local rotation local texture local ffi = require 'ffi' local _math = require '_math' local mat4 = _math.mat4 local vec3 = _math.vec3 local vec4 = _math.vec4 local scalar = _math.scalar local collada_scene = require 'collada_scene' local collada_scene_animate = require 'collada_scene.animate' local collada_scene_node_state = require 'collada_scene.node_state' local scene_test = require 'scene.test.test' local scene_noodle = require 'scene.noodle.noodle' local scene_sci_fi_ship = require 'scene.sci_fi_ship.sci_fi_ship' local scene_shadow_test = require 'scene.shadow_test.shadow_test' local scenes = { sci_fi_ship = { descriptor = scene_sci_fi_ship.descriptor, image_path = "scene/sci_fi_ship", idx_path = "scene/sci_fi_ship/sci_fi_ship.idx", vtx_path = "scene/sci_fi_ship/sci_fi_ship.vtx", vjw_path = "scene/sci_fi_ship/sci_fi_ship.vjw", }, shadow_test = { descriptor = scene_shadow_test.descriptor, image_path = "scene/shadow_test", idx_path = "scene/shadow_test/shadow_test.idx", vtx_path = "scene/shadow_test/shadow_test.vtx", vjw_path = "scene/shadow_test/shadow_test.vjw", }, } local node_state --local screen_index_buffer local screen_shader local load_screen_index_buffer = function() local screen_index_data = love.data.newByteData(3 * 2 * 4) local ptr = ffi.cast('uint32_t*', screen_index_data:getFFIPointer()) ptr[0] = 0 ptr[1] = 1 ptr[2] = 2 ptr[3] = 0 ptr[4] = 2 ptr[5] = 3 screen_index_buffer = love.graphics.newBuffer("uint32", screen_index_data, { index = true, usage = "static" }) end local load_screen_shader = function() load_screen_index_buffer() local pixel_data = love.filesystem.newFileData("pixel_screen.glsl") local vertex_data = love.filesystem.newFileData("vertex_screen.glsl") screen_shader = love.graphics.newShader(pixel_data, vertex_data) end function love.load(args) love.window.setMode(1024, 1024, {depth=true, resizable=false}) local scene = scenes.sci_fi_ship collada_scene.load_buffers(scene.idx_path, scene.vtx_path, scene.vjw_path) collada_scene.load_images(scene.image_path, scene.descriptor.images) node_state = collada_scene_node_state(scene.descriptor.nodes) node_state:set_camera("node_camera001", "node_camera001_target") node_state:set_light("node_direct001") ---------------------------------------------------------------------- -- canvas ---------------------------------------------------------------------- g_position_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"}) g_normal_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"}) g_color_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"}) g_shadow_canvas = love.graphics.newCanvas(2048, 2048, {format = "r32f"}) load_screen_shader() end local rotation = 0.0 local t = 0.0 function love.draw() local radius = 100 local mx, my = love.mouse.getPosition() width, height = love.graphics.getDimensions() local aspect_ratio = width / height local perspective_projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45 * 0.5), aspect_ratio, 1, 0.1) --0.1, --10000.0) local orthographic_projection = mat4.orthographic_rh(300, 300, 200, 400.0) local world1 = mat4.rotation_z(rotation) local world2 = mat4.rotation_z(rotation * 0.5) --local world3 = mat4.translation(0, 0, -0.5) rotation = rotation + 0.01 collada_scene_animate.update(t, node_state) t = t + 0.016 * 0.1 love.graphics.setBlendMode("replace", "premultiplied") collada_scene.draw_scene(node_state, perspective_projection, orthographic_projection) -- love.graphics.setCanvas({ -- g_color_canvas, -- g_position_canvas, -- g_normal_canvas, -- depth = true -- }) -- love.graphics.clear( -- {0.0, 0.0, 0.0, 1.0}, -- {0.0, 0.0, 0.0, 1.0}, -- {0.0, 0.0, 0.0, 1.0}) -- collada_scene.draw_nodes(node_state, transform) -- love.graphics.setCanvas() -- love.graphics.setShader(screen_shader) -- screen_shader:send("g_sampler", g_shadow_canvas) -- love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1) end