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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Cam3D = require( "camera3d" )
local PLANE_SIZE = 8
local monitor = 0
local camera = -1
local tileTexture = -1
local mesh = -1
local material = -1
local lightmap = -1
local shader = -1
local matrix = {}
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 } )
-- camera = RL.CreateCamera3D()
-- RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
-- RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
-- RL.SetCamera3DUp( camera, { 0, 1, 0 } )
camera = Cam3D:new()
camera:setPosition( { 0, 8, 16 } )
camera:setTarget( { 0, 0, 0 } )
camera:setUp( { 0, 1, 0 } )
camera.mode = camera.MODES.ORBITAL
-- camera.mode = camera.MODES.FREE
-- camera.mode = camera.MODES.FIRST_PERSON
local ts = PLANE_SIZE
local meshData = {
vertices = { { 0, 0, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
{ 0, 0, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
texcoords = { { 0, 0 }, { 0, ts }, { ts, ts },
{ 0, 0 }, { ts, ts }, { ts, 0 } },
texcoords2 = { { 0, 0 }, { 0, 1 }, { 1, 1 },
{ 0, 0 }, { 1, 1 }, { 1, 0 } },
colors = { RL.WHITE, RL.WHITE, RL.WHITE,
RL.WHITE, RL.WHITE, RL.WHITE },
normals = { { 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 },
{ 0, 1, 0 }, { 0, 1, 0 }, { 0, 1, 0 } },
}
mesh = RL.GenMeshCustom( meshData, true )
tileTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/tile.png" )
RL.GenTextureMipmaps( tileTexture )
RL.SetTextureFilter( tileTexture, RL.TEXTURE_FILTER_TRILINEAR )
lightmap = RL.LoadTexture( RL.GetBasePath().."../resources/images/lightmap.png" )
RL.GenTextureMipmaps( lightmap )
RL.SetTextureFilter( lightmap, RL.TEXTURE_FILTER_TRILINEAR )
RL.SetTextureWrap( lightmap, RL.TEXTURE_WRAP_CLAMP )
shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
RL.GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
local materialData = {
shader = shader,
maps = {
{
RL.MATERIAL_MAP_ALBEDO,
{
texture = tileTexture,
color = RL.WHITE,
value = 1.0,
},
},
{
RL.MATERIAL_MAP_METALNESS,
{
texture = lightmap,
color = RL.WHITE,
value = 1.0,
},
},
},
}
material = RL.CreateMaterial( materialData )
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
function RL.process( delta )
camera:process( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then
camera.mode = camera.MODES.FIRST_PERSON
else
camera.mode = camera.MODES.FREE
end
end
end
function RL.draw()
RL.ClearBackground( { 25, 50, 50 } )
-- RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
-- RL.UpdateCamera3D( camera, RL.CAMERA_FREE )
-- RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON )
camera:beginMode3D()
RL.DrawMesh( mesh, material, matrix )
camera:endMode3D()
end
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