mirror of https://github.com/mode777/rayjs.git
Port lightmapper to java
This commit is contained in:
parent
5eee29160c
commit
5adc402c26
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@ -41,8 +41,4 @@ add_executable(${CMAKE_PROJECT_NAME} ${files})
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE include)
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE src)
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE thirdparty/raygui/src)
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target_link_libraries(${CMAKE_PROJECT_NAME} quickjs raylib)
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add_executable(lightmapper_example src/lightmapper_example.c)
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target_include_directories(lightmapper_example PRIVATE include)
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target_link_libraries(lightmapper_example raylib lightmapper)
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target_link_libraries(${CMAKE_PROJECT_NAME} quickjs raylib lightmapper)
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@ -68,6 +68,30 @@ function main(){
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const reasingsFunctions = parser.parseFunctions(reasingsHeader);
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reasingsFunctions.forEach(x => api.functions.push(x))
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const rlightmapperHeader = readFileSync("src/rlightmapper.h", "utf8");
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const rlightmapperFunctions = parser.parseFunctionDefinitions(rlightmapperHeader);
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const rlightmapperStructs = parser.parseStructs(rlightmapperHeader);
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rlightmapperFunctions.forEach(x => api.functions.push(x));
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rlightmapperStructs.forEach(x => api.structs.push(x));
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rlightmapperStructs[0].binding = {
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properties: {
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w: { get: true },
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h: { get: true },
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progress: { get: true }
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}
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}
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rlightmapperStructs[1].binding = {
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properties: {
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hemisphereSize: { get: true, set: true },
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zNear: { get: true, set: true },
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zFar: { get: true, set: true },
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backgroundColor: { get: true, set: true },
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interpolationPasses: { get: true, set: true },
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interpolationThreshold: { get: true, set: true },
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cameraToSurfaceDistanceModifier: { get: true, set: true },
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}
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}
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// Custom Rayjs functions
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api.functions.push({
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name: "SetModelMaterial",
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@ -87,6 +111,12 @@ function main(){
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returnType: "Color",
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params: [{type: "Image *",name:"image"},{type:"int",name:"x"},{type:"int",name:"y"}]
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})
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api.functions.push({
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name: "GetModelMesh",
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description: "Get a single mesh from a model",
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returnType: "Mesh",
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params: [{type: "Model *",name:"model"},{type:"int",name:"meshIndex"}]
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})
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// Define a new header
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const core = new RayLibHeader("raylib_core")
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@ -97,6 +127,8 @@ function main(){
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core.includes.line("#define RLIGHTS_IMPLEMENTATION")
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core.includes.include("rlights.h")
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core.includes.include("reasings.h")
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core.includes.line("#define RLIGHTMAPPER_IMPLEMENTATION")
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core.includes.include("rlightmapper.h")
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getStruct(api.structs, "Color")!.binding = {
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properties: {
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@ -0,0 +1,88 @@
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function drawScene(scene){
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drawModel(scene.raylib_model, new Vector3(0,0,0), 1, WHITE);
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}
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setConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI | FLAG_VSYNC_HINT);
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initWindow(1024,768,"Test");
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const scene = {}
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scene.raylib_model = loadModel("models/resources/models/obj/bridge.obj");
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scene.w = 512;
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scene.h = 512;
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scene.raylib_texture = loadTextureFromImage(genImageColor(1,1,BLACK));
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const defMat = loadMaterialDefault();
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setMaterialTexture(defMat, MATERIAL_MAP_ALBEDO, scene.raylib_texture);
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setModelMaterial(scene.raylib_model, 0, defMat);
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const position = new Vector3( 0.0, 10.0, 30.0 ); // Camera position
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const target = new Vector3( 0.0, 0.35, 0.0); // Camera looking at point
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const up = new Vector3(0.0, 1.0, 0.0); // Camera up vector (rotation towards target)
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const fovy = 45.0; // Camera field-of-view Y
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const projection = CAMERA_PERSPECTIVE; // Camera mode type
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scene.camera = new Camera3D(position, target, up, fovy, projection);
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const config = getDefaultLightmapperConfig();
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//config.backgroundColor = new Color(6,0,10);
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//config.hemisphereSize = 512;
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const mesh = getModelMesh(scene.raylib_model, 0);
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const lm = loadLightmapper(scene.w, scene.h, mesh, config);
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const lmMat = loadMaterialLightmapper(BLACK, 0);
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const light = genMeshCube(0.2,0.2,0.2);
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const lightMaterial = loadMaterialLightmapper(ORANGE, 0.005);
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while (!windowShouldClose())
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{
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if(isMouseButtonDown(MOUSE_BUTTON_LEFT))
