpha mask for the light (null: this light slot is not active)
dirty: bool = false, // Does this light need to be updated?
valid: bool = false, // Is this light in a valid position?
position: rl.Vector2 = .{ .x = 0, .y = 0 }, // Light position
outer_radius: f32 = 0, // The distance the light touches
bounds: rl.Rectangle = .{ .x = 0, .y = 0, .width = 0, .height = 0 }, // A cached rectangle of the light bounds to help with culling
shadows: [max_shadows]ShadowGeometry = undefined,
shadow_count: usize = 0,
/// Setup a light
fn setup(light: *Light, x: f32, y: f32, radius: f32) !void {
light.valid = false; // The light must prove it is valid
light.mask = try rl.loadRenderTexture(rl.getScreenWidth(), rl.getScreenHeight());
light.outer_radius = radius;
light.bounds.width = radius * 2;
light.bounds.height = radius * 2;
light.move(x, y);
// Force the render texture to have something in it
light.drawMask();
}
/// Move a light and mark it as dirty so that we update it's mask next frame
fn move(light: *Light, x: f32, y: f32) void {
light.dirty = true;
light.position = .{ .x = x, .y = y };
// update the cached bounds
light.bounds.x = x - light.outer_radius;
light.bounds.y = y - light.outer_radius;
}
/// 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
fn computeShadowVolumeForEdge(light: *Light, sp: rl.Vector2, ep: rl.Vector2) void {
if (light.shadow_count >= max_shadows) return;
const extension = light.outer_radius * 2;
const sp_vector = rl.math.vector2Normalize(rl.math.vector2Subtract(sp, light.position));
const sp_projection = rl.math.vector2Add(sp, rl.math.vector2Scale(sp_vector, extension));
const ep_vector = rl.math.vector2Normalize(rl.math.vector2Subtract(ep, light.position));
const ep_projection = rl.math.vector2Add(ep, rl.math.vector2Scale(ep_vector, extension));
light.shadows[light.shadow_count] = .{ sp, ep, ep_projection, sp_projection };
light.shadow_count += 1;
}
/// See if a light needs to update it's mask
fn update(light: *Light, boxes: []const rl.Rectangle) bool {
if (light.mask == null or !light.dirty) return false;
light.dirty = false;
light.shadow_count = 0;
light.valid = false;
for (boxes) |box| {
// Are we in a box? if so we are not valid
if (rl.checkCollisionPointRec(light.position, box)) return false;
// If this box is outside our bounds, we can skip it
if (!rl.checkCollisionRecs(light.bounds, box)) continue;
// Check the edges that are on the same side we are, and cast shadow volumes out from them
// Top
var sp: rl.Vector2 = .{ .x = box.x, .y = box.y };
var ep: rl.Vector2 = .{ .x = box.x + box.width, .y = box.y };
if (light.position.y > ep.y) light.computeShadowVolumeForEdge(sp, ep);
// Right
sp = ep;
ep.y += box.height;
if (light.position.x < ep.x) light.computeShadowVolumeForEdge(sp, ep);
// Bottom
sp = ep;
ep.x -= box.width;
if (light.position.y < ep.y) light.computeShadowVolumeForEdge(sp, ep);
// Left
sp = ep;
ep.y -= box.height;
if (light.position.x > ep.x) light.computeShadowVolumeForEdge(sp, ep);
// The box itself
light.shadows[light.shadow_count] = .{
.{ .x = box.x, .y = box.y },
.{ .x = box.x, .y = box.y + box.height },
.{ .x = box.x + box.width, .y = box.y + box.height },
.{ .x = box.x + box.width, .y = box.y },
};
light.shadow_count += 1;
}
light.valid = true;
light.drawMask();
return true;
}
/// Draw the light and shadows to the mask for a light
fn drawMask(light: *const Light) void {
// Use the light mask
rl.beginTextureMode(light.mask.?);
defer rl.endTextureMode();
rl.clearBackground(.white);
// Force the blend mode to only set the alpha of the destination
rl.gl.setBlendFactors(rlgl_src_alpha, rlgl_src_alpha, rlgl_min);
rl.gl.setBlendMode(rl.gl.blend_custom);
// If we are valid, then draw the light radius to the alpha mask
if (light.valid) rl.drawCircleGradient(light.position, light.outer_radius, rl.colorAlpha(.white, 0), .white);
rl.gl.drawRenderBatchActive();
// Cut out the shadows from the light radius by forcing the alpha to maximum
rl.gl.setBlendMode(rl.gl.blend_alpha);
rl.gl.setBlendFactors(rlgl_src_alpha, rlgl_src_alpha, rlgl_max);
rl.gl.setBlendMode(rl.gl.blend_custom);
// Draw the shadows to the alpha mask
for (light.shadows[0..light.shadow_count]) |*shadow| rl.drawTriangleFan(shadow, .white);
rl.gl.drawRenderBatchActive();
// Go back to normal blend mode
rl.gl.setBlendMode(rl.gl.blend_alpha);
}
};
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shapes] example - top down lights");
defer rl.closeWindow(); // Close window and OpenGL context
// Initialize our 'world' of boxes
const boxes = setupBoxes();
// Create a checkerboard ground texture
const img = rl.genImageChecked(64, 64, 32, 32, .dark_brown, .dark_gray);
const background_texture = try rl.loadTextureFromImage(img);
defer rl.unloadTexture(background_texture);
rl.unloadImage(img);
// Create a global light mask to hold all the blended lights
const light_mask = try rl.loadRenderTexture(rl.getScreenWidth(), rl.getScreenHeight());
defer rl.unloadRenderTexture(light_mask);
var lights: [max_lights]Light = @splat(.{});
defer for (lights) |light| {
if (light.mask) |mask| rl.unloadRenderTexture(mask);
};
// Setup initial light
try lights[0].setup(600, 400, 300);
var next_light: usize = 1;
var show_lines = false;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
// Drag light 0
if (rl.isMouseButtonDown(.left)) lights[0].move(rl.getMousePosition().x, rl.getMousePosition().y);
