finite projection matrix, rotation matrix
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parent
9bcab00b4d
commit
25410647cc
141
main.lua
141
main.lua
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@ -6,7 +6,7 @@ local testMesh = love.graphics.newMesh(
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},
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},
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{--vertices
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{--vertices
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{ 0, 0, 0, 1,
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{ 0, 0, 0, 1,
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0, 0, 0 },
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1, 1, 1 },
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{ 1, 0, 0, 1,
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{ 1, 0, 0, 1,
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1, 0, 0 },
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1, 0, 0 },
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{ 0, 1, 0, 1,
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{ 0, 1, 0, 1,
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@ -39,36 +39,105 @@ local testQuad = love.graphics.newMesh(
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)
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)
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local testShader = [[
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local testShader = [[
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varying float d;
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#ifdef VERTEX
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#ifdef VERTEX
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uniform mat4 mdl;
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uniform mat4 mdl;
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 proj;
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vec4 position( mat4 _, vec4 pos ){
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vec4 position( mat4 _, vec4 pos ){
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return proj*view*mdl*pos;
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vec4 cam = view*mdl*pos;
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d = cam.z;
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return proj * cam;
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}
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}
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#endif
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#endif
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#ifdef PIXEL
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#ifdef PIXEL
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vec4 effect( vec4 color, Image tex, vec2 texuv, vec2 scruv) {
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vec4 effect( vec4 color, Image tex, vec2 texuv, vec2 scruv) {
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return color * vec4( 1., 1., 1., 0.5 );
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return color * vec4( 1.0, 1.0, 1.0, 1.0 ) ;
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}
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}
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#endif
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#endif
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]]
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]]
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testShader = love.graphics.newShader( testShader, testShader )
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testShader = love.graphics.newShader( testShader, testShader )
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--TODO: column major
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local function prod( A, B )
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local C = {}
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for j = 1,4 do C[j] = {0, 0, 0, 0} end
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for j = 1, 4 do
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for i = 1, 4 do
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C[j][i] =
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A[1][i] * B[j][1] +
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A[2][i] * B[j][2] +
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A[3][i] * B[j][3] +
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A[4][i] * B[j][4]
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end
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end
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return C
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end
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local function roll( t )
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local c, s = math.cos(t), math.sin(t)
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return {
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{c, 0, s, 0},
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{0, 1, 0, 0},
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{-s, 0, c, 0},
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{0, 0, 0, 1},
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}
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end
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local function trans( x, y, z )
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return {
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{x, y, z, 1},
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}
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end
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local function scale( x, y, z )
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return {
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{x, 0, 0, 0},
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{0, y, 0, 0},
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{0, 0, z, 0},
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{0, 0, 0, 1},
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}
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end
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local function id()
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return {
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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}
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end
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--tait-bryan yaw pitch roll
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local function rotate( a, b, g )
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local c, s = math.cos, math.sin
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local ca, sa, cb, sb, cg, sg = c(a), s(a), c(b), s(b), c(g), s(g)
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return {
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{ ca*cb, sa*cb, -sb, 0},
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{ca*sb*sg - sa*cg, sa*sb*sg + ca*cg, cb*sg, 0},
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{ca*sb*cg + sa*sg, sa*sb*cg - ca*sg, cb*cg, 0},
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{ 0, 0, 0, 1},
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}
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end
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--fov in degrees, aspect w/h, near far
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--fov in degrees, aspect w/h, near far
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local function getProjectionMatrix(n, f)
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local function getProjectionMatrix(n, f, fov)
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local r = love.graphics.getWidth() / 2
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local r = love.graphics.getWidth() / 2
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local t = love.graphics.getHeight() / 2
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local t = love.graphics.getHeight() / 2
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return --[[{
