REXM: RENAME: example: shaders_lightmap --> shaders_lightmap_rendering

This commit is contained in:
Ray 2025-09-08 20:34:16 +02:00
commit 11ca32493a
6 changed files with 9 additions and 9 deletions

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@ -635,7 +635,7 @@ SHADERS = \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_lightmap_rendering \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \

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@ -635,7 +635,7 @@ SHADERS = \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_rendering \
shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_lightmap_rendering \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
@ -1180,7 +1180,7 @@ shaders/shaders_julia_set: shaders/shaders_julia_set.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/julia_set.fs@resources/shaders/glsl100/julia_set.fs
shaders/shaders_lightmap: shaders/shaders_lightmap.c
shaders/shaders_lightmap_rendering: shaders/shaders_lightmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/lightmap.vs@resources/shaders/glsl100/lightmap.vs \
--preload-file shaders/resources/shaders/glsl100/lightmap.fs@resources/shaders/glsl100/lightmap.fs \

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@ -203,7 +203,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
| [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
| [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| [shaders_view_depth](shaders/shaders_view_depth.c) | <img src="shaders/shaders_view_depth.png" alt="shaders_view_depth" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |

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@ -150,7 +150,7 @@ shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMyt
shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe
shaders;shaders_write_depth;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
shaders;shaders_lightmap;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
shaders;shaders_view_depth;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605
audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5

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@ -0,0 +1,178 @@
/*******************************************************************************************
*
* raylib [shaders] example - lightmap
*
* Example complexity rating: [★★★☆] 3/4
*
* 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 originally created with raylib 4.5, last time updated with raylib 4.5
*
* 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) 2019-2025 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;
}

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