// Make a new light
if (rl.isMouseButtonPressed(.right) and next_light < max_lights) {
try lights[next_light].setup(rl.getMousePosition().x, rl.getMousePosition().y, 200);
next_light += 1;
}
// Toggle debug info
if (rl.isKeyPressed(.f1)) show_lines = !show_lines;
// Update the lights and keep track if any were dirty so we know if we need to update the master light mask
var dirty_lights = false;
for (&lights) |*light| {
if (light.update(&boxes)) dirty_lights = true;
}
const screen_rec: rl.Rectangle = .{ .x = 0, .y = 0, .width = @floatFromInt(rl.getScreenWidth()), .height = @floatFromInt(rl.getScreenHeight()) };
const flipped_screen_rec: rl.Rectangle = .{ .x = 0, .y = 0, .width = screen_rec.width, .height = -screen_rec.height };
// Update the light mask
if (dirty_lights) {
// Build up the light mask
rl.beginTextureMode(light_mask);
defer rl.endTextureMode();
rl.clearBackground(.black);
// Force the blend mode to only set the alpha of the destination
rl.gl.setBlendFactors(rlgl_src_alpha, rlgl_src_alpha, rlgl_min);
rl.gl.setBlendMode(rl.gl.blend_custom);
// Merge in all the light masks
for (lights) |light| {
if (light.mask) |mask| rl.drawTextureRec(mask.texture, flipped_screen_rec, rl.math.vector2Zero(), .white);
}
rl.gl.drawRenderBatchActive();
// Go back to normal blend
rl.gl.setBlendMode(rl.gl.blend_alpha);
}
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.black);
// Draw the tile background
rl.drawTextureRec(background_texture, screen_rec, rl.math.vector2Zero(), .white);
// Overlay the shadows from all the lights
rl.drawTextureRec(light_mask.texture, flipped_screen_rec, rl.math.vector2Zero(), rl.colorAlpha(.white, if (show_lines) 0.75 else 1.0));
// Draw the lights
for (lights, 0..) |light, i| {
if (light.mask != null) {
rl.drawCircle(@intFromFloat(light.position.x), @intFromFloat(light.position.y), 10, if (i == 0) .yellow else .white);
}
}
if (show_lines) {
for (lights[0].shadows[0..lights[0].shadow_count]) |*shadow| {
rl.drawTriangleFan(shadow, .dark_purple);
}
for (boxes) |box| {
if (rl.checkCollisionRecs(box, lights[0].bounds)) rl.drawRectangleRec(box, .purple);
rl.drawRectangleLines(@intFromFloat(box.x), @intFromFloat(box.y), @intFromFloat(box.width), @intFromFloat(box.height), .dark_blue);
}
rl.drawText("(F1) Hide Shadow Volumes", 10, 50, 10, .green);
} else {
rl.drawText("(F1) Show Shadow Volumes", 10, 50, 10, .green);
}
rl.drawFPS(screen_width - 80, 10);
rl.drawText("Drag to move light #1", 10, 10, 10, .dark_green);
rl.drawText("Right click to add new light", 10, 30, 10, .dark_green);
}
}
/// Set up some boxes
fn setupBoxes() [max_boxes]rl.Rectangle {
var boxes: [max_boxes]rl.Rectangle = undefined;
boxes[0..5].* = .{
.{ .x = 150, .y = 80, .width = 40, .height = 40 },
.{ .x = 1200, .y = 700, .width = 40, .height = 40 },
.{ .x = 200, .y = 600, .width = 40, .height = 40 },
.{ .x = 1000, .y = 50, .width = 40, .height = 40 },
.{ .x = 500, .y = 350, .width = 40, .height = 40 },
};
for (boxes[5..]) |*box| {
box.* = .{
.x = @floatFromInt(rl.getRandomValue(0, rl.getScreenWidth())),
.y = @floatFromInt(rl.getRandomValue(0, rl.getScreenHeight())),
.width = @floatFromInt(rl.getRandomValue(10, 100)),
.height = @floatFromInt(rl.getRandomValue(10, 100)),
};
}
return boxes;
}/*******************************************************************************************
*
* raylib [shapes] example - top down lights
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Jeffery Myers (@JeffM2501) 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) 2022-2025 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
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// 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;
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
static LightInfo lights[MAX_LIGHTS] = { 0 };
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
// Move a light and mark it as dirty so that we update it's mask next frame
static void MoveLight(int slot, float x, float y);
// Compute a shadow volume for the edge
static void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep);
// Draw the light and shadows to the mask for a light
static void DrawLightMask(int slot);
// Setup a light
static void SetupLight(int slot, float x, float y, float radius);
// See if a light needs to update it's mask
static bool UpdateLight(int slot, Rectangle* boxes, int count);
// Set up some boxes
static void SetupBoxes(Rectangle *boxes, int *count);
//------------------------------------------------------------------------------------
// 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;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Move a light and mark it as dirty so that we update it's mask next frame
static 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
static 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++;
}
// Setup a light
static 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
static 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;
}
// Draw the light and shadows to the mask for a light
static 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(lights[slot].position, 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();
}
// Set up some boxes
static 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;
}From raylib 6.2. The original on GitHub.