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-rw-r--r--demo/main.lua41
1 files changed, 10 insertions, 31 deletions
diff --git a/demo/main.lua b/demo/main.lua
index 1cb63d8..ec1a952 100644
--- a/demo/main.lua
+++ b/demo/main.lua
@@ -1,39 +1,17 @@
local Vec3, Vec4 = require('Vector')()
local Mat3, Mat4 = require('Matrix')()
+local FPSCamera = require('FPSCamera')
-local m = Mat3.new{1, 0, 1,
- 0, 1, 0,
- 0, 0, 0}
-print(Mat3.tostring(m))
+local model = Mat4.new()
+honey.cglm.mat4.identity(model)
+honey.cglm.affine.rotate(model, Vec3.ZERO, Vec3.X_UNIT, math.pi/4)
honey.input.key.bind(honey.input.key.escape, honey.exit)
-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;
@@ -41,10 +19,7 @@ uniform mat4 projection;
void main()
{
- 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));
+ gl_Position = projection * view * vec4(position.xyz, 1);
} ]]
local fragment_shader = [[
#version 330 core
@@ -54,7 +29,7 @@ out vec4 color;
void main() { color = base_color; } ]]
local shader = honey.shader.new(vertex_shader, fragment_shader)
-local plane = honey.primitives.plane(2,2)
+local plane = honey.primitives.cube(10,10,10)
local color1 = Vec4.new{1,0,0,1}
local color2 = Vec4.new{0,0,1,1}
@@ -68,6 +43,10 @@ function honey.update(dt)
end
function honey.draw()
+ FPSCamera:update()
+ honey.shader.set_mat4(shader, 'model', model)
+ honey.shader.set_mat4(shader, 'view', FPSCamera.view)
+ honey.shader.set_mat4(shader, 'projection', FPSCamera.projection)
honey.shader.set_vec4(shader, "base_color", color)
honey.mesh.draw(plane, shader)
end