ring/scratch.lua

249 lines
6.0 KiB
Lua

local love = assert( love )
local mat4 = require( "mat4" )
local alph = 1/math.sqrt(2)
local testMesh = love.graphics.newMesh(
{--attributes
{"VertexPosition", "float", 4},
{"VertexColor", "float", 3},
{"VertexTexCoord", "float", 2},
},
{--vertices
{ 1, 0, -alph, 1,
1, 1, 1,
1, 0 },
{ -1, 0, -alph, 1,
1, 0, 0,
0, 0 },
{ 0, 1, alph, 1,
0, 1, 0,
1, 1, },
{ 0, -1, alph, 1,
0, 0, 1,
0, 1, },
},
"strip",
"static"
)
testMesh:setVertexMap{ 1,2,3,4,1,2 }
local rockTexture = love.graphics.newImage( "tex/rock.png" )
rockTexture:setWrap( "repeat", "repeat" )
testMesh:setTexture( rockTexture )
local testQuad = love.graphics.newMesh(
{--attributes
{"VertexPosition", "float", 4},
{"VertexColor", "float", 3},
{"VertexTexCoord", "float", 2},
},
{--vertices
{ -1, -1,- 2, 1,
1, 1, 1,
0, 0, },
{ 1, -1,- 2, 1,
1, 0, 0,
1, 0, },
{ 1, 1,- 2, 1,
0, 0, 1,
1, 1, },
{ -1, 1,- 2, 1,
0, 1, 0,
0, 1, },
},
"fan",
"static"
)
local testShader = [[
varying float d;
#ifdef VERTEX
uniform mat4 mdl;
uniform mat4 view;
uniform mat4 proj;
vec4 position( mat4 _, vec4 pos ){
vec4 cam = view*mdl*pos;
d = cam.z;
return proj * cam;
}
#endif
#ifdef PIXEL
vec4 effect( vec4 color, Image tex, vec2 texuv, vec2 scruv) {
return color * Texel(tex, texuv) * vec4( 2.0, 2.0, 2.0, -d / 9.0 ) ;
}
#endif
]]
testShader = love.graphics.newShader( testShader, testShader )
--column major
local function prod( A, B )
local C = {}
for j = 1,4 do C[j] = {0, 0, 0, 0} end
for j = 1, 4 do
for i = 1, 4 do
C[j][i] =
A[1][i] * B[j][1] +
A[2][i] * B[j][2] +
A[3][i] * B[j][3] +
A[4][i] * B[j][4]
end
end
return C
end
local function roll( t )
local c, s = math.cos(t), math.sin(t)
return {
{c, 0, s, 0},
{0, 1, 0, 0},
{-s, 0, c, 0},
{0, 0, 0, 1},
}
end
local function trans( x, y, z )
return {
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{x, y, z, 1},
}
end
local function scale( x, y, z )
return {
{x, 0, 0, 0},
{0, y, 0, 0},
{0, 0, z, 0},
{0, 0, 0, 1},
}
end
local function id()
return {
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
}
end
--tait-bryan yaw pitch roll
local function rotate( a, b, g )
local c, s = math.cos, math.sin
local ca, sa, cb, sb, cg, sg = c(a), s(a), c(b), s(b), c(g), s(g)
return {
{ ca*cb, sa*cb, -sb, 0},
{ca*sb*sg - sa*cg, sa*sb*sg + ca*cg, cb*sg, 0},
{ca*sb*cg + sa*sg, sa*sb*cg - ca*sg, cb*cg, 0},
{ 0, 0, 0, 1},
}
end
--fov in degrees, aspect w/h, near far
local function getProjectionMatrix(n, f, fov)
local r = love.graphics.getWidth() / 2
local t = love.graphics.getHeight() / 2
local aspect = r/t
local tan = math.tan( fov / 2 )
return
--infinite z
--TODO: get finite
{ {1.0 / tan, 0, 0, 0},
{0, -1.0 / tan, 0, 0},
{0, 0, ( f + n ) / (n-f), -1 },
{0, 0, -2 * f * n / (f - n), 0},
}
end
local function getViewMatrix()
return {
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
}
end
local testModelMatrix
local testViewMatrix = getViewMatrix()
local testProjection = getProjectionMatrix( 0.1, 70, math.rad( 90 ) )
local time = 0
local testDSCanvas = love.graphics.newCanvas(
love.graphics.getWidth(),
love.graphics.getHeight(),
{ readable = true,
format = "depth24" })
local testCanvas = love.graphics.newCanvas()
local creeFont = love.graphics.newFont( "fonts/bjcrus.ttf", 48 )
--row major
--4th column [:][4] translates
--diagonal [i][i], i < 4 scales
--rotations in [1:3][1:3]
function love.draw()
local instance = require( "instance" )
love.graphics.setCanvas( { testCanvas, depthstencil = testDSCanvas } )
love.graphics.clear()
love.graphics.setDepthMode( "less", true )
instance.draw(testViewMatrix, testProjection)
love.graphics.setCanvas()
love.graphics.draw( testCanvas )
--[[
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", "column", testModelMatrix )
testShader:send( "proj", "column", testProjection )
testShader:send( "view", "column", testViewMatrix )
--love.graphics.draw( testMesh )
math.randomseed( 4 )
for i = 1, 15 do
local x, y, z = 3 * ( math.random() - 0.5 ), 3 * ( math.random() - 0.5 )
testShader:send( "mdl", "column",
prod( trans( x, y, -8 ),
rotate( 0, time, math.random() )))
love.graphics.draw( testMesh )
end
testShader:send( "mdl", "column", id() )
-- love.graphics.draw( testQuad )
love.graphics.setShader()
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 )
local str = require( "i18n.en" )
love.graphics.print( string.format( "%05.2f\t:TIME\n%05.2f\t:ANGLE\n", time, time))
love.graphics.print( { {1, 0.2, 0.2}, str.intro1},
creeFont,
0.5 * ( love.graphics.getWidth() - creeFont:getWidth(str.intro[1]) ),
0.5 * ( love.graphics.getHeight() - creeFont:getHeight() ))]]
--[[love.graphics.setShader()
love.graphics.setColor( 1,1,1,1 )
love.graphics.circle( "fill", time, time/2, 5 )]]
end
function love.update( dt )
local instance = require("instance")
time = time + dt
testModelMatrix = prod(
trans( 0, 0, -4 + math.sin( time )),
roll( time )
)
testModelMatrix = prod(
testModelMatrix,
rotate( time, time, time )
)
return instance.update()
end