initial
This commit is contained in:
commit
0a423f850d
70
main.lua
Normal file
70
main.lua
Normal file
@ -0,0 +1,70 @@
|
|||||||
|
local mesh
|
||||||
|
|
||||||
|
local pixelcode = [[
|
||||||
|
#pragma language glsl3
|
||||||
|
|
||||||
|
varying vec4 vpos;
|
||||||
|
|
||||||
|
out vec4 outData;
|
||||||
|
|
||||||
|
void pixelmain()
|
||||||
|
{
|
||||||
|
outData = vpos;
|
||||||
|
}
|
||||||
|
]]
|
||||||
|
|
||||||
|
local vertexcode = [[
|
||||||
|
#pragma language glsl3
|
||||||
|
|
||||||
|
layout(location = 0) in vec4 VertexPosition;
|
||||||
|
|
||||||
|
varying vec4 vpos;
|
||||||
|
|
||||||
|
void vertexmain()
|
||||||
|
{
|
||||||
|
vpos = VertexPosition;
|
||||||
|
love_Position = TransformProjectionMatrix * VertexPosition;
|
||||||
|
}
|
||||||
|
]]
|
||||||
|
|
||||||
|
shader = love.graphics.newShader(pixelcode, vertexcode)
|
||||||
|
|
||||||
|
local vertexformat = {
|
||||||
|
{ name = 'VertexPosition', format = 'floatvec3', location = 0 },
|
||||||
|
}
|
||||||
|
|
||||||
|
local vertexdata = {
|
||||||
|
{-0.5, -0.5, -0.5}, -- tl \|
|
||||||
|
{ 0.5, -0.5, -0.5}, -- tr
|
||||||
|
{ 0.5, 0.5, -0.5}, -- br
|
||||||
|
{ -0.5, 0.5, -0.5}, -- bl |\
|
||||||
|
}
|
||||||
|
|
||||||
|
function love.load(args)
|
||||||
|
local vertexbuffer = love.graphics.newBuffer(vertexformat, vertexdata, { vertex = true, usage = "static" })
|
||||||
|
|
||||||
|
attributelist = {
|
||||||
|
{
|
||||||
|
buffer = vertexbuffer,
|
||||||
|
location = 0,
|
||||||
|
name = "VertexPosition", -- the name this vertex attribute will use in a shader
|
||||||
|
nameinbuffer = nil, -- the name of the attribute in the vertex buffer. Defaults to the name field.
|
||||||
|
step = "pervertex", -- vertex attribute step ("pervertex" or "perinstance"), defaults to "pervertex".
|
||||||
|
startindex = 1, -- 1-based array index within the given vertex buffer where the attribute data will start being pulled from during rendering. Defaults to 1.
|
||||||
|
},
|
||||||
|
}
|
||||||
|
drawmode = "triangles"
|
||||||
|
|
||||||
|
mesh = love.graphics.newMesh(attributelist, drawmode)
|
||||||
|
|
||||||
|
mesh:setVertexMap(1, 2, 3,
|
||||||
|
1, 4, 3)
|
||||||
|
end
|
||||||
|
|
||||||
|
function love.draw()
|
||||||
|
local radius = 100
|
||||||
|
local mx, my = love.mouse.getPosition()
|
||||||
|
|
||||||
|
love.graphics.setShader(shader)
|
||||||
|
love.graphics.draw(mesh, mx, my, 0, radius, radius)
|
||||||
|
end
|
||||||
Loading…
x
Reference in New Issue
Block a user