Created
November 11, 2015 21:11
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local vsh = [=[ | |
attribute vec4 position; | |
attribute vec2 uv; | |
attribute vec4 color; | |
varying MEDP vec4 colorVarying; | |
varying MEDP vec2 uvVarying; | |
void main () { | |
gl_Position = position; | |
uvVarying = uv; | |
colorVarying = color; | |
} | |
]=] | |
local fsh = [=[ | |
varying MEDP vec4 colorVarying; | |
varying MEDP vec2 uvVarying; | |
uniform float progress; | |
uniform float angleOffset; | |
uniform sampler2D sampler; | |
#define M_PI 3.141592653589793 | |
#define M_2_PI 6.283185307179586 | |
void main () { | |
float a_rad = M_PI - atan(uvVarying[1] - 0.5, uvVarying[0] - 0.5); | |
a_rad = a_rad / M_2_PI; | |
a_rad = mod(angleOffset + a_rad, 1.0); | |
// float a = step(progress, a_rad); | |
// replace with proper step func | |
%s | |
LOWP vec4 color = texture2D ( sampler, uvVarying ) * a; | |
gl_FragColor = color * colorVarying; | |
} | |
]=] | |
local normal = "float a = step(progress, a_rad);" | |
local inverse = "float a = step(a_rad, progress);" | |
local function CreateProgram(inv) | |
program = MOAIShaderProgram.new() | |
program:setVertexAttribute ( 1, 'position' ) | |
program:setVertexAttribute ( 2, 'uv' ) | |
program:setVertexAttribute ( 3, 'color' ) | |
local step = inv and inverse or normal | |
local fragment = string.format(fsh, step) | |
program:load(vsh, fragment) | |
program:reserveUniforms(2) | |
program:declareUniform(1, "progress", MOAIShaderProgram.UNIFORM_FLOAT) | |
program:declareUniform(2, "angleOffset", MOAIShaderProgram.UNIFORM_FLOAT) | |
return program | |
end | |
local function CircleProgressShader(inverse) | |
local shader = MOAIShader.new() | |
shader:setProgram(CreateProgram(inverse)) | |
shader:setAttr(1, 1) | |
shader:setAttr(2, 0) | |
return shader | |
end | |
local function floorTo(x, snap) | |
return snap * math.floor(x / snap) | |
end | |
local function SetProgress(shader, p, steps) | |
local p = 1 - p | |
if steps then | |
p = floorTo(p, 1 / steps) | |
end | |
shader:setAttr(1, p) | |
end | |
local function SetOffset(shader, o) | |
shader:setAttr(2, o) | |
end | |
--=====================================================================-- | |
-- Sample scene | |
--=====================================================================-- | |
MOAISim.openWindow ( "test", 320, 480 ) | |
viewport = MOAIViewport.new () | |
viewport:setSize ( 320, 480 ) | |
viewport:setScale ( 320, -480 ) | |
layer = MOAILayer2D.new () | |
layer:setViewport ( viewport ) | |
MOAISim.pushRenderPass ( layer ) | |
gfxQuad = MOAIGfxQuad2D.new () | |
gfxQuad:setTexture ( "moai.png" ) | |
gfxQuad:setRect ( -64, -64, 64, 64 ) | |
gfxQuad:setUVRect ( 0, 0, 1, 1 ) | |
prop = MOAIProp.new () | |
prop:setDeck ( gfxQuad ) | |
layer:insertProp ( prop ) | |
shader = CircleProgressShader () | |
prop:setShader ( shader ) | |
thread = MOAICoroutine.new () | |
thread:run ( function () | |
progress = 0 | |
while true do | |
SetProgress ( shader, progress % 1 ) | |
progress = progress + 0.01 | |
coroutine.yield () | |
end | |
end ) |
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