raylib/examples/shaders_standard_lighting.lua
2016-08-06 11:32:35 +02:00

114 lines
4.8 KiB
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)
--
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-- Initialization
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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
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-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
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UpdateCamera(&camera) -- Update internal camera and our camera
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-- Draw
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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()
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}
-- De-Initialization
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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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