almost done

This commit is contained in:
Ronja 2022-01-25 22:22:07 +01:00
parent b09b2f1587
commit 8bb1fd8079
4 changed files with 226 additions and 34 deletions

View file

@ -0,0 +1,52 @@
material_basis = {
vertex_format = "luxe.textured"
shaders = {
vertex = { library="luxe: shaders" function="vert_color_uv" }
fragment = { library="luxe: shaders" function="textured_uv_color" }
}
depth_test = true
depth_write = true
depth_compare = "less_equal"
stencil_test = false
write_mask = { red=true green=true blue=true alpha=true }
blending = true
alpha_blend = "add"
rgb_blend = "add"
src_alpha = "source_alpha"
src_rgb = "source_alpha"
dest_alpha = "one_minus_source_alpha"
dest_rgb = "one_minus_source_alpha"
blend_color = [0 0 0 0]
cull = "none"
winding = "counter_clockwise"
layers = ["default"]
inputs = {
sprite.image = {
type = "image"
value = {
type = "image2D"
sampler_state = "linear_clamp"
}
}
sprite.uv = {
type = "float4"
value = [0 0 1 1]
}
sprite.uv_flip = {
type = "bool2"
value = [false false]
}
sprite.color = {
type = "float4"
value = [1 1 1 1]
}
sprite.skew = {
type = "float2"
value = [0 0]
}
}
}
preview = {
hint = "sprite"
image = "sprite.image"
}

View file

@ -1,5 +1,5 @@
material = {
basis = "luxe: material_basis/sprite"
basis = "asset/clamped_sprite"
inputs = {
sprite.image = "asset/flag"
sprite.color = [1 1 1 1]

View file

@ -29,7 +29,7 @@ class Game is Ready {
tick(delta) {
var pos = Camera.screen_point_to_world(app.camera, Input.mouse_x(), Input.mouse_y())
var t = delta * 30
var t = delta * 10
pos = [Math.lerp(_prev_pos.x, pos.x, t), Math.lerp(_prev_pos.y, pos.y, t)]
if(Math.dist2D(pos, _prev_pos) > 0.1){
var angle = Math.angle2D(_prev_pos, pos)
@ -45,6 +45,11 @@ class Game is Ready {
Trail.reset(_blade)
}
if(Input.key_state_released(Key.key_1)) {
var subs = Trail.get_subdivisions_length(_blade) + 1
Trail.set_subdivisions_length(_blade, subs)
}
//app.color.r = app.color.g = app.color.b = (IO.timestamp()/20 % 1)
//System.print(1/delta)
} //tick