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local aspect = r/t
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{n/r, 0, 0, 0},
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local tan = math.tan( fov / 2 )
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{0, n/t, 0, 0},
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return
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{0, 0, -(f+n)/(f-n), -2 * f * n / (f-n) },
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--infinite z
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{0, 0, -1, 0},
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--TODO: get finite
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}]]
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{ {1.0 / tan, 0, 0, 0},
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{ {1, 0, 0, 0},
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{0, -1.0 / tan, 0, 0},
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{0,-1, 0, 0},
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{0, 0, ( f + n ) / (n-f), -1 },
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{0, 0, -1, -2*n},
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{0, 0, -2 * f * n / (f - n), 0},
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{0, 0, -1, 0},
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}
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}
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end
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end
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@ -81,22 +150,9 @@ local function getViewMatrix()
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}
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}
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end
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end
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local testID = {
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local testModelMatrix
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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}
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local testModelMatrix = {
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, -2},
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{0, 0, 0, 1},
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}
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local testViewMatrix = getViewMatrix()
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local testViewMatrix = getViewMatrix()
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local testProjection = getProjectionMatrix( 0.2, 10 )
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local testProjection = getProjectionMatrix( 0.1, 10, math.rad( 30 ) )
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local time = 0
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local time = 0
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local testDSCanvas = love.graphics.newCanvas(
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local testDSCanvas = love.graphics.newCanvas(
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@ -118,29 +174,36 @@ function love.draw()
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love.graphics.clear()
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love.graphics.clear()
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love.graphics.setDepthMode( "less", true )
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love.graphics.setDepthMode( "less", true )
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love.graphics.setShader( testShader )
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love.graphics.setShader( testShader )
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testShader:send( "mdl", "row", testModelMatrix )
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testShader:send( "mdl", "column", testModelMatrix )
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testShader:send( "proj", "row", testProjection )
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testShader:send( "proj", "column", testProjection )
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testShader:send( "view", "row", testViewMatrix )
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testShader:send( "view", "column", testViewMatrix )
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love.graphics.draw( testMesh )
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love.graphics.draw( testMesh )
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testShader:send( "mdl", "column", testID )
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testShader:send( "mdl", "column", id() )
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love.graphics.draw( testQuad )
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--love.graphics.draw( testQuad )
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love.graphics.setShader()
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love.graphics.setShader()
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love.graphics.draw( testQuad )
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love.graphics.setColor(1,1,1, 0.5 )
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love.graphics.setColor(1,1,1, 0.5 )
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-- love.graphics.rectangle( "fill", 0, 0, love.graphics.getDimensions() )
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--love.graphics.rectangle( "fill", 0, 0, love.graphics.getDimensions() )
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love.graphics.setCanvas()
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love.graphics.setCanvas()
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love.graphics.setDepthMode( "always", true )
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love.graphics.setDepthMode( "always", true )
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love.graphics.pop()
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love.graphics.pop()
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love.graphics.draw( testCanvas )
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love.graphics.draw( testCanvas )
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love.graphics.print( string.format( "%05.2f\t:TIME\n%05.2f\t:ANGLE", time, (180 / math.pi) * time / 15 ) )
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love.graphics.print( string.format( "%05.2f\t:TIME\n%05.2f\t:ANGLE", time, time ))
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--[[love.graphics.setShader()
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--[[love.graphics.setShader()
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love.graphics.setColor( 1,1,1,1 )
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love.graphics.setColor( 1,1,1,1 )
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love.graphics.circle( "fill", time, time/2, 5 )]]
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love.graphics.circle( "fill", time, time/2, 5 )]]
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end
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end
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function love.update( dt )
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function love.update( dt )
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time = time + 10 * dt
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time = time + dt
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testModelMatrix[3][4] = -2.0 - math.sin( time / 5 )
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testModelMatrix = prod(
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trans( 0, 0, -4 + math.sin( time )),
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roll( time )
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)
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testModelMatrix = prod(
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testModelMatrix,
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rotate( time, time, time )
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)
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end
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end
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