mirror of https://github.com/mode777/rayjs.git
88 lines
3.4 KiB
JavaScript
88 lines
3.4 KiB
JavaScript
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(); |