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updateCamera(scene.camera, CAMERA_THIRD_PERSON);
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if(lm.progress < 1.0){
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let startTime = getTime();
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beginLightmap();
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while(beginLightmapFragment(lm)){
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drawMesh(mesh, lmMat, matrixIdentity());
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// drawMesh(light, lightMaterial, matrixTranslate(0.0,0.3,0.5));
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// drawMesh(light, lightMaterial, matrixTranslate(0.0,0.3,-0.5));
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// drawMesh(light, lightMaterial, matrixMultiply(matrixScale(2,1,2), matrixTranslate(0.0,1.3,0)));
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// drawMesh(light, lightMaterial, matrixTranslate(0.5,0.3,0));
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// drawMesh(light, lightMaterial, matrixTranslate(-0.5,0.3,0));
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endLightmapFragment(lm);
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// display progress every second (printf is expensive)
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let time = getTime();
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if (getTime() - startTime > 0.03) break;
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}
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endLightmap();
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if(lm.progress == 1.0){
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const img = loadImageFromLightmapper(lm);
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//exportImage(img, "my_result.png");
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const old = scene.raylib_texture;
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scene.raylib_texture = loadTextureFromImage(img);
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unloadTexture(old);
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let mat = loadMaterialDefault();
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setMaterialTexture(mat, MATERIAL_MAP_DIFFUSE, scene.raylib_texture);
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setModelMaterial(scene.raylib_model, 0, mat);
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unloadLightmapper(lm);
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}
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}
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beginDrawing();
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clearBackground(BLUE);
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beginMode3D(scene.camera);
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//float intensity = 1.0f;
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//SetShaderValue(scene.shader, scene.u_intensity, &intensity, SHADER_UNIFORM_FLOAT);
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drawScene(scene);
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endMode3D();
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// printf("%d\n",(int)(lm.progress*GetScreenWidth()));
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if(lm.progress < 1.0){
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drawRectangle(0,0,getScreenWidth(),20, fade(GREEN,0.5));
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drawRectangle(0,0,getScreenWidth()*lm.progress,20, GREEN);
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}
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endDrawing();
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}
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unloadModel(scene.raylib_model);
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unloadTexture(scene.raylib_texture);
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closeWindow();
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@ -361,6 +361,26 @@ interface Light {
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declare var Light: {
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prototype: Light;
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}
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interface Lightmapper {
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w: number,
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h: number,
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progress: number,
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}
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declare var Lightmapper: {
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prototype: Lightmapper;
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}
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interface LightmapperConfig {
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hemisphereSize: number,
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zNear: number,
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zFar: number,
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backgroundColor: Color,
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interpolationPasses: number,
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interpolationThreshold: number,
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cameraToSurfaceDistanceModifier: number,
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}
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declare var LightmapperConfig: {
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prototype: LightmapperConfig;
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}
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/** Initialize window and OpenGL context */
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declare function initWindow(width: number, height: number, title: string | undefined | null): void;
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/** Check if KEY_ESCAPE pressed or Close icon pressed */
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@ -1616,12 +1636,32 @@ declare function easeBounceOut(t: number, b: number, c: number, d: number): numb
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declare function easeBounceInOut(t: number, b: number, c: number, d: number): number;
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/** Elastic Easing functions */
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declare function easeElasticIn(t: number, b: number, c: number, d: number): number;
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/** */
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declare function getDefaultLightmapperConfig(): LightmapperConfig;
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/** */
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declare function loadLightmapper(w: number, h: number, mesh: Mesh, cfg: LightmapperConfig): Lightmapper;
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/** */
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declare function loadMaterialLightmapper(emissiveColor: Color, intensity: number): Material;
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/** */
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declare function unloadLightmapper(lm: Lightmapper): void;
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/** */
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declare function beginLightmap(): void;
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/** */
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declare function endLightmap(): void;
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/** */
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declare function beginLightmapFragment(lm: Lightmapper): boolean;
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/** */
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declare function endLightmapFragment(lm: Lightmapper): void;
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/** */
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declare function loadImageFromLightmapper(lm: Lightmapper): Image;
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/** Replace material in slot materialIndex */
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declare function setModelMaterial(model: Model, materialIndex: number, material: Material): void;
