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3D scenes

Build a 3D scene: place meshes, light them, aim the camera, and finish the picture with bloom and fog.

Make a scene and show it

scene.new creates a scene, a 3D world with its own camera, and Scene:mount shows it in your UI, as a canvas is shown. Y points up, and a unit is whatever you decide: a meter, a tile, a block.

This program stands three shapes on a floor, lights them from one side, and circles the camera around them:

scene.lualua
local color = datumhue.color
local vec3 = datumhue.math.vec3
local quat = datumhue.math.quat

local scene = datumhue.scene.new({
    width = 640,
    height = 400,
    hdr = true,
})
scene:mount({ width = 640, height = 400 })
scene.background = color("#1e2326")

-- A floor and three shapes standing on it.
scene:plane({ scale = vec3(20, 1, 20), color = color("#4f585e") })
scene:cube({ pos = vec3(-1.6, 0.5, 0), color = color("#7fbbb3") })
scene:sphere({ pos = vec3(0, 0.5, 0), color = color("#e67e80") })
scene:torus({
    pos = vec3(1.6, 0.6, 0),
    rotation = quat.from_euler(math.pi / 2, 0, 0),
    material = datumhue.material.standard({
        color = color("#dbbc7f"),
        roughness = 0.2,
        clearcoat = 1,
    }),
})

-- Sunlight from above and to one side, casting shadows.
scene:directional_light({
    direction = vec3(-0.4, -1, -0.3),
    intensity = 8000,
    shadows = true,
})
scene.ambient = { color = color("#ffffff"), brightness = 200 }

-- Bright areas glow, and the far floor fades into the dark.
scene.bloom = { intensity = 0.2 }
scene.fog = { color = color("#1e2326"), near = 5, far = 14 }

-- The camera circles the middle of the scene.
local camera = scene.camera
datumhue.on_update(function()
    local t = datumhue.time.now() * 0.4
    camera.pos = vec3(math.sin(t) * 6, 3, math.cos(t) * 6)
    camera:look_at(vec3(0, 0.5, 0))
end)

In this example: datumhue.color datumhue.math.vec3 datumhue.math.quat datumhue.scene.new Scene:mount Scene.background Scene:plane Scene:cube Scene:sphere Scene:torus datumhue.math.quat.from_euler datumhue.material.standard Scene:directional_light Scene.ambient Scene.bloom Scene.fog Scene.camera datumhue.on_update datumhue.time.now SceneCamera.pos SceneCamera:look_at

Place meshes

Scene:cube, Scene:sphere, Scene:plane, Scene:torus and the other mesh constructors each return a SceneNode, placed by its pos, rotation and scale. A rotation is a Quat; build one from angles in radians with math.quat.from_euler. A node stays where you put it until you change it: assign SceneNode.pos or SceneNode.rotation, or tween it with SceneNode:animate.

Scene:group gathers nodes under one frame that moves them together. Scene:model adds a glTF model, and Scene:sprite a flat picture that turns to face the camera.

Choose a material

A mesh's color gives it a plain surface of that color. For more, pass a material: material.standard sets how metallic and rough the surface is, adds a glow of its own with emissive, and wraps it in textures. material.unlit ignores the lights and shows its color at full strength. A shader works as a material too, and like material.unlit it ignores the lights. A shader you write can instead be the shader of material.standard: the base color of the material, which the lights shade.

Light it

Scene.ambient lights every surface evenly from all sides, so nothing is pitch black. Add lights for direction and shadow: Scene:directional_light shines one way across the whole scene, like the sun; Scene:point_light shines out from a point, like a bulb; and Scene:spot_light shines a cone. A light with shadows = true casts shadows.

Aim the camera

Scene.camera is the scene's one camera. Set SceneCamera.pos, then call SceneCamera:look_at with the point to aim at. To move the camera smoothly, set it every frame, as the program does, or tween it with SceneCamera:animate. SceneCamera:set_orthographic switches to a flat projection with no perspective, for strategy maps and isometric views.

Finish the picture

Assign a table to Scene.bloom to make bright areas glow, and to Scene.fog to fade distant things into a color. Assign nil to either to turn it off again. Scene.background is the color behind everything, and Scene.vignette, Scene.tonemapping and Scene.exposure adjust the final image further.

Find what is under the pointer

Scene:screen_to_ray turns a point of the scene's image into a ray from the camera, and Scene:raycast returns the nearest node that ray hits. To find the node under the pointer, read the pointer over the mounted scene with UiElement:mouse_position, and scale it to the image with UiElement:to_texture_coords first.

See also

Reference used on this page: datumhue.color datumhue.math.vec3 datumhue.math.quat datumhue.scene.new Scene:mount Scene.background Scene:plane Scene:cube Scene:sphere Scene:torus datumhue.math.quat.from_euler datumhue.material.standard Scene:directional_light Scene.ambient Scene.bloom Scene.fog Scene.camera datumhue.on_update datumhue.time.now SceneCamera.pos SceneCamera:look_at SceneNode.pos SceneNode.rotation SceneNode:animate Scene:group Scene:model Scene:sprite datumhue.material.unlit Scene:point_light Scene:spot_light SceneCamera:animate SceneCamera:set_orthographic Scene.vignette Scene.tonemapping Scene.exposure Scene:screen_to_ray Scene:raycast UiElement:mouse_position UiElement:to_texture_coords

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Victor Mono is licensed under the SIL Open Font License 1.1
Copyright (c) 2024, Rune Bjørnerås (https://github.com/rubjo)

This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL


-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------

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