135 lines
4.3 KiB
Lua
135 lines
4.3 KiB
Lua
local rotation
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local texture
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local ffi = require 'ffi'
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local _math = require '_math'
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local mat4 = _math.mat4
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local vec3 = _math.vec3
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local vec4 = _math.vec4
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local scalar = _math.scalar
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local collada_scene = require 'collada_scene'
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local collada_scene_animate = require 'collada_scene.animate'
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local collada_scene_node_state = require 'collada_scene.node_state'
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local scene_test = require 'scene.test.test'
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local scene_noodle = require 'scene.noodle.noodle'
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local scene_sci_fi_ship = require 'scene.sci_fi_ship.sci_fi_ship'
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local scene_shadow_test = require 'scene.shadow_test.shadow_test'
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local scenes = {
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sci_fi_ship = {
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descriptor = scene_sci_fi_ship.descriptor,
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image_path = "scene/sci_fi_ship",
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idx_path = "scene/sci_fi_ship/sci_fi_ship.idx",
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vtx_path = "scene/sci_fi_ship/sci_fi_ship.vtx",
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vjw_path = "scene/sci_fi_ship/sci_fi_ship.vjw",
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},
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shadow_test = {
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descriptor = scene_shadow_test.descriptor,
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image_path = "scene/shadow_test",
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idx_path = "scene/shadow_test/shadow_test.idx",
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vtx_path = "scene/shadow_test/shadow_test.vtx",
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vjw_path = "scene/shadow_test/shadow_test.vjw",
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},
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}
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local node_state
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local g_position_canvas
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local g_normal_canvas
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local screen_index_buffer
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local screen_shader
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local load_screen_index_buffer = function()
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local screen_index_data = love.data.newByteData(3 * 2 * 4)
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local ptr = ffi.cast('uint32_t*', screen_index_data:getFFIPointer())
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ptr[0] = 0
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ptr[1] = 1
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ptr[2] = 2
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ptr[3] = 0
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ptr[4] = 2
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ptr[5] = 3
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screen_index_buffer = love.graphics.newBuffer("uint32", screen_index_data, { index = true, usage = "static" })
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end
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local load_screen_shader = function()
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load_screen_index_buffer()
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local pixel_data = love.filesystem.newFileData("pixel_sobel.glsl")
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local vertex_data = love.filesystem.newFileData("vertex_sobel.glsl")
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screen_shader = love.graphics.newShader(pixel_data, vertex_data)
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end
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function love.load(args)
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love.window.setMode(1024, 1024, {depth=true, resizable=false})
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local scene = scenes.shadow_test
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collada_scene.load_buffers(scene.idx_path, scene.vtx_path, scene.vjw_path)
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collada_scene.load_images(scene.image_path, scene.descriptor.images)
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node_state = collada_scene_node_state(scene.descriptor.nodes)
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node_state:set_camera("node_camera001", "node_camera001_target")
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node_state:set_light("node_direct001")
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----------------------------------------------------------------------
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-- canvas
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----------------------------------------------------------------------
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g_position_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
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g_normal_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
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g_color_canvas = love.graphics.newCanvas(1024, 1024, {format = "rgba32f"})
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load_screen_shader()
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end
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local rotation = 0.0
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local t = 0.0
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function love.draw()
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local radius = 100
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local mx, my = love.mouse.getPosition()
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width, height = love.graphics.getDimensions()
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local aspect_ratio = width / height
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local projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45 * 0.5),
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aspect_ratio,
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0.1,
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10000.0)
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--projection = mat4.orthographic_rh(500, 500, 0.1, 10000.0)
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local world1 = mat4.rotation_z(rotation)
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local world2 = mat4.rotation_z(rotation * 0.5)
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--local world3 = mat4.translation(0, 0, -0.5)
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rotation = rotation + 0.01
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local transform = projection
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collada_scene_animate.update(t, node_state)
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t = t + 0.016
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love.graphics.setBlendMode("replace", "premultiplied")
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love.graphics.setDepthMode("less", true)
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collada_scene.draw_nodes(node_state, transform)
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-- love.graphics.setCanvas({
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-- g_color_canvas,
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-- g_position_canvas,
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-- g_normal_canvas,
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-- depth = true
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-- })
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-- love.graphics.clear(
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-- {0.0, 0.0, 0.0, 1.0},
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-- {0.0, 0.0, 0.0, 1.0},
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-- {0.0, 0.0, 0.0, 1.0})
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-- collada_scene.draw_nodes(node_state, transform)
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--love.graphics.setCanvas()
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--love.graphics.setShader(screen_shader)
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--screen_shader:send("g_normal_sampler", g_normal_canvas)
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--screen_shader:send("g_color_sampler", g_color_canvas)
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--love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
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end
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