day one progress: render two models

This commit is contained in:
wan-may 2025-03-09 21:16:01 -03:00
commit 9bcab00b4d
1 changed files with 146 additions and 0 deletions

146
main.lua Normal file
View File

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local love = assert( love )
local testMesh = love.graphics.newMesh(
{--attributes
{"VertexPosition", "float", 4},
{"VertexColor", "float", 3}
},
{--vertices
{ 0, 0, 0, 1,
0, 0, 0 },
{ 1, 0, 0, 1,
1, 0, 0 },
{ 0, 1, 0, 1,
0, 1, 0 },
{ 0, 0, 1, 1,
0, 0, 1 },
},
"strip",
"static"
)
testMesh:setVertexMap{ 1,2,3,4,1,2 }
local testQuad = love.graphics.newMesh(
{--attributes
{"VertexPosition", "float", 4},
{"VertexColor", "float", 3}
},
{--vertices
{ -1, -1,- 2, 1,
1, 1, 1 },
{ 1, -1,- 2, 1,
1, 0, 0 },
{ 1, 1,- 2, 1,
0, 0, 1 },
{ -1, 1,- 2, 1,
0, 1, 0 },
},
"fan",
"static"
)
local testShader = [[
#ifdef VERTEX
uniform mat4 mdl;
uniform mat4 view;
uniform mat4 proj;
vec4 position( mat4 _, vec4 pos ){
return proj*view*mdl*pos;
}
#endif
#ifdef PIXEL
vec4 effect( vec4 color, Image tex, vec2 texuv, vec2 scruv) {
return color * vec4( 1., 1., 1., 0.5 );
}
#endif
]]
testShader = love.graphics.newShader( testShader, testShader )
--fov in degrees, aspect w/h, near far
local function getProjectionMatrix(n, f)
local r = love.graphics.getWidth() / 2
local t = love.graphics.getHeight() / 2
return --[[{
{n/r, 0, 0, 0},
{0, n/t, 0, 0},
{0, 0, -(f+n)/(f-n), -2 * f * n / (f-n) },
{0, 0, -1, 0},
}]]
{ {1, 0, 0, 0},
{0,-1, 0, 0},
{0, 0, -1, -2*n},
{0, 0, -1, 0},
}
end
local function getViewMatrix()
return {
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
}
end
local testID = {
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
}
local testModelMatrix = {
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, -2},
{0, 0, 0, 1},
}
local testViewMatrix = getViewMatrix()
local testProjection = getProjectionMatrix( 0.2, 10 )
local time = 0
local testDSCanvas = love.graphics.newCanvas(
love.graphics.getWidth(),
love.graphics.getHeight(),
{ readable = true,
format = "depth24" })
local testCanvas = love.graphics.newCanvas()
--row major
--4th column [:][4] translates
--diagonal [i][i], i < 4 scales
--rotations in [1:3][1:3]
function love.draw()
love.graphics.setColor( 1, 1 ,1, 1 )
love.graphics.push( "all" )
love.graphics.setCanvas( { testCanvas, depthstencil = testDSCanvas } )
love.graphics.clear()
love.graphics.setDepthMode( "less", true )
love.graphics.setShader( testShader )
testShader:send( "mdl", "row", testModelMatrix )
testShader:send( "proj", "row", testProjection )
testShader:send( "view", "row", testViewMatrix )
love.graphics.draw( testMesh )
testShader:send( "mdl", "column", testID )
love.graphics.draw( testQuad )
love.graphics.setShader()
love.graphics.draw( testQuad )
love.graphics.setColor(1,1,1, 0.5 )
-- love.graphics.rectangle( "fill", 0, 0, love.graphics.getDimensions() )
love.graphics.setCanvas()
love.graphics.setDepthMode( "always", true )
love.graphics.pop()
love.graphics.draw( testCanvas )
love.graphics.print( string.format( "%05.2f\t:TIME\n%05.2f\t:ANGLE", time, (180 / math.pi) * time / 15 ) )
--[[love.graphics.setShader()
love.graphics.setColor( 1,1,1,1 )
love.graphics.circle( "fill", time, time/2, 5 )]]
end
function love.update( dt )
time = time + 10 * dt
testModelMatrix[3][4] = -2.0 - math.sin( time / 5 )
end