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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/shaders_lightmap.c
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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) 2019-2024 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");
+
+ // 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;
+}