summaryrefslogtreecommitdiff
path: root/demo
diff options
context:
space:
mode:
authorsanine <sanine.not@pm.me>2022-08-23 13:38:27 -0500
committersanine <sanine.not@pm.me>2022-08-23 13:38:27 -0500
commit3afbf2a13b2dada445fb667bf25600407fea480a (patch)
tree551329e6f74fc9f177616de0d6739e8b5331ae96 /demo
parent261e3f991221fbad6bbf262f5e65b773e4b6c73e (diff)
parent25ed7eb9f84e9a822f698ad803901fbb2a5354cf (diff)
:wMerge branch 'gl-window' into main
Diffstat (limited to 'demo')
-rw-r--r--demo/container.jpgbin0 -> 184939 bytes
-rw-r--r--demo/honey.lua172
2 files changed, 172 insertions, 0 deletions
diff --git a/demo/container.jpg b/demo/container.jpg
new file mode 100644
index 0000000..d07bee4
--- /dev/null
+++ b/demo/container.jpg
Binary files differ
diff --git a/demo/honey.lua b/demo/honey.lua
new file mode 100644
index 0000000..822877f
--- /dev/null
+++ b/demo/honey.lua
@@ -0,0 +1,172 @@
+local gl = honey.gl
+local window = honey.window
+
+
+--====== initialize opengl ======--
+
+gl.Init()
+window.setHint(window.hintType.contextVersionMajor, 3)
+window.setHint(window.hintType.contextVersionMinor, 3)
+window.setHint(window.hintType.openGlProfile, window.profileType.openGlCoreProfile)
+
+
+--====== create window ======--
+
+local w = window.create(640, 480, 'hello, world!')
+window.makeContextCurrent(w)
+gl.InitGlad()
+
+window.setFramebufferSizeCallback(w, function(_, width, height)
+ print(string.format("resize: (%d, %d)", width, height))
+ gl.setViewport(0, 0, width, height)
+end)
+
+
+--====== compile shaders ======--
+
+local vertexShaderSource = [[
+#version 330 core
+layout (location = 0) in vec3 aPos;
+layout (location = 1) in vec3 aColor;
+layout (location = 2) in vec2 aTexCoord;
+
+uniform mat4 transform;
+
+out vec3 ourColor;
+out vec2 TexCoord;
+
+void main()
+{
+ gl_Position = transform * vec4(aPos, 1.0);
+ ourColor = aColor;
+ TexCoord = aTexCoord;
+}
+]]
+
+local fragmentShaderSource = [[
+#version 330 core
+out vec4 FragColor;
+
+in vec3 ourColor;
+in vec2 TexCoord;
+
+uniform sampler2D ourTexture;
+
+void main()
+{
+ FragColor = texture(ourTexture, TexCoord);
+}
+]]
+
+-- vertex shader
+local vertexShader = gl.CreateShader(gl.VERTEX_SHADER)
+gl.ShaderSource(vertexShader, vertexShaderSource)
+gl.CompileShader(vertexShader)
+
+-- fragment shader
+local fragmentShader = gl.CreateShader(gl.FRAGMENT_SHADER)
+gl.ShaderSource(fragmentShader, fragmentShaderSource)
+gl.CompileShader(fragmentShader)
+
+-- link
+local shader = gl.CreateProgram()
+gl.AttachShader(shader, vertexShader)
+gl.AttachShader(shader, fragmentShader)
+gl.LinkProgram(shader)
+-- clean up
+gl.DeleteShader(vertexShader)
+gl.DeleteShader(fragmentShader)
+
+
+--====== set up vertex data ======--
+
+local vertices = {
+-- positions colors uvs
+ 0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, -- top right
+ 0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, -- bottom right
+ -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -- bottom let
+ -0.5, 0.5, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0 -- top let
+}
+local indices = {
+ 0, 1, 3, -- first triangle
+ 1, 2, 3 -- second triangle
+}
+
+-- buffers
+local vertexArray = gl.GenVertexArrays()
+local vertexBuffer = gl.GenBuffers()
+local elementBuffer = gl.GenBuffers()
+
+gl.BindVertexArray(vertexArray)
+
+gl.BindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
+gl.BufferData(gl.ARRAY_BUFFER, gl.FLOAT, vertices, gl.STATIC_DRAW)
+
+gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer)
+gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.UNSIGNED_INT, indices, gl.STATIC_DRAW)
+
+-- position
+gl.VertexAttribPointer(0, 3, false, 8, 0)
+gl.EnableVertexAttribArray(0)
+
+-- color
+gl.VertexAttribPointer(1, 3, false, 8, 3)
+gl.EnableVertexAttribArray(1)
+
+-- uv
+gl.VertexAttribPointer(2, 2, false, 8, 6)
+gl.EnableVertexAttribArray(2)
+
+
+--====== load texture ======--
+
+local texture = gl.GenTextures()
+gl.BindTexture(gl.TEXTURE_2D, texture)
+
+gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
+gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
+
+gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
+gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
+
+local image, width, height = honey.image.load('container.jpg', 3)
+gl.TexImage2D(
+ gl.TEXTURE_2D, 0,
+ gl.RGB, width, height,
+ gl.RGB, gl.UNSIGNED_BYTE,
+ image
+)
+gl.GenerateMipmap(gl.TEXTURE_2D)
+honey.image.destroy(image)
+
+-- connect shader samplers to texture units
+gl.UseProgram(shader)
+gl.Uniform1i(gl.GetUniformLocation(shader, 'ourTexture'), 0)
+
+
+--====== main loop ======--
+
+local transform = honey.glm.mat4()
+
+while not window.shouldClose(w) do
+ gl.ClearColor(0.2, 0.3, 0.3, 1.0)
+ gl.Clear(gl.COLOR_BUFFER_BIT)
+
+ gl.ActiveTexture(0)
+ gl.BindTexture(gl.TEXTURE_2D, texture)
+
+ gl.UseProgram(shader)
+ honey.glm.mat4_identity(transform)
+ local time = window.getTime()
+ honey.glm.rotate_z(transform, time, transform)
+ local transformLocation = gl.GetUniformLocation(shader, 'transform')
+ gl.UniformMatrix4fv(transformLocation, false, transform)
+
+ gl.BindVertexArray(vertexArray)
+ gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0)
+
+ window.swapBuffers(w)
+ window.pollEvents()
+end
+window.destroy(w)
+gl.Terminate()