-- Based on raylib [shaders] example - basic lighting by Chris Camacho (@codifies) -- https://github.com/raysan5/raylib/blob/master/examples/shaders/shaders_basic_lighting.c 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( "Use keys [Y][R][G][B] to toggle lights", { 10, 10 }, 20, RL.DARKGRAY ) end