textures; distribution script

This commit is contained in:
wan-may 2025-03-16 12:26:42 -03:00
parent e3652ff79b
commit 6ed70e4370
35 changed files with 26 additions and 17 deletions

5
distribute.sh Executable file
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@ -0,0 +1,5 @@
cd src
zip -9 -r "../ᐊᑯᓕᕕᒃ.love" .
cd ..
#windows
cat "/home/frc/Bureau/frc/dev/love/love-11.5-win64/love.exe" "ᐊᑯᓕᕕᒃ.love" > ᐊᑯᓕᕕᒃ.exe

3
licence.txt Normal file
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@ -0,0 +1,3 @@
Assets:
Johann Wilhelm Weis-Cuiller, photo par Ji-Elle sur Wikipedia: https://commons.wikimedia.org/wiki/File:Johann_Wilhelm_Weis-Cuiller.jpg licenced under CC-BY-SA 4.0: https://creativecommons.org/licenses/by-sa/4.0/
Coffee spoon MET 17847.jpg, CC0 https://commons.wikimedia.org/wiki/File:Coffee_spoon_MET_17847.jpg

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@ -1,8 +1,7 @@
local lg = assert( love.graphics )
local mesh = lg.newMesh(
{--attributes
{"VertexPosition", "float", 3},
{"VertexColor", "float", 3},
{"VertexPosition", "float", 2},
{"VertexTexCoord", "float", 2},
},
{--vertices

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@ -38,6 +38,7 @@ function t.draw( view, proj )
love.graphics.setCanvas( canvas )
love.graphics.clear()
love.graphics.setDepthMode( "less", true )
love.graphics.replaceTransform( tf )
for name, shader in pairs( shaders ) do
love.graphics.setShader( shader )
@ -46,16 +47,17 @@ function t.draw( view, proj )
for mesh in pairs( drawLists[ name ] ) do
local modelMatrix = meshes[ mesh ]
tf:setMatrix( "column", modelMatrix )
shader:send( "mdl", "column", modelMatrix )
love.graphics.draw( mesh )
end
end
love.graphics.pop()
love.graphics.setCanvas()
love.graphics.setDepthMode( "always", false )
love.graphics.setShader()
love.graphics.origin()
love.graphics.draw( canvas[1] )
love.graphics.pop()
if isDebugging then
isDebugging = false

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@ -16,10 +16,6 @@ function t.play()
player:setTurnRate( settings.mouseSensitivity.val )
player:setFOV( settings.FOV.val )
renderer.start()
--[[ local terrain = require( "models/terrain" )
terrain:setTexture( rockTexture )
renderer.add( terrain )
renderer.update( terrain, {{1, 0, 0, 0}, {0,1,0,0},{0,0,1,0},{0,0,-3,1}})]]
local plane = require( "models/plane" )
plane:setTexture( rockTexture )
@ -89,6 +85,9 @@ function t.keypressed( key, code, isrepeat )
if code == settings.keyUse.val then
end
if code == "q" then
renderer.debug()
end
end
function t.keyreleased( key, code )

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@ -24,7 +24,7 @@ local function restoreCachedSetting()
if settings[currentSetting].set then
settings[currentSetting]:set(cachedSettingVal)
else
settings[currentSetting].val = cachedSettingVal
settings[currentSetting].val = cachedSettingVal
end
cachedSettingVal = nil
end
@ -114,17 +114,17 @@ function t.update( dt )
end
end
do
local tex = love.graphics.newImage( "tex/terrain.png" )
tex:setFilter( "nearest", "nearest" )
tex:setWrap( "repeat", "repeat" )
terrain:setTexture( tex )
end
function t.draw()
love.graphics.setScissor( 0, 0, 400, love.graphics.getHeight() )
if not terrain:getTexture() then
local tex = love.graphics.newImage( "tex/terrain.png" )
tex:setFilter( "nearest", "nearest" )
tex:setWrap( "repeat", "repeat" )
terrain:setTexture( tex )
end
love.graphics.draw( terrain, 0, 0, 0, 400, love.graphics.getHeight() )
love.graphics.setScissor( 400, 0, love.graphics.getWidth() - 400, love.graphics.getHeight() )

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@ -4,9 +4,10 @@ return love.graphics.newShader[[
varying float depth;
varying float height;
#ifdef VERTEX
uniform mat4 mdl;
uniform mat4 view;
uniform mat4 proj;
vec4 position( mat4 mdl, vec4 pos ){
vec4 position( mat4 _, vec4 pos ){
vec4 world = mdl * pos;
height = world.y;
vec4 eye = view * world;

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