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-rw-r--r--examples/instancing/main.lua96
1 files changed, 48 insertions, 48 deletions
diff --git a/examples/instancing/main.lua b/examples/instancing/main.lua
index d0760ec..b7e4024 100644
--- a/examples/instancing/main.lua
+++ b/examples/instancing/main.lua
@@ -18,94 +18,94 @@ local shader
local matInstances
local matDefault
-function init()
+function RL.init()
local monitor = 0
- local mPos = RL_GetMonitorPosition( monitor )
- local mSize = RL_GetMonitorSize( monitor )
- local winSize = RL_GetScreenSize()
+ local mPos = RL.GetMonitorPosition( monitor )
+ local mSize = RL.GetMonitorSize( monitor )
+ local winSize = RL.GetScreenSize()
- RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
- RL_SetWindowSize( winSize )
- RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
- RL_SetWindowTitle( "Instancing" )
- RL_SetWindowState( FLAG_VSYNC_HINT )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowTitle( "Instancing" )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
-- Define the camera to look into our 3d world
- camera = RL_CreateCamera3D()
- RL_SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
- RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
- RL_SetCamera3DUp( camera, { 0, 1, 0 } )
- RL_SetCamera3DFovy( camera, 45 )
- RL_SetCameraMode( camera, CAMERA_ORBITAL )
+ camera = RL.CreateCamera3D()
+ RL.SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
+ RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL.SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL.SetCamera3DFovy( camera, 45 )
+ RL.SetCameraMode( camera, RL.CAMERA_ORBITAL )
-- Define mesh to be instanced
- cube = RL_GenMeshCube( { 1, 1, 1 } )
+ cube = RL.GenMeshCube( { 1, 1, 1 } )
-- Translate and rotate cubes randomly
for i = 1, MAX_INSTANCES do
- local translation = RL_MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
- local axis = RL_Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
+ local translation = RL.MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
+ local axis = RL.Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
local angle = math.rad( math.random( 0, 10 ) )
- local rotation = RL_MatrixRotate( axis, angle )
+ local rotation = RL.MatrixRotate( axis, angle )
- table.insert( transforms, RL_MatrixMultiply( rotation, translation ) )
+ table.insert( transforms, RL.MatrixMultiply( rotation, translation ) )
end
-- Load lighting shader
- shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
- RL_GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
+ shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
+ RL.GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
-- Get shader locations
- local mvpLoc = RL_GetShaderLocation( shader, "mvp" )
- local viewPosLoc = RL_GetShaderLocation( shader, "viewPos" )
- local instanceTransformLoc = RL_GetShaderLocationAttrib( shader, "instanceTransform" )
- RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MVP, mvpLoc )
- RL_SetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW, viewPosLoc )
- RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
+ local mvpLoc = RL.GetShaderLocation( shader, "mvp" )
+ local viewPosLoc = RL.GetShaderLocation( shader, "viewPos" )
+ local instanceTransformLoc = RL.GetShaderLocationAttrib( shader, "instanceTransform" )
+ RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MVP, mvpLoc )
+ RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW, viewPosLoc )
+ RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
-- Set shader value: ambient light level
- local ambientLoc = RL_GetShaderLocation( shader, "ambient" )
- RL_SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, SHADER_UNIFORM_VEC4 )
+ local ambientLoc = RL.GetShaderLocation( shader, "ambient" )
+ RL.SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, RL.SHADER_UNIFORM_VEC4 )
-- Create one light
- RL_CreateLight( LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL_Vector3Zero(), WHITE, shader )
+ RL.CreateLight( RL.LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL.Vector3Zero(), RL.WHITE, shader )
-- NOTE: We are assigning the intancing shader to material.shader
-- to be used on mesh drawing with DrawMeshInstanced()
- matInstances = RL_LoadMaterialDefault()
- RL_SetMaterialShader( matInstances, shader )
- RL_SetMaterialColor( matInstances, MATERIAL_MAP_DIFFUSE, RED )
+ matInstances = RL.LoadMaterialDefault()
+ RL.SetMaterialShader( matInstances, shader )
+ RL.SetMaterialColor( matInstances, RL.MATERIAL_MAP_DIFFUSE, RL.RED )
-- Load default material (using raylib intenral default shader) for non-instanced mesh drawing
-- WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
-- when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
- matDefault = RL_LoadMaterialDefault()
- RL_SetMaterialColor( matDefault, MATERIAL_MAP_DIFFUSE, BLUE )
+ matDefault = RL.LoadMaterialDefault()
+ RL.SetMaterialColor( matDefault, RL.MATERIAL_MAP_DIFFUSE, RL.BLUE )
end
-function process( delta )
- RL_UpdateCamera3D( camera )
+function RL.process( delta )
+ RL.UpdateCamera3D( camera )
-- Update the light shader with the camera view position
- local loc = RL_GetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW )
- RL_SetShaderValue( shader, loc, RL_GetCamera3DPosition( camera ), SHADER_UNIFORM_VEC3 )
+ local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )
+ RL.SetShaderValue( shader, loc, RL.GetCamera3DPosition( camera ), RL.SHADER_UNIFORM_VEC3 )
end
-function draw()
- RL_ClearBackground( DARKBLUE )
+function RL.draw()
+ RL.ClearBackground( RL.DARKBLUE )
- RL_BeginMode3D( camera )
+ RL.BeginMode3D( camera )
-- Draw cube mesh with default material (BLUE)
- RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
+ RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
-- Draw meshes instanced using material containing instancing shader (RED + lighting),
-- transforms[] for the instances should be provided, they are dynamically
-- updated in GPU every frame, so we can animate the different mesh instances
- RL_DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
+ RL.DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
-- Draw cube mesh with default material (BLUE)
- RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
- RL_EndMode3D()
+ RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
+ RL.EndMode3D()
- RL_DrawFPS( { 10, 10 } )
+ RL.DrawFPS( { 10, 10 } )
end