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/** Set shader constant in shader locations array */
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declare function setShaderLocation(shader: Shader, shaderConstant: number, location: number): void;
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/** Read a single pixel from an image */
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declare function imageReadPixel(image: Image, x: number, y: number): Color;
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/** Get a single mesh from a model */
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declare function getModelMesh(model: Model, meshIndex: number): Mesh;
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/** (PI/180.0) */
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declare var DEG2RAD: number;
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/** (180.0/PI) */
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@ -1009,6 +1009,29 @@ function main() {
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const reasingsHeader = (0, fs_1.readFileSync)("include/reasings.h", "utf8");
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const reasingsFunctions = parser.parseFunctions(reasingsHeader);
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reasingsFunctions.forEach(x => api.functions.push(x));
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const rlightmapperHeader = (0, fs_1.readFileSync)("src/rlightmapper.h", "utf8");
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const rlightmapperFunctions = parser.parseFunctionDefinitions(rlightmapperHeader);
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const rlightmapperStructs = parser.parseStructs(rlightmapperHeader);
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rlightmapperFunctions.forEach(x => api.functions.push(x));
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rlightmapperStructs.forEach(x => api.structs.push(x));
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rlightmapperStructs[0].binding = {
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properties: {
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w: { get: true },
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h: { get: true },
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progress: { get: true }
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}
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};
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rlightmapperStructs[1].binding = {
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properties: {
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hemisphereSize: { get: true, set: true },
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zNear: { get: true, set: true },
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zFar: { get: true, set: true },
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backgroundColor: { get: true, set: true },
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interpolationPasses: { get: true, set: true },
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interpolationThreshold: { get: true, set: true },
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cameraToSurfaceDistanceModifier: { get: true, set: true },
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}
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};
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// Custom Rayjs functions
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api.functions.push({
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name: "SetModelMaterial",
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@ -1028,6 +1051,12 @@ function main() {
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returnType: "Color",
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params: [{ type: "Image *", name: "image" }, { type: "int", name: "x" }, { type: "int", name: "y" }]
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});
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api.functions.push({
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name: "GetModelMesh",
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description: "Get a single mesh from a model",
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returnType: "Mesh",
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params: [{ type: "Model *", name: "model" }, { type: "int", name: "meshIndex" }]
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});
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// Define a new header
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const core = new raylib_header_1.RayLibHeader("raylib_core");
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core.includes.include("raymath.h");
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@ -1037,6 +1066,8 @@ function main() {
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core.includes.line("#define RLIGHTS_IMPLEMENTATION");
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core.includes.include("rlights.h");
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core.includes.include("reasings.h");
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core.includes.line("#define RLIGHTMAPPER_IMPLEMENTATION");
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core.includes.include("rlightmapper.h");
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getStruct(api.structs, "Color").binding = {
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properties: {
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r: { get: true, set: true },
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@ -14,6 +14,8 @@
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#define RLIGHTS_IMPLEMENTATION
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#include <rlights.h>
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#include <reasings.h>
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#define RLIGHTMAPPER_IMPLEMENTATION
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#include <rlightmapper.h>
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#ifndef countof
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#define countof(x) (sizeof(x) / sizeof((x)[0]))
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@ -53,6 +55,8 @@ static JSClassID js_VrDeviceInfo_class_id;
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static JSClassID js_VrStereoConfig_class_id;
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static JSClassID js_FilePathList_class_id;
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static JSClassID js_Light_class_id;
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static JSClassID js_Lightmapper_class_id;
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static JSClassID js_LightmapperConfig_class_id;
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static void js_Vector2_finalizer(JSRuntime * rt, JSValue val) {
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Vector2* ptr = JS_GetOpaque(val, js_Vector2_class_id);
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@ -2095,6 +2099,192 @@ static int js_declare_Light(JSContext * ctx, JSModuleDef * m) {
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return 0;
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}
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static void js_Lightmapper_finalizer(JSRuntime * rt, JSValue val) {
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Lightmapper* ptr = JS_GetOpaque(val, js_Lightmapper_class_id);
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if(ptr) {
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js_free_rt(rt, ptr);
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}
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}
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static JSValue js_Lightmapper_get_w(JSContext* ctx, JSValueConst this_val) {
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Lightmapper* ptr = JS_GetOpaque2(ctx, this_val, js_Lightmapper_class_id);
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int w = ptr->w;
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JSValue ret = JS_NewInt32(ctx, w);
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return ret;
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}
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static JSValue js_Lightmapper_get_h(JSContext* ctx, JSValueConst this_val) {
