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authorsanine-a <sanine.not@pm.me>2020-11-08 09:46:02 -0600
committersanine-a <sanine.not@pm.me>2020-11-08 09:46:02 -0600
commitc00400ce832f2ab81fdef0ecdf6820a08e596eae (patch)
treec3afc529f43949c800e774b114ebffa10a37d3f2 /demo
parent94572182ea873d5dadbc8428330d4c00eead2c80 (diff)
fix transform order and add drawing cascade
Diffstat (limited to 'demo')
-rw-r--r--demo/MeshInstance.lua14
-rw-r--r--demo/Node.lua19
-rw-r--r--demo/main.lua39
3 files changed, 46 insertions, 26 deletions
diff --git a/demo/MeshInstance.lua b/demo/MeshInstance.lua
index 7164f18..a3e6da2 100644
--- a/demo/MeshInstance.lua
+++ b/demo/MeshInstance.lua
@@ -5,11 +5,17 @@ local MeshInstance = {}
MeshInstance.prototype = {}
setmetatable(MeshInstance.prototype, { __index = Node.prototype})
-MeshInstance.prototype.draw = function(self, shader, camera)
+MeshInstance.prototype.draw = function(self, camera, shader)
+ local shader = shader or self.shader
+
honey.shader.set_mat4(shader, 'model', self.transform.array)
honey.shader.set_mat4(shader, 'view', camera.view.array)
honey.shader.set_mat4(shader, 'projection', camera.projection.array)
honey.mesh.draw(self.mesh, shader)
+
+ for _, child in ipairs(self.children) do
+ child:draw(camera)
+ end
end
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -19,13 +25,13 @@ MeshInstance.mt.__index = MeshInstance.prototype
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-MeshInstance.new = function(parent, position, rotation, scale, mesh)
+MeshInstance.new = function(parent, position, rotation, scale, mesh, shader)
local meshinstance = Node.new(parent, position, rotation, scale)
+ meshinstance.mesh = mesh
+ meshinstance.shader = shader
setmetatable(meshinstance, MeshInstance.mt)
- meshinstance.mesh = mesh
-
return meshinstance
end
diff --git a/demo/Node.lua b/demo/Node.lua
index 08916dd..ffb2aa5 100644
--- a/demo/Node.lua
+++ b/demo/Node.lua
@@ -8,16 +8,16 @@ Node.prototype = {}
Node.prototype.updateTransform = function(self)
honey.cglm.mat4.identity(self.transform.array)
- self.transform:scale(self.scale)
+ self.transform:translate(self.position)
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.Z_UNIT, self.rotation:at(2))
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.Y_UNIT, self.rotation:at(1))
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.X_UNIT, self.rotation:at(0))
- self.transform:translate(self.position)
+ self.transform:scale(self.scale)
if self.parent ~= nil then
- self.transform:mul(self.parent.transform, self.transform)
+ self.parent.transform:mul(self.transform, self.transform)
end
for _, child in ipairs(self.children) do
@@ -25,20 +25,27 @@ Node.prototype.updateTransform = function(self)
end
end
+Node.prototype.draw = function(self, camera, shader)
+ -- do not draw base nodes, but recursively draw children.
+ for _, child in ipairs(self.children) do
+ child:draw(camera, shader)
+ end
+end
+
Node.prototype.translate = function(self, translation)
self.position:add(translation, self.position)
end
Node.prototype.pitch = function(self, angle)
- self.rotation:setAt(0, angle)
+ self.rotation:setAt(0, self.rotation:at(0) + angle)
end
Node.prototype.yaw = function(self, angle)
- self.rotation:setAt(1, angle)
+ self.rotation:setAt(1, self.rotation:at(1) + angle)
end
Node.prototype.roll = function(self, angle)
- self.rotation:setAt(2, angle)
+ self.rotation:setAt(2, self.rotation:at(2) + angle)
end
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
diff --git a/demo/main.lua b/demo/main.lua
index dea393c..e8d3cac 100644
--- a/demo/main.lua
+++ b/demo/main.lua
@@ -1,15 +1,11 @@
local Vector = require('Vector')
local Matrix = require('Matrix')
local FPSCamera = require('FPSCamera')
+local Node = require('Node')
local ScreenQuad = require('ScreenQuad')
local MeshInstance = require('MeshInstance')
FPSCamera.movement_speed = 5
-local model = Matrix.Mat4.eye()
-model:rotate(Vector.Vec3.ZERO, Vector.Vec3.Y_UNIT, math.pi)
-model:translate(Vector.Vec3.new{0,0,-2})
-print(model)
-
honey.input.key.bind(honey.input.key.escape, honey.exit)
local buffer = false
@@ -57,22 +53,34 @@ void main() {
color = vec4(texture(tex, UV).xyz, 1);
} ]]
+local sceneRoot = Node.new(nil,
+ Vector.Vec3.new(),
+ Vector.Vec3.new(),
+ Vector.Vec3.new{1,1,1})
+
local shader = honey.shader.new(vertex_shader, fragment_shader)
-local suzanne = MeshInstance.new(nil,
+local suzanne = MeshInstance.new(sceneRoot,
Vector.Vec3.new{0,0,-3},
Vector.Vec3.new{0,math.pi,0},
- Vector.Vec3.new{1,1,1},
- honey.mesh.load('Suzanne.obj')[1])
+ Vector.Vec3.new{0.5,1,0.5},
+ honey.mesh.load('Suzanne.obj')[1],
+ shader)
local plane = MeshInstance.new(suzanne,
- Vector.Vec3.new{-2,5,0},
+ Vector.Vec3.new{1,0,0},
Vector.Vec3.new{0,0,0},
Vector.Vec3.new{1,1,1},
- honey.primitives.plane(4,4))
+ honey.primitives.plane(4,4),
+ shader)
+local plane2 = MeshInstance.new(suzanne,
+ Vector.Vec3.new{5,0,0},
+ Vector.Vec3.new{0,math.pi,0},
+ Vector.Vec3.new{1,1,1},
+ honey.primitives.plane(4,4),
+ shader)
+
suzanne.update = function(self, dt)
- local movement = Vector.Vec3.new()
- movement:add(Vector.Vec3.X_UNIT, movement)
- movement:muls(dt, movement)
- self:translate(movement)
+ local angle = dt * math.pi
+ self:yaw(angle)
self:updateTransform()
end
@@ -94,8 +102,7 @@ end
function draw_suzanne()
honey.texture.use(tex, 0)
- suzanne:draw(shader, FPSCamera)
- plane:draw(shader, FPSCamera)
+ sceneRoot:draw(FPSCamera)
end
function honey.draw()