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-rw-r--r--examples/heightmap/main.lua3
-rw-r--r--examples/lightmap/main.lua92
-rw-r--r--examples/resources/images/lightmap.pngbin0 -> 717 bytes
-rw-r--r--examples/resources/images/tile.pngbin0 -> 3043 bytes
-rw-r--r--examples/resources/shaders/glsl330/lightmap.fs22
-rw-r--r--examples/resources/shaders/glsl330/lightmap.vs31
6 files changed, 148 insertions, 0 deletions
diff --git a/examples/heightmap/main.lua b/examples/heightmap/main.lua
index ecc6993..899ab72 100644
--- a/examples/heightmap/main.lua
+++ b/examples/heightmap/main.lua
@@ -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 )
diff --git a/examples/lightmap/main.lua b/examples/lightmap/main.lua
new file mode 100644
index 0000000..eb81d96
--- /dev/null
+++ b/examples/lightmap/main.lua
@@ -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
diff --git a/examples/resources/images/lightmap.png b/examples/resources/images/lightmap.png
new file mode 100644
index 0000000..35754e6
--- /dev/null
+++ b/examples/resources/images/lightmap.png
Binary files differ
diff --git a/examples/resources/images/tile.png b/examples/resources/images/tile.png
new file mode 100644
index 0000000..25aec8a
--- /dev/null
+++ b/examples/resources/images/tile.png
Binary files differ
diff --git a/examples/resources/shaders/glsl330/lightmap.fs b/examples/resources/shaders/glsl330/lightmap.fs
new file mode 100644
index 0000000..aa821f3
--- /dev/null
+++ b/examples/resources/shaders/glsl330/lightmap.fs
@@ -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;
+}
diff --git a/examples/resources/shaders/glsl330/lightmap.vs b/examples/resources/shaders/glsl330/lightmap.vs
new file mode 100644
index 0000000..dec46fe
--- /dev/null
+++ b/examples/resources/shaders/glsl330/lightmap.vs
@@ -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 );
+}