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Lightmapper* ptr = JS_GetOpaque2(ctx, this_val, js_Lightmapper_class_id);
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int h = ptr->h;
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JSValue ret = JS_NewInt32(ctx, h);
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return ret;
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}
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static JSValue js_Lightmapper_get_progress(JSContext* ctx, JSValueConst this_val) {
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Lightmapper* ptr = JS_GetOpaque2(ctx, this_val, js_Lightmapper_class_id);
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float progress = ptr->progress;
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JSValue ret = JS_NewFloat64(ctx, progress);
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return ret;
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}
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static const JSCFunctionListEntry js_Lightmapper_proto_funcs[] = {
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JS_CGETSET_DEF("w",js_Lightmapper_get_w,NULL),
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JS_CGETSET_DEF("h",js_Lightmapper_get_h,NULL),
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JS_CGETSET_DEF("progress",js_Lightmapper_get_progress,NULL),
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JS_PROP_STRING_DEF("[Symbol.toStringTag]","Lightmapper", JS_PROP_CONFIGURABLE),
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};
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static int js_declare_Lightmapper(JSContext * ctx, JSModuleDef * m) {
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JS_NewClassID(&js_Lightmapper_class_id);
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JSClassDef js_Lightmapper_def = { .class_name = "Lightmapper", .finalizer = js_Lightmapper_finalizer };
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JS_NewClass(JS_GetRuntime(ctx), js_Lightmapper_class_id, &js_Lightmapper_def);
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JSValue proto = JS_NewObject(ctx);
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JS_SetPropertyFunctionList(ctx, proto, js_Lightmapper_proto_funcs, countof(js_Lightmapper_proto_funcs));
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JS_SetClassProto(ctx, js_Lightmapper_class_id, proto);
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return 0;
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}
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static void js_LightmapperConfig_finalizer(JSRuntime * rt, JSValue val) {
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LightmapperConfig* ptr = JS_GetOpaque(val, js_LightmapperConfig_class_id);
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if(ptr) {
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js_free_rt(rt, ptr);
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}
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}
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static JSValue js_LightmapperConfig_get_hemisphereSize(JSContext* ctx, JSValueConst this_val) {
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LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
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int hemisphereSize = ptr->hemisphereSize;
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JSValue ret = JS_NewInt32(ctx, hemisphereSize);
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return ret;
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}
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static JSValue js_LightmapperConfig_set_hemisphereSize(JSContext* ctx, JSValueConst this_val, JSValueConst v) {
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LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
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int value;
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JS_ToInt32(ctx, &value, v);
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ptr->hemisphereSize = value;
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return JS_UNDEFINED;
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}
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static JSValue js_LightmapperConfig_get_zNear(JSContext* ctx, JSValueConst this_val) {
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LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
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float zNear = ptr->zNear;
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JSValue ret = JS_NewFloat64(ctx, zNear);
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return ret;
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}
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static JSValue js_LightmapperConfig_set_zNear(JSContext* ctx, JSValueConst this_val, JSValueConst v) {
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LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
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double _double_value;
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JS_ToFloat64(ctx, &_double_value, v);
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float value = (float)_double_value;
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ptr->zNear = value;
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return JS_UNDEFINED;
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}
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static JSValue js_LightmapperConfig_get_zFar(JSContext* ctx, JSValueConst this_val) {
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LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
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float zFar = ptr->zFar;
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JSValue ret = JS_NewFloat64(ctx, zFar);
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return ret;
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}
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static JSValue js_LightmapperConfig_set_zFar(JSContext* ctx, JSValueConst this_val, JSValueConst v) {
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LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
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double _double_value;
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JS_ToFloat64(ctx, &_double_value, v);
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float value = (float)_double_value;
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ptr->zFar = value;
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return JS_UNDEFINED;
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}
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static JSValue js_LightmapperConfig_get_backgroundColor(JSContext* ctx, JSValueConst this_val) {
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LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
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Color backgroundColor = ptr->backgroundColor;
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Color* ret_ptr = (Color*)js_malloc(ctx, sizeof(Color));
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*ret_ptr = backgroundColor;
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JSValue ret = JS_NewObjectClass(ctx, js_Color_class_id);
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JS_SetOpaque(ret, ret_ptr);
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return ret;
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}
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|
||||
static JSValue js_LightmapperConfig_set_backgroundColor(JSContext* ctx, JSValueConst this_val, JSValueConst v) {
|
||||
LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
|
||||
Color* value_ptr = (Color*)JS_GetOpaque2(ctx, v, js_Color_class_id);
|
||||
if(value_ptr == NULL) return JS_EXCEPTION;
|
||||
Color value = *value_ptr;
|
||||
ptr->backgroundColor = value;
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static JSValue js_LightmapperConfig_get_interpolationPasses(JSContext* ctx, JSValueConst this_val) {
|
||||
LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
|
||||
int interpolationPasses = ptr->interpolationPasses;
|
||||
JSValue ret = JS_NewInt32(ctx, interpolationPasses);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_LightmapperConfig_set_interpolationPasses(JSContext* ctx, JSValueConst this_val, JSValueConst v) {
