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authorsanine <sanine.not@pm.me>2022-08-22 23:58:00 -0500
committersanine <sanine.not@pm.me>2022-08-22 23:58:00 -0500
commitc52e1b30391d730cd6d20f65ec75d61884355c5c (patch)
tree20d71816880e6fb32f5313533c89e5fc25405ffe /demo
parent1f75a21851b0a0bd4bc766c458e67721dd37c9fd (diff)
refactor: rename opengl functions to match their C counterparts
Diffstat (limited to 'demo')
-rw-r--r--demo/honey.lua169
1 files changed, 81 insertions, 88 deletions
diff --git a/demo/honey.lua b/demo/honey.lua
index 6d2cdfc..b0b3ec4 100644
--- a/demo/honey.lua
+++ b/demo/honey.lua
@@ -1,21 +1,20 @@
local gl = honey.gl
local window = honey.window
-gl.errorName = function(errorCode)
- for name, code in pairs(gl.errorType) do
- if code == errorCode then return name end
- end
- return 'unknown'
-end
-gl.init()
+--====== 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()
+gl.InitGlad()
window.setFramebufferSizeCallback(w, function(_, width, height)
print(string.format("resize: (%d, %d)", width, height))
@@ -23,8 +22,9 @@ window.setFramebufferSizeCallback(w, function(_, width, height)
end)
-local vertexShaderSource = [[
+--====== compile shaders ======--
+local vertexShaderSource = [[
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
@@ -56,108 +56,101 @@ void main()
}
]]
-local vertexShader = gl.shader.create(gl.shader.type.vertexShader)
-gl.shader.setSource(vertexShader, vertexShaderSource)
-gl.shader.compile(vertexShader)
-local fragmentShader = gl.shader.create(gl.shader.type.fragmentShader)
-gl.shader.setSource(fragmentShader, fragmentShaderSource)
-gl.shader.compile(fragmentShader)
+-- vertex shader
+local vertexShader = gl.CreateShader(gl.VERTEX_SHADER)
+gl.ShaderSource(vertexShader, vertexShaderSource)
+gl.CompileShader(vertexShader)
-local shader = gl.shader.createProgram()
-gl.shader.attachShader(shader, vertexShader)
-gl.shader.attachShader(shader, fragmentShader)
-gl.shader.link(shader)
-gl.shader.delete(vertexShader)
-gl.shader.delete(fragmentShader)
+-- 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)
-----------------------------------------------------------------
-
-local texture = gl.texture.create()
-gl.texture.bind(gl.texture.bindTarget.texture2d, texture)
-err = gl.getError()
-if err ~= gl.errorType.noError then error(gl.errorName(err)) end
-
-
-local image, width, height, channels = honey.image.load('container.jpg', 0)
-gl.texture.bufferImage2d(
- gl.texture.bindTarget.texture2d, 0,
- gl.texture.format.rgb,
- width, height,
- gl.texture.format.rgb, gl.dataType.uchar,
- image
-)
-gl.texture.generateMipmaps(gl.texture.bindTarget.texture2d)
-err = gl.getError()
-if err ~= gl.errorType.noError then error(gl.errorName(err)) end
-
-honey.image.destroy(image)
+--====== set up vertex data ======--
local vertices = {
- -- position color uvs
- 0.5, 0.5, 0.0, 0, 0, 0, 1, 1,
- 0.5, -0.5, 0.0, 1, 0, 0, 1, 0,
- -0.5, -0.5, 0.0, 0, 1, 0, 0, 0,
- -0.5, 0.5, 0.0, 0, 0, 1, 0, 1
+-- 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,
- 1, 2, 3
+ 0, 1, 3, -- first triangle
+ 1, 2, 3 -- second triangle
}
-local vertexArray = gl.data.createVertexArray()
+-- buffers
+local vertexArray = gl.GenVertexArrays()
+local vertexBuffer = gl.GenBuffers()
+local elementBuffer = gl.GenBuffers()
-local vertexBuffer = gl.data.createBuffer()
-local elementBuffer = gl.data.createBuffer()
-gl.data.bindVertexArray(vertexArray)
+gl.BindVertexArray(vertexArray)
-gl.data.bindBuffer(gl.data.bufferTarget.arrayBuffer, vertexBuffer)
-local err = gl.getError()
-if err ~= gl.errorType.noError then error(gl.errorName(err)) end
-gl.data.bufferData(gl.data.bufferTarget.arrayBuffer, gl.dataType.float, vertices, gl.data.bufferUsage.staticDraw)
-if gl.getError() ~= gl.errorType.noError then error(gl.getError()) end
+gl.BindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
+gl.BufferData(gl.ARRAY_BUFFER, gl.FLOAT, vertices, gl.STATIC_DRAW)
-gl.data.bindBuffer(gl.data.bufferTarget.elementArrayBuffer, elementBuffer)
-gl.data.bufferData(gl.data.bufferTarget.elementArrayBuffer, gl.dataType.uint, indices, gl.data.bufferUsage.staticDraw)
+gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer)
+gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.UNSIGNED_INT, indices, gl.STATIC_DRAW)
-gl.data.vertexAttribPointer(0, 3, false, 8, 0)
-gl.data.vertexArrayEnableAttrib(0)
-gl.data.vertexAttribPointer(1, 3, false, 8, 3)
-gl.data.vertexArrayEnableAttrib(1)
-gl.data.vertexAttribPointer(2, 2, false, 8, 6)
-gl.data.vertexArrayEnableAttrib(2)
+-- position
+gl.VertexAttribPointer(0, 3, false, 8, 0)
+gl.EnableVertexAttribArray(0)
-gl.data.bindBuffer(gl.data.bufferTarget.arrayBuffer, 0)
-if gl.getError() ~= gl.errorType.noError then error(gl.getError()) end
+-- color
+gl.VertexAttribPointer(1, 3, false, 8, 3)
+gl.EnableVertexAttribArray(1)
-gl.shader.use(shader)
-local textureLocation = gl.shader.getUniformLocation(shader, "ourTexture")
-err = gl.getError()
-if err ~= gl.errorType.noError then error(gl.errorName(err)) end
-gl.shader.uniform1i(textureLocation, 0)
-err = gl.getError()
-if err ~= gl.errorType.noError then error(gl.errorName(err)) end
+-- uv
+gl.VertexAttribPointer(2, 2, false, 8, 6)
+gl.EnableVertexAttribArray(2)
-while not window.shouldClose(w) do
- gl.draw.setClearColor(0.2, 0.3, 0.3, 1.0)
- gl.draw.clear(gl.draw.bufferMask.colorBuffer);
+--====== load texture ======--
+
+local texture = gl.GenTextures()
+gl.BindTexture(gl.TEXTURE_2D, texture)
- gl.texture.setActiveUnit(0)
- err = gl.getError()
- if err ~= gl.errorType.noError then error(gl.errorName(err)) end
- gl.texture.bind(gl.texture.bindTarget.texture2d, texture)
- err = gl.getError()
- if err ~= gl.errorType.noError then error(gl.errorName(err)) end
+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 ======--
+
+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.shader.use(shader)
- gl.data.bindVertexArray(vertexArray)
- gl.draw.drawElements(gl.draw.primitiveType.triangles, 6, gl.dataType.uint, 0)
+ gl.UseProgram(shader)
+ gl.BindVertexArray(vertexArray)
+ gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0)
window.swapBuffers(w)
window.pollEvents()
end
window.destroy(w)
-gl.terminate()
+gl.Terminate()