Light property functions and basic light example.

This commit is contained in:
jussi
2023-05-30 13:42:43 +03:00
parent 335321e3aa
commit e1cc1e9e27
13 changed files with 674 additions and 5 deletions

90
API.md
View File

@@ -6520,6 +6520,96 @@ Send light properties to shader
---
> success = RL.SetLightType( Light light, int type )
Set light type
- Failure return false
- Success return true
---
> success = RL.SetLightPosition( Light light, Vector3 position )
Set light position
- Failure return false
- Success return true
---
> success = RL.SetLightTarget( Light light, Vector3 target )
Set light target
- Failure return false
- Success return true
---
> success = RL.SetLightColor( Light light, Color color )
Set light color
- Failure return false
- Success return true
---
> success = RL.SetLightEnabled( Light light, bool enabled )
Set light enabled
- Failure return false
- Success return true
---
> type = RL.GetLightType( Light light )
Get light type
- Failure return false
- Success return int
---
> position = RL.GetLightPosition( Light light )
Get light position
- Failure return false
- Success return Vector3
---
> target = RL.GetLightTarget( Light light )
Get light target
- Failure return false
- Success return Vector3
---
> color = RL.GetLightColor( Light light )
Get light color
- Failure return false
- Success return Color
---
> enabled = RL.IsLightEnabled( Light light )
Get light enabled
- Failure return nil
- Success return boolean
---
## RLGL - General render state
---

View File

@@ -5335,6 +5335,81 @@ function RL.CreateLight( type, position, target, color, shader ) end
---@return any success
function RL.UpdateLightValues( shader, light ) end
---Set light type
---- Failure return false
---- Success return true
---@param light any
---@param type integer
---@return any success
function RL.SetLightType( light, type ) end
---Set light position
---- Failure return false
---- Success return true
---@param light any
---@param position table
---@return any success
function RL.SetLightPosition( light, position ) end
---Set light target
---- Failure return false
---- Success return true
---@param light any
---@param target table
---@return any success
function RL.SetLightTarget( light, target ) end
---Set light color
---- Failure return false
---- Success return true
---@param light any
---@param color table
---@return any success
function RL.SetLightColor( light, color ) end
---Set light enabled
---- Failure return false
---- Success return true
---@param light any
---@param enabled boolean
---@return any success
function RL.SetLightEnabled( light, enabled ) end
---Get light type
---- Failure return false
---- Success return int
---@param light any
---@return any type
function RL.GetLightType( light ) end
---Get light position
---- Failure return false
---- Success return Vector3
---@param light any
---@return any position
function RL.GetLightPosition( light ) end
---Get light target
---- Failure return false
---- Success return Vector3
---@param light any
---@return any target
function RL.GetLightTarget( light ) end
---Get light color
---- Failure return false
---- Success return Color
---@param light any
---@return any color
function RL.GetLightColor( light ) end
---Get light enabled
---- Failure return nil
---- Success return boolean
---@param light any
---@return any enabled
function RL.IsLightEnabled( light ) end
-- RLGL - General render state
---Enable color blending

View File

@@ -13,6 +13,7 @@ KEY CHANGES:
- CHANGED: Can now have multiple Music objects like other Raylib objects instead of just one.
- CHANGED: Texture now can be either Texture or RenderTexture. No need to change texture source anymore.
- ADDED: Material getter functions.
- ADDED: Light property functions.
Detailed changes:
- FIXED: uluaGetRay was looking for integers instead of tables.

View File

@@ -1,11 +1,9 @@
Current {
* Review GenMeshCustom indices.
}
Backlog {
* Platformer example physics process for true framerate independence.
* Extend color lib functionality.
* Tilemap clib. Fast tilemap draw and clib example.
* IsWaveReady and other Is* ready functions.
* Text
@@ -23,7 +21,7 @@ Backlog {
* ImageBlurGaussian
* Models
* LoadMaterials
* DrawBillboardPro
* Needs Testing
* UpdateTexture
* UpdateTextureRec

View File

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

View File

@@ -27,7 +27,6 @@ function RL.init()
camera:setUp( { 0, 1, 0 } )
-- camera.mode = camera.MODES.ORBITAL
camera.mode = camera.MODES.FREE
-- camera.mode = camera.MODES.FIRST_PERSON
end
function RL.process( delta )

View File

@@ -47,7 +47,7 @@ end
-- Raygui.
Raygui = {
local Raygui = {
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24,
elements = {},
@@ -64,6 +64,9 @@ function Raygui.process()
return
end
-- Focused is 0 if not over any element.
Raygui.focused = 0
for i = #Raygui.elements, 1, -1 do
local element = Raygui.elements[i]

View File

@@ -0,0 +1,25 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
finalColor = texelColor*colDiffuse;
}

