| /******************************************************************************************* | |
| * | |
| *   raylib [shaders] example - lightmap rendering | |
| * | |
| *   Example complexity rating: [★★★☆] 3/4 | |
| * | |
| *   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 originally created with raylib 4.5, last time updated with raylib 4.5 | |
| * | |
| *   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) 2019-2025 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_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 rendering"); | |
| 
 | |
|     // 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, (float)light.width, (float)light.height }, | |
|                 (Rectangle){ 0, 0, 20, 20 }, | |
|                 (Vector2){ 10.0, 10.0 }, | |
|                 0.0, | |
|                 RED | |
|             ); | |
|             DrawTexturePro( | |
|                 light, | |
|                 (Rectangle){ 0, 0, (float)light.width, (float)light.height }, | |
|                 (Rectangle){ 8, 4, 20, 20 }, | |
|                 (Vector2){ 10.0, 10.0 }, | |
|                 0.0, | |
|                 BLUE | |
|             ); | |
|             DrawTexturePro( | |
|                 light, | |
|                 (Rectangle){ 0, 0, (float)light.width, (float)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){ (float)GetRenderWidth() - MAP_SIZE*8 - 10, 10, (float)MAP_SIZE*8, (float)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; | |
| }
 |