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@ -46,81 +46,82 @@ int main(void) |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 2.0f, 4.0f, 6.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point |
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camera.position = (Vector3){ 4.0f, 6.0f, 8.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
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Mesh mesh = GenMeshPlane((float)MAP_SIZE, (float)MAP_SIZE, 1, 1); |
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Mesh mesh = GenMeshPlane((float)MAP_SIZE, (float)MAP_SIZE, 1, 1); |
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// GenMeshPlane doesn't generate texcoords2 so we will upload them separately |
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mesh.texcoords2 = (float *)RL_MALLOC(mesh.vertexCount * 2 * sizeof(float)); |
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// GenMeshPlane doesn't generate texcoords2 so we will upload them separately |
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mesh.texcoords2 = (float *)RL_MALLOC(mesh.vertexCount*2*sizeof(float)); |
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// X // Y |
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mesh.texcoords2[0] = 0.0f; mesh.texcoords2[1] = 0.0f; |
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mesh.texcoords2[2] = 1.0f; mesh.texcoords2[3] = 0.0f; |
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mesh.texcoords2[4] = 0.0f; mesh.texcoords2[5] = 1.0f; |
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mesh.texcoords2[6] = 1.0f; mesh.texcoords2[7] = 1.0f; |
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// X // Y |
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mesh.texcoords2[0] = 0.0f; mesh.texcoords2[1] = 0.0f; |
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mesh.texcoords2[2] = 1.0f; mesh.texcoords2[3] = 0.0f; |
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mesh.texcoords2[4] = 0.0f; mesh.texcoords2[5] = 1.0f; |
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mesh.texcoords2[6] = 1.0f; mesh.texcoords2[7] = 1.0f; |
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// Load a new texcoords2 attributes buffer |
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mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false); |
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rlEnableVertexArray(mesh.vaoId); |
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// Index 5 is for texcoords2 |
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rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0); |
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rlEnableVertexAttribute(5); |
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rlDisableVertexArray(); |
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// Load a new texcoords2 attributes buffer |
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mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false); |
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rlEnableVertexArray(mesh.vaoId); |
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// Index 5 is for texcoords2 |
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rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0); |
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rlEnableVertexAttribute(5); |
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rlDisableVertexArray(); |
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// Load lightmap shader |
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lightmap.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/lightmap.fs", GLSL_VERSION)); |
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Texture texture = LoadTexture("resources/cubicmap_atlas.png"); |
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Texture light = LoadTexture("resources/spark_flame.png"); |
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Texture texture = LoadTexture("resources/cubicmap_atlas.png"); |
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Texture light = LoadTexture("resources/spark_flame.png"); |
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GenTextureMipmaps(&texture); |
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SetTextureFilter(texture, TEXTURE_FILTER_TRILINEAR); |
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GenTextureMipmaps(&texture); |
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SetTextureFilter(texture, TEXTURE_FILTER_TRILINEAR); |
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RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE); |
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RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE); |
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SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR); |
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SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR); |
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Material material = LoadMaterialDefault(); |
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Material material = LoadMaterialDefault(); |
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material.shader = shader; |
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material.maps[MATERIAL_MAP_ALBEDO].texture = texture; |
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material.maps[MATERIAL_MAP_METALNESS].texture = lightmap.texture; |
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// Drawing to lightmap |
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BeginTextureMode(lightmap); |
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ClearBackground(BLACK); |
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BeginBlendMode(BLEND_ADDITIVE); |
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DrawTexturePro( |
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light, |
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(Rectangle){ 0, 0, light.width, light.height }, |
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(Rectangle){ 0, 0, 20, 20 }, |
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(Vector2){ 10.0, 10.0 }, |
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0.0, |
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RED |
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); |
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DrawTexturePro( |
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light, |
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(Rectangle){ 0, 0, light.width, light.height }, |
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(Rectangle){ 8, 4, 20, 20 }, |
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(Vector2){ 10.0, 10.0 }, |
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0.0, |
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BLUE |
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); |
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DrawTexturePro( |
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light, |
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(Rectangle){ 0, 0, light.width, light.height }, |
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(Rectangle){ 8, 8, 10, 10 }, |
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(Vector2){ 5.0, 5.0 }, |
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0.0, |
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GREEN |
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); |
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BeginBlendMode(BLEND_ALPHA); |
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EndTextureMode(); |
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// Drawing to lightmap |
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BeginTextureMode(lightmap); |
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ClearBackground(BLACK); |
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BeginBlendMode(BLEND_ADDITIVE); |
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DrawTexturePro( |
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light, |
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(Rectangle){ 0, 0, light.width, light.height }, |
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(Rectangle){ 0, 0, 20, 20 }, |
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(Vector2){ 10.0, 10.0 }, |
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0.0, |
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RED |
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); |
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DrawTexturePro( |
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light, |
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(Rectangle){ 0, 0, light.width, light.height }, |
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(Rectangle){ 8, 4, 20, 20 }, |
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(Vector2){ 10.0, 10.0 }, |
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0.0, |
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BLUE |
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); |
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DrawTexturePro( |
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light, |
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(Rectangle){ 0, 0, light.width, light.height }, |
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(Rectangle){ 8, 8, 10, 10 }, |
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(Vector2){ 5.0, 5.0 }, |
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0.0, |
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GREEN |
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); |
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BeginBlendMode(BLEND_ALPHA); |
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EndTextureMode(); |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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@ -139,26 +140,29 @@ int main(void) |
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ClearBackground(RAYWHITE); |
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BeginMode3D(camera); |
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DrawMesh(mesh, material, MatrixIdentity()); |
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DrawMesh(mesh, material, MatrixIdentity()); |
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EndMode3D(); |
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DrawFPS(10, 10); |
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DrawTexturePro( |
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lightmap.texture, |
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(Rectangle){ 0, 0, MAP_SIZE, MAP_SIZE }, |
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(Rectangle){ 0, 36, MAP_SIZE * 4, MAP_SIZE * 4 }, |
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(Vector2){ 0.0, 0.0 }, |
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0.0, |
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WHITE |
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); |
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DrawTexturePro( |
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lightmap.texture, |
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(Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE }, |
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(Rectangle){ GetRenderWidth() - MAP_SIZE*8 - 10, 10, MAP_SIZE*8, MAP_SIZE*8 }, |
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(Vector2){ 0.0, 0.0 }, |
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0.0, |
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WHITE); |
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DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY); |
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DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadMesh(mesh); // Unload the mesh |
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UnloadMesh(mesh); // Unload the mesh |
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UnloadShader(shader); // Unload shader |
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CloseWindow(); // Close window and OpenGL context |
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