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-rw-r--r--examples/rlgl/main.lua83
-rw-r--r--examples/rlgl_hello_triangle/main.lua177
2 files changed, 177 insertions, 83 deletions
diff --git a/examples/rlgl/main.lua b/examples/rlgl/main.lua
deleted file mode 100644
index 4b59419..0000000
--- a/examples/rlgl/main.lua
+++ /dev/null
@@ -1,83 +0,0 @@
--- Work In Progress!
-
-local monitor = 0
-local texture = -1
-local triSize = 32.0
-local vertices = {
- 0.0, 0.0, 0.0,
- 0.0, 0.0, triSize,
- triSize, 0.0, triSize
-}
-local colors = {
- 255, 0, 0,
- 0, 255, 0,
- 0, 0, 255
-}
-
-local VBO_VERTEX_POS = 0
-local VBO_COLOR_POS = 1
-
-local mesh = {
- vaoId = -1,
- vboIds = {
- vertices = -1,
- colors = -1,
- }
-}
-
-local function uploadMesh()
- mesh.vaoId = RL.rlLoadVertexArray()
-
- RL.rlEnableVertexArray( mesh.vaoId )
-
- -- Vertices.
- local vertexBuffer = RL.LoadBuffer( vertices, RL.BUFFER_FLOAT )
- mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertexBuffer, false )
- RL.rlSetVertexAttribute( VBO_VERTEX_POS, 3, RL.RL_FLOAT, false, 0, 0 )
- RL.rlEnableVertexAttribute( VBO_VERTEX_POS )
-
- -- Colors.
- local colorBuffer = RL.LoadBuffer( colors, RL.BUFFER_UNSIGNED_CHAR )
- mesh.vboIds.colors = RL.rlLoadVertexBuffer( colorBuffer, false )
- RL.rlSetVertexAttribute( VBO_COLOR_POS, 4, RL.RL_UNSIGNED_BYTE, false, 0, 0 )
- RL.rlEnableVertexAttribute( VBO_COLOR_POS )
-
- RL.rlDisableVertexArray()
-
- print( "\nMesh:" )
- print( "\tvaoId: "..mesh.vaoId )
- print( "\tvboIds.vertices: "..mesh.vboIds.vertices )
- print( "\tvboIds.colors: "..mesh.vboIds.colors )
-end
-
-function RL.init()
- local mPos = RL.GetMonitorPosition( monitor )
- local mSize = RL.GetMonitorSize( monitor )
- local winSize = RL.GetScreenSize()
-
- RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
- RL.SetWindowState( RL.FLAG_VSYNC_HINT )
- RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
-
- uploadMesh()
-end
-
-local function drawMesh()
-end
-
-function RL.draw()
- RL.ClearBackground( { 100, 150, 100 } )
-end
-
--- You need to manually free resources.
-function RL.exit()
- if 0 <= mesh.vaoId then
- RL.rlUnloadVertexArray( mesh.vaoId )
- end
-
- for _, vboId in pairs( mesh.vboIds ) do
- if 0 <= vboId then
- RL.rlUnloadVertexBuffer( vboId )
- end
- end
-end \ No newline at end of file
diff --git a/examples/rlgl_hello_triangle/main.lua b/examples/rlgl_hello_triangle/main.lua
new file mode 100644
index 0000000..571acb0
--- /dev/null
+++ b/examples/rlgl_hello_triangle/main.lua
@@ -0,0 +1,177 @@
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
+
+Util = require( "utillib" )
+Vec2 = require( "vector2" )
+
+local res = Vec2:new( 1024, 720 )
+local winScale = 1
+local winSize = res:scale( winScale )
+local monitor = 0
+
+local triangle = {
+ texture = {
+ id = -1,
+ data = nil,
+ size = Vec2:new(),
+ mipmaps = 0,
+ format = 0,
+ },
+ vao = -1,
+ vbos = {
+ positions = -1,
+ texcoords = -1,
+ colors = -1,
+ },
+}
+
+local vertexShader = [[
+ #version 330 core
+ layout (location = 0) in vec3 aPos;
+ layout (location = 1) in vec4 aColor;
+ layout (location = 2) in vec2 aTexCoord;
+
+ out vec4 flagColor;
+ out vec2 fragTexCoord;
+
+ void main() {
+ flagColor = aColor;
+ fragTexCoord = aTexCoord;
+ gl_Position = vec4( aPos, 1.0 );
+ }
+]]
+local fragmentShader = [[
+ #version 330 core
+ out vec4 FragColor;
+
+ in vec4 flagColor;
+ in vec2 fragTexCoord;
+
+ uniform sampler2D ourTexture;
+
+ void main() {
+ FragColor = texture( ourTexture, fragTexCoord ) * flagColor;
+ }
+]]
+
+local shaderProgram = -1
+
+-- Let's make our own custom texture.