View file

@ -15,14 +15,82 @@ import "luxe: math" for Math
//This is what the user of your modifier will interact with
class Trail {
static create(entity) { Modifiers.create(This, entity) }
static destroy(entity) { Modifiers.destroy(This, entity) }
static has(entity) { Modifiers.has(This, entity) }
static create(entity: Entity): None {
Modifiers.create(This, entity)
}
static reset(entity){
static destroy(entity: Entity): None {
Modifiers.destroy(This, entity)
}
static has(entity: Entity): None {
Modifiers.has(This, entity)
}
static reset(entity: Entity): None {
Modifiers.get_system(This, entity).reset(entity )
}
static set_width(entity: Entity, width: Num): None {
Modifiers.get(This, entity).edge_length = width
}
static get_width(entity: Entity): Num {
return Modifiers.get(This, entity).edge_length
}
static set_length(entity: Entity, length: Num): None {
Modifiers.get(This, entity).length = length
//todo: recalculate transient data?
}
static get_length(entity: Entity): Num {
return Modifiers.get(This, entity).length
}
static set_time_based(entity: Entity, time_based: Num): None {
Modifiers.get(This, entity).time_based = time_based
}
static get_time_based(entity: Entity): Num {
return Modifiers.get(This, entity).time_based
}
static set_normalize_uvs(entity: Entity, normalize_uvs: Num): None {
Modifiers.get(This, entity).normalize_uvs = normalize_uvs
}
static get_normalize_uvs(entity: Entity): Num {
return Modifiers.get(This, entity).normalize_uvs
}
static set_material_id(entity: Entity, material_id: String): None {
Strings.add(material_id)
Modifiers.get(This, entity).material = material_id
Modifiers.get_system(This, entity).set_material(entity, material_id)
}
static get_material_id(entity: Entity): String {
return Strings.get(Modifiers.get(This, entity).material)
}
static set_subdivisions_length(entity: Entity, subdivisions: Num){
Modifiers.get(This, entity).subdivisions_length = subdivisions
Modifiers.get_system(This, entity).recreate_buffers(entity)
}
static get_subdivisions_length(entity: Entity): Num{
return Modifiers.get(This, entity).subdivisions_length
}
static set_subdivisions_width(entity: Entity, subdivisions: Num){
Modifiers.get(This, entity).subdivisions_width = subdivisions
Modifiers.get_system(This, entity).recreate_buffers(entity)
}
static get_subdivisions_width(entity: Entity): Num{
return Modifiers.get(This, entity).subdivisions_width
}
} //Trail
#hidden
@ -106,6 +174,34 @@ class TrailSystem is ModifierSystem {
_instance_data[entity].points.clear()
}
set_material(entity: Entity, material_id: String){
var material = Assets.material(material_id)
var data = _instance_data[entity]
if(!data || !material) return
Geometry.set_material(entity, material)
}
recreate_buffers(entity: Entity){
var data = get(entity)
var inst_data: TrailData = _instance_data[entity]
if(!data || !inst_data) return
inst_data.points.clear()
var index_data = create_index_buffer(data.subdivisions_length, data.subdivisions_width)
Render.index_buffer_replace(inst_data.index_buffer, index_data, index_data.length)
var pos_data = create_position_buffer(data.subdivisions_length, data.subdivisions_width)
Render.vertex_buffer_replace(inst_data.position_buffer, pos_data, pos_data.length)
var uv_data = create_uv_buffer(data.subdivisions_length, data.subdivisions_width)
Render.vertex_buffer_replace(inst_data.uv_buffer, uv_data, uv_data.length)
var color_data = create_color_buffer(data.subdivisions_length, data.subdivisions_width)
Render.vertex_buffer_replace(inst_data.color_buffer, color_data, color_data.length)
}
destroy() {
Draw.destroy(_draw)
}
@ -115,15 +211,19 @@ class TrailSystem is ModifierSystem {
var material = Assets.material(material_id)
var index_buffer = create_index_buffer(data.subdivisions_length, data.subdivisions_width)
index_buffer = Render.create_index_buffer(index_buffer, index_buffer.length)
var geo = Geometry.create(Primitive.triangle, material, (data.subdivisions_length - 1) * 6, IndexType.u16, index_buffer)
var pos_buffer = create_position_buffer(data.edge_length, data.length, data.subdivisions_length, data.subdivisions_width)
var pos_buffer = create_position_buffer(data.subdivisions_length, data.subdivisions_width)
pos_buffer = Render.create_vertex_buffer(pos_buffer, pos_buffer.length)
Geometry.set_vertex_buffer(geo, 0, pos_buffer)
var color_buffer = create_color_buffer(data.subdivisions_length, data.subdivisions_width)
color_buffer = Render.create_vertex_buffer(color_buffer, color_buffer.length)
Geometry.set_vertex_buffer(geo, 1, color_buffer)
var uv_buffer = create_uv_buffer(data.subdivisions_length, data.subdivisions_width)
uv_buffer = Render.create_vertex_buffer(uv_buffer, uv_buffer.length)
Geometry.set_vertex_buffer(geo, 2, uv_buffer)
World.render_set_add(_world, geo, entity)
@ -131,12 +231,12 @@ class TrailSystem is ModifierSystem {
_instance_data[entity] = TrailData.new(geo, index_buffer, pos_buffer, color_buffer, uv_buffer)
}
create_position_buffer(height: Num, length: Num, subdivs_len: Num, subdivs_width: Num): VertexBuffer{
create_position_buffer(subdivs_len: Num, subdivs_width: Num): Floats{
var raw = Floats.new(4 * subdivs_width * subdivs_len)
return Render.create_vertex_buffer(raw, raw.length)
return raw
}
create_color_buffer(subdivs_len: Num, subdivs_width: Num): VertexBuffer{
create_color_buffer(subdivs_len: Num, subdivs_width: Num): Floats{
