#[macro_use]
extern crate gfx;
extern crate ggez;
use ggez::conf;
use ggez::event::{self, MouseState};
use ggez::graphics::{self, BlendMode, Canvas, DrawParam, Drawable, Point2, Shader};
use ggez::timer;
use ggez::{Context, GameResult};
use std::env;
use std::path;
gfx_defines!{
constant Light {
light_color: [f32; 4] = "u_LightColor",
shadow_color: [f32; 4] = "u_ShadowColor",
pos: [f32; 2] = "u_Pos",
screen_size: [f32; 2] = "u_ScreenSize",
glow: f32 = "u_Glow",
strength: f32 = "u_Strength",
}
}
const OCCLUSIONS_SHADER_SOURCE: &[u8] = b"#version 150 core
uniform sampler2D t_Texture;
in vec2 v_Uv;
out vec4 Target0;
layout (std140) uniform Light {
vec4 u_LightColor;
vec4 u_ShadowColor;
vec2 u_Pos;
vec2 u_ScreenSize;
float u_Glow;
float u_Strength;
};
void main() {
float dist = 1.0;
float theta = radians(v_Uv.x * 360.0);
vec2 dir = vec2(cos(theta), sin(theta));
for(int i = 0; i < 1024; i++) {
float fi = i;
float r = fi / 1024.0;
vec2 rel = r * dir;
vec2 p = clamp(u_Pos+rel, 0.0, 1.0);
if (texture(t_Texture, p).a > 0.8) {
dist = distance(u_Pos, p) * 0.5;
break;
}
}
float others = dist == 1.0 ? 0.0 : dist;
Target0 = vec4(dist, others, others, 1.0);
}
";
const VERTEX_SHADER_SOURCE: &[u8] = include_bytes!("../resources/basic_150.glslv");
const SHADOWS_SHADER_SOURCE: &[u8] = b"#version 150 core
uniform sampler2D t_Texture;
in vec2 v_Uv;
out vec4 Target0;
layout (std140) uniform Light {
vec4 u_LightColor;
vec4 u_ShadowColor;
vec2 u_Pos;
vec2 u_ScreenSize;
float u_Glow;
float u_Strength;
};
void main() {
vec2 coord = gl_FragCoord.xy / u_ScreenSize;
vec2 rel = coord - u_Pos;
float theta = atan(rel.y, rel.x);
float ox = degrees(theta) / 360.0;
if (ox < 0) {
ox += 1.0;
}
float r = length(rel);
float occl = texture(t_Texture, vec2(ox, 0.5)).r * 2.0;
float intensity = 1.0;
if (r < occl) {
vec2 g = u_ScreenSize / u_ScreenSize.y;
float p = u_Strength + u_Glow;
float d = distance(g * coord, g * u_Pos);
intensity = 1.0 - clamp(p/(d*d), 0.0, 1.0);
}
Target0 = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(u_ShadowColor.rgb, 1.0), intensity);
}
";
const LIGHTS_SHADER_SOURCE: &[u8] = b"#version 150 core
uniform sampler2D t_Texture;
in vec2 v_Uv;
out vec4 Target0;
layout (std140) uniform Light {
vec4 u_LightColor;
vec4 u_ShadowColor;
vec2 u_Pos;
vec2 u_ScreenSize;
float u_Glow;
float u_Strength;
};
void main() {
vec2 coord = gl_FragCoord.xy / u_ScreenSize;
vec2 rel = coord - u_Pos;
float theta = atan(rel.y, rel.x);
float ox = degrees(theta) / 360.0;
if (ox < 0) {
ox += 1.0;
}
float r = length(rel);
float occl = texture(t_Texture, vec2(ox, 0.5)).r * 2.0;
float intensity = 0.0;
if (r < occl) {
vec2 g = u_ScreenSize / u_ScreenSize.y;
float p = u_Strength + u_Glow;
float d = distance(g * coord, g * u_Pos);
intensity = clamp(p/(d*d), 0.0, 0.6);
}
Target0 = mix(vec4(0.0, 0.0, 0.0, 1.0), vec4(u_LightColor.rgb, 1.0), intensity);
}
";
struct MainState {
background: graphics::Image,
tile: graphics::Image,
