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authorraysan5 <raysan5@gmail.com>2017-02-05 03:15:43 +0100
committerraysan5 <raysan5@gmail.com>2017-02-05 03:15:43 +0100
commit7bf6a712ccb4abe059bcbb739664ac1cadcf0b22 (patch)
treedddba3a635492f291dcaf8cfacefbbb84f995101 /examples/shaders_standard_lighting.lua
parentc4bd214cf07c68476c4ce972766c24ee54a982f6 (diff)
downloadraylib-7bf6a712ccb4abe059bcbb739664ac1cadcf0b22.tar.gz
raylib-7bf6a712ccb4abe059bcbb739664ac1cadcf0b22.zip
Remove rlua from raylib main repo
Moved to own repo at https://github.com/raysan5/raylib-lua
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diff --git a/examples/shaders_standard_lighting.lua b/examples/shaders_standard_lighting.lua
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--------------------------------------------------------------------------------------------
---
--- 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 dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
-local position = Vector3(0.0, 0.0, 0.0) -- Set model position
-
-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 = 50.0
-
-dwarf.material = material -- Apply material to model
-
-local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255))
-spotLight.target = Vector3(0.0, 0.0, 0.0)
-spotLight.intensity = 2.0
-spotLight.diffuse = Color(255, 100, 100, 255)
-spotLight.coneAngle = 60.0
-
-local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255))
-dirLight.target = Vector3(1.0, -2.0, -2.0)
-dirLight.intensity = 2.0
-dirLight.diffuse = Color(100, 255, 100, 255)
-
-local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255))
-pointLight.intensity = 2.0
-pointLight.diffuse = Color(100, 100, 255, 255)
-pointLight.radius = 3.0
-
--- Setup orbital camera
-SetCameraMode(camera, CameraMode.ORBITAL) -- Set an orbital camera mode
-
-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
- ---------------------------------------------------------------------------------------
- camera = UpdateCamera(camera) -- Update 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()
- ---------------------------------------------------------------------------------------
-end
-
--- 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