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@@ -1,199 +1,16 @@
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--- This demo renders four examples of mesh drawing:
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--- A plain mesh (one triangle, white)
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--- A mesh with a vertex map, in other words indexed triangles (a cube, magenta)
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--- An instanced mesh with its size controlled by gl_InstanceID and an equation (512 cubes animated, cyan)
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--- An instanced mesh with its size controlled by an attached attribute (512 cubes with random sizes, yellow)
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---
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--- Sample contributed by andi mcc
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-
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-local fragmentShader = require("shader")
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-
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-local mesh1, mesh2, mesh4
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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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-local gridSizeCubed = gridSize*gridSize*gridSize
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-
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--- This reproduces a simple lighting shader, but in the vertex shader
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--- the mesh coordinate is run through a customized function first.
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--- Call this function with a string containing a glsl function preTransform()
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--- which maps world space coordinates to world space coordinates to construct a shader.
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-local function makeShader(prefix)
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- return lovr.graphics.newShader(prefix .. [[
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-out vec3 lightDirection;
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-out vec3 normalDirection;
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-out vec3 vertexPosition;
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-
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-vec3 lightPosition = vec3(10., 10., 3.);
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-
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-vec4 position(mat4 projection, mat4 transform, vec4 _vertex) {
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- vec4 vertex = preTransform(_vertex);
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-
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- vec4 vVertex = transform * vertex;
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- vec4 vLight = lovrView * vec4(lightPosition, 1.);
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-
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- lightDirection = normalize(vec3(vLight - vVertex));
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- normalDirection = normalize(lovrNormalMatrix * lovrNormal);
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- vertexPosition = vVertex.xyz;
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-
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- return projection * transform * vertex;
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-}
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-]], fragmentShader)
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-end
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-
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-local animate = 0
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-
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-function lovr.load()
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- lovr.graphics.setCullingEnabled(true)
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-
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- -- This "standard" program is the same as the lighting shader from the other examples-- it does nothing.
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- mesh1Program = makeShader("vec4 preTransform(vec4 v) { return v; }")
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-
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- -- This mesh is a single triangle
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- mesh1 = lovr.graphics.newMesh({{ 'lovrPosition', 'float', 3 }, { 'lovrNormal', 'float', 3 }}, 3, 'triangles')
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- mesh1:setVertices({{0,0,0, 0,0,1}, {1,0,0, 0,0,1}, {0,1,0, 0,0,1}})
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-
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- -- This mesh is a cube
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- mesh2 = lovr.graphics.newMesh({{ 'lovrPosition', 'float', 3 }, { 'lovrNormal', 'float', 3 }}, 24, 'triangles')
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- local mesh2Vertices = {
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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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- {1,0,0, 0,0,-1},
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-
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- {1,1,0, 0,1,0}, -- Face top
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- {0,1,0, 0,1,0},
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- {0,1,1, 0,1,0},
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- {1,1,1, 0,1,0},
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-
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- {1,0,0, 1,0,0}, -- Face right
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- {1,1,0, 1,0,0},
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- {1,1,1, 1,0,0},
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- {1,0,1, 1,0,0},
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-
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- {0,0,0, -1,0,0}, -- Face left
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- {0,0,1, -1,0,0},
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- {0,1,1, -1,0,0},
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- {0,1,0, -1,0,0},
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-
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- {1,1,1, 0,0,1}, -- Face back
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- {0,1,1, 0,0,1},
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- {0,0,1, 0,0,1},
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- {1,0,1, 0,0,1},
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-
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- {0,0,0, 0,-1,0}, -- Face bottom
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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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- -- The cube specified above covers the space 0..1, so it's centered at (0.5, 0.5, 0.5). That's not right.
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- -- Let's 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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-
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- -- Indices to draw the faces of the cube out of triangles
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- local mesh2Indexes = {
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- 1, 2, 3, 1, 3, 4, -- Face front
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- 5, 6, 7, 5, 7, 8, -- Face top
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- 9, 10, 11, 9, 11, 12, -- Face right
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- 13, 14, 15, 13, 15, 16, -- Face left
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- 17, 18, 19, 17, 19, 20, -- Face back
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- 21, 22, 23, 21, 23, 24, -- Face bottom
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- }
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-
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- mesh2:setVertexMap(mesh2Indexes)
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-
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- -- This program draws many "instances" of a single model (in this example, a cube, but it could be anything)
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- -- but uses the instance ID to recenter the model so that the various copies pack the volume of a cube.
