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Diffstat (limited to 'src/shaders/world.moon.back')
| -rw-r--r-- | src/shaders/world.moon.back | 327 |
1 files changed, 327 insertions, 0 deletions
diff --git a/src/shaders/world.moon.back b/src/shaders/world.moon.back new file mode 100644 index 0000000..7950f51 --- /dev/null +++ b/src/shaders/world.moon.back @@ -0,0 +1,327 @@ +win = require("window") +color = require("color") +world = require("world") +sprites = require("sprites") +shader_shim = require("shader_shim") +hc = require("party.hc.init") +log = require("log") +PlayerGraphicComponent = require("ecs.player_graphic") +assert(world.world_x, "No world_x" .. debug.traceback()) +-- Process the world into buffers to send to the shader + +view_angle = math.pi / 4 +near_plane = 1 +far_plane = 2 +aspect = win.width / win.height +s_mv = mat4( + 1, 0, 0, 0, + 0, aspect, 0, 0, + 0, 0, 1, 0, + -0.0, 0.5, 0, 4 + ) +p_mv = mat4( + 1 / ((win.width / win.height) * math.tan(view_angle / 2)), 0, 0, 0, + 0, 1/math.tan(view_angle/2), 0, 0, + 0, 0, far_plane / (far_plane - near_plane), 1, + 0, 0,(-far_plane * near_plane)/(far_plane - near_plane), 0 +) + +sd = sprites.floor +w1 = sprites.wall + +-- Each point needs: +-- vec3 position (x,y,z) +-- vec2 (u,v) +up_down_hall = (x,y) -> + r = { + --floor + vec3(x,y,0), + vec3(x+1,y,0), + vec3(x+1,y-1,0), + vec3(x+1,y-1,0), + vec3(x,y-1,0), + vec3(x,y,0), + + -- Left wall + vec3(x,y,1), + vec3(x,y,0), + vec3(x,y-1,0), + vec3(x,y-1,0), + vec3(x,y-1,1), + vec3(x,y,1), + + --Right wall + vec3(x+1,y,0), + vec3(x+1,y,1), + vec3(x+1,y-1,1), + vec3(x+1,y-1,1), + vec3(x+1,y-1,0), + vec3(x+1,y,0), + } + r + +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) -> + r = { + --floor + vec4(sd.s1,sd.t1,1,1), + vec4(sd.s2,sd.t1,1,1), + vec4(sd.s2,sd.t2,1,1), + vec4(sd.s2,sd.t2,1,1), + vec4(sd.s1,sd.t2,1,1), + vec4(sd.s1,sd.t1,1,1), + -- left wall + 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), + -- right wall + vec4(w1.s2,w1.t2,1,1), + vec4(w1.s2,w1.t1,1,1), + vec4(w1.s1,w1.t1,1,1), + vec4(w1.s1,w1.t1,1,1), + vec4(w1.s1,w1.t2,1,1), + vec4(w1.s2,w1.t2,1,1), + + } + 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 = {} +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_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" + +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 +} + +-- How big should our buffer for the world be? +-- Let's call it at up to 100 players +--MAX_PLAYERS = 128 +MAX_PLAYERS = 8 +--MAX_LEVEL_TRIS = 1 * 1024 * 1024 -- 1M level triangles? +MAX_LEVEL_TRIS = 1024 -- testing? +buffer_tris = (MAX_PLAYERS * PlayerGraphicComponent.tris!) + MAX_LEVEL_TRIS +geom_buffer = am.buffer(buffer_tris * 3 * 12) --am.vec3_array +uv_buffer = am.buffer(buffer_tris * 3 * 16) --am.vec2_array +geom_view = geom_buffer\view("vec3") +uv_view = uv_buffer\view("vec4") +for i = 1, #world_geom + geom_view[i] = world_geom[i] + +for i = 1, #world_uv + uv_view[i] = world_uv[i] + +world.geom_view = geom_view +world.uv_view = uv_view + +buf_cursor = #world_geom -- the vertex number +add = (n) -> + assert(n.tris) + assert(n.populate_buf) + n_tris = n\tris! + assert(buf_cursor + n_tris < buffer_tris, "Not enough tris! Had " .. buf_cursor .. " and wanted " .. n_tris .. " so we sould end up with " .. (buf_cursor + n_tris) .. " but we only have " .. buffer_tris) + log.info(string.format("Adding %d tris to buffer at %d",n_tris, buf_cursor),{"graphics"}) + n\populate_buf(geom_view, uv_view, buf_cursor) + buf_cursor += n_tris * 6 + +clear = () -> + log.info("Clearing shader!") + geom_view\set(vec3(0,0,0),1,buf_cursor) + uv_view\set(vec4(0,0,0,0),1,buf_cursor) + buf_cursor = 1 + +shimworld = shader_shim.world +depth_test = am.depth_test("less") +shimworld\append(depth_test) +cull = am.cull_face("front") +depth_test\append(cull) +binds = { + MV: s_mv + P: mat4(1) + color: color.am_color.highlight, + world_x: 0, + world_y: 0, + world: geom_view, + texuv: uv_view, + --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.floor.texture +} +bind = am.bind(binds) +cull\append(bind) +draw = am.draw("triangles", 1, buf_cursor) +bind\append(draw) + +world.geom = binds.geom +world.texuv = binds.texuv + +shimworld\action(() => + bind = self("bind") + bind.time = am.current_time! + --bind.world_x = math.sin(am.current_time!) * 2 + --bind.world_y = math.cos(am.current_time!) * 2 + bind.world_x = world.world_x + bind.world_y = world.world_y +) +node = shimworld + +--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 +--})\append(am.draw("triangles"))))) +--node\action(() => + --bind = self("bind") + --bind.time = am.current_time! + --bind.world_x = math.sin(am.current_time!) * 2 + --bind.world_y = math.cos(am.current_time!) * 2 + ----bind.world_x = world.world_x + ----bind.world_y = world.world_y +--) +{ + :add + :clear + node: node + bind: node("bind") +} |
