mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 14:09:03 -06:00
301 lines
6.1 KiB
Lua
301 lines
6.1 KiB
Lua
local mat4 = cpml.mat4
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local vec3 = cpml.vec3
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local cube = {
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front = {},
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top = {},
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bottom = {},
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left = {},
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right = {}
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}
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for scale = 1,2 do
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cube.front[scale] = love.graphics.newMesh(
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{
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{ "VertexPosition", "float", 3 },
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{ "VertexTexCoord", "float", 2 },
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{ "VertexColor", "byte", 4}
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},
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{
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{
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0, 0, 0,
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0, 0,
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1, 1, 1
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},
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{
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16*scale, 0, 0,
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1, 0,
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1, 1, 1,
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},
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{
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0, 16*scale, 0,
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0, 1,
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1, 1, 1,
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},
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{
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16*scale, 16*scale, 0,
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1, 1,
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1, 1, 1,
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},
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},
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"strip",
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"static"
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)
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cube.top[scale] = love.graphics.newMesh(
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{
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{ "VertexPosition", "float", 3 },
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{ "VertexTexCoord", "float", 2 },
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{ "VertexColor", "byte", 4}
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},
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{
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{
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0, 0, 0,
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0, 0,
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1, 1, 1
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},
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{
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16*scale, 0, 0,
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1, 0,
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1, 1, 1,
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},
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{
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0, 0, 16*scale,
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0, 1,
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1, 1, 1,
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},
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{
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16*scale, 0, 16*scale,
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1, 1,
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1, 1, 1,
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},
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},
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"strip",
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"static"
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)
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cube.bottom[scale] = love.graphics.newMesh(
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{
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{ "VertexPosition", "float", 3 },
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{ "VertexTexCoord", "float", 2 },
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{ "VertexColor", "byte", 4}
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},
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{
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{
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0, 16*scale, 16*scale,
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0, 0,
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1, 1, 1
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},
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{
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16*scale, 16*scale, 16*scale,
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1, 0,
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1, 1, 1,
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},
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{
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0, 16*scale, 0,
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0, 1,
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1, 1, 1,
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},
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{
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16*scale, 16*scale, 0,
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1, 1,
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1, 1, 1,
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},
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},
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"strip",
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"static"
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)
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cube.left[scale] = love.graphics.newMesh(
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{
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{ "VertexPosition", "float", 3 },
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{ "VertexTexCoord", "float", 2 },
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{ "VertexColor", "byte", 4}
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},
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{
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{
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0, 0, 0,
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0, 0,
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1, 1, 1
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},
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{
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0, 16*scale, 0,
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1, 0,
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1, 1, 1,
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},
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{
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0, 0, 16*scale,
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0, 1,
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1, 1, 1,
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},
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{
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0, 16*scale, 16*scale,
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1, 1,
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1, 1, 1,
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},
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},
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"strip",
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"static"
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)
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cube.right[scale] = love.graphics.newMesh(
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{
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{ "VertexPosition", "float", 3 },
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{ "VertexTexCoord", "float", 2 },
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{ "VertexColor", "byte", 4}
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},
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{
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{
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16*scale, 16*scale, 16*scale,
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0, 0,
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1, 1, 1
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},
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{
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16*scale, 0, 16*scale,
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1, 0,
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1, 1, 1,
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},
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{
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16*scale, 16*scale, 0,
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0, 1,
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1, 1, 1,
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},
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{
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16*scale, 0, 0,
