love-demo/main.lua

128 lines
4.7 KiB
Lua

local mesh
local rotation
local texture
local ffi = require 'ffi'
local _math = require '_math'
local mat4 = _math.mat4
local vec3 = _math.vec3
local pixelcode = [[
#pragma language glsl3
varying vec4 PixelNormal;
varying vec4 PixelTexture;
uniform sampler2D texture_sampler;
out vec4 outData;
void pixelmain()
{
vec4 texColor = texture(texture_sampler, PixelTexture.xy);
float intensity = min(max(dot(vec3(1, 1, 1), PixelNormal.xyz), 0), 1);
outData = vec4(texColor.xyz * (0.1 + intensity * intensity), 1.0);
}
]]
local vertexcode = [[
#pragma language glsl3
layout (location = 0) in vec4 VertexPosition;
layout (location = 1) in vec4 VertexNormal;
layout (location = 2) in vec4 VertexTexture;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 model2;
varying vec4 PixelNormal;
varying vec4 PixelTexture;
void vertexmain()
{
PixelNormal = VertexNormal * 0.5 + 0.5;
PixelTexture = VertexTexture;
mat4 trans = projection * view * model * model2;
love_Position = trans * vec4(VertexPosition.xyz, 1);
}
]]
local shader = love.graphics.newShader(pixelcode, vertexcode)
local vertexformat = {
{ name = 'VertexPosition', format = 'floatvec3', location = 0 },
{ name = 'VertexNormal', format = 'floatvec3', location = 1 },
{ name = 'VertexTexture', format = 'floatvec3', location = 2 },
}
function love.load(args)
love.window.setMode(1024, 1024, {depth=true})
local vertexdata = love.filesystem.newFileData("position_normal_texture.vtx")
local indexdata = love.filesystem.newFileData("index.idx")
local vertexbuffer = love.graphics.newBuffer(vertexformat, vertexdata, { vertex = true, usage = "static" })
local indexbuffer = love.graphics.newBuffer("uint32", indexdata, { index = 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.
},
{
buffer = vertexbuffer,
location = 1,
name = "VertexNormal", -- 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.
},
{
buffer = vertexbuffer,
location = 2,
name = "VertexTexture", -- 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:setIndexBuffer(indexbuffer)
local image_data = love.image.newCompressedData('bird.dds')
texture = love.graphics.newTexture(image_data)
end
local rotation = 0.0
function love.draw()
local radius = 100
local mx, my = love.mouse.getPosition()
width, height = love.graphics.getDimensions()
shader:send("projection", "column", mat4.perspective_rh(width / width * 0.25,
height / width * 0.25,
0.1,
1000.0).data)
shader:send("view", "column", mat4.look_at_rh(vec3(0, -2, 0),
vec3(0, 0, 0),
vec3(0, 0, 1)).data)
shader:send("model", "column", mat4.rotation_x(rotation).data)
shader:send("model2", "column", mat4.rotation_z(rotation * 0.5).data)
shader:send("texture_sampler", texture)
rotation = rotation + 0.01
love.graphics.setShader(shader)
love.graphics.setDepthMode("less", true)
love.graphics.draw(mesh, mx, my, 0, radius, radius)
end