tilershader
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function setup() | |
img=readImage("Platformer Art:Block Brick") | |
--note that when parameter values change, CreateMesh will be called | |
--and this will rebuild the mesh at the new size | |
parameter.integer("MeshWidth",20,700,100,CreateMesh) | |
parameter.integer("MeshHeight",20,700,100,CreateMesh) | |
print("Slide the sliders to change the size of the mesh") | |
end | |
function CreateMesh() | |
--CreateMesh will be called for the first time when the parameters are defined above, which creates | |
--a problem with the first one, because MeshHeight hasn't been defined yet (it's the second one!). So | |
--the first line below just returns if we're not ready to build it yet. So the MeshHeight parameter | |
--will also call CreateMesh, and this time it will be ok to continue. After this, this function will | |
--only be called if the user changes size. | |
if MeshHeight==nil then return end | |
--clear any existing mesh | |
if m~=nil then m:clear() else m=mesh() end | |
m.texture=img | |
--calculate how many images will fit into our mesh | |
nx,ny=MeshWidth/img.width,MeshHeight/img.height | |
--create the mesh, one big rectangle with 6 vertices | |
v,t={},{} | |
v[1]=vec3(0,0,0) t[1]=vec2(0,0) | |
v[2]=vec3(MeshWidth,0,0) t[2]=vec2(nx,0) | |
v[3]=vec3(MeshWidth,MeshHeight,0) t[3]=vec2(nx,ny) | |
v[4]=vec3(MeshWidth,MeshHeight,0) t[4]=vec2(nx,ny) | |
v[5]=vec3(0,MeshHeight,0) t[5]=vec2(0,ny) | |
v[6]=vec3(0,0,0) t[6]=vec2(0,0) | |
m.vertices=v | |
m.texCoords=t | |
m:setColors(color(255)) | |
m.shader = shader(TilerShader.vertexShader, TilerShader.fragmentShader) | |
end | |
function draw() | |
background(200) | |
pushMatrix() | |
translate(10,10) | |
m:draw() | |
popMatrix() | |
end | |
TilerShader = { | |
vertexShader = [[ | |
// | |
// A basic vertex shader | |
// | |
//This is the current model * view * projection matrix | |
// Codea sets it automatically | |
uniform mat4 modelViewProjection; | |
//This is the current mesh vertex position, color and tex coord | |
// Set automatically | |
attribute vec4 position; | |
attribute vec4 color; | |
attribute vec2 texCoord; | |
//This is an output variable that will be passed to the fragment shader | |
varying lowp vec4 vColor; | |
varying highp vec2 vTexCoord; | |
void main() | |
{ | |
//Pass the mesh color to the fragment shader | |
vColor = color; | |
vTexCoord = texCoord; | |
//Multiply the vertex position by our combined transform | |
gl_Position = modelViewProjection * position; | |
} | |
]], | |
fragmentShader = [[ | |
// | |
// A basic fragment shader | |
// | |
//Default precision qualifier | |
precision highp float; | |
//This represents the current texture on the mesh | |
uniform lowp sampler2D texture; | |
//The interpolated vertex color for this fragment | |
varying lowp vec4 vColor; | |
//The interpolated texture coordinate for this fragment | |
varying highp vec2 vTexCoord; | |
void main() | |
{ | |
//Sample the texture at the interpolated coordinate | |
lowp vec4 col = texture2D( texture, vec2(mod(vTexCoord.x,1.0), mod(vTexCoord.y,1.0))) * vColor; | |
//Set the output color to the texture color | |
gl_FragColor = col; | |
} | |
]]} |
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