|
||||
LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
|
||||
int value;
|
||||
JS_ToInt32(ctx, &value, v);
|
||||
ptr->interpolationPasses = value;
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static JSValue js_LightmapperConfig_get_interpolationThreshold(JSContext* ctx, JSValueConst this_val) {
|
||||
LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
|
||||
float interpolationThreshold = ptr->interpolationThreshold;
|
||||
JSValue ret = JS_NewFloat64(ctx, interpolationThreshold);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_LightmapperConfig_set_interpolationThreshold(JSContext* ctx, JSValueConst this_val, JSValueConst v) {
|
||||
LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
|
||||
double _double_value;
|
||||
JS_ToFloat64(ctx, &_double_value, v);
|
||||
float value = (float)_double_value;
|
||||
ptr->interpolationThreshold = value;
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static JSValue js_LightmapperConfig_get_cameraToSurfaceDistanceModifier(JSContext* ctx, JSValueConst this_val) {
|
||||
LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
|
||||
float cameraToSurfaceDistanceModifier = ptr->cameraToSurfaceDistanceModifier;
|
||||
JSValue ret = JS_NewFloat64(ctx, cameraToSurfaceDistanceModifier);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_LightmapperConfig_set_cameraToSurfaceDistanceModifier(JSContext* ctx, JSValueConst this_val, JSValueConst v) {
|
||||
LightmapperConfig* ptr = JS_GetOpaque2(ctx, this_val, js_LightmapperConfig_class_id);
|
||||
double _double_value;
|
||||
JS_ToFloat64(ctx, &_double_value, v);
|
||||
float value = (float)_double_value;
|
||||
ptr->cameraToSurfaceDistanceModifier = value;
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static const JSCFunctionListEntry js_LightmapperConfig_proto_funcs[] = {
|
||||
JS_CGETSET_DEF("hemisphereSize",js_LightmapperConfig_get_hemisphereSize,js_LightmapperConfig_set_hemisphereSize),
|
||||
JS_CGETSET_DEF("zNear",js_LightmapperConfig_get_zNear,js_LightmapperConfig_set_zNear),
|
||||
JS_CGETSET_DEF("zFar",js_LightmapperConfig_get_zFar,js_LightmapperConfig_set_zFar),
|
||||
JS_CGETSET_DEF("backgroundColor",js_LightmapperConfig_get_backgroundColor,js_LightmapperConfig_set_backgroundColor),
|
||||
JS_CGETSET_DEF("interpolationPasses",js_LightmapperConfig_get_interpolationPasses,js_LightmapperConfig_set_interpolationPasses),
|
||||
JS_CGETSET_DEF("interpolationThreshold",js_LightmapperConfig_get_interpolationThreshold,js_LightmapperConfig_set_interpolationThreshold),
|
||||
JS_CGETSET_DEF("cameraToSurfaceDistanceModifier",js_LightmapperConfig_get_cameraToSurfaceDistanceModifier,js_LightmapperConfig_set_cameraToSurfaceDistanceModifier),
|
||||
JS_PROP_STRING_DEF("[Symbol.toStringTag]","LightmapperConfig", JS_PROP_CONFIGURABLE),
|
||||
};
|
||||
|
||||
static int js_declare_LightmapperConfig(JSContext * ctx, JSModuleDef * m) {
|
||||
JS_NewClassID(&js_LightmapperConfig_class_id);
|
||||
JSClassDef js_LightmapperConfig_def = { .class_name = "LightmapperConfig", .finalizer = js_LightmapperConfig_finalizer };
|
||||
JS_NewClass(JS_GetRuntime(ctx), js_LightmapperConfig_class_id, &js_LightmapperConfig_def);
|
||||
JSValue proto = JS_NewObject(ctx);
|
||||
JS_SetPropertyFunctionList(ctx, proto, js_LightmapperConfig_proto_funcs, countof(js_LightmapperConfig_proto_funcs));
|
||||
JS_SetClassProto(ctx, js_LightmapperConfig_class_id, proto);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static JSValue js_Vector2_constructor(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
double _double_x;
|
||||
JS_ToFloat64(ctx, &_double_x, argv[0]);
|
||||
|
@ -10057,6 +10247,94 @@ static JSValue js_easeElasticIn(JSContext * ctx, JSValueConst this_val, int argc
|
|||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_getDefaultLightmapperConfig(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
LightmapperConfig returnVal = GetDefaultLightmapperConfig();
|
||||
LightmapperConfig* ret_ptr = (LightmapperConfig*)js_malloc(ctx, sizeof(LightmapperConfig));
|
||||
*ret_ptr = returnVal;
|
||||
JSValue ret = JS_NewObjectClass(ctx, js_LightmapperConfig_class_id);
|
||||
JS_SetOpaque(ret, ret_ptr);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_loadLightmapper(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
int w;
|
||||
JS_ToInt32(ctx, &w, argv[0]);
|
||||
int h;
|
||||
JS_ToInt32(ctx, &h, argv[1]);
|
||||
Mesh* mesh_ptr = (Mesh*)JS_GetOpaque2(ctx, argv[2], js_Mesh_class_id);
|
||||
if(mesh_ptr == NULL) return JS_EXCEPTION;
|
||||
Mesh mesh = *mesh_ptr;
|
||||
LightmapperConfig* cfg_ptr = (LightmapperConfig*)JS_GetOpaque2(ctx, argv[3], js_LightmapperConfig_class_id);
|
||||
if(cfg_ptr == NULL) return JS_EXCEPTION;
|
||||
LightmapperConfig cfg = *cfg_ptr;
|
||||
Lightmapper returnVal = LoadLightmapper(w, h, mesh, cfg);
|
||||
Lightmapper* ret_ptr = (Lightmapper*)js_malloc(ctx, sizeof(Lightmapper));
|
||||
*ret_ptr = returnVal;
|
||||
JSValue ret = JS_NewObjectClass(ctx, js_Lightmapper_class_id);
|
||||
JS_SetOpaque(ret, ret_ptr);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_loadMaterialLightmapper(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
Color* emissiveColor_ptr = (Color*)JS_GetOpaque2(ctx, argv[0], js_Color_class_id);
|
||||
if(emissiveColor_ptr == NULL) return JS_EXCEPTION;
|
||||
Color emissiveColor = *emissiveColor_ptr;
|
||||
double _double_intensity;
|
||||
JS_ToFloat64(ctx, &_double_intensity, argv[1]);
|
||||
float intensity = (float)_double_intensity;
|
||||
Material returnVal = LoadMaterialLightmapper(emissiveColor, intensity);
|
||||
Material* ret_ptr = (Material*)js_malloc(ctx, sizeof(Material));
|
||||
*ret_ptr = returnVal;
|
||||
JSValue ret = JS_NewObjectClass(ctx, js_Material_class_id);
|
||||
JS_SetOpaque(ret, ret_ptr);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_unloadLightmapper(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
Lightmapper* lm_ptr = (Lightmapper*)JS_GetOpaque2(ctx, argv[0], js_Lightmapper_class_id);
|
||||
if(lm_ptr == NULL) return JS_EXCEPTION;
|
||||
Lightmapper lm = *lm_ptr;
|
||||
UnloadLightmapper(lm);
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static JSValue js_beginLightmap(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
BeginLightmap();
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static JSValue js_endLightmap(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
EndLightmap();
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static JSValue js_beginLightmapFragment(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
Lightmapper* lm = (Lightmapper*)JS_GetOpaque2(ctx, argv[0], js_Lightmapper_class_id);
|
||||
if(lm == NULL) return JS_EXCEPTION;
|
||||
bool returnVal = BeginLightmapFragment(lm);
|
||||
JSValue ret = JS_NewBool(ctx, returnVal);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_endLightmapFragment(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
Lightmapper* lm = (Lightmapper*)JS_GetOpaque2(ctx, argv[0], js_Lightmapper_class_id);
|
||||
if(lm == NULL) return JS_EXCEPTION;
|
||||
EndLightmapFragment(lm);
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
static JSValue js_loadImageFromLightmapper(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
Lightmapper* lm_ptr = (Lightmapper*)JS_GetOpaque2(ctx, argv[0], js_Lightmapper_class_id);
|
||||
if(lm_ptr == NULL) return JS_EXCEPTION;
|
||||
Lightmapper lm = *lm_ptr;
|
||||
Image returnVal = LoadImageFromLightmapper(lm);
|
||||
Image* ret_ptr = (Image*)js_malloc(ctx, sizeof(Image));
|
||||
*ret_ptr = returnVal;
|
||||
JSValue ret = JS_NewObjectClass(ctx, js_Image_class_id);
|
||||
JS_SetOpaque(ret, ret_ptr);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_setModelMaterial(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
Model* model = (Model*)JS_GetOpaque2(ctx, argv[0], js_Model_class_id);
|
||||
if(model == NULL) return JS_EXCEPTION;
|
||||
|
@ -10095,6 +10373,19 @@ static JSValue js_imageReadPixel(JSContext * ctx, JSValueConst this_val, int arg
|
|||
return ret;
|
||||
}
|
||||
|
||||
static JSValue js_getModelMesh(JSContext * ctx, JSValueConst this_val, int argc, JSValueConst * argv) {
|
||||
Model* model = (Model*)JS_GetOpaque2(ctx, argv[0], js_Model_class_id);
|
||||
if(model == NULL) return JS_EXCEPTION;
|
||||
int meshIndex;
|
||||
JS_ToInt32(ctx, &meshIndex, argv[1]);
|
||||
Mesh returnVal = GetModelMesh(model, meshIndex);
|
||||