var raw = Floats.new(4 * subdivs_width * subdivs_len)
for(i in 0...subdivs_len){
for(ii in 0...subdivs_width){
@ -148,10 +248,10 @@ class TrailSystem is ModifierSystem {
}
//var arr = (0...(raw.size/4)).map{|i|"[%(raw[i*4]), %(raw[i*4+1]), %(raw[i*4+2])]"}.join("\n")
//System.print(arr)
return Render.create_vertex_buffer(raw, raw.length)
return raw
}
create_uv_buffer(subdivs_len: Num, subdivs_width: Num): VertexBuffer{
create_uv_buffer(subdivs_len: Num, subdivs_width: Num): Floats{
var raw = Floats.new(2 * subdivs_width * subdivs_len)
for(i in 0...subdivs_len){
var x = i / (subdivs_len - 1)
@ -163,10 +263,10 @@ class TrailSystem is ModifierSystem {
}
//var arr = (0...(raw.size/2)).map{|i|"[%(raw[i*2]), %(raw[i*2+1])]"}.join("\n")
//System.print(arr)
return Render.create_vertex_buffer(raw, raw.length)
return raw
}
create_index_buffer(subdivs_len: Num, subdivs_width: Num): IndexBuffer{
create_index_buffer(subdivs_len: Num, subdivs_width: Num): Uint16{
var rows = subdivs_len - 1
var cols = subdivs_width-1
var index_count = rows * cols * 6
@ -191,7 +291,7 @@ class TrailSystem is ModifierSystem {
}
//var arr = (0...(raw.length/(3*4))).map{|i|"[%(raw[i*3]), %(raw[i*3+1]), %(raw[i*3+2])]"}.join("\n")
//System.print(arr)
return Render.create_index_buffer(raw, raw.length)
return raw
}
detach(entity, data: ModifierData) {
@ -277,8 +377,18 @@ class TrailSystem is ModifierSystem {
if(!Transform.has(entity)) return
var instance_data: TrailData = _instance_data[entity]
var points = instance_data.points
var pos = Transform.get_pos_world(entity)
var positions = Floats.new(Render.vertex_buffer_get_size(instance_data.position_buffer) / 4)
Render.vertex_buffer_get_data(instance_data.position_buffer, positions, positions.size * 4, 0)
var uvs: Floats
if(data.normalize_uvs){
uvs = Floats.new(Render.vertex_buffer_get_size(instance_data.uv_buffer) / 4)
Render.vertex_buffer_get_data(instance_data.uv_buffer, uvs, uvs.size * 4, 0)
}
//System.print("positions(%(Render.vertex_buffer_get_size(instance_data.position_buffer))):")
//System.print((0...(positions.size/4)).map{|i|"[%(positions[i*4]), %(positions[i*4+1]), %(positions[i*4+2])]"}.join("\n"))
var i = -1
@ -299,16 +409,33 @@ class TrailSystem is ModifierSystem {
}
}
var step = data.length / data.subdivisions_length
var length = 0
var current_len = 0
if(data.normalize_uvs){
for(i in 0...points.count){
var from = i<(points.count-1)? points[i+1].pos : pos
var to = points[i].pos
var dist = Math.dist(from, to)
length = length + (i != (points.count-1) ? dist : dist * (1 - instance_data.progress_since_last_point / (data.length / data.subdivisions_length)))
}
var point_index = instance_data.points.count - 1
current_len = points.count > 1 ? Math.dist(points[points.count-1].pos, pos) : 0
}
var step = data.length / data.subdivisions_length
var t = 1 - instance_data.progress_since_last_point / step
var point_index = points.count - 1
while(true){
if(point_index < 0) break
var p:Point
var next:Point
point_index = point_index - 1
if(point_index < 0) break
i = i + 1
var p:Point = instance_data.points[point_index]
var next:Point = instance_data.points[point_index + 1]
p = points[point_index]
next = points[point_index + 1]
var to = p.pos
var to_up = p.up
@ -316,8 +443,7 @@ class TrailSystem is ModifierSystem {
var from = next.pos
var from_up = next.up
var t = 1 - instance_data.progress_since_last_point / step
var pos = [
Math.lerp(from.x, to.x, t),
Math.lerp(from.y, to.y, t),
@ -332,14 +458,7 @@ class TrailSystem is ModifierSystem {
Math.normalize(up)
//pos_x = to.x
//pos_y = to.y
//pos_z = to.z
//up_x = to_up.x
//up_y = to_up.y
//up_z = to_up.z
i = i + 1
for(y in 0...data.subdivisions_width){
var t = y / (data.subdivisions_width-1)
var offset_x = Math.lerp(-up.x, up.x, t)
@ -349,9 +468,24 @@ class TrailSystem is ModifierSystem {
positions[i*4*data.subdivisions_width + y*4 + 1] = pos.y + offset_y * data.edge_length * 0.5
positions[i*4*data.subdivisions_width + y*4 + 2] = pos.z + offset_z * data.edge_length * 0.5
}
if(data.normalize_uvs){
var segment_len = Math.dist(from, to)
current_len = current_len + segment_len * t
var x = current_len / length
for(ii in 0...data.subdivisions_width){
var y = ii / (data.subdivisions_width - 1)
uvs[i*2*data.subdivisions_width + ii*2 + 0] = x
uvs[i*2*data.subdivisions_width + ii*2 + 1] = y
}
current_len = current_len + segment_len * (1-t)
}
}
Render.vertex_buffer_replace(instance_data.position_buffer, positions, positions.length)
if(data.normalize_uvs){
Render.vertex_buffer_replace(instance_data.uv_buffer, uvs, uvs.length)
}
Geometry.set_vert_count(instance_data.geometry, i.max(0) * 6 * (data.subdivisions_width-1))
}
}
@ -369,12 +503,13 @@ class TrailSystem is ModifierSystem {
Draw.line(_draw, start.x, start.y, end.x, end.y, depth, _debug_edge_style)
var instance_data: TrailData = _instance_data[entity]
var points = instance_data.points
if(instance_data.points.count > 1){
Draw.path3D(_draw, instance_data.points.map{|p:Point|p.pos}.toList, _debug_path_style, false)
if(points.count > 1){
Draw.path3D(_draw, points.map{|p:Point|p.pos}.toList, _debug_path_style, false)
}
instance_data.points.each{|point: Point|
points.each{|point: Point|
var from_x = point.pos.x + point.up.x * data.edge_length * 0.5
var from_y = point.pos.y + point.up.y * data.edge_length * 0.5
var from_z = point.pos.x + point.up.x * data.edge_length * 0.5