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@@ -1,8 +1,8 @@
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local fragmentShader = require("shader")
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local mesh1, mesh2
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-local mesh4instance
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-local mesh1program, mesh3program, mesh4program
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+local mesh4Instance
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+local mesh1Program, mesh3Program, mesh4Program
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local gridSize = 8
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-- Call this function with a string containing a glsl function preTransform()
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@@ -12,7 +12,7 @@ local function makeShader(prefix)
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out vec3 lightDirection;
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out vec3 normalDirection;
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-vec3 lightPosition = vec3(0, 10, 3);
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+vec3 lightPosition = vec3(10, 10, 3);
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vec4 position(mat4 projection, mat4 transform, vec4 _vertex) {
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vec4 vertex = preTransform(_vertex);
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@@ -29,20 +29,21 @@ vec4 position(mat4 projection, mat4 transform, vec4 _vertex) {
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end
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-- This "standard" program is the same as the standard light shader from the other examples-- it does nothing.
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-local mesh1program = makeShader("vec4 preTransform(vec4 v) { return v; }")
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+local mesh1Program = makeShader("vec4 preTransform(vec4 v) { return v; }")
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local rotate = 0
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+local animate = 0
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function lovr.load()
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lovr.graphics.setCullingEnabled(true)
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--- mesh1program()
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+-- mesh1Program()
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mesh1 = lovr.graphics.newMesh({{ 'lovrPosition', 'float', 3 }, { 'lovrNormal', 'float', 3 }}, 3)
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mesh1:setVertices({{0,0,0, 0,0,1}, {1,0,0, 0,0,1}, {0,1,0, 0,0,1}}) -- A triangle
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mesh2 = lovr.graphics.newMesh({{ 'lovrPosition', 'float', 3 }, { 'lovrNormal', 'float', 3 }}, 24, 'triangles')
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- mesh2:setVertices({ -- Coordinates for mesh 2 (a cube)
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+ local mesh2Vertices = { -- Coordinates for mesh 2 (a cube)
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{0,0,0, 0,0,-1}, -- Face front
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{0,1,0, 0,0,-1},
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{1,1,0, 0,0,-1},
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@@ -72,7 +73,17 @@ function lovr.load()
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{1,0,0, 0,-1,0},
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{1,0,1, 0,-1,0},
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{0,0,1, 0,-1,0}
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- })
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+ }
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+
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+ -- This cube covers the space 0..1, so it's centered at (0.5, 0.5, 0.5).
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+ -- Edit the first three coordinates of each vertex to center it at (0,0,0):
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+ for _, v in ipairs(mesh2Vertices) do
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+ for i=1,3 do
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+ v[i] = v[i] - 0.5
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+ end
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+ end
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+
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+ mesh2:setVertices(mesh2Vertices)
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mesh2:setVertexMap({ -- Indexes for mesh 2
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1, 2, 3, 1, 3, 4, -- Face front
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@@ -83,16 +94,18 @@ function lovr.load()
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21, 22, 23, 21, 23, 24, -- Face bottom
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})
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- mesh3program = makeShader([[
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+ mesh3Program = makeShader([[
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uniform int gridSize;
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+ uniform float animate;
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vec4 preTransform(vec4 v) {
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int x = gl_InstanceID % gridSize;
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int y = (gl_InstanceID / gridSize) % gridSize;
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int z = (gl_InstanceID / gridSize) / gridSize;
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- return v/vec4(2,2,2,1) + vec4(x,y,z,1);
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+ float cubeSize = (sin(x + y + z + animate) + 1) / 2;
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+ return v * vec4(cubeSize,cubeSize,cubeSize,1) + vec4(x,y,z,0) - vec4(gridSize, gridSize, gridSize, 0)/2;
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}
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]])
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- mesh3program:send("gridSize", gridSize)
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+ mesh3Program:send("gridSize", gridSize)
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--local vertexData = lovr.data.newVertexData(3, {{ 'position', 'float', 3 }, { 'normal', 'float', 3 }})
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--vertexData:setVertices({{0,0,0}, {0,1,0}, {1,0,0}})
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-- mesh:attachAttribute(instancingMesh, 'instancedPosition') -- NYI, attaches an attribute from a different mesh onto this mesh
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@@ -100,11 +113,12 @@ function lovr.load()
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end
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function lovr.update(dt)
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- --rotate = rotate + dt/math.pi/2
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+-- rotate = rotate + dt/math.pi/8
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+ animate = animate + dt/math.pi*2
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end
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function lovr.draw(eye)
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- lovr.graphics.setShader(mesh1program)
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+ lovr.graphics.setShader(mesh1Program)
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lovr.graphics.setColor(1,1,1,1)
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lovr.graphics.rotate(rotate, 0, 1, 0)
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@@ -119,15 +133,16 @@ function lovr.draw(eye)
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mesh2:draw(0,0,0)
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lovr.graphics.pop()
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- lovr.graphics.setShader(mesh3program)
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+ lovr.graphics.setShader(mesh3Program)
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lovr.graphics.push()
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lovr.graphics.rotate(2 * math.pi/2, 0, 1, 0)
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- lovr.graphics.translate(0, 0, -2)
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- lovr.graphics.scale(2/gridSize)
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+ lovr.graphics.translate(0, 00, -2.5)
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+ lovr.graphics.scale(1/gridSize)
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+ mesh3Program:send("animate", animate)
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mesh2:drawInstanced(gridSize*gridSize*gridSize, 0,0,0)
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lovr.graphics.pop()
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- lovr.graphics.setShader(mesh1program)
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+ lovr.graphics.setShader(mesh1Program)
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lovr.graphics.push()
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lovr.graphics.rotate(3 * math.pi/2, 0, 1, 0)
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lovr.graphics.translate(0, 0, -2)
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