All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -18,94 +18,94 @@ local shader
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local matInstances
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local matDefault
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function init()
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function RL.init()
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local monitor = 0
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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local winSize = RL_GetScreenSize()
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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local winSize = RL.GetScreenSize()
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowSize( winSize )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL_SetWindowTitle( "Instancing" )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL.SetWindowTitle( "Instancing" )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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-- Define the camera to look into our 3d world
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 1, 0 } )
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RL_SetCamera3DFovy( camera, 45 )
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RL_SetCameraMode( camera, CAMERA_ORBITAL )
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camera = RL.CreateCamera3D()
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RL.SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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RL.SetCamera3DFovy( camera, 45 )
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RL.SetCameraMode( camera, RL.CAMERA_ORBITAL )
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-- Define mesh to be instanced
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cube = RL_GenMeshCube( { 1, 1, 1 } )
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cube = RL.GenMeshCube( { 1, 1, 1 } )
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-- Translate and rotate cubes randomly
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for i = 1, MAX_INSTANCES do
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local translation = RL_MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
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local axis = RL_Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
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local translation = RL.MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
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local axis = RL.Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
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local angle = math.rad( math.random( 0, 10 ) )
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local rotation = RL_MatrixRotate( axis, angle )
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local rotation = RL.MatrixRotate( axis, angle )
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table.insert( transforms, RL_MatrixMultiply( rotation, translation ) )
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table.insert( transforms, RL.MatrixMultiply( rotation, translation ) )
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end
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-- Load lighting shader
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shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
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RL_GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
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shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
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RL.GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
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-- Get shader locations
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local mvpLoc = RL_GetShaderLocation( shader, "mvp" )
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local viewPosLoc = RL_GetShaderLocation( shader, "viewPos" )
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local instanceTransformLoc = RL_GetShaderLocationAttrib( shader, "instanceTransform" )
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RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MVP, mvpLoc )
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RL_SetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW, viewPosLoc )
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RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
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local mvpLoc = RL.GetShaderLocation( shader, "mvp" )
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local viewPosLoc = RL.GetShaderLocation( shader, "viewPos" )
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local instanceTransformLoc = RL.GetShaderLocationAttrib( shader, "instanceTransform" )
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RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MVP, mvpLoc )
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RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW, viewPosLoc )
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RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
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-- Set shader value: ambient light level
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local ambientLoc = RL_GetShaderLocation( shader, "ambient" )
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RL_SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, SHADER_UNIFORM_VEC4 )
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local ambientLoc = RL.GetShaderLocation( shader, "ambient" )
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RL.SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, RL.SHADER_UNIFORM_VEC4 )
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-- Create one light
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RL_CreateLight( LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL_Vector3Zero(), WHITE, shader )
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RL.CreateLight( RL.LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL.Vector3Zero(), RL.WHITE, shader )
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-- NOTE: We are assigning the intancing shader to material.shader
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-- to be used on mesh drawing with DrawMeshInstanced()
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matInstances = RL_LoadMaterialDefault()
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RL_SetMaterialShader( matInstances, shader )
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RL_SetMaterialColor( matInstances, MATERIAL_MAP_DIFFUSE, RED )
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matInstances = RL.LoadMaterialDefault()
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RL.SetMaterialShader( matInstances, shader )
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RL.SetMaterialColor( matInstances, RL.MATERIAL_MAP_DIFFUSE, RL.RED )
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-- Load default material (using raylib intenral default shader) for non-instanced mesh drawing
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-- WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
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-- when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
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matDefault = RL_LoadMaterialDefault()
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RL_SetMaterialColor( matDefault, MATERIAL_MAP_DIFFUSE, BLUE )
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matDefault = RL.LoadMaterialDefault()
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RL.SetMaterialColor( matDefault, RL.MATERIAL_MAP_DIFFUSE, RL.BLUE )
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end
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function process( delta )
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RL_UpdateCamera3D( camera )
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function RL.process( delta )
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RL.UpdateCamera3D( camera )
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-- Update the light shader with the camera view position
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local loc = RL_GetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW )
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RL_SetShaderValue( shader, loc, RL_GetCamera3DPosition( camera ), SHADER_UNIFORM_VEC3 )
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local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )
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RL.SetShaderValue( shader, loc, RL.GetCamera3DPosition( camera ), RL.SHADER_UNIFORM_VEC3 )
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end
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function draw()
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RL_ClearBackground( DARKBLUE )
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function RL.draw()
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RL.ClearBackground( RL.DARKBLUE )
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RL_BeginMode3D( camera )
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RL.BeginMode3D( camera )
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-- Draw cube mesh with default material (BLUE)
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RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
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RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
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-- Draw meshes instanced using material containing instancing shader (RED + lighting),
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-- transforms[] for the instances should be provided, they are dynamically
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-- updated in GPU every frame, so we can animate the different mesh instances
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RL_DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
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RL.DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
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-- Draw cube mesh with default material (BLUE)
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RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
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RL_EndMode3D()
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RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
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RL.EndMode3D()
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RL_DrawFPS( { 10, 10 } )
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RL.DrawFPS( { 10, 10 } )
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end
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