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lightmap rendering

★★★☆by Jussi Viitala (@nullstare)

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//! raylib [shaders] example - lightmap rendering
//!
//! Zig-API translation of examples/shaders/shaders_lightmap_rendering.c (raylib 6.2).
//! Example contributed by Jussi Viitala (@nullstare) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Jussi Viitala (@nullstare) and Ramon Santamaria (@raysan5)

const std = @import("std");
const rl = @import("raylib");

const glsl_version = 330; // Desktop GLSL version

const map_size = 16;

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.setConfigFlags(.{ .msaa_4x_hint = true }); // Enable Multi Sampling Anti Aliasing 4x (if available)
    rl.initWindow(screen_width, screen_height, "raylib [shaders] example - lightmap rendering");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Define the camera to look into our 3d world
    var camera: rl.Camera = .{
        .position = .{ .x = 4.0, .y = 6.0, .z = 8.0 }, // Camera position
        .target = .{ .x = 0.0, .y = 0.0, .z = 0.0 }, // Camera looking at point
        .up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
        .fovy = 45.0, // Camera field-of-view Y
        .projection = .perspective, // Camera projection type
    };

    var mesh = rl.genMeshPlane(map_size, map_size, 1, 1);
    defer rl.unloadMesh(mesh); // Unload the mesh (frees texcoords2 too)

    // GenMeshPlane doesn't generate texcoords2 so we will upload them separately
    // NOTE: Allocated with raylib's allocator: unloadMesh() frees it
    const texcoords2_len: usize = @intCast(mesh.vertexCount * 2);
    const texcoords2_ptr: [*]f32 = @ptrCast(@alignCast(rl.memAlloc(@intCast(texcoords2_len * @sizeOf(f32))) orelse return error.OutOfMemory));
    const texcoords2 = texcoords2_ptr[0..texcoords2_len];
    mesh.texcoords2 = texcoords2.ptr;

    // X     Y
    texcoords2[0..8].* = .{
        0.0, 0.0,
        1.0, 0.0,
        0.0, 1.0,
        1.0, 1.0,
    };

    // Load a new texcoords2 attributes buffer
    mesh.vboId.?[@intCast(@backingInt(rl.ShaderLocationIndex.vertex_texcoord02))] = rl.gl.loadVertexBuffer(std.mem.sliceAsBytes(texcoords2), false);
    _ = rl.gl.enableVertexArray(mesh.vaoId);

    // Index 5 is for texcoords2
    rl.gl.setVertexAttribute(5, 2, rl.gl.float, false, 0, 0);
    rl.gl.enableVertexAttribute(5);
    rl.gl.disableVertexArray();

    // Load lightmap shader
    const shader = try rl.loadShader(
        rl.textFormat("resources/shaders/glsl{d}/lightmap.vs", .{glsl_version}),
        rl.textFormat("resources/shaders/glsl{d}/lightmap.fs", .{glsl_version}),
    );
    defer rl.unloadShader(shader); // Unload shader

    var texture = try rl.loadTexture("resources/cubicmap_atlas.png");
    defer rl.unloadTexture(texture); // Unload texture
    const light = try rl.loadTexture("resources/spark_flame.png");
    defer rl.unloadTexture(light); // Unload texture

    rl.genTextureMipmaps(&texture);
    rl.setTextureFilter(texture, .trilinear);

    var lightmap = try rl.loadRenderTexture(map_size, map_size);
    defer rl.unloadRenderTexture(lightmap); // Unload lightmap render texture

    var material = rl.loadMaterialDefault();
    material.shader = shader;
    material.map(.albedo).texture = texture;
    material.map(.metalness).texture = lightmap.texture;

