aboutsummaryrefslogtreecommitdiff
path: root/examples/shaders_standard_lighting.lua
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2016-08-06 11:32:35 +0200
committerraysan5 <raysan5@gmail.com>2016-08-06 11:32:35 +0200
commit00c7e54d3c593dbddb036f2185e614e7e4b22a1f (patch)
tree3ef6a46031712ff9551c2711adcc9fa3045a618b /examples/shaders_standard_lighting.lua
parent5f1b4e94745303ab9df87421cdd9ffb9448fee01 (diff)
downloadraylib-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.lua114
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
+------------------------------------------------------------------------------------------- \ No newline at end of file