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1, 1,
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1, 1, 1,
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},
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},
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"strip",
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"static"
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)
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end
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local shader_no_discard = {
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shader = love.graphics.newShader(
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[[
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vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords) {
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vec4 texcolor = Texel(tex, texture_coords);
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return texcolor * color;
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}
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]],
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[[
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uniform mat4 transform;
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vec4 position(mat4 transform_projection, vec4 vertex_position) {
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return transform * TransformMatrix * (vertex_position - vec4(vec2(640.0, 480.0) / 2.0, 0.0, 0.0));
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}
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]]
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),
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width = -1,
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height = -1,
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depth_3d = -1
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}
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local shader_discard = {
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shader = love.graphics.newShader(
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[[
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uniform vec4 rect;
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vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords) {
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if (screen_coords.x < rect.x || screen_coords.x > rect.y || screen_coords.y < rect.z || screen_coords.y > rect.w) discard;
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vec4 texcolor = Texel(tex, texture_coords);
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return texcolor * color;
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}
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]],
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[[
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uniform mat4 transform;
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vec4 position(mat4 transform_projection, vec4 vertex_position) {
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return transform * TransformMatrix * (vertex_position - vec4(vec2(640.0, 480.0) / 2.0, 0.0, 0.0));
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}
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]]
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),
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width = -1,
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height = -1,
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depth_3d = -1
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}
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local function set_shader_transform(shader, width, height)
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local depth = (480 / 2) / math.tan(math.rad(config.depth_3d) / 2)
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local look_at = mat4():look_at(vec3(0, 0, depth), vec3(0, 0, 0), vec3(0, 1, 0))
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local perspective = mat4.from_perspective(config.depth_3d, width / height, -0.5, 0.5)
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local tall = height / 480 > width / 640
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if tall then
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local scale_factor = (480 * width) / (640 * height)
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shader:send("transform", mat4.scale(mat4.new(), perspective * look_at, vec3(scale_factor)))
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else
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shader:send("transform", perspective * look_at)
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end
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end
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return function(R, G, B, A, image, x, y, left, right, top, bottom, big)
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local scale = big and 2 or 1
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if config.depth_3d > 0 then
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love.graphics.setCanvas{GLOBAL_CANVAS, depth = true}
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love.graphics.push()
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love.graphics.origin()
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love.graphics.setDepthMode("lequal", true)
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local shader
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local current_width = love.graphics.getWidth()
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local current_height = love.graphics.getHeight()
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if left and right and top and bottom then
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love.graphics.setShader(shader_discard.shader)
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local scale_factor = math.min(current_width / 640, current_height / 480)
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local rect_left = (current_width - scale_factor * 640) / 2 + left * scale_factor
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local rect_right = (current_width - scale_factor * 640) / 2 + right * scale_factor
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local rect_top = (current_height - scale_factor * 480) / 2 + top * scale_factor
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local rect_bottom = (current_height - scale_factor * 480) / 2 + bottom * scale_factor
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shader_discard.shader:send("rect", {rect_left, rect_right, rect_top, rect_bottom})
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shader = shader_discard
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else
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love.graphics.setShader(shader_no_discard.shader)
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shader = shader_no_discard
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end
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if current_width ~= shader.width or current_height ~= shader.height or config.depth_3d ~= shader.depth_3d then
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set_shader_transform(shader.shader, current_width, current_height)
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shader.width = current_width
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shader.height = current_height
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shader.depth_3d = config.depth_3d
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end
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if A ~= 1 or y > 480 / 2 then
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love.graphics.setColor(R, G, B, A)
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cube.top[scale]:setTexture(image)
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love.graphics.draw(cube.top[scale], x, y)
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end
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love.graphics.setColor(R / 2, G / 2, B / 2, A)
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if A ~= 1 or y < 480 / 2 then
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cube.bottom[scale]:setTexture(image)
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love.graphics.draw(cube.bottom[scale], x, y)
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end
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if A ~= 1 or x > 640 / 2 then
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cube.left[scale]:setTexture(image)
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love.graphics.draw(cube.left[scale], x, y)
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end
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if A ~= 1 or x < 640 / 2 then
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cube.right[scale]:setTexture(image)
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love.graphics.draw(cube.right[scale], x, y)
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end
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love.graphics.setColor(R, G, B, A)
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cube.front[scale]:setTexture(image)
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love.graphics.draw(cube.front[scale], x, y)
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love.graphics.setShader()
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love.graphics.setDepthMode()
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love.graphics.pop()
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love.graphics.setCanvas(GLOBAL_CANVAS)
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else
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love.graphics.setColor(R, G, B, A)
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love.graphics.draw(image, x, y, 0, scale, scale)
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end
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end
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