love-demo/main.lua

236 lines
6.8 KiB
Lua

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 scene_test = require 'scene.test.test'
local collada_types = require 'collada_types'
local pixelcode = [[
#pragma language glsl3
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying float PixelId;
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 transform;
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying float PixelId;
void vertexmain()
{
PixelNormal = VertexNormal * 0.5 + 0.5;
PixelTexture = VertexTexture;
PixelId = float(gl_VertexID) / (4800 * 3);
love_Position = transform * 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 pnt_attribute_list(vertex_buffer, offset)
return {
{
buffer = vertex_buffer,
location = 0,
name = "VertexPosition",
nameinbuffer = nil,
step = "pervertex",
startindex = 1 + offset,
},
{
buffer = vertex_buffer,
location = 1,
name = "VertexNormal",
nameinbuffer = nil,
step = "pervertex",
startindex = 1 + offset,
},
{
buffer = vertex_buffer,
location = 2,
name = "VertexTexture",
nameinbuffer = nil,
step = "pervertex",
startindex = 1 + offset,
},
}
end
local geometries_meshes = {}
function load_geometries(vertex_buffer, index_buffer, geometries)
for _, geometry in ipairs(geometries) do
local offset = geometry.mesh.vertex_buffer_offset / (4 * 3 * 3)
local attribute_list = pnt_attribute_list(vertex_buffer, offset)
local draw_mode = "triangles"
local mesh = love.graphics.newMesh(attribute_list, draw_mode)
mesh:setIndexBuffer(index_buffer)
geometries_meshes[geometry] = mesh
end
end
local node_instances = {}
function node_world_transform(node)
local world
if node.parent_index >= 0 then
world = node_instances[node.parent_index].world
assert(world ~= nil)
else
world = mat4.identity()
end
for _, transform in ipairs(node.transforms) do
local m
if transform.type == collada_types.transform_type.LOOKAT then
assert(false)
elseif transform.type == collada_types.transform_type.MATRIX then
m = mat4.load_table(transform.matrix)
elseif transform.type == collada_types.transform_type.ROTATE then
local rotate = vec4.load_table(transform.rotate)
local w = rotate.f[3]
m = mat4.rotation_axis(rotate, scalar.convert_to_radians(w))
elseif transform.type == collada_types.transform_type.SCALE then
m = mat4.scaling_from_vector(vec3.load_table(transform.scale))
elseif transform.type == collada_types.transform_type.TRANSLATE then
m = mat4.translation_from_vector(vec3.load_table(transform.translate))
else
assert(false)
end
world = m * world
end
return world
end
function load_node_world_transforms(nodes)
local node_index = 0
for _, node in ipairs(nodes) do
world = node_world_transform(node)
node_instances[node_index] = { world = world }
node_index = node_index + 1
end
end
function love.load(args)
love.window.setMode(1024, 1024, {depth=true})
local vertex_data = love.filesystem.newFileData("scene/test/test.vtx")
local index_data = love.filesystem.newFileData("scene/test/test.idx")
local vertex_buffer = love.graphics.newBuffer(vertexformat, vertex_data, { vertex = true, usage = "static" })
local index_buffer = love.graphics.newBuffer("uint32", index_data, { index = true, usage = "static" })
load_geometries(vertex_buffer, index_buffer, scene_test.descriptor.geometries)
load_node_world_transforms(scene_test.descriptor.nodes)
local image_data = love.image.newCompressedData('bird.dds')
texture = love.graphics.newTexture(image_data)
end
function draw_geometry(geometry)
local base_index_buffer_offset = geometry.mesh.index_buffer_offset / 4
local mesh = geometries_meshes[geometry]
for triangle_index, triangles in pairs(geometry.mesh.triangles) do
local index_offset = base_index_buffer_offset + triangles.index_offset
local index_count = triangles.count * 3
mesh:setDrawRange(1 + index_offset, index_count)
love.graphics.draw(mesh, 0, 0, 0, 0, 0)
end
end
function draw_node(node_index, node, transform)
if node.type ~= collada_types.node_type.NODE then
return
end
if node.instance_geometries_count == 0 and node.instance_controllers_count == 0 then
return
end
local world = node_instances[node_index].world
transform = world * transform
shader:send("transform", "column", transform.data)
for _, instance_geometry in ipairs(node.instance_geometries) do
draw_geometry(instance_geometry.geometry)
end
end
function draw_nodes(nodes, transform)
local node_index = 0
for _, node in ipairs(nodes) do
draw_node(node_index, node, transform)
node_index = node_index + 1
end
end
local rotation = 0.0
function love.draw()
local radius = 100
local mx, my = love.mouse.getPosition()
width, height = love.graphics.getDimensions()
local projection = mat4.perspective_rh(width / width * 0.1,
height / width * 0.1,
0.1,
1000.0)
local view = mat4.look_at_rh(vec3(-88.57101, -71.71298, 104.5738),
vec3(-19.90239, -27.72767, 54.6898),
vec3(0, 0, 1))
local world1 = mat4.rotation_x(rotation)
local world2 = mat4.rotation_z(rotation * 0.5)
--local world3 = mat4.translation(0, 0, -0.5)
local transform = view * projection
shader:send("texture_sampler", texture)
rotation = rotation + 0.01
love.graphics.setShader(shader)
love.graphics.setDepthMode("less", true)
draw_nodes(scene_test.descriptor.nodes, transform)
end