Fixes for some Lua bugs
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20 changed files with 413 additions and 103 deletions
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@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
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-- Define the camera to look into our 3d world
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local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
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local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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@ -37,30 +37,30 @@ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load
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material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
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material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
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material.colDiffuse = WHITE
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material.colAmbient = (Color){0, 0, 10, 255}
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material.colAmbient = (Color)(0, 0, 10, 255)
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material.colSpecular = WHITE
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material.glossiness = 50.0f
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material.glossiness = 50.0
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dwarf.material = material -- Apply material to model
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local spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255})
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spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}
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spotLight->intensity = 2.0f
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spotLight->diffuse = (Color){255, 100, 100, 255}
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spotLight->coneAngle = 60.0f
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local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255))
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spotLight.target = (Vector3)(0.0, 0.0, 0.0)
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spotLight.intensity = 2.0
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spotLight.diffuse = (Color)(255, 100, 100, 255)
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spotLight.coneAngle = 60.0
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local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255})
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dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}
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dirLight->intensity = 2.0f
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dirLight->diffuse = (Color){100, 255, 100, 255}
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local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255))
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dirLight.target = (Vector3)(1.0, -2.0, -2.0)
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dirLight.intensity = 2.0
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dirLight.diffuse = (Color)(100, 255, 100, 255)
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local pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255})
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pointLight->intensity = 2.0f
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pointLight->diffuse = (Color){100, 100, 255, 255}
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pointLight->radius = 3.0f
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local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255))
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pointLight.intensity = 2.0
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pointLight.diffuse = (Color)(100, 100, 255, 255)
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pointLight.radius = 3.0
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-- Setup orbital camera
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SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
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SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
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@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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---------------------------------------------------------------------------------------
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UpdateCamera(&camera) -- Update internal camera and our camera
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UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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-- Draw
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@ -98,7 +98,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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EndDrawing()
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---------------------------------------------------------------------------------------
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}
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end
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-- De-Initialization
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-------------------------------------------------------------------------------------------
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