    // Drawing to lightmap
    {
        rl.beginTextureMode(lightmap);
        defer rl.endTextureMode();

        rl.clearBackground(.black);

        rl.beginBlendMode(.additive);
        const light_rec: rl.Rectangle = .{ .x = 0, .y = 0, .width = @floatFromInt(light.width), .height = @floatFromInt(light.height) };
        rl.drawTexturePro(
            light,
            light_rec,
            .{ .x = 0, .y = 0, .width = 2.0 * map_size, .height = 2.0 * map_size },
            .{ .x = map_size, .y = map_size },
            0.0,
            .red,
        );
        rl.drawTexturePro(
            light,
            light_rec,
            .{ .x = map_size * 0.8, .y = map_size / 2.0, .width = 2.0 * map_size, .height = 2.0 * map_size },
            .{ .x = map_size, .y = map_size },
            0.0,
            .blue,
        );
        rl.drawTexturePro(
            light,
            light_rec,
            .{ .x = map_size * 0.8, .y = map_size * 0.8, .width = map_size, .height = map_size },
            .{ .x = map_size / 2.0, .y = map_size / 2.0 },
            0.0,
            .green,
        );
        rl.beginBlendMode(.alpha);
    }

    // NOTE: To enable trilinear filtering we need mipmaps available for texture
    rl.genTextureMipmaps(&lightmap.texture);
    rl.setTextureFilter(lightmap.texture, .trilinear);

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        rl.updateCamera(&camera, .orbital);

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        {
            rl.beginMode3D(camera);
            defer rl.endMode3D();

            rl.drawMesh(mesh, material, rl.math.matrixIdentity());
        }

        const render_width: f32 = @floatFromInt(rl.getRenderWidth());
        rl.drawTexturePro(
            lightmap.texture,
            .{ .x = 0, .y = 0, .width = -map_size, .height = -map_size },
            .{ .x = render_width - map_size * 8 - 10, .y = 10, .width = map_size * 8, .height = map_size * 8 },
            .{ .x = 0.0, .y = 0.0 },
            0.0,
            .white,
        );

        rl.drawText(rl.textFormat("LIGHTMAP: {d}x{d} pixels", .{ map_size, map_size }), rl.getRenderWidth() - 130, 20 + map_size * 8, 10, .green);

        rl.drawFPS(10, 10);
    }
}
/*******************************************************************************************
*
*   raylib [shaders] example - lightmap rendering
*
*   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 16

//------------------------------------------------------------------------------------
// 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 rendering");

    // 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);

    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, (float)light.width, (float)light.height },
                (Rectangle){ 0, 0, 2.0f*MAP_SIZE, 2.0f*MAP_SIZE },
                (Vector2){ (float)MAP_SIZE, (float)MAP_SIZE },
                0.0,
                RED
            );
            DrawTexturePro(
                light,
                (Rectangle){ 0, 0, (float)light.width, (float)light.height },
                (Rectangle){ (float)MAP_SIZE*0.8f, (float)MAP_SIZE/2.0f, 2.0f*MAP_SIZE, 2.0f*MAP_SIZE },
                (Vector2){ (float)MAP_SIZE, (float)MAP_SIZE },
                0.0,
                BLUE
            );
            DrawTexturePro(
                light,
                (Rectangle){ 0, 0, (float)light.width, (float)light.height },
                (Rectangle){ (float)MAP_SIZE*0.8f, (float)MAP_SIZE*0.8f, (float)MAP_SIZE, (float)MAP_SIZE },
                (Vector2){ (float)MAP_SIZE/2.0f, (float)MAP_SIZE/2.0f },
                0.0,
                GREEN
            );
        BeginBlendMode(BLEND_ALPHA);
    EndTextureMode();

    // NOTE: To enable trilinear filtering we need mipmaps available for texture
    GenTextureMipmaps(&lightmap.texture);
    SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);

    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();

            DrawTexturePro(lightmap.texture, (Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
                (Rectangle){ (float)GetRenderWidth() - MAP_SIZE*8 - 10, 10, (float)MAP_SIZE*8, (float)MAP_SIZE*8 },
                (Vector2){ 0.0, 0.0 }, 0.0, WHITE);

            DrawText(TextFormat("LIGHTMAP: %ix%i pixels", MAP_SIZE, MAP_SIZE), GetRenderWidth() - 130, 20 + MAP_SIZE*8, 10, GREEN);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadMesh(mesh);       // Unload the mesh
    UnloadShader(shader);   // Unload shader
    UnloadTexture(texture); // Unload texture
    UnloadTexture(light);   // Unload texture
    UnloadRenderTexture(lightmap); // Unload lightmap render texture

    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.