Created
February 27, 2014 08:58
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lighting cube
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-- 3D basic | |
-- Use this function to perform your initial setup | |
function setup() | |
local dirtBlock = Block() | |
local grassBlock = Block() | |
grassBlock.cube.texture = "Planet Cute:Grass Block" | |
geometry={dirtBlock, grassBlock} | |
t=0 | |
-- currentScene = CubeDemo() | |
scene = { { {1} } } | |
end | |
-- This function gets called once every frame | |
function draw() | |
-- This sets a dark background color | |
background(40, 40, 50) | |
perspective() | |
camera(0,500,300, 0,0,0, 0,0,1) | |
rotate(40*t) | |
scale(101) | |
for iz,zv in ipairs(scene) do | |
for iy,yv in ipairs(zv) do | |
for ix, xv in ipairs(yv) do | |
pushMatrix() | |
translate(ix-1,iy-1,-iz+1) | |
if xv > 0 then | |
geometry[xv]:draw() | |
end | |
popMatrix() | |
end | |
end | |
end | |
t = t + DeltaTime | |
end | |
Block = class() | |
function Block:init() | |
-- you can accept and set parameters here | |
local vertices = { | |
vec3(-0.5, -0.5, 0.5), -- Left bottom front | |
vec3( 0.5, -0.5, 0.5), -- Right bottom front | |
vec3( 0.5, 0.5, 0.5), -- Right top front | |
vec3(-0.5, 0.5, 0.5), -- Left top front | |
vec3(-0.5, -0.5, -0.5), -- Left bottom back | |
vec3( 0.5, -0.5, -0.5), -- Right bottom back | |
vec3( 0.5, 0.5, -0.5), -- Right top back | |
vec3(-0.5, 0.5, -0.5), -- Left top back | |
} | |
local triangles = { | |
1,2,3, | |
1,3,4, | |
2,6,7, | |
2,7,3, | |
6,5,8, | |
6,8,7, | |
5,1,4, | |
5,4,8, | |
4,3,7, | |
4,7,8, | |
5,6,2, | |
5,2,1 | |
} | |
local cubeVerts = {} | |
for i=1,#triangles do | |
cubeVerts[i]=vertices[triangles[i]] | |
end | |
local normalVecs = {} | |
for i=1,6 do normalVecs[i]=vec3(0,0,1) end | |
for i=7,12 do normalVecs[i]=vec3(1,0,0) end | |
for i=13,18 do normalVecs[i]=vec3(0,0,-1) end | |
for i=19,24 do normalVecs[i]=vec3(-1,0,0) end | |
for i=25,30 do normalVecs[i]=vec3(0,1,0) end | |
for i=31,36 do normalVecs[i]=vec3(0,-1,0) end | |
--for i,v in ipairs(triangles) do | |
-- table.insert(normalVecs,normals[v]) | |
--end | |
-- all the unique texture positions needed | |
local texvertices = { vec2(0.03,0.24), | |
vec2(0.97,0.24), | |
vec2(0.03,0.69), | |
vec2(0.97,0.69) } | |
-- apply the texture coordinates to each triangle | |
local triTexCoords = {1,2,4, | |
1,4,3, | |
1,2,4, | |
1,4,3, | |
1,2,4, | |
1,4,3, | |
1,2,4, | |
1,4,3, | |
1,2,4, | |
1,4,3, | |
1,2,4, | |
1,4,3 | |
} | |
cubetexCoords = {} | |
--for i,v in ipairs(triTexCoords) do | |
-- table.insert(cubetexCoords,texvertices[v]) | |
--end | |
for i=1,#triTexCoords do | |
cubetexCoords[i]=texvertices[triTexCoords[i]] | |
end | |
self.cube = mesh() | |
self.cube.texture = "Planet Cute:Dirt Block" | |
self.cube.vertices = cubeVerts | |
self.cube.texCoords = cubetexCoords | |
self.cube.normals = normalVecs | |
self.cube.shader= shader(S.v,S.f) | |
--self.cube.shader.mMatrix = modelMatrix() | |
--self.cube.shader.mView = viewMatrix() | |
--self.cube.shader.mProjection = projectionMatrix() | |
self.cube:setColors(255,255,255,255) | |
end | |
function Block:draw() | |
-- Codea does not automatically call this method | |
self.cube.shader.mModel = modelMatrix() | |
self.cube:draw() | |
end | |
function Block:touched(touch) | |
-- Codea does not automatically call this method | |
end | |
S = { | |
v = [[ | |
uniform mat4 modelViewProjection; | |
attribute vec4 position; | |
attribute vec4 color; | |
attribute vec2 texCoord; | |
attribute vec3 normal; | |
uniform lowp mat4 mModel; | |
//uniform mat4 mView; | |
//uniform mat4 mProjection; | |
varying lowp vec4 vColor; | |
varying highp vec2 vTexCoord; | |
varying highp vec4 vNormal; | |
void main() | |
{ | |
vColor = color; | |
vTexCoord = texCoord; | |
vNormal = mModel * vec4(normal,0.0); | |
gl_Position = modelViewProjection * position; | |
} | |
]], | |
f = [[ | |
precision highp float; | |
uniform lowp sampler2D texture; | |
varying lowp vec4 vColor; | |
varying highp vec2 vTexCoord; | |
varying highp vec4 vNormal; | |
void main() | |
{ | |
highp vec4 lightDir = normalize(vec4(1,1,1,0)); | |
highp float lit = dot(lightDir, normalize(vNormal)); | |
//lowp vec4 col = texture2D( texture, vTexCoord ) * vColor; | |
//Commenting out the above, and uncommenting the line below, | |
//the shader does not work. There is not even a black cube, just nothing | |
lowp vec4 col = texture2D( texture, vTexCoord ) * vColor * lit; | |
col.a=1.0; | |
gl_FragColor = col; | |
} | |
]]} | |
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