diff options
Diffstat (limited to 'src/shaders/world.moon')
| -rw-r--r-- | src/shaders/world.moon | 138 |
1 files changed, 129 insertions, 9 deletions
diff --git a/src/shaders/world.moon b/src/shaders/world.moon index ad40cb9..e9ddcc9 100644 --- a/src/shaders/world.moon +++ b/src/shaders/world.moon @@ -3,10 +3,9 @@ color = require("color") world = require("world") sprites = require("world.sprites") shader_shim = require("shader_shim") -hc = require("party.hardoncollider.init") +hc = require("party.hc.init") -- Process the world into buffers to send to the shader -error("Who is including world?") print("sprites:",sprites,getmetatable(sprites)) print("sprites.floor1_diffuse",sprites["floor1_diffuse"]) view_angle = math.pi / 4 @@ -26,6 +25,9 @@ p_mv = mat4( 0, 0,(-far_plane * near_plane)/(far_plane - near_plane), 0 ) +sd = sprites.floor1_diffuse +w1 = sprites.wall1_diffuse + -- Each point needs: -- vec3 position (x,y,z) -- vec2 (u,v) @@ -57,8 +59,84 @@ up_down_hall = (x,y) -> } r -sd = sprites.floor1_diffuse -w1 = sprites.wall1_diffuse +room = (x,y,w,h,left_holes,right_holes,top_holes,bottom_holes) -> + left_holes\sort() + right_holes\sort() + top_holes\sort() + bottom_holes\sort() + r = { + --floor + vec3(x,y,0) + vec3(x+w,y,0), + vec3(x+w,y-h,0), + vec3(x+w,y-h,0), + vec3(x,y-h,0), + vec3(x,y,0), + + --left wall + } + r + +barrel = (x,y,w,h) -> + tris = 18 + rad = (w/2) + l = x - (w/2) + j = x + (w/2) + t = h + b = 0 + f = y - (w/2) + n = y + (w/2) + r = { + --top + vec3(l,f,h), + vec3(l,n,h), + vec3(j,n,h), + vec3(j,n,h), + vec3(j,f,h), + vec3(l,f,h), + } + step = (2*math.pi)/tris + for i = 0,2*math.pi,step + r[#r+1] =vec3(x + math.cos(i)*rad,y + math.sin(i)*n,h) + r[#r+1] =vec3(x + math.cos(i+step)*rad,math.sin(i+step)*n,h) + r[#r+1] =vec3(x + math.cos(i+step)*rad,math.sin(i+step)*n,0) + r[#r+1] =vec3(x + math.cos(i+step)*rad,math.sin(i+step)*n,0) + r[#r+1] =vec3(x + math.cos(i)*rad,math.sin(i)*n,0) + r[#r+1] =vec3(x + math.cos(i)*rad,math.sin(i)*n,h) + r + +barrel_uv = (x,y,w,h) -> + tris = 18 + r = { + vec4(w1.s1,w1.t1,1,1), + vec4(w1.s1,w1.t2,1,1), + vec4(w1.s2,w1.t2,1,1), + vec4(w1.s2,w1.t2,1,1), + vec4(w1.s2,w1.t1,1,1), + vec4(w1.s1,w1.t1,1,1), + } + step = (2*math.pi)/tris + for i = 0,2*math.pi,step + perc = (i / (2*math.pi)) + nextperc = ((i+step) / (2*math.pi)) + srange = w1.s2 - w1.s1 + trange = w1.t2 - w1.t1 + sstart = w1.s1 + (srange * perc) + send = w1.s1 + (srange * nextperc) + tstart = w1.t1 + tend = w1.t2 + r[#r+1] = vec4(sstart ,tstart,1,1) + r[#r+1] = vec4(sstart ,tend,1,1) + r[#r+1] = vec4(send ,tend,1,1) + r[#r+1] = vec4(send ,tend,1,1) + r[#r+1] = vec4(send ,tstart,1,1) + r[#r+1] = vec4(sstart ,tstart,1,1) + r + +barrel_r = (x,y,w,h) -> + r = {-1,-1,1,1,1,-1,0,0,0,0,0,0} + r + -- uvs are s,t,smult, tmult up_down_hall_uv = (x,y) -> @@ -88,31 +166,73 @@ up_down_hall_uv = (x,y) -> } r +up_down_hall_r = (x,y) -> + r = { + 0,0,0,0,0,0 + 0,0,0,0,0,0 + 0,0,0,0,0,0 + 0,0,0,0,0,0 + 0,0,0,0,0,0 + 0,0,0,0,0,0 + } + r + +-- Barrel? + + add_verts = (tbl, new) -> for i = 1, #new tbl[#tbl+1] = new[i] world_geom = {} world_uv = {} -add_verts(world_geom, up_down_hall(0,0)) +world_r = {} +add_verts(world_geom, up_down_hall(0,-1)) add_verts(world_uv, up_down_hall_uv(0,0)) +add_verts(world_r, up_down_hall_r(0,0)) add_verts(world_geom, up_down_hall(0,1)) add_verts(world_uv, up_down_hall_uv(0,0)) -add_verts(world_geom, up_down_hall(0,-1)) +add_verts(world_r, up_down_hall_r(0,0)) +add_verts(world_geom, up_down_hall(0,0)) add_verts(world_uv, up_down_hall_uv(0,0)) +add_verts(world_r, up_down_hall_r(0,0)) +add_verts(world_geom, barrel(-1,0,0.5,0.5)) +add_verts(world_uv, barrel_uv(-1,0,0.5,0.5)) +add_verts(world_r, barrel_r(-1,0,0.5,0.5)) +--add_verts(world_geom, barrel(0.5,0.5,0.5,0.5)) +--add_verts(world_uv, barrel_uv(0.5,0.5,0.5,0.5)) +--add_verts(world_r, barrel_r(0.5,0.5,0.5,0.5)) --sprites["diffuse"].texture.wrap = "repeat" --sprites["normals"].texture.wrap = "repeat" -node = shader_shim.world\append(am.cull_face("front")\append(am.bind({ + +test_world = { + vec3(0,0,0), + vec3(1,0,0), + vec3(0,1,0) +} +test_uvs = { + vec4(sd.s1,sd.t1,1,1), + vec4(sd.s2,sd.t1,1,1), + vec4(sd.s2,sd.t2,1,1), +} +test_r = { + 0,0,0 +} +node = shader_shim.world\append(am.depth_test("less")\append(am.cull_face("front")\append(am.bind({ -- should cull front MV: s_mv P: mat4(1) color: color.am_color.highlight, world_x: 0, world_y: 0, world: am.vec3_array(world_geom) + texuv: am.vec4_array(world_uv) + r: am.float_array(world_r) + --world:am.vec3_array(test_world) + --texuv: am.vec4_array(test_uvs) + --r: am.float_array(test_r) time: am.current_time(), textures: sprites.floor1_diffuse.texture - texuv: am.vec4_array(world_uv) -})\append(am.draw("triangles")))) +})\append(am.draw("triangles"))))) node\action(() => bind = self("bind") bind.time = am.current_time! |
