diff options
Diffstat (limited to 'demo')
-rw-r--r-- | demo/container.jpg | bin | 0 -> 184939 bytes | |||
-rw-r--r-- | demo/honey.lua | 172 |
2 files changed, 172 insertions, 0 deletions
diff --git a/demo/container.jpg b/demo/container.jpg Binary files differnew file mode 100644 index 0000000..d07bee4 --- /dev/null +++ b/demo/container.jpg 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() |