Light property functions and basic light example.
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140
examples/basic_lighting/main.lua
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140
examples/basic_lighting/main.lua
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-- Based on raylib [shaders] example - basic lighting by Chris Camacho (@codifies)
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-- https://github.com/TSnake41/raylib-lua/blob/master/examples/textures_bunnymark.lua
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vec2 = require( "vector2" )
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Vec3 = require( "vector3" )
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Cam3D = require( "camera3d" )
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local monitor = 0
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local camera = {}
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local plane = -1
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local cube = -1
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local material = -1
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local shader = -1
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local lights = {}
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function RL.init()
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local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
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local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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local winSize = Vec2:new( 1028, 720 )
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RL.SetWindowTitle( "Simple Lighting" )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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-- Define the camera to look into our 3d world.
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camera = Cam3D:new()
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camera:setPosition( { 0, 4, 12 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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-- camera.mode = camera.MODES.ORBITAL
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camera.mode = camera.MODES.FIRST_PERSON
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RL.HideCursor()
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-- Generate meshes.
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plane = RL.GenMeshPlane( 10, 10, 3, 3 )
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cube = RL.GenMeshCube( { 2, 4, 2 } )
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-- Load basic lighting shader.
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-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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-- Shader folders.
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local glslDir = {
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-- [ RL.RL_OPENGL_11 ] = "glsl100",
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-- [ RL.RL_OPENGL_21 ] = "glsl120",
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[ RL.RL_OPENGL_33 ] = "glsl330",
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[ RL.RL_OPENGL_43 ] = "glsl330",
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-- [ RL.RL_OPENGL_ES_20 ] = "glsl120",
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}
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local prefix = RL.GetBasePath().."../resources/shaders/"..glslDir[ RL.rlGetVersion() ].."/"
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shader = RL.LoadShader( prefix.."lighting.vs", prefix.."lighting.fs" )
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-- Get some required shader locations.
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local viewPosLoc = RL.GetShaderLocation( shader, "viewPos" )
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RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW, viewPosLoc )
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--[[
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NOTE: "matModel" location name is automatically assigned on shader loading,
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no need to get the location again if using that uniform name.
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]]--
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-- Ambient light level (some basic lighting).
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local ambientLoc = RL.GetShaderLocation( shader, "ambient" )
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RL.SetShaderValue( shader, ambientLoc, { 0.1, 0.1, 0.1, 1.0 }, RL.SHADER_UNIFORM_VEC4 )
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-- Create material.
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local materialData = {
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shader = shader,
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maps = {
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{
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RL.MATERIAL_MAP_ALBEDO,
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{
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color = RL.WHITE,
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},
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},
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},
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}
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material = RL.CreateMaterial( materialData )
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-- Create lights.
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { -2, 1, -2 }, RL.Vector3Zero(), RL.YELLOW, shader ) )
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, 2 }, RL.Vector3Zero(), RL.RED, shader ) )
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { -2, 1, 2 }, RL.Vector3Zero(), RL.GREEN, shader ) )
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table.insert( lights, RL.CreateLight( RL.LIGHT_POINT, { 2, 1, -2 }, RL.Vector3Zero(), RL.BLUE, shader ) )
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end
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function RL.process( delta )
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camera:process( delta )
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-- Check key inputs to enable/disable lights.
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if RL.IsKeyPressed( RL.KEY_Y ) then
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RL.SetLightEnabled( lights[1], not RL.IsLightEnabled( lights[1] ) )
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end
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if RL.IsKeyPressed( RL.KEY_R ) then
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RL.SetLightEnabled( lights[2], not RL.IsLightEnabled( lights[2] ) )
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end
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if RL.IsKeyPressed( RL.KEY_G ) then
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RL.SetLightEnabled( lights[3], not RL.IsLightEnabled( lights[3] ) )
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end
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if RL.IsKeyPressed( RL.KEY_B ) then
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RL.SetLightEnabled( lights[4], not RL.IsLightEnabled( lights[4] ) )
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end
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-- Update light values (actually, only enable/disable them).
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for _, light in ipairs( lights ) do
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RL.UpdateLightValues( shader, light )
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end
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end
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function RL.draw()
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RL.ClearBackground( { 100, 150, 100 } )
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-- Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }).
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local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )
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RL.SetShaderValue( shader, loc, camera:getPosition():arr(), RL.SHADER_UNIFORM_VEC3 )
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camera:beginMode3D()
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RL.DrawMesh( plane, material, RL.MatrixIdentity() )
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RL.DrawMesh( cube, material, RL.MatrixIdentity() )
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-- Draw spheres to show where the lights are.
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for _, light in ipairs( lights ) do
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if RL.IsLightEnabled( light ) then
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RL.DrawSphereEx( RL.GetLightPosition( light ), 0.2, 8, 8, RL.GetLightColor( light ) )
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else
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RL.DrawSphereWires( RL.GetLightPosition( light ), 0.2, 8, 8, RL.ColorAlpha( RL.GetLightColor( light ), 0.3 ) )
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end
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end
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camera:endMode3D()
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RL.DrawText( 0, "Use keys [Y][R][G][B] to toggle lights", { 10, 10 }, 20, 4, RL.DARKGRAY )
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end
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