80 lines
1.7 KiB
Lua
80 lines
1.7 KiB
Lua
local love = love
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local gpu = require( "gpu" )
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local t = {}
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local canvas
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local meshes = {}
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local isDebugging = false
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local tf = love.math.newTransform()
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local debugTF = love.math.newTransform()
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local sky
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local bell
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local contempra
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function t.start()
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canvas = {
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love.graphics.newCanvas(),
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stencil = false,
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depth = true,
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}
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sky = require( "models.sky" )
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bell = require( "models.bell" )
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contempra = require( "models.contempra" )
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end
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function t.debug()
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isDebugging = true
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end
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local function matte( )
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local list = drawLists.matte
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local shader = shaders.matte
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love.graphics.setShader( shader )
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for mesh in pairs( list ) do
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shader:send( "mdl", "column", meshes[mesh])
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love.graphics.draw( mesh )
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end
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end
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function t.draw( view, proj )
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if isDebugging then
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end
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love.graphics.push( "all" )
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love.graphics.setScissor( 0, 0, love.graphics.getDimensions() )
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love.graphics.setCanvas( canvas )
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love.graphics.clear()
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love.graphics.setDepthMode( "less", true )
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love.graphics.replaceTransform( tf )
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love.graphics.setMeshCullMode( "back" )
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sky.draw( view, proj )
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bell.draw( view, proj )
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contempra.draw( view, proj )
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love.graphics.pop()
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love.graphics.setColor( 1, 1, 1, 1 )
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love.graphics.draw( canvas[1] )
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if isDebugging then
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isDebugging = false
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io.flush()
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end
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end
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function t.update( mesh, modelMatrix )
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meshes[mesh] = modelMatrix
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end
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function t.add( mesh, shaderName )
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shaderName = shaderName or "matte"
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meshes[mesh] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, {0, 0, 1, 0}, {0, 0, 0, 1} }
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drawLists[shaderName][mesh] = true
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end
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return t |