ring/renderer.lua

76 lines
1.7 KiB
Lua

local love = love
local gpu = require( "gpu" )
local t = {}
local canvas
local shaders = {
matte = require( "shaders.matte" ),
}
local meshes = {}
local drawLists = {}
local isDebugging = false
local tf = love.math.newTransform()
local debugTF = love.math.newTransform()
for k in pairs( shaders ) do drawLists[k] = {} end
function t.start()
canvas = {
love.graphics.newCanvas(),
stencil = false,
depth = true,
}
end
function t.debug()
isDebugging = true
end
function t.draw( view, proj )
if isDebugging then
end
love.graphics.setScissor( 0, 0, love.graphics.getDimensions() )
love.graphics.setColor( 1, 1, 1, 1 )
love.graphics.push( "all" )
love.graphics.setCanvas( canvas )
love.graphics.clear()
love.graphics.setDepthMode( "less", true )
for name, shader in pairs( shaders ) do
love.graphics.setShader( shader )
shader:send( "view", "column", view )
shader:send( "proj", "column", proj )
for mesh in pairs( drawLists[ name ] ) do
local modelMatrix = meshes[ mesh ]
tf:setMatrix( "column", modelMatrix )
love.graphics.draw( mesh )
end
end
love.graphics.setCanvas()
love.graphics.setDepthMode( "always", false )
love.graphics.setShader()
love.graphics.draw( canvas[1] )
love.graphics.pop()
if isDebugging then
isDebugging = false
io.flush()
end
end
function t.update( mesh, modelMatrix )
meshes[mesh] = modelMatrix
end
function t.add( mesh, shaderName )
shaderName = shaderName or "matte"
meshes[mesh] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, {0, 0, 1, 0}, {0, 0, 0, 1} }
drawLists[shaderName][mesh] = true
end
return t