New GenMeshCustom, UpdateMesh and lightmap example.
This commit is contained in:
@@ -7,6 +7,7 @@ local tilesetTex = -1
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local heigthImage = -1
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local mesh = -1
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local material = -1
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local lightmap = -1
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local grassRec = { 6 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
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local dirtRec = { 4 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
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@@ -64,6 +65,8 @@ function init()
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material = RL_LoadMaterialDefault()
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RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
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-- RL_GenTextureMipmaps( groundTexture )
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-- RL_SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
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RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture )
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RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
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92
examples/lightmap/main.lua
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92
examples/lightmap/main.lua
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@@ -0,0 +1,92 @@
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local PLANE_SIZE = 8
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local monitor = 0
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local camera = -1
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local tileTexture = -1
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local mesh = -1
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local material = -1
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local lightmap = -1
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local shader = -1
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local matrix = {}
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function init()
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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local winSize = RL_GetWindowSize()
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 2, 0 } )
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RL_SetCamera3DMode( camera, CAMERA_FREE )
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local ts = PLANE_SIZE
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local meshData = {
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vertices = { { 0, 0, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
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{ 0, 0, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
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texcoords = { { 0, 0 }, { 0, ts }, { ts, ts },
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{ 0, 0 }, { ts, ts }, { ts, 0 } },
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texcoords2 = { { 0, 0 }, { 0, 1 }, { 1, 1 },
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{ 0, 0 }, { 1, 1 }, { 1, 0 } },
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colors = { WHITE, WHITE, WHITE,
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WHITE, WHITE, WHITE },
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normals = { { 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 },
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{ 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 } },
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}
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mesh = RL_GenMeshCustom( meshData, true )
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-- local meshEdit = {
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-- vertices = { { 0, 1, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
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-- { 0, 1, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
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-- }
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-- RL_UpdateMesh( mesh, meshEdit )
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tileTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
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RL_GenTextureMipmaps( tileTexture )
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RL_SetTextureFilter( tileTexture, TEXTURE_FILTER_TRILINEAR )
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lightmap = RL_LoadTexture( RL_GetBasePath().."../resources/images/lightmap.png" )
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RL_GenTextureMipmaps( lightmap )
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RL_SetTextureFilter( lightmap, TEXTURE_FILTER_TRILINEAR )
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RL_SetTextureWrap( lightmap, TEXTURE_WRAP_CLAMP )
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shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
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RL_GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
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local materialData = {
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shader = shader,
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maps = {
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{
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MATERIAL_MAP_ALBEDO,
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{
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texture = tileTexture,
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color = WHITE,
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value = 1.0,
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},
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},
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{
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MATERIAL_MAP_METALNESS,
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{
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texture = lightmap,
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color = WHITE,
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value = 1.0,
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},
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},
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},
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}
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material = RL_CreateMaterial( materialData )
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matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
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end
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function draw()
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RL_ClearBackground( { 25, 50, 50 } )
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RL_UpdateCamera3D( camera )
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RL_BeginMode3D( camera )
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RL_DrawMesh( mesh, material, matrix )
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RL_EndMode3D()
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end
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BIN
examples/resources/images/lightmap.png
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BIN
examples/resources/images/lightmap.png
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Binary file not shown.
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After Width: | Height: | Size: 717 B |
BIN
examples/resources/images/tile.png
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BIN
examples/resources/images/tile.png
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Binary file not shown.
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After Width: | Height: | Size: 3.0 KiB |
22
examples/resources/shaders/glsl330/lightmap.fs
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22
examples/resources/shaders/glsl330/lightmap.fs
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@@ -0,0 +1,22 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec2 fragTexCoord2;
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in vec3 fragPosition;
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in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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// Output fragment color
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out vec4 finalColor;
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void main() {
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// Texel color fetching from texture sampler
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vec4 texelColor = texture( texture0, fragTexCoord );
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vec4 texelColor2 = texture( texture1, fragTexCoord2 );
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vec3 normal = normalize( fragNormal );
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finalColor = texelColor * texelColor2;
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}
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31
examples/resources/shaders/glsl330/lightmap.vs
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31
examples/resources/shaders/glsl330/lightmap.vs
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@@ -0,0 +1,31 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec2 vertexTexCoord2;
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in vec3 vertexNormal;
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// in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec2 fragTexCoord2;
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// out vec4 fragColor;
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out vec3 fragNormal;
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void main() {
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// Send vertex attributes to fragment shader
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fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
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fragTexCoord = vertexTexCoord;
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fragTexCoord2 = vertexTexCoord2;
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// fragColor = vertexColor;
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fragNormal = normalize( vec3( matNormal * vec4( vertexNormal, 1.0 ) ) );
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// Calculate final vertex position
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gl_Position = mvp * vec4( vertexPosition, 1.0 );
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}
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