+local function loadTexture( path )
+ local image = RL.LoadImage( path )
+
+ triangle.texture.data = RL.GetImageData( image )
+ triangle.texture.size = Vec2:new( RL.GetImageSize( image ) )
+ triangle.texture.format = RL.GetImageFormat( image )
+ triangle.texture.mipmaps = RL.GetImageMipmaps( image )
+
+ triangle.texture.id = RL.rlLoadTexture(
+ triangle.texture.data,
+ triangle.texture.size,
+ triangle.texture.format,
+ triangle.texture.mipmaps
+ )
+end
+
+local function createTriangle()
+ loadTexture( RL.GetBasePath().."../resources/images/monkey_tex.png" )
+ -- Set texture to shader uniform.
+ local shaderLoc = RL.rlGetLocationUniform( shaderProgram, "ourTexture" )
+
+ RL.rlEnableShader( shaderProgram )
+ -- NOTE: Default texture is always activated as GL_TEXTURE0 so our slot will be 1.
+ RL.rlSetUniformSampler( shaderLoc, triangle.texture.id )
+ RL.rlDisableShader()
+
+ -- Setup triangle buffers.
+ triangle.vao = RL.rlLoadVertexArray()
+ RL.rlEnableVertexArray( triangle.vao )
+
+ -- Positions.
+ local vertexBuffer = RL.LoadBuffer(
+ {
+ -0.5, -0.5, 0.0,
+ 0.5, -0.5, 0.0,
+ 0.0, 0.5, 0.0
+ },
+ RL.BUFFER_FLOAT
+ )
+ triangle.vbos.positions = RL.rlLoadVertexBuffer( vertexBuffer, false )
+ RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 )
+ RL.rlEnableVertexAttribute( 0 )
+
+ -- Colors.
+ local colors = RL.LoadBuffer(
+ {
+ 1, 0, 0, 1,
+ 0, 1, 0, 1,
+ 0, 0, 1, 1
+ },
+ RL.BUFFER_FLOAT
+ )
+ triangle.vbos.colors = RL.rlLoadVertexBuffer( colors, false )
+ RL.rlSetVertexAttribute( 1, 4, RL.RL_FLOAT, false, 0, 0 )
+ RL.rlEnableVertexAttribute( 1 )
+
+ -- Texcoords.
+ local texcoors = RL.LoadBuffer(
+ {
+ 0, 0,
+ 1, 0,
+ 0.5, 1,
+ },
+ RL.BUFFER_FLOAT
+ )
+ triangle.vbos.texcoors = RL.rlLoadVertexBuffer( texcoors, false )
+ RL.rlSetVertexAttribute( 2, 2, RL.RL_FLOAT, false, 0, 0 )
+ RL.rlEnableVertexAttribute( 2 )
+
+ -- Disable.
+ RL.rlDisableVertexBuffer()
+ RL.rlDisableVertexArray()
+end
+
+function RL.init()
+ local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
+ local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) )
+
+ RL.SetWindowTitle( "RLGL Hello Triangle" )
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
+
+ RL.rlViewport( { 0, 0, res.x ,res.y } )
+ shaderProgram = RL.rlLoadShaderCode( vertexShader, fragmentShader )
+
+ createTriangle()
+end
+
+local function drawTriangle()
+ -- Texture slot 0 is the default texture.
+ RL.rlActiveTextureSlot( 1 )
+ RL.rlEnableTexture( triangle.texture.id )
+
+ RL.rlEnableShader( shaderProgram )
+
+ RL.rlEnableVertexArray( triangle.vao )
+ RL.rlDrawVertexArray( 0, 3 )
+
+ -- Disable.
+ RL.rlDisableVertexArray()
+ RL.rlDisableVertexBuffer()
+ RL.rlDisableTexture()
+ RL.rlDisableShader()
+end
+
+function RL.draw()
+ RL.ClearBackground( RL.BLACK )
+ drawTriangle()
+end
+
+function RL.exit()
+ RL.rlUnloadVertexArray( triangle.vao )
+ RL.rlUnloadVertexBuffer( triangle.vbos.positions )
+ RL.rlUnloadVertexBuffer( triangle.vbos.colors )
+ RL.rlUnloadVertexBuffer( triangle.vbos.texcoords )
+ RL.rlUnloadTexture( triangle.texture.id )
+end