text: graphics::Text,
torch: Light,
static_light: Light,
foreground: Canvas,
occlusions: Canvas,
shadows: Canvas,
lights: Canvas,
occlusions_shader: Shader<Light>,
shadows_shader: Shader<Light>,
lights_shader: Shader<Light>,
}
const AMBIENT_COLOR: [f32; 4] = [0.25, 0.22, 0.34, 1.0];
const STATIC_LIGHT_COLOR: [f32; 4] = [0.37, 0.69, 0.75, 1.0];
const TORCH_COLOR: [f32; 4] = [0.80, 0.73, 0.44, 1.0];
const LIGHT_RAY_COUNT: u32 = 1440;
const LIGHT_STRENGTH: f32 = 0.0035;
const LIGHT_GLOW_FACTOR: f32 = 0.0001;
const LIGHT_GLOW_RATE: f32 = 50.0;
impl MainState {
fn new(ctx: &mut Context) -> GameResult<MainState> {
let background = graphics::Image::new(ctx, "/bg_top.png")?;
let tile = graphics::Image::new(ctx, "/tile.png")?;
let text = {
let font = graphics::Font::new(ctx, "/DejaVuSerif.ttf", 48)?;
graphics::Text::new(ctx, "SHADOWS...", &font)?
};
let screen_size = {
let size = graphics::get_drawable_size(ctx);
[size.0 as f32, size.1 as f32]
};
let torch = Light {
pos: [0.0, 0.0],
light_color: TORCH_COLOR,
shadow_color: AMBIENT_COLOR,
screen_size,
glow: 0.0,
strength: LIGHT_STRENGTH,
};
let (w, h) = graphics::get_size(ctx);
let (x, y) = (100.0 / w as f32, 1.0 - 75.0 / h as f32);
let static_light = Light {
pos: [x, y],
light_color: STATIC_LIGHT_COLOR,
shadow_color: AMBIENT_COLOR,
screen_size,
glow: 0.0,
strength: LIGHT_STRENGTH,
};
let foreground = Canvas::with_window_size(ctx)?;
let occlusions = Canvas::new(ctx, LIGHT_RAY_COUNT, 1, conf::NumSamples::One)?;
let mut shadows = Canvas::with_window_size(ctx)?;
shadows.set_blend_mode(Some(BlendMode::Multiply));
let mut lights = Canvas::with_window_size(ctx)?;
lights.set_blend_mode(Some(BlendMode::Add));
let occlusions_shader = Shader::from_u8(
ctx,
VERTEX_SHADER_SOURCE,
OCCLUSIONS_SHADER_SOURCE,
torch,
"Light",
None,
).unwrap();
let shadows_shader = Shader::from_u8(
ctx,
VERTEX_SHADER_SOURCE,
SHADOWS_SHADER_SOURCE,
torch,
"Light",
None,
).unwrap();
let lights_shader = Shader::from_u8(
ctx,
VERTEX_SHADER_SOURCE,
LIGHTS_SHADER_SOURCE,
torch,
"Light",
Some(&[BlendMode::Add]),
).unwrap();
Ok(MainState {
background,
tile,
text,
torch,
static_light,
foreground,
occlusions,
shadows,
lights,
occlusions_shader,
shadows_shader,
lights_shader,
})
}
fn render_light(
&mut self,
ctx: &mut Context,
light: Light,
origin: DrawParam,
canvas_origin: DrawParam,
) -> GameResult<()> {
let size = graphics::get_size(ctx);
graphics::set_canvas(ctx, Some(&self.occlusions));
{
let _shader_lock = graphics::use_shader(ctx, &self.occlusions_shader);
self.occlusions_shader.send(ctx, light)?;
graphics::draw_ex(ctx, &self.foreground, canvas_origin)?;
}
graphics::set_canvas(ctx, Some(&self.shadows));
{
let _shader_lock = graphics::use_shader(ctx, &self.shadows_shader);
let param = DrawParam {
scale: Point2::new((size.0 as f32) / (LIGHT_RAY_COUNT as f32), size.1 as f32),
..origin
};
self.shadows_shader.send(ctx, light)?;
graphics::draw_ex(ctx, &self.occlusions, param)?;
