------------------------------------------------------------------------------------------- -- -- 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(CameraMode.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 --------------------------------------------------------------------------------------- camera = 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() --------------------------------------------------------------------------------------- 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 -------------------------------------------------------------------------------------------