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- -- The model is resized according to a uniform and a little equation to make them wave nicely.
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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 instance = lovrInstanceID;
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- int x = instance % gridSize;
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- int y = (instance / gridSize) % gridSize;
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- int z = (instance / gridSize) / gridSize;
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- float cubeSize = (sin(float(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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+function lovr.draw(pass)
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+ local vertices = {
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+ vec3( 0, .4, 0), vec4(1, 0, 0, 1),
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+ vec3(-.5, -.4, 0), vec4(0, 1, 0, 1),
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+ vec3( .5, -.4, 0), vec4(0, 0, 1, 1)
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}
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- ]])
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- mesh3Program:send("gridSize", gridSize)
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- -- This is exactly like the last program-- many instances of one model, packed into a cube volume.
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- -- The difference is instead of the size being set by a single uniform, we'll pass in a list of sizes.
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- -- We only have to pass in the cube mesh once, and it matches a copy of the cube for each size in the list.
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- mesh4Program = makeShader([[
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- uniform int gridSize;
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- in float cubeSize;
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- vec4 preTransform(vec4 v) {
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- int instance = lovrInstanceID;
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- int x = instance % gridSize;
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- int y = (instance / gridSize) % gridSize;
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- int z = (instance / gridSize) / gridSize;
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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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+ local format = {
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+ { type = 'vec3', location = 'VertexPosition' },
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+ { type = 'vec4', location = 'VertexColor' }
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}
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- ]])
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- mesh4Program:send("gridSize", gridSize)
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-
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- -- Here we make an alternate version of mesh 2 (the cube) with the size list attached.
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- mesh4 = lovr.graphics.newMesh({}, 24, 'triangles')
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- mesh4Instance = lovr.graphics.newMesh({{'cubeSize', 'float', 1}}, gridSizeCubed, 'points')
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- local mesh4Vertices = {}
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- for i=1,gridSizeCubed do -- Hmm, what sizes should we use?
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- table.insert(mesh4Vertices, {math.random()}) -- Let's just make them random.
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- end
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- mesh4Instance:setVertices(mesh4Vertices)
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- mesh4:setVertexMap(mesh2Indexes)
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- mesh4:attachAttributes(mesh2)
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- mesh4:attachAttributes(mesh4Instance, 1)
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-end
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-
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-function lovr.update(dt)
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- animate = animate + dt/math.pi*2
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-end
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-
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-function lovr.draw(eye)
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- lovr.graphics.setShader(mesh1Program)
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-
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- lovr.graphics.push() -- White triangle
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- lovr.graphics.setColor(1,1,1)
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- lovr.graphics.translate(0, 0, -2)
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- mesh1:draw(0,0,0)
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- lovr.graphics.pop()
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-
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- lovr.graphics.push() -- Magenta cube
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- lovr.graphics.setColor(1,0,1)
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- lovr.graphics.rotate(1 * math.pi/2, 0, 1, 0)
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- lovr.graphics.translate(0, 0, -2)
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- mesh2:draw(0,0,0)
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- lovr.graphics.pop()
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-
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- lovr.graphics.setShader(mesh3Program) -- Cyan cubes with size animated by uniform
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- lovr.graphics.setColor(0,1,1)
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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(1/gridSize)
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- mesh3Program:send("animate", animate)
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- mesh2:draw(lovr.math.mat4(), gridSizeCubed)
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- lovr.graphics.pop()
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- lovr.graphics.setShader(mesh4Program) -- Yellow cubes with size specified by mesh4
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- lovr.graphics.setColor(1,1,0)
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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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- lovr.graphics.scale(1/gridSize)
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- mesh4:draw(lovr.math.mat4(), gridSizeCubed)
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- lovr.graphics.pop()
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+ local triangle = lovr.graphics.getBuffer(vertices, format)
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- lovr.graphics.setColor(1,1,1)
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- lovr.graphics.setShader()
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+ pass:mesh(triangle, 0, 1.7, -1)
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end
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