Browse Source

REVIEWED: Ligthmap example

pull/3045/head
Ray 1 year ago
parent
commit
5573f0f1c7
4 changed files with 82 additions and 73 deletions
  1. +8
    -5
      examples/shaders/resources/shaders/glsl330/lightmap.fs
  2. +5
    -3
      examples/shaders/resources/shaders/glsl330/lightmap.vs
  3. +69
    -65
      examples/shaders/shaders_lightmap.c
  4. BIN
      examples/shaders/shaders_lightmap.png

+ 8
- 5
examples/shaders/resources/shaders/glsl330/lightmap.fs View File

@ -1,4 +1,5 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec2 fragTexCoord2;
@ -12,9 +13,11 @@ uniform sampler2D texture1;
// Output fragment color
out vec4 finalColor;
void main() {
// Texel color fetching from texture sampler
vec4 texelColor = texture( texture0, fragTexCoord );
vec4 texelColor2 = texture( texture1, fragTexCoord2 );
finalColor = texelColor * texelColor2;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec4 texelColor2 = texture(texture1, fragTexCoord2);
finalColor = texelColor * texelColor2;
}

+ 5
- 3
examples/shaders/resources/shaders/glsl330/lightmap.vs View File

@ -1,4 +1,5 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
@ -15,13 +16,14 @@ out vec2 fragTexCoord;
out vec2 fragTexCoord2;
out vec4 fragColor;
void main() {
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

+ 69
- 65
examples/shaders/shaders_lightmap.c View File

@ -46,81 +46,82 @@ int main(void)
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 2.0f, 4.0f, 6.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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);
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));
// 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;
// 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 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");
Texture texture = LoadTexture("resources/cubicmap_atlas.png");
Texture light = LoadTexture("resources/spark_flame.png");
GenTextureMipmaps(&texture);
SetTextureFilter(texture, TEXTURE_FILTER_TRILINEAR);
GenTextureMipmaps(&texture);
SetTextureFilter(texture, TEXTURE_FILTER_TRILINEAR);
RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE);
RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE);
SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
Material material = LoadMaterialDefault();
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();
// 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
//--------------------------------------------------------------------------------------
@ -139,26 +140,29 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawMesh(mesh, material, MatrixIdentity());
DrawMesh(mesh, material, MatrixIdentity());
EndMode3D();
DrawFPS(10, 10);
DrawTexturePro(
lightmap.texture,
(Rectangle){ 0, 0, MAP_SIZE, MAP_SIZE },
(Rectangle){ 0, 36, MAP_SIZE * 4, MAP_SIZE * 4 },
(Vector2){ 0.0, 0.0 },
0.0,
WHITE
);
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
UnloadMesh(mesh); // Unload the mesh
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context

BIN
examples/shaders/shaders_lightmap.png View File

Before After
Width: 800  |  Height: 450  |  Size: 224 KiB Width: 800  |  Height: 450  |  Size: 205 KiB

Loading…
Cancel
Save