View File

@@ -0,0 +1,26 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -0,0 +1,32 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -5,3 +5,13 @@ bool validLight( size_t id );
/* Basics. */
int llightsCreateLight( lua_State *L );
int llightsUpdateLightValues( lua_State *L );
int llightsSetLightType( lua_State *L );
int llightsSetLightPosition( lua_State *L );
int llightsSetLightTarget( lua_State *L );
int llightsSetLightColor( lua_State *L );
int llightsSetLightEnabled( lua_State *L );
int llightsGetLightType( lua_State *L );
int llightsGetLightPosition( lua_State *L );
int llightsGetLightTarget( lua_State *L );
int llightsGetLightColor( lua_State *L );
int llightsIsLightEnabled( lua_State *L );

View File

@@ -108,3 +108,263 @@ int llightsUpdateLightValues( lua_State *L ) {
return 1;
}
/*
> success = RL.SetLightType( Light light, int type )
Set light type
- Failure return false
- Success return true
*/
int llightsSetLightType( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightType( Light light, int type )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
int type = lua_tointeger( L, 2 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->lights[ lightId ]->type = type;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL.SetLightPosition( Light light, Vector3 position )
Set light position
- Failure return false
- Success return true
*/
int llightsSetLightPosition( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightPosition( Light light, Vecto3 position )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
Vector3 position = uluaGetVector3Index( L, 2 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->lights[ lightId ]->position = position;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL.SetLightTarget( Light light, Vector3 target )
Set light target
- Failure return false
- Success return true
*/
int llightsSetLightTarget( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightTarget( Light light, Vecto3 target )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
Vector3 target = uluaGetVector3Index( L, 2 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->lights[ lightId ]->target = target;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL.SetLightColor( Light light, Color color )
Set light color
- Failure return false
- Success return true
*/
int llightsSetLightColor( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightColor( Light light, Color color )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
Color color = uluaGetColorIndex( L, 2 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->lights[ lightId ]->color = color;
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL.SetLightEnabled( Light light, bool enabled )
Set light enabled
- Failure return false
- Success return true
*/
int llightsSetLightEnabled( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_isboolean( L, 2 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetLightEnabled( Light light, bool enabled )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
bool enabled = lua_toboolean( L, 2 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->lights[ lightId ]->enabled = enabled;
lua_pushboolean( L, true );
return 1;
}
/*
> type = RL.GetLightType( Light light )
Get light type
- Failure return false
- Success return int
*/
int llightsGetLightType( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightType( Light light )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
lua_pushinteger( L, state->lights[ lightId ]->type );
return 1;
}
/*
> position = RL.GetLightPosition( Light light )
Get light position
- Failure return false
- Success return Vector3
*/
int llightsGetLightPosition( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightPosition( Light light )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
uluaPushVector3( L, state->lights[ lightId ]->position );
return 1;
}
/*
> target = RL.GetLightTarget( Light light )
Get light target
- Failure return false
- Success return Vector3
*/
int llightsGetLightTarget( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightTarget( Light light )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
uluaPushVector3( L, state->lights[ lightId ]->target );
return 1;
}
/*
> color = RL.GetLightColor( Light light )
Get light color
- Failure return false
- Success return Color
*/
int llightsGetLightColor( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetLightColor( Light light )" );
lua_pushboolean( L, false );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
if ( !validLight( lightId ) ) {
lua_pushboolean( L, false );
return 1;
}
uluaPushColor( L, state->lights[ lightId ]->color );
return 1;
}
/*
> enabled = RL.IsLightEnabled( Light light )
Get light enabled
- Failure return nil
- Success return boolean
*/
int llightsIsLightEnabled( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.IsLightEnabled( Light light )" );
lua_pushnil( L );
return 1;
}
size_t lightId = lua_tointeger( L, 1 );
if ( !validLight( lightId ) ) {
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, state->lights[ lightId ]->enabled );
return 1;
}

View File

@@ -1358,6 +1358,16 @@ void luaRegister() {
/* Basics. */
assingGlobalFunction( "CreateLight", llightsCreateLight );
assingGlobalFunction( "UpdateLightValues", llightsUpdateLightValues );
assingGlobalFunction( "SetLightType", llightsSetLightType );
assingGlobalFunction( "SetLightPosition", llightsSetLightPosition );
assingGlobalFunction( "SetLightTarget", llightsSetLightTarget );
assingGlobalFunction( "SetLightColor", llightsSetLightColor );
assingGlobalFunction( "SetLightEnabled", llightsSetLightEnabled );
assingGlobalFunction( "GetLightType", llightsGetLightType );
assingGlobalFunction( "GetLightPosition", llightsGetLightPosition );
assingGlobalFunction( "GetLightTarget", llightsGetLightTarget );
assingGlobalFunction( "GetLightColor", llightsGetLightColor );
assingGlobalFunction( "IsLightEnabled", llightsIsLightEnabled );
/* RLGL */
/* General render state. */