/******************************************************************************************* * * 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 #include #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; }