Most of the examples already working! Only some of them still fail, mostly related to data arrays...
114 lines
No EOL
4.8 KiB
Lua
114 lines
No EOL
4.8 KiB
Lua
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--
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-- raylib [shaders] example - Standard lighting (materials and lights)
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--
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-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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--
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-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
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--
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-- This example has been created using raylib 1.6 (www.raylib.com)
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-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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--
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-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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--
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-- Initialization
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local screenWidth = 800
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local screenHeight = 450
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SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
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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 dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
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local position = Vector3(0.0, 0.0, 0.0) -- Set model position
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local material = LoadStandardMaterial()
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material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model diffuse texture
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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.colSpecular = WHITE
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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(LightType.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(LightType.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(LightType.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(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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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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-- Main game loop
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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-- Draw
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BeginDrawing()
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ClearBackground(RAYWHITE)
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Begin3dMode(camera)
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DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
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DrawLight(spotLight) -- Draw spot light
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DrawLight(dirLight) -- Draw directional light
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DrawLight(pointLight) -- Draw point light
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DrawGrid(10, 1.0) -- Draw a grid
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End3dMode()
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
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DrawFPS(10, 10)
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EndDrawing()
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end
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-- De-Initialization
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UnloadMaterial(material) -- Unload material and assigned textures
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UnloadModel(dwarf) -- Unload model
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-- Destroy all created lights
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DestroyLight(pointLight)
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DestroyLight(dirLight)
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DestroyLight(spotLight)
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CloseWindow() -- Close window and OpenGL context
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