diff options
author | chai <chaifix@163.com> | 2021-10-24 20:23:00 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2021-10-24 20:23:00 +0800 |
commit | 396b51b0b9e16ba7a8f34e426e7d1332f84419bc (patch) | |
tree | 2071bf38dc1d818c8fa8309794aba3a27013209c /Resources/Scripts | |
parent | 3239ba18797b1aa098056aa0c2a70e250a27a06c (diff) |
+lua-csv
Diffstat (limited to 'Resources/Scripts')
-rw-r--r-- | Resources/Scripts/Editor/AssetBrowser.lua | 4 | ||||
-rw-r--r-- | Resources/Scripts/EditorApplication.lua | 95 | ||||
-rw-r--r-- | Resources/Scripts/EditorGUI/EditorImages.lua | 2 |
3 files changed, 9 insertions, 92 deletions
diff --git a/Resources/Scripts/Editor/AssetBrowser.lua b/Resources/Scripts/Editor/AssetBrowser.lua index ee6de6a..06661a2 100644 --- a/Resources/Scripts/Editor/AssetBrowser.lua +++ b/Resources/Scripts/Editor/AssetBrowser.lua @@ -3,17 +3,15 @@ local AssetBrowser = GameLab.Editor.GUI.EditorWindow.Extend("AssetBrowser", "Gam AssetBrowser.Ctor = function(self)
self.base.Ctor(self, "AssetBrowser")
-
+
end
AssetBrowser.OnGUI = function(self)
-
end
AssetBrowser.OnFocus = function(self)
-
end
return AssetBrowser
\ No newline at end of file diff --git a/Resources/Scripts/EditorApplication.lua b/Resources/Scripts/EditorApplication.lua index 92bc5b9..847dbf0 100644 --- a/Resources/Scripts/EditorApplication.lua +++ b/Resources/Scripts/EditorApplication.lua @@ -3,8 +3,10 @@ local inspect = require "inspect" local AssetBrowser = require "./Scripts/Editor/AssetBrowser" local EditorWindowManager = require "./Scripts/EditorGUI/EditorWindowManager" +local Rendering = GameLab.Engine.Rendering local Debug = GameLab.Debug local GUI = GameLab.Editor.GUI +local GL = GameLab.Engine.GL local app = GameLab.Editor.EditorApplication.New() @@ -39,95 +41,10 @@ local V4 = GameLab.Engine.Math.Vector4.Extend("V4", "GameLab.Engine.Math") Debug.Log(EditorWindowManager.name) -local vert = [[ - #version 330 core - layout (location = 0) in vec3 aPos; - layout (location = 1) in vec3 aNormal; - layout (location = 2) in vec2 aTexCoords; - layout (location = 3) in vec3 aTangent; - layout (location = 4) in vec3 aBitangent; - - out VS_OUT { - vec3 FragPos; - vec2 TexCoords; - vec3 TangentLightPos; - vec3 TangentViewPos; - vec3 TangentFragPos; - } vs_out; - - uniform mat4 projection; - uniform mat4 view; - uniform mat4 model; - - uniform vec3 lightPos; - uniform vec3 viewPos; - - void main() - { - vs_out.FragPos = vec3(model * vec4(aPos, 1.0)); - vs_out.TexCoords = aTexCoords; - - mat3 normalMatrix = transpose(inverse(mat3(model))); - vec3 T = normalize(normalMatrix * aTangent); - vec3 N = normalize(normalMatrix * aNormal); - T = normalize(T - dot(T, N) * N); - vec3 B = cross(N, T); - - mat3 TBN = transpose(mat3(T, B, N)); - vs_out.TangentLightPos = TBN * lightPos; - vs_out.TangentViewPos = TBN * viewPos; - vs_out.TangentFragPos = TBN * vs_out.FragPos; - - gl_Position = projection * view * model * vec4(aPos, 1.0); - } -]] - -local frag = [[ - #version 330 core - out vec4 FragColor; - - in VS_OUT { - vec3 FragPos; - vec2 TexCoords; - vec3 TangentLightPos; - vec3 TangentViewPos; - vec3 TangentFragPos; - } fs_in; - - uniform sampler2D diffuseMap; - uniform sampler2D normalMap; - - uniform vec3 lightPos; - uniform vec3 viewPos; - - void main() - { - // obtain normal from normal map in range [0,1] - vec3 normal = texture(normalMap, fs_in.TexCoords).rgb; - // transform normal vector to range [-1,1] - normal = normalize(normal * 2.0 - 1.0); // this normal is in tangent space - - // get diffuse color - vec3 color = texture(diffuseMap, fs_in.TexCoords).rgb; - // ambient - vec3 ambient = 0.1 * color; - // diffuse - vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos); - float diff = max(dot(lightDir, normal), 0.0); - vec3 diffuse = diff * color; - // specular - vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos); - vec3 reflectDir = reflect(-lightDir, normal); - vec3 halfwayDir = normalize(lightDir + viewDir); - float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0); - - vec3 specular = vec3(0.2) * spec; - FragColor = vec4(ambient + diffuse + specular, 1.0); - } -]] - -local shader = GameLab.Engine.Rendering.Shader.New(vert, frag) -Debug.Log("shader is " .. inspect(shader:IsValid())) +local c = Rendering.Color.New(1,1,1,1) +Debug.Log(inspect(c)) + +Debug.Log(inspect(GL.EBufferType)) while true do diff --git a/Resources/Scripts/EditorGUI/EditorImages.lua b/Resources/Scripts/EditorGUI/EditorImages.lua new file mode 100644 index 0000000..e98d064 --- /dev/null +++ b/Resources/Scripts/EditorGUI/EditorImages.lua @@ -0,0 +1,2 @@ +-- 编辑器图片资源 + |