love-demo/main.lua

159 lines
4.6 KiB
Lua

local mesh
local pixelcode = [[
#pragma language glsl3
varying vec4 PixelColor;
out vec4 outData;
void pixelmain()
{
outData = PixelColor;
}
]]
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 PixelColor;
void vertexmain()
{
PixelColor = VertexNormal * 0.5 + 0.5;
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 },
}
local rotation
function look_at()
local m = {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, -2.000000,
0.000000, 0.000000, 0.000000, 1.000000,
}
return m;
end
function projection()
local m = {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, -1.002002, -0.200200,
0.000000, 0.000000, -1.000000, 0.000000,
}
return m
end
function love.load(args)
love.window.setMode(600, 600, {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)
end
local rotation = 0.0
function rotate_x(t)
local cos = math.cos
local sin = math.sin
return {
1, 0, 0, 0,
0, cos(t), -sin(t), 0,
0, sin(t), cos(t), 0,
0, 0, 0, 1
}
end
function rotate_y(t)
local cos = math.cos
local sin = math.sin
return {
cos(t), 0, sin(t), 0,
0, 1, 0, 0,
-sin(t), 0, cos(t), 0,
0, 0, 0, 1
}
end
function rotate_z(t)
local cos = math.cos
local sin = math.sin
return {
cos(t), -sin(t), 0, 0,
sin(t), cos(t), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
}
end
function love.draw()
local radius = 100
local mx, my = love.mouse.getPosition()
shader:send("projection", projection(1, 1))
shader:send("view", look_at())
shader:send("model", rotate_x(rotation))
shader:send("model2", rotate_z(rotation * 0.5))
rotation = rotation + 0.01
love.graphics.setShader(shader)
love.graphics.setDepthMode("less", true)
love.graphics.draw(mesh, mx, my, 0, radius, radius)
end