Mesh* ret_ptr = (Mesh*)js_malloc(ctx, sizeof(Mesh));
|
||||
*ret_ptr = returnVal;
|
||||
JSValue ret = JS_NewObjectClass(ctx, js_Mesh_class_id);
|
||||
JS_SetOpaque(ret, ret_ptr);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static const JSCFunctionListEntry js_raylib_core_funcs[] = {
|
||||
JS_CFUNC_DEF("initWindow",3,js_initWindow),
|
||||
JS_CFUNC_DEF("windowShouldClose",0,js_windowShouldClose),
|
||||
|
@ -10711,9 +11002,19 @@ static const JSCFunctionListEntry js_raylib_core_funcs[] = {
|
|||
JS_CFUNC_DEF("easeBounceOut",4,js_easeBounceOut),
|
||||
JS_CFUNC_DEF("easeBounceInOut",4,js_easeBounceInOut),
|
||||
JS_CFUNC_DEF("easeElasticIn",4,js_easeElasticIn),
|
||||
JS_CFUNC_DEF("getDefaultLightmapperConfig",0,js_getDefaultLightmapperConfig),
|
||||
JS_CFUNC_DEF("loadLightmapper",4,js_loadLightmapper),
|
||||
JS_CFUNC_DEF("loadMaterialLightmapper",2,js_loadMaterialLightmapper),
|
||||
JS_CFUNC_DEF("unloadLightmapper",1,js_unloadLightmapper),
|
||||
JS_CFUNC_DEF("beginLightmap",0,js_beginLightmap),
|
||||
JS_CFUNC_DEF("endLightmap",0,js_endLightmap),
|
||||
JS_CFUNC_DEF("beginLightmapFragment",1,js_beginLightmapFragment),
|
||||
JS_CFUNC_DEF("endLightmapFragment",1,js_endLightmapFragment),
|
||||
JS_CFUNC_DEF("loadImageFromLightmapper",1,js_loadImageFromLightmapper),
|
||||
JS_CFUNC_DEF("setModelMaterial",3,js_setModelMaterial),
|
||||
JS_CFUNC_DEF("setShaderLocation",3,js_setShaderLocation),
|
||||
JS_CFUNC_DEF("imageReadPixel",3,js_imageReadPixel),
|
||||
JS_CFUNC_DEF("getModelMesh",2,js_getModelMesh),
|
||||
};
|
||||
|
||||
static int js_raylib_core_init(JSContext * ctx, JSModuleDef * m) {
|
||||
|
@ -10777,6 +11078,8 @@ static int js_raylib_core_init(JSContext * ctx, JSModuleDef * m) {
|
|||
js_declare_VrStereoConfig(ctx, m);
|
||||
js_declare_FilePathList(ctx, m);
|
||||
js_declare_Light(ctx, m);
|
||||
js_declare_Lightmapper(ctx, m);
|
||||
js_declare_LightmapperConfig(ctx, m);
|
||||
Color LIGHTGRAY_struct = { 200, 200, 200, 255 };
|
||||
Color* LIGHTGRAY_js_ptr = (Color*)js_malloc(ctx, sizeof(Color));
|
||||
*LIGHTGRAY_js_ptr = LIGHTGRAY_struct;
|
||||
|
|
|
@ -1,118 +0,0 @@
|
|||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
#include <stddef.h>
|
||||
#include <assert.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <raylib.h>
|
||||
#include <rlgl.h>
|
||||
#include <raymath.h>
|
||||
#include <external/glad.h>
|
||||
|
||||
#define RLIGHTMAPPER_IMPLEMENTATION
|
||||
#include "rlightmapper.h"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
//Shader raylib_shader;
|
||||
Texture raylib_texture;
|
||||
int w, h;
|
||||
Model raylib_model;
|
||||
Model model2;
|
||||
Camera camera;
|
||||
Shader shader;
|
||||
GLuint u_intensity;
|
||||
} scene_t;
|
||||
|
||||
static void drawScene(scene_t *scene){
|
||||
DrawModel(scene->raylib_model, (Vector3){ 0,0,0 }, 1, WHITE);
|
||||
//DrawModel(scene->model2, (Vector3){ -10,10,0.0 }, 3,RAYWHITE);
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI | FLAG_VSYNC_HINT);
|
||||
|
||||
InitWindow(1024,768,"Test");
|
||||
|
||||
scene_t scene = {0};
|
||||
|
||||
scene.shader = LoadShader("assets/shaders/glsl330/default.vs","assets/shaders/glsl330/default.fs");
|
||||
scene.u_intensity = GetShaderLocation(scene.shader, "intensity");
|
||||
// load mesh
|
||||
scene.raylib_model = LoadModel("monkey.obj");
|
||||
scene.raylib_model.materials[0].shader = scene.shader;
|
||||
scene.model2 = LoadModel("thirdparty/lightmapper/example/cube.obj");
|
||||
scene.model2.materials[0].shader = scene.shader;
|
||||
|
||||
scene.w = 512;
|
||||
scene.h = 512;
|
||||
scene.raylib_texture = LoadTextureFromImage(GenImageColor(1,1,BLACK));
|
||||
scene.raylib_model.materials[0].maps[0].texture = scene.raylib_texture;
|
||||
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 0.5f, 1.5f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.35f, 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 mode type
|
||||
scene.camera = camera;
|
||||
|
||||
LightmapperConfig config = GetDefaultLightmapperConfig();
|
||||
config.backgroundColor = (Color){6,0,10};
|
||||
//config.hemisphereSize = 512;
|
||||
Lightmapper lm = LoadLightmapper(scene.w, scene.h, scene.raylib_model.meshes[0], config);
|
||||
Material lmMat = LoadMaterialLightmapper(BLACK, 0);
|
||||
Mesh light = GenMeshCube(0.3,0.3, 0.3);
|
||||
Material lightMaterial = LoadMaterialLightmapper(ORANGE, 1.0f);
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
if(IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||
UpdateCamera(&scene.camera, CAMERA_THIRD_PERSON);
|
||||
|
||||
if(lm.progress < 1.0f){
|
||||
double startTime = GetTime();
|
||||
BeginLightmap();
|
||||
while(BeginLightmapFragment(&lm)){
|
||||
DrawMesh(scene.raylib_model.meshes[0], lmMat, MatrixIdentity());
|
||||
DrawMesh(light, lightMaterial, MatrixTranslate(0,1.0,0));
|
||||
EndLightmapFragment(&lm);
|
||||
// display progress every second (printf is expensive)
|
||||
double time = GetTime();
|
||||
if (GetTime() - startTime > 0.03) break;
|
||||
}
|
||||
EndLightmap();
|
||||
if(lm.progress == 1.0f){
|
||||
Image img = LoadImageFromLightmapper(lm);
|
||||
//ExportImage(img, "my_result.png");
|
||||
UnloadTexture(scene.raylib_texture);
|
||||
scene.raylib_texture = LoadTextureFromImage(img);
|
||||
scene.raylib_model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = scene.raylib_texture;
|
||||
UnloadLightmapper(lm);
|
||||
}
|
||||
}
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(BLUE);
|
||||
|
||||
BeginMode3D(scene.camera);
|
||||
float intensity = 1.0f;
|
||||
SetShaderValue(scene.shader, scene.u_intensity, &intensity, SHADER_UNIFORM_FLOAT);
|
||||
drawScene(&scene);
|
||||
EndMode3D();
|
||||
|
||||
// printf("%d\n",(int)(lm.progress*GetScreenWidth()));
|
||||
if(lm.progress < 1.0f){
|
||||
DrawRectangle(0,0,GetScreenWidth(),20, Fade(GREEN,0.5));
|
||||
DrawRectangle(0,0,GetScreenWidth()*lm.progress,20, GREEN);
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
UnloadModel(scene.raylib_model);
|
||||
UnloadTexture(scene.raylib_texture);
|
||||
CloseWindow();
|
||||
return EXIT_SUCCESS;
|
||||
}
|
|
@ -1,192 +0,0 @@
|
|||
#include <stdlib.h>
|
||||
#include "raylib.h"
|
||||
#include "rlgl.h"
|
||||
#define GLAD_MALLOC(sz) malloc(sz)
|
||||
#define GLAD_FREE(sz) free(sz)
|
||||
//#define GLAD_GL_IMPLEMENTATION
|
||||
#include "../thirdparty/raylib/src/external/glad.h"
|
||||
|
||||
#define LIGHTMAPPER_IMPLEMENTATION
|
||||
#define LM_DEBUG_INTERPOLATION
|
||||
#include "lightmapper.h"
|
||||
|
||||
// load shader
|
||||
const char *vp =
|
||||
"#version 150 core\n"
|
||||
"in vec3 a_position;\n"
|
||||
"in vec2 a_texcoord;\n"
|
||||
"uniform mat4 u_view;\n"
|
||||
"uniform mat4 u_projection;\n"
|
||||
"out vec2 v_texcoord;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"gl_Position = u_projection * (u_view * vec4(a_position, 1.0));\n"
|
||||
"v_texcoord = a_texcoord;\n"
|
||||
"}\n";
|
||||
|
||||
const char *fp =
|
||||
"#version 150 core\n"
|
||||
"in vec2 v_texcoord;\n"
|
||||
"uniform sampler2D u_lightmap;\n"
|
||||
"out vec4 o_color;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"o_color = vec4(texture(u_lightmap, v_texcoord).rgb, gl_FrontFacing ? 1.0 : 0.0);\n"
|
||||
"}\n";
|
||||
|
||||
const char *attribs[] =
|
||||
{
|
||||
"a_position",
|
||||
"a_texcoord"
|
||||
};
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] lightmapping");
|
||||
|
||||
|
||||
|
||||
Model model = LoadModel("thirdparty/lightmapper/example/gazebo.obj");
|
||||
Shader shader = LoadShaderFromMemory(vp, fp);
|
||||
Texture texture = LoadTextureFromImage(GenImageColor(1,1,BLACK));
|
||||
int u_view = GetShaderLocation(shader, "u_view");
|
||||
int u_projection = GetShaderLocation(shader, "u_projection");
|
||||
int u_lightmap = GetShaderLocation(shader, "u_lightmap");
|
||||
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
lm_context *ctx = lmCreate(
|
||||
64, // hemisphere resolution (power of two, max=512)
|
||||
0.001f, 100.0f, // zNear, zFar of hemisphere cameras
|
||||
1.0f, 1.0f, 1.0f, // background color (white for ambient occlusion)
|
||||
2, 0.01f, // lightmap interpolation threshold (small differences are interpolated rather than sampled)
|
||||
// check debug_interpolation.tga for an overview of sampled (red) vs interpolated (green) pixels.
|
||||
0.0f); // modifier for camera-to-surface distance for hemisphere rendering.
|
||||
// tweak this to trade-off between interpolated normals quality and other artifacts (see declaration).
