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- /*******************************************************************************************
- *
- * raylib [shaders] example - lightmap
- *
- * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
- * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
- *
- * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
- *
- * Example contributed by Jussi Viitala (@nullstare) 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) 2019-2024 Jussi Viitala (@nullstare) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include <stdio.h>
- #include <stdlib.h>
-
- #include "raylib.h"
- #include "raymath.h"
- #include "rlgl.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- #define MAP_SIZE 10
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 4.0f, 6.0f, 8.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- Mesh mesh = GenMeshPlane((float)MAP_SIZE, (float)MAP_SIZE, 1, 1);
-
- // GenMeshPlane doesn't generate texcoords2 so we will upload them separately
- mesh.texcoords2 = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float));
-
- // X // Y
- mesh.texcoords2[0] = 0.0f; mesh.texcoords2[1] = 0.0f;
- mesh.texcoords2[2] = 1.0f; mesh.texcoords2[3] = 0.0f;
- mesh.texcoords2[4] = 0.0f; mesh.texcoords2[5] = 1.0f;
- mesh.texcoords2[6] = 1.0f; mesh.texcoords2[7] = 1.0f;
-
- // Load a new texcoords2 attributes buffer
- mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false);
- rlEnableVertexArray(mesh.vaoId);
-
- // Index 5 is for texcoords2
- rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
- rlEnableVertexAttribute(5);
- rlDisableVertexArray();
-
- // Load lightmap shader
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lightmap.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/lightmap.fs", GLSL_VERSION));
-
- Texture texture = LoadTexture("resources/cubicmap_atlas.png");
- Texture light = LoadTexture("resources/spark_flame.png");
-
- GenTextureMipmaps(&texture);
- SetTextureFilter(texture, TEXTURE_FILTER_TRILINEAR);
-
- RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE);
-
- SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
-
- Material material = LoadMaterialDefault();
- material.shader = shader;
- material.maps[MATERIAL_MAP_ALBEDO].texture = texture;
- material.maps[MATERIAL_MAP_METALNESS].texture = lightmap.texture;
-
- // Drawing to lightmap
- BeginTextureMode(lightmap);
- ClearBackground(BLACK);
-
- BeginBlendMode(BLEND_ADDITIVE);
- DrawTexturePro(
- light,
- (Rectangle){ 0, 0, light.width, light.height },
- (Rectangle){ 0, 0, 20, 20 },
- (Vector2){ 10.0, 10.0 },
- 0.0,
- RED
- );
- DrawTexturePro(
- light,
- (Rectangle){ 0, 0, light.width, light.height },
- (Rectangle){ 8, 4, 20, 20 },
- (Vector2){ 10.0, 10.0 },
- 0.0,
- BLUE
- );
- DrawTexturePro(
- light,
- (Rectangle){ 0, 0, light.width, light.height },
- (Rectangle){ 8, 8, 10, 10 },
- (Vector2){ 5.0, 5.0 },
- 0.0,
- GREEN
- );
- BeginBlendMode(BLEND_ALPHA);
- EndTextureMode();
-
- 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_ORBITAL);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
- DrawMesh(mesh, material, MatrixIdentity());
- EndMode3D();
-
- DrawFPS(10, 10);
-
- DrawTexturePro(
- lightmap.texture,
- (Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
- (Rectangle){ GetRenderWidth() - MAP_SIZE*8 - 10, 10, MAP_SIZE*8, MAP_SIZE*8 },
- (Vector2){ 0.0, 0.0 },
- 0.0,
- WHITE);
-
- DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY);
- DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadMesh(mesh); // Unload the mesh
- UnloadShader(shader); // Unload shader
- UnloadTexture(texture); // Unload texture
- UnloadTexture(light); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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