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| author | raysan5 <raysan5@gmail.com> | 2016-08-06 11:32:35 +0200 |
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| committer | raysan5 <raysan5@gmail.com> | 2016-08-06 11:32:35 +0200 |
| commit | 00c7e54d3c593dbddb036f2185e614e7e4b22a1f (patch) | |
| tree | 3ef6a46031712ff9551c2711adcc9fa3045a618b /examples/shaders_standard_lighting.lua | |
| parent | 5f1b4e94745303ab9df87421cdd9ffb9448fee01 (diff) | |
| download | raylib-00c7e54d3c593dbddb036f2185e614e7e4b22a1f.tar.gz raylib-00c7e54d3c593dbddb036f2185e614e7e4b22a1f.zip | |
Add raylib lua examples
Diffstat (limited to 'examples/shaders_standard_lighting.lua')
| -rw-r--r-- | examples/shaders_standard_lighting.lua | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/examples/shaders_standard_lighting.lua b/examples/shaders_standard_lighting.lua new file mode 100644 index 00000000..e8171a5f --- /dev/null +++ b/examples/shaders_standard_lighting.lua @@ -0,0 +1,114 @@ +------------------------------------------------------------------------------------------- +-- +-- raylib [shaders] example - Standard lighting (materials and lights) +-- +-- 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), to test this example +-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +-- raylib comes with shaders ready for both versions, check raylib/shaders install folder +-- +-- This example has been created using raylib 1.6 (www.raylib.com) +-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +-- +-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +-- +------------------------------------------------------------------------------------------- + +-- Initialization +------------------------------------------------------------------------------------------- +local screenWidth = 800 +local screenHeight = 450 + +SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available) + +InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader") + +-- Define the camera to look into our 3d world +local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)) +local position = Vector3(0.0, 0.0, 0.0) -- Set model position + +local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model + +local material = LoadStandardMaterial() + +material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model diffuse texture +material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture +material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture +material.colDiffuse = WHITE +material.colAmbient = (Color){0, 0, 10, 255} +material.colSpecular = WHITE +material.glossiness = 50.0f + +dwarf.material = material -- Apply material to model + +local spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}) +spotLight->target = (Vector3){0.0f, 0.0f, 0.0f} +spotLight->intensity = 2.0f +spotLight->diffuse = (Color){255, 100, 100, 255} +spotLight->coneAngle = 60.0f + +local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}) +dirLight->target = (Vector3){1.0f, -2.0f, -2.0f} +dirLight->intensity = 2.0f +dirLight->diffuse = (Color){100, 255, 100, 255} + +local pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}) +pointLight->intensity = 2.0f +pointLight->diffuse = (Color){100, 100, 255, 255} +pointLight->radius = 3.0f + +-- Setup orbital camera +SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode +SetCameraPosition(camera.position) -- Set internal camera position to match our camera position +SetCameraTarget(camera.target) -- Set internal camera target to match our camera target + +SetTargetFPS(60) -- Set our game to run at 60 frames-per-second +------------------------------------------------------------------------------------------- + +-- Main game loop +while not WindowShouldClose() do -- Detect window close button or ESC key + -- Update + --------------------------------------------------------------------------------------- + UpdateCamera(&camera) -- Update internal camera and our camera + --------------------------------------------------------------------------------------- + + -- Draw + --------------------------------------------------------------------------------------- + BeginDrawing() + + ClearBackground(RAYWHITE) + + Begin3dMode(camera) + + DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture + + DrawLight(spotLight) -- Draw spot light + DrawLight(dirLight) -- Draw directional light + DrawLight(pointLight) -- Draw point light + + DrawGrid(10, 1.0) -- Draw a grid + + End3dMode() + + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY) + + DrawFPS(10, 10) + + EndDrawing() + --------------------------------------------------------------------------------------- +} + +-- De-Initialization +------------------------------------------------------------------------------------------- +UnloadMaterial(material) -- Unload material and assigned textures +UnloadModel(dwarf) -- Unload model + +-- Destroy all created lights +DestroyLight(pointLight) +DestroyLight(dirLight) +DestroyLight(spotLight) + +CloseWindow() -- Close window and OpenGL context +-------------------------------------------------------------------------------------------
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