|
|
@ -0,0 +1,169 @@ |
|
|
|
/******************************************************************************************* |
|
|
|
* |
|
|
|
* 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; |
|
|
|
} |
|
|
|
|