New GenMeshCustom, UpdateMesh and lightmap example.

This commit is contained in:
jussi
2022-05-16 13:44:10 +03:00
parent b034aa01dc
commit 59ea29d8ff
11 changed files with 493 additions and 146 deletions

View File

@@ -7,6 +7,7 @@ local tilesetTex = -1
local heigthImage = -1
local mesh = -1
local material = -1
local lightmap = -1
local grassRec = { 6 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
local dirtRec = { 4 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE }
@@ -64,6 +65,8 @@ function init()
material = RL_LoadMaterialDefault()
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
-- RL_GenTextureMipmaps( groundTexture )
-- RL_SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR )
RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture )
RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )

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@@ -0,0 +1,92 @@
local PLANE_SIZE = 8
local monitor = 0
local camera = -1
local tileTexture = -1
local mesh = -1
local material = -1
local lightmap = -1
local shader = -1
local matrix = {}
function init()
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
camera = RL_CreateCamera3D()
RL_SetCamera3DPosition( camera, { 0, 8, 16 } )
RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
RL_SetCamera3DUp( camera, { 0, 2, 0 } )
RL_SetCamera3DMode( camera, CAMERA_FREE )
local ts = PLANE_SIZE
local meshData = {
vertices = { { 0, 0, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
{ 0, 0, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
texcoords = { { 0, 0 }, { 0, ts }, { ts, ts },
{ 0, 0 }, { ts, ts }, { ts, 0 } },
texcoords2 = { { 0, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 1 }, { 1, 0 } },
colors = { WHITE, WHITE, WHITE,
WHITE, WHITE, WHITE },
normals = { { 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 },
{ 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 } },
}
mesh = RL_GenMeshCustom( meshData, true )
-- local meshEdit = {
-- vertices = { { 0, 1, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
-- { 0, 1, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
-- }
-- RL_UpdateMesh( mesh, meshEdit )
tileTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
RL_GenTextureMipmaps( tileTexture )
RL_SetTextureFilter( tileTexture, TEXTURE_FILTER_TRILINEAR )
lightmap = RL_LoadTexture( RL_GetBasePath().."../resources/images/lightmap.png" )
RL_GenTextureMipmaps( lightmap )
RL_SetTextureFilter( lightmap, TEXTURE_FILTER_TRILINEAR )
RL_SetTextureWrap( lightmap, TEXTURE_WRAP_CLAMP )
shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
RL_GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
local materialData = {
shader = shader,
maps = {
{
MATERIAL_MAP_ALBEDO,
{
texture = tileTexture,
color = WHITE,
value = 1.0,
},
},
{
MATERIAL_MAP_METALNESS,
{
texture = lightmap,
color = WHITE,
value = 1.0,
},
},
},
}
material = RL_CreateMaterial( materialData )
matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) )
end
function draw()
RL_ClearBackground( { 25, 50, 50 } )
RL_UpdateCamera3D( camera )
RL_BeginMode3D( camera )
RL_DrawMesh( mesh, material, matrix )
RL_EndMode3D()
end

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@@ -0,0 +1,22 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec2 fragTexCoord2;
in vec3 fragPosition;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
// Output fragment color
out vec4 finalColor;
void main() {
// Texel color fetching from texture sampler
vec4 texelColor = texture( texture0, fragTexCoord );
vec4 texelColor2 = texture( texture1, fragTexCoord2 );
vec3 normal = normalize( fragNormal );
finalColor = texelColor * texelColor2;
}

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@@ -0,0 +1,31 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec2 vertexTexCoord2;
in vec3 vertexNormal;
// in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec2 fragTexCoord2;
// out vec4 fragColor;
out vec3 fragNormal;
void main() {
// Send vertex attributes to fragment shader
fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
// fragColor = vertexColor;
fragNormal = normalize( vec3( matNormal * vec4( vertexNormal, 1.0 ) ) );
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}