|
||||
|
||||
if (!ctx) TraceLog(LOG_ERROR, "Lightmapper not initialized");
|
||||
|
||||
int w = 512;
|
||||
int h = 512;
|
||||
float *data = calloc(w*h*4,sizeof(float));
|
||||
|
||||
lmSetTargetLightmap(ctx, data, w, h, 4);
|
||||
|
||||
Mesh m = model.meshes[0];
|
||||
|
||||
lmSetGeometry(ctx, NULL, // no transformation in this example
|
||||
LM_FLOAT, m.vertices, 0,
|
||||
LM_NONE , NULL, 0,
|
||||
LM_FLOAT, m.texcoords, 0,
|
||||
m.vertexCount, LM_NONE, 0);
|
||||
|
||||
printf("%p\n", m.texcoords);
|
||||
|
||||
int vp[4];
|
||||
Matrix view, projection;
|
||||
double lastUpdateTime = 0.0;
|
||||
|
||||
Mesh mesh = model.meshes[0];
|
||||
//SetTargetFPS(10000);
|
||||
while (lmBegin(ctx, vp, (float*)&view, (float*)&projection))
|
||||
{
|
||||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glUseProgram(shader.id);
|
||||
glUniform1i(u_lightmap, 0);
|
||||
glUniformMatrix4fv(u_projection, 1, GL_FALSE, (float *)&projection);
|
||||
glUniformMatrix4fv(u_view, 1, GL_FALSE, (float *)&view);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
|
||||
glBindVertexArray(mesh.vaoId);
|
||||
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
||||
|
||||
double time = GetTime();
|
||||
if (time - lastUpdateTime > 1.0)
|
||||
{
|
||||
lastUpdateTime = time;
|
||||
printf("\r%6.2f%%", lmProgress(ctx) * 100.0f);
|
||||
fflush(stdout);
|
||||
}
|
||||
|
||||
lmEnd(ctx);
|
||||
if(WindowShouldClose()) break;
|
||||
|
||||
}
|
||||
|
||||
// postprocess texture
|
||||
float *temp = calloc(w * h * 4, sizeof(float));
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
lmImageDilate(data, temp, w, h, 4);
|
||||
lmImageDilate(temp, data, w, h, 4);
|
||||
}
|
||||
lmImageSmooth(data, temp, w, h, 4);
|
||||
lmImageDilate(temp, data, w, h, 4);
|
||||
lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
|
||||
free(temp);
|
||||
|
||||
// save result to a file
|
||||
if (lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f))
|
||||
printf("Saved result.tga\n");
|
||||
|
||||
rlViewport(0,0, screenWidth, screenHeight);
|
||||
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 1.0f, 0.5f, 1.0f }; // 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 mode type
|
||||
|
||||
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_FIRST_PERSON);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, WHITE);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -4,6 +4,7 @@
|
|||
#include <errno.h>
|
||||
#include <quickjs.h>
|
||||
//#include <quickjs-libc.h>
|
||||
#include <external/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <raylib.h>
|
||||
|
||||
|
@ -212,6 +213,12 @@ void SetModelMaterial(Model *model, int materialIndex, Material material)
|
|||
model->materials[materialIndex] = material;
|
||||
}
|
||||
|
||||
Mesh GetModelMesh(Model *model, int meshIndex){
|
||||
Mesh m = { 0 };
|
||||
if(model->meshCount <= meshIndex) return m;
|
||||
return model->meshes[meshIndex];
|
||||
}
|
||||
|
||||
void SetShaderLocation(Shader *shader, int constant, int location){
|
||||
shader->locs[constant] = location;
|
||||
}
|
||||
|
|
|
@ -1,9 +1,8 @@
|
|||
#ifndef RLIGHTMAPPER_H
|
||||
#define RLIGHTMAPPER_H
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
typedef struct Lightmapper {
|
||||
// ...
|
||||
typedef struct {
|
||||
void *lm_handle;
|
||||
float *data;
|
||||
int w;
|
||||
|
@ -11,7 +10,8 @@ typedef struct Lightmapper {
|
|||
float progress;
|
||||
} Lightmapper;
|
||||
|
||||
typedef struct LightmapperConfig {
|
||||
// ...
|
||||
typedef struct {
|
||||
int hemisphereSize;
|
||||
float zNear;
|
||||
float zFar;
|
||||
|
@ -21,21 +21,33 @@ typedef struct LightmapperConfig {
|
|||
float cameraToSurfaceDistanceModifier;
|
||||
} LightmapperConfig;
|
||||
|
||||
LightmapperConfig GetDefaultLightmapperConfig();
|
||||
Lightmapper LoadLightmapper(int w, int h, Mesh mesh, LightmapperConfig cfg);
|
||||
Material LoadMaterialLightmapper(Color emissiveColor, float intensity);
|
||||
void UnloadLightmapper(Lightmapper lm);
|
||||
void BeginLightmap();
|
||||
void EndLightmap();
|
||||
bool BeginLightmapFragment(Lightmapper * lm);
|
||||
void EndLightmapFragment(Lightmapper * lm);
|
||||
Image LoadImageFromLightmapper(Lightmapper lm);
|
||||
#define RLMAPI
|
||||
|
||||
// ...
|
||||
RLMAPI LightmapperConfig GetDefaultLightmapperConfig(void);
|
||||
// ...
|
||||
RLMAPI Lightmapper LoadLightmapper(int w, int h, Mesh mesh, LightmapperConfig cfg);
|
||||
// ...
|
||||
RLMAPI Material LoadMaterialLightmapper(Color emissiveColor, float intensity);
|
||||
// ...
|
||||
RLMAPI void UnloadLightmapper(Lightmapper lm);
|
||||
// ...
|
||||
RLMAPI void BeginLightmap(void);
|
||||
// ...
|
||||
RLMAPI void EndLightmap(void);
|
||||
// ..
|
||||
RLMAPI bool BeginLightmapFragment(Lightmapper *lm);
|
||||
// ...
|
||||
RLMAPI void EndLightmapFragment(Lightmapper *lm);
|
||||
// ...
