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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(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
- -------------------------------------------------------------------------------------------
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