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authorRay <[email protected]>2016-10-16 18:24:13 +0200
committerGitHub <[email protected]>2016-10-16 18:24:13 +0200
commita9315fc422a3a036891f50f0c2be5059c3db8b31 (patch)
tree9f5213dac656079e2163bc5d091200dc837672b8 /examples/shaders_standard_lighting.lua
parent53056f3e7e84e18b8ebfc4a2ab2f7f1fbe7ae36c (diff)
parent1c05017548ea21dd1a44c31e9fc80b8700891f11 (diff)
downloadraylib-a9315fc422a3a036891f50f0c2be5059c3db8b31.tar.gz
raylib-a9315fc422a3a036891f50f0c2be5059c3db8b31.zip
Merge pull request #189 from raysan5/develop
Develop branch integration
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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
+------------------------------------------------------------------------------------------- \ No newline at end of file