|
||||
RLMAPI Image LoadImageFromLightmapper(Lightmapper lm);
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(RLIGHTMAPPER_IMPLEMENTATION)
|
||||
|
||||
#include <rlgl.h>
|
||||
|
||||
#define LIGHTMAPPER_IMPLEMENTATION
|
||||
// #define LM_DEBUG_INTERPOLATION
|
||||
#include "lightmapper.h"
|
||||
|
@ -46,11 +58,13 @@ static const char* fs =
|
|||
"in vec4 fragColor;\n"
|
||||
"out vec4 finalColor;\n"
|
||||
"uniform sampler2D texture0;\n"
|
||||
"uniform sampler2D texture1;\n"
|
||||
"uniform vec4 colDiffuse;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
|
||||
" texelColor = texelColor * colDiffuse * fragColor * vec4(intensity, intensity, intensity, 1.0);\n"
|
||||
" vec4 emissionColor = texture(texture1, fragTexCoord);\n"
|
||||
" texelColor = texelColor * colDiffuse * fragColor * emissionColor;\n"
|
||||
" finalColor = vec4(texelColor.rgb, (gl_FrontFacing ? 1.0 : 0.0));\n"
|
||||
"}";
|
||||
|
||||
|
@ -68,7 +82,8 @@ const char* vs = "#version 330\n"
|
|||
" gl_Position = mvp * vec4(vertexPosition, 1.0);\n"
|
||||
"}";
|
||||
|
||||
static void FloatVToMatrix(float *array, struct Matrix *matrix) {
|
||||
static void FloatVToMatrix(float *array, struct Matrix *matrix)
|
||||
{
|
||||
matrix->m0 = array[0];
|
||||
matrix->m1 = array[1];
|
||||
matrix->m2 = array[2];
|
||||
|
@ -87,33 +102,42 @@ static void FloatVToMatrix(float *array, struct Matrix *matrix) {
|
|||
matrix->m15 = array[15];
|
||||
}
|
||||
|
||||
LightmapperConfig GetDefaultLightmapperConfig(){
|
||||
LightmapperConfig GetDefaultLightmapperConfig()
|
||||
{
|
||||
return (LightmapperConfig){
|
||||
64, 0.001f, 100.0f, WHITE, 2, 0.01f, 0.0f
|
||||
};
|
||||
64, 0.001f, 100.0f, WHITE, 2, 0.01f, 0.0f};
|
||||
}
|
||||
|
||||
static Shader defaultShader;
|
||||
|
||||
Material LoadMaterialLightmapper(Color emissiveColor, float emissiveIntensity)
|
||||
{
|
||||
if(defaultShader.id == 0) defaultShader = LoadShaderFromMemory(vs, fs);
|
||||
if (defaultShader.id == 0)
|
||||
defaultShader = LoadShaderFromMemory(vs, fs);
|
||||
|
||||
Material mat = LoadMaterialDefault();
|
||||
mat.shader = defaultShader;
|
||||
mat.maps[MATERIAL_MAP_DIFFUSE].color = emissiveColor; // Diffuse color
|
||||
float colF[4] = {emissiveColor.r * emissiveIntensity, emissiveColor.g * emissiveIntensity, emissiveColor.b * emissiveIntensity, emissiveColor.a * emissiveIntensity};
|
||||
Texture tex = {0};
|
||||
tex.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32A32;
|
||||
tex.width = 1;
|
||||
tex.height = 1;
|
||||
tex.mipmaps = 1;
|
||||
tex.id = rlLoadTexture(colF, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, 1);
|
||||
mat.maps[MATERIAL_MAP_SPECULAR].texture = tex;
|
||||
// mat.params[0] = emissiveIntensity;
|
||||
return mat;
|
||||
}
|
||||
|
||||
|
||||
Lightmapper LoadLightmapper(int w, int h, Mesh mesh, LightmapperConfig cfg){
|
||||
Lightmapper LoadLightmapper(int w, int h, Mesh mesh, LightmapperConfig cfg)
|
||||
{
|
||||
Lightmapper lm = {0};
|
||||
lm_context *ctx = lm.lm_handle = lmCreate(cfg.hemisphereSize, cfg.zNear, cfg.zFar,
|
||||
cfg.backgroundColor.r / (float)255, cfg.backgroundColor.g / (float)255, cfg.backgroundColor.b / (float)255,
|
||||
cfg.interpolationPasses, cfg.interpolationThreshold, cfg.cameraToSurfaceDistanceModifier);
|
||||
|
||||
if(ctx == NULL){
|
||||
if (ctx == NULL)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Unable to create lightmapper. Init failed.");
|
||||
goto RETURN;
|
||||
}
|
||||
|
@ -126,7 +150,8 @@ Lightmapper LoadLightmapper(int w, int h, Mesh mesh, LightmapperConfig cfg){
|
|||
const void *indices = NULL;
|
||||
lm_type indicesType = LM_NONE;
|
||||
int count = mesh.vertexCount;
|
||||
if(mesh.indices != NULL){
|
||||
if (mesh.indices != NULL)
|
||||
{
|
||||
indices = mesh.indices;
|
||||
indicesType = LM_UNSIGNED_SHORT;
|
||||
count = mesh.triangleCount * 3;
|
||||
|
@ -142,7 +167,8 @@ Lightmapper LoadLightmapper(int w, int h, Mesh mesh, LightmapperConfig cfg){
|
|||
return lm;
|
||||
}
|
||||
|
||||
void UnloadLightmapper(Lightmapper lm){
|
||||
void UnloadLightmapper(Lightmapper lm)
|
||||
{
|
||||
free(lm.data);
|
||||
lmDestroy((lm_context *)lm.lm_handle);
|
||||
}
|
||||
|
@ -159,7 +185,8 @@ void BeginLightmap()
|
|||
mModelview = rlGetMatrixModelview();
|
||||
}
|
||||
|
||||
void EndLightmap(){
|
||||
void EndLightmap()
|
||||
{
|
||||
// rlDisableDepthTest();
|
||||
rlEnableColorBlend();
|
||||
rlEnableBackfaceCulling();
|
||||
|
@ -182,29 +209,36 @@ static int vp[4];
|
|||
static float view[16], projection[16];
|
||||
static Matrix matView, matProj;
|
||||
|
||||
bool BeginLightmapFragment(Lightmapper * lm){
|
||||
bool BeginLightmapFragment(Lightmapper *lm)
|
||||
{
|
||||
lm_bool status = lmBegin((lm_context *)lm->lm_handle, vp, view, projection);
|
||||
if(status){
|
||||
if (status)
|
||||
{
|
||||
rlViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
FloatVToMatrix(view, &matView);
|
||||
FloatVToMatrix(projection, &matProj);
|
||||
rlSetMatrixModelview(matView);
|
||||
rlSetMatrixProjection(matProj);
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
lm->progress = 1.0f;
|
||||
}
|
||||
return (bool)status;
|
||||
}
|
||||
|
||||
void EndLightmapFragment(Lightmapper * lm){
|
||||
void EndLightmapFragment(Lightmapper *lm)
|
||||
{
|
||||
lm->progress = lmProgress((lm_context *)lm->lm_handle);
|
||||
lmEnd((lm_context *)lm->lm_handle);
|
||||
}
|
||||
|
||||
Image LoadImageFromLightmapper(Lightmapper lm){
|
||||
Image LoadImageFromLightmapper(Lightmapper lm)
|
||||
{
|
||||
Image im = {0};
|
||||
|
||||
if(lm.progress < 1.0f){
|
||||
if (lm.progress < 1.0f)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Lightmapping is not finished");
|
||||
return im;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue