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--# Main | |
--Main | |
function setup() | |
counter=0 --for showing text on screen when we have a hit | |
CreateImages() --create images | |
parameter.integer("FPS",0,60,60) --show running speed on screen | |
end | |
function draw() | |
FPS=FPS*.9+.1/DeltaTime | |
ThreeDT.preDraw() --****ThreeDT - put this just before background | |
background(80) | |
perspective() | |
camera(0,0,-200,0,0,-1000,0,1,0) | |
--draw all circle meshes | |
for i,p in pairs(b) do | |
pushMatrix() | |
translate(p.x,p.y,p.z) | |
ThreeDT.drawMesh(p.m,p.id) --****ThreeDT - draw mesh using ThreeDT, include id number (or nil) | |
popMatrix() | |
end | |
id=ThreeDT.CheckHit() --****ThreeDT - check for hit, return ID number if a hit | |
if id~=nil then lastID=id counter=120 end --do what you want with the hit id | |
if counter>0 then ShowResult() end | |
--this code just draws an annoying little girl that bounces up and down to show there is no lag | |
ortho() | |
viewMatrix(matrix()) | |
if img0 == nil then img0=readImage("Planet Cute:Character Princess Girl") end | |
translate(HEIGHT/2,WIDTH*(1+math.cos(ElapsedTime*2*3.14))/2) | |
sprite(img0,0,0) | |
end | |
function touched(touch) | |
--if we have a touch, store the x,y details | |
ThreeDT.touched(touch) | |
end | |
function ShowResult() | |
ortho() --this and next statement required to allow us to draw text on a 3D screen | |
viewMatrix(matrix()) | |
pushStyle() | |
fill(255) | |
textMode(CORNER) | |
fontSize(36) | |
text("You touched "..lastID,50,HEIGHT-50) --message | |
popStyle() | |
counter=counter-1 --decrement counter | |
end | |
--this just creates images for testing | |
function CreateImages() | |
size=50 --size of circles | |
n=30 --number of circle | |
b={} --table of circles | |
for i=1,n do --create circles | |
p={} --table to hold details for each circle | |
p.id=i --id number of circle | |
p.m=mesh() --create mesh for circle, one per circle | |
local img=image(size,size) --create drawing on an image | |
setContext(img) | |
fill(math.random(0,255),math.random(0,255),math.random(0,255)) | |
ellipse(size/2,size/2,size) | |
fill(0) | |
fontSize(24) | |
text(i,size/2,size/2) --draw id number on circle | |
setContext() --done drawing our image | |
p.m:addRect(0,0,size,size) --add circle to mesh | |
p.m:setRectTex(1,0,0,1,1) | |
p.m.texture=img | |
--random position | |
p.x,p.y,p.z=math.random(-100,100),math.random(-200,200),-math.random(300,1000) | |
table.insert(b,p) --add to table of circles | |
end | |
--sort images by distance so they are drawn correctly | |
table.sort(b,function(i,j) return i.z<j.z end) | |
end | |
--# ThreeDT | |
--ThreeDT | |
ThreeDT={} | |
function ThreeDT.setShader(m) | |
m.shader=shader(idShader.vertexShader,idShader.fragmentShader) | |
m.shader.id=0 | |
end | |
function ThreeDT.touched(touch) | |
if touch.state==ENDED then | |
ThreeDT.t=vec2(touch.x,touch.y) | |
end | |
end | |
function ThreeDT.preDraw() | |
if ThreeDT.t~=nil then --draw on hidden image if we've had a hit | |
setContext(ThreeDT.img) | |
clip(ThreeDT.t.x-2,ThreeDT.t.y-2,4,4) | |
end | |
--set up hidden image if not done | |
if ThreeDT.img==nil then | |
ThreeDT.img=image(WIDTH,HEIGHT) | |
ThreeDT.t=nil | |
end | |
end | |
function ThreeDT.drawMesh(m,id) | |
--if shader not set yet, do it now | |
if ThreeDT.shadersSet==nil then | |
m.shader=shader(idShader.vertexShader,idShader.fragmentShader) | |
m.shader.id=0 | |
end | |
--if we have a touch, set pixels with id number | |
if ThreeDT.t~=nil then | |
m.shader.id=id/255 | |
m:draw() | |
m.shader.id=0 | |
else | |
m:draw() | |
end | |
end | |
function ThreeDT.CheckHit() | |
ThreeDT.shadersSet=ThreeDT.shadersSet or true --if we hadn't previously, we've set shaders for all meshes now | |
if ThreeDT.t==nil then return end | |
setContext() | |
clip() | |
local r,g,b=ThreeDT.img:get(math.floor(ThreeDT.t.x+0.5),math.floor(ThreeDT.t.y+0.5)) | |
ThreeDT.t=nil | |
---qqq=true | |
if g+b==0 and r>0 then return r else return nil end | |
end | |
idShader = { | |
vertexShader = [[ | |
uniform mat4 modelViewProjection; | |
attribute vec4 position; | |
attribute vec4 color; | |
attribute vec2 texCoord; | |
varying lowp vec4 vColor; | |
varying highp vec2 vTexCoord; | |
void main() | |
{ | |
vColor = color; | |
vTexCoord = texCoord; | |
gl_Position = modelViewProjection * position; | |
} | |
]], | |
fragmentShader = [[ | |
precision highp float; | |
uniform lowp sampler2D texture; | |
uniform float id; | |
varying lowp vec4 vColor; | |
varying highp vec2 vTexCoord; | |
void main() | |
{ | |
lowp vec4 col=texture2D(texture, vTexCoord); | |
if (id==0. || col.a<0.2) gl_FragColor=col; | |
else gl_FragColor = vec4(id,0.,0.,1.); | |
} | |
]]} |
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