diff options
Diffstat (limited to 'demo')
-rw-r--r-- | demo/honey.lua | 169 |
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() |