Files
love2d-shaders/main.lua

105 lines
2.1 KiB
Lua

LOGLEVEL = 0
HC = require 'lib/HC'
-- severity levels:
-- 0 DEBUG
-- 1 GEN
-- 2 ERR
-- 3 CRIT
local pixelcode = [[
extern number w;
extern number h;
extern number lum;
extern vec2 mouse;
extern vec2 player;
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
float r = screen_coords.x/w;
float g = screen_coords.y/h;
float b = 1 - distance(screen_coords, mouse)/ (lum) ;
float a = 1 - distance(screen_coords, player)/ (lum) ;
color = vec4(r, g, b, a+1);
return Texel(tex, texture_coords) * color;
}
]]
local vertexcode = [[
vec4 position( mat4 transform_projection, vec4 vertex_position )
{
return transform_projection * vertex_position;
}
]]
w = 1
h = 1
lum = 50
t = 0
function log(message, severity)
severity = severity or 0;
if severity >= LOGLEVEL then
print(message)
end
end
function love.load()
shader = love.graphics.newShader(pixelcode, vertexcode)
world = love.physics.newWorld( 0, 0, true )
h = love.graphics.getHeight( )
w = love.graphics.getWidth( )
player = love.physics.newBody( world, 500, 500, "dynamic")
circle = HC.circle(400,300,20)
end
function love.update(dt)
t = t + dt
mouse_x, mouse_y = love.mouse.getPosition( )
player_x, player_y = mouse_x, mouse_y
--player:applyForce()
shader:send("w", w)
shader:send("h", h)
shader:send("mouse", {mouse_x, mouse_y})
shader:send("player", {player_x, player_y})
shader:send("lum", lum)
if love.keyboard.isDown('space') then
lum = lum + 1
elseif love.keyboard.isDown('rctrl') then
lum = lum - 1
elseif love.keyboard.isDown('lctrl') then
lum = lum -1
end
end
function getAngle(x1, y1, x2, y2)
return math.atan2(y2 - y1, x2 - x1) * 180 / math.pi
end
function drawPlayer()
x, y = player:getPosition( )
angle = getAngle(x, y, mouse_x, mouse_y)
love.graphics.print( angle, 0, 0, 0, 1, 1, 0, 0, 0, 0 )
player:setAngle(angle)
player:applyForce(100, 100)
log(player:getAngularVelocity())
love.graphics.circle( "fill", x, y, 5 )
end
function love.draw(dt)
love.graphics.setShader(shader)
love.graphics.rectangle("fill", 0, 0, w, h)
love.graphics.setShader()
drawPlayer()
end