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-rw-r--r--demo/main.lua51
1 files changed, 37 insertions, 14 deletions
diff --git a/demo/main.lua b/demo/main.lua
index 1be7eaf..1cb63d8 100644
--- a/demo/main.lua
+++ b/demo/main.lua
@@ -1,27 +1,50 @@
-for k, v in pairs(honey.shader) do
- print(k, v)
-end
+local Vec3, Vec4 = require('Vector')()
+local Mat3, Mat4 = require('Matrix')()
+
+local m = Mat3.new{1, 0, 1,
+ 0, 1, 0,
+ 0, 0, 0}
+print(Mat3.tostring(m))
honey.input.key.bind(honey.input.key.escape, honey.exit)
-local vec4 = function(v)
- local vector = honey.cglm.new_array_zero(4)
- honey.cglm.set_value(vector, 0, v[1])
- honey.cglm.set_value(vector, 1, v[2])
- honey.cglm.set_value(vector, 2, v[3])
- honey.cglm.set_value(vector, 3, v[4])
- return vector
+local basis = function(matrix)
+ local b = {}
+ b.x = Vec3.new{1, 0, 0}
+ b.y = Vec3.new{0, 1, 0}
+ b.z = Vec3.new{0, 0, 1}
+
+ local mat3 = honey.cglm.new_array_zero(9)
+ honey.cglm.mat4.pick3(matrix, mat3)
+
+ honey.cglm.mat3.mulv(b.x, mat3, b.x)
+ honey.cglm.mat3.mulv(b.y, mat3, b.y)
+ honey.cglm.mat3.mulv(b.z, mat3, b.z)
+
+ return b
end
local vertex_shader = [[
#version 330 core
layout(location = 0) in vec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec2 tex_coord;
+
+out vec2 uv_coord;
+out vec3 v_normal;
+out vec3 v_position;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
void main()
{
- gl_Position.xyz = position - vec3(1,1,0);
- gl_Position.w = 1.0;
+ gl_Position = projection * view * model * vec4(position.xyz, 1);
+ uv_coord = tex_coord;
+ v_normal = mat3(view) * normal;
+ v_position = vec3(view * model * vec4(position.xyz, 1.0));
} ]]
local fragment_shader = [[
#version 330 core
@@ -33,8 +56,8 @@ void main() { color = base_color; } ]]
local shader = honey.shader.new(vertex_shader, fragment_shader)
local plane = honey.primitives.plane(2,2)
-local color1 = vec4{1,0,0,1}
-local color2 = vec4{0,0,1,1}
+local color1 = Vec4.new{1,0,0,1}
+local color2 = Vec4.new{0,0,1,1}
local color = honey.cglm.new_array_zero(4)
local total_time = 0