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Lightmap example. (#3043)

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Jussi Viitala 1 year ago
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      examples/shaders/resources/LICENSE.md
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      examples/shaders/resources/cubicmap_atlas.png
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      examples/shaders/resources/shaders/glsl330/lightmap.fs
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      examples/shaders/resources/shaders/glsl330/lightmap.vs
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      examples/shaders/shaders_lightmap.c
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examples/shaders/resources/LICENSE.md View File

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| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| space.png | ❔ | ❔ | - |
| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |

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examples/shaders/resources/cubicmap_atlas.png View File

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examples/shaders/resources/shaders/glsl330/lightmap.fs View File

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec2 fragTexCoord2;
in vec3 fragPosition;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
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;
}

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examples/shaders/resources/shaders/glsl330/lightmap.vs View File

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec2 vertexTexCoord2;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec2 fragTexCoord2;
out vec4 fragColor;
void main() {
// Send vertex attributes to fragment shader
fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}

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examples/shaders/resources/spark_flame.png View File

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examples/shaders/shaders_lightmap.c View File

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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) 2019-2023 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_RPI, 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){ 2.0f, 4.0f, 6.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.5f, 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){ 0, 36, MAP_SIZE * 4, MAP_SIZE * 4 },
(Vector2){ 0.0, 0.0 },
0.0,
WHITE
);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMesh(mesh); // Unload the mesh
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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