New GenMeshCustom, UpdateMesh and lightmap example.
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92
examples/lightmap/main.lua
Normal file
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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