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-rw-r--r--examples/basic_lighting/main.lua140
-rw-r--r--examples/free_camera3d/main.lua1
-rw-r--r--examples/resources/lib/raygui.lua5
-rw-r--r--examples/resources/shaders/glsl330/base.fs25
-rw-r--r--examples/resources/shaders/glsl330/base.vs26
-rw-r--r--examples/resources/shaders/glsl330/lighting.vs32
6 files changed, 227 insertions, 2 deletions
diff --git a/examples/basic_lighting/main.lua b/examples/basic_lighting/main.lua
new file mode 100644
index 0000000..5db21b3
--- /dev/null
+++ b/examples/basic_lighting/main.lua
@@ -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
diff --git a/examples/free_camera3d/main.lua b/examples/free_camera3d/main.lua
index 0945daf..be3195c 100644
--- a/examples/free_camera3d/main.lua
+++ b/examples/free_camera3d/main.lua
@@ -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 )
diff --git a/examples/resources/lib/raygui.lua b/examples/resources/lib/raygui.lua
index 1ebb3f0..69f5694 100644
--- a/examples/resources/lib/raygui.lua
+++ b/examples/resources/lib/raygui.lua
@@ -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]
diff --git a/examples/resources/shaders/glsl330/base.fs b/examples/resources/shaders/glsl330/base.fs
new file mode 100644
index 0000000..6b50062
--- /dev/null
+++ b/examples/resources/shaders/glsl330/base.fs
@@ -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;
+}
+
diff --git a/examples/resources/shaders/glsl330/base.vs b/examples/resources/shaders/glsl330/base.vs
new file mode 100644
index 0000000..8cc2abb
--- /dev/null
+++ b/examples/resources/shaders/glsl330/base.vs
@@ -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);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/lighting.vs b/examples/resources/shaders/glsl330/lighting.vs
new file mode 100644
index 0000000..f8ec45f
--- /dev/null
+++ b/examples/resources/shaders/glsl330/lighting.vs
@@ -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);
+}