}
graphics::set_canvas(ctx, Some(&self.lights));
{
let _shader_lock = graphics::use_shader(ctx, &self.lights_shader);
let param = DrawParam {
scale: Point2::new((size.0 as f32) / (LIGHT_RAY_COUNT as f32), size.1 as f32),
..origin
};
self.lights_shader.send(ctx, light)?;
graphics::draw_ex(ctx, &self.occlusions, param)?;
}
Ok(())
}
}
impl event::EventHandler for MainState {
fn update(&mut self, ctx: &mut Context) -> GameResult<()> {
if timer::get_ticks(ctx) % 100 == 0 {
println!("Average FPS: {}", timer::get_fps(ctx));
}
self.torch.glow =
LIGHT_GLOW_FACTOR * ((timer::get_ticks(ctx) as f32) / LIGHT_GLOW_RATE).cos();
self.static_light.glow =
LIGHT_GLOW_FACTOR * ((timer::get_ticks(ctx) as f32) / LIGHT_GLOW_RATE * 0.75).sin();
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult<()> {
let size = graphics::get_size(ctx);
let origin = DrawParam {
dest: Point2::new(0.0, 0.0),
..Default::default()
};
let dpiscale = {
let dsize = graphics::get_drawable_size(ctx);
Point2::new(
size.0 as f32 / dsize.0 as f32,
size.1 as f32 / dsize.1 as f32,
)
};
let canvas_origin = DrawParam {
scale: dpiscale,
..origin
};
graphics::set_canvas(ctx, Some(&self.foreground));
graphics::set_background_color(ctx, [0.0; 4].into());
graphics::clear(ctx);
graphics::draw_ex(
ctx,
&self.tile,
DrawParam {
dest: Point2::new(598.0, 124.0),
..Default::default()
},
)?;
graphics::draw_ex(
ctx,
&self.tile,
DrawParam {
dest: Point2::new(92.0, 350.0),
..Default::default()
},
)?;
graphics::draw_ex(
ctx,
&self.tile,
DrawParam {
dest: Point2::new(442.0, 468.0),
rotation: 0.5,
..Default::default()
},
)?;
graphics::draw(ctx, &self.text, Point2::new(50.0, 200.0), 0.0)?;
let torch = self.torch;
let light = self.static_light;
graphics::set_canvas(ctx, Some(&self.lights));
graphics::clear(ctx);
graphics::set_canvas(ctx, Some(&self.shadows));
graphics::clear(ctx);
self.render_light(ctx, torch, origin, canvas_origin)?;
self.render_light(ctx, light, origin, canvas_origin)?;
graphics::set_canvas(ctx, None);
graphics::set_color(ctx, graphics::WHITE)?;
graphics::draw_ex(ctx, &self.background, origin)?;
graphics::draw_ex(ctx, &self.shadows, origin)?;
graphics::draw_ex(ctx, &self.lights, origin)?;
graphics::set_color(ctx, AMBIENT_COLOR.into())?;
graphics::draw_ex(ctx, &self.foreground, origin)?;
graphics::present(ctx);
Ok(())
}
fn mouse_motion_event(
&mut self,
ctx: &mut Context,
_state: MouseState,
x: i32,
y: i32,
_xrel: i32,
_yrel: i32,
) {
let (w, h) = graphics::get_size(ctx);
let (x, y) = (x as f32 / w as f32, 1.0 - y as f32 / h as f32);
self.torch.pos = [x, y];
}
}
pub fn main() {
let c = conf::Conf::new();
let ctx = &mut Context::load_from_conf("shadows", "ggez", c).unwrap();
if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
let mut path = path::PathBuf::from(manifest_dir);
path.push("resources");
ctx.filesystem.mount(&path, true);
}
let state = &mut MainState::new(ctx).unwrap();
event::run(ctx, state).unwrap();
}