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Light Mapper

C

A C/C++ single-file library for drop-in lightmap baking using your existing OpenGL renderer.

GitHubGitHub
1.5k stars138 forks0 contributors

What is Light Mapper?

Lightmapper is a C/C++ single-file library that enables developers to bake lightmaps for static scene geometry using their existing OpenGL renderer. It solves the problem of adding precomputed global illumination and ambient occlusion to games or applications without requiring external baking tools or complex integrations.

Target Audience

Graphics programmers and game developers working with C/C++ and OpenGL who need to integrate lightmap baking directly into their rendering pipeline.

Value Proposition

Developers choose Lightmapper for its simplicity and drop-in design—it leverages their existing OpenGL code, supports multi-bounce global illumination, and includes performance optimizations like selective hierarchical interpolation, all in a single-file library.

Overview

A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!

Use Cases

Best For

  • Adding ambient occlusion to static game environments
  • Baking global illumination for pre-rendered scenes in OpenGL applications
  • Integrating lightmap baking into custom game engines
  • Learning lightmap baking techniques in C/C++
  • Prototyping lighting effects without external tools
  • Optimizing lightmap generation with selective interpolation

Not Ideal For

  • Projects using rendering APIs other than OpenGL, such as DirectX or Vulkan
  • Games with fully dynamic environments requiring real-time lighting updates
  • Developers who prefer all-in-one GUI tools over code-based baking solutions

Pros & Cons

Pros

Single-File Integration

As a header-only library, Lightmapper can be dropped into any C/C++ project with minimal dependencies, requiring only the inclusion of lightmapper.h.

OpenGL Pipeline Leverage

It uses your existing OpenGL renderer to compute light bounces, eliminating the need for separate rendering systems and simplifying integration.

Multi-Bounce Global Illumination

Supports multiple light bounces for realistic indirect lighting, as demonstrated in the example for ambient occlusion and beyond.

Performance Optimization

Selective hierarchical interpolation accelerates baking by up to 10x on large lightmaps, as described in the README with debug images.

Cons

External UV Atlas Dependency

The README explicitly recommends using tools like thekla_atlas or xatlas for geometry preparation, adding an extra step and dependency to the workflow.

Manual Quality Configuration

Improving quality requires disabling backface culling and using alpha channel markers, which demands additional graphics programming knowledge and tweaking.

Static Geometry Limitation

Designed only for precomputed lighting on static scenes, making it unsuitable for applications with moving or deformable objects.

Frequently Asked Questions

Quick Stats

Stars1,536
Forks138
Contributors0
Open Issues7
Last commit3 years ago
CreatedSince 2016

Tags

#c-library#c-plus-plus-library#opengl#game-development#graphics-programming#global-illumination#single-file-library#ambient-occlusion

Built With

G
GLFW
C
CMake
O
OpenGL
C
C++

Included in

Game Engine Development1.3k
Auto-fetched 19 hours ago

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