local gl = honey.gl local window = honey.window --===== initialize audio =====-- local engine = honey.audio.engine_init() honey.audio.engine_play_sound(engine, 'example_sound.ogg') --====== 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.Enable(gl.DEPTH_TEST) window.setFramebufferSizeCallback(w, function(_, width, height) print(string.format("resize: (%d, %d)", width, height)) gl.Viewport(0, 0, width, height) end) --====== compile shaders ======-- local vertexShaderSource = [[ #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec2 TexCoord; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); TexCoord = aTexCoord; } ]] local fragmentShaderSource = [[ #version 330 core out vec4 FragColor; 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 mesh data manually ======-- local vertices = { -- positions uvs 0.5, 0.5, 0.0, 1.0, 1.0, -- top right 0.5, -0.5, 0.0, 1.0, 0.0, -- bottom right -0.5, -0.5, 0.0, 0.0, 0.0, -- bottom let -0.5, 0.5, 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, 5, 0) gl.EnableVertexAttribArray(0) -- uv gl.VertexAttribPointer(1, 2, false, 5, 3) gl.EnableVertexAttribArray(1) --===== load mesh from file =====-- -- local scene = honey.import.importFile('suzanne.dae') -- local mesh = scene.meshes[1] -- local suzanne = {} -- suzanne.vertices = {} -- print('mesh.vertices', #mesh.vertices) -- for i=1,#mesh.vertices do -- local position = mesh.vertices[i] -- local uv = mesh.uvs[1][i] -- table.insert(suzanne.vertices, position.x) -- table.insert(suzanne.vertices, position.y) -- table.insert(suzanne.vertices, position.z) -- table.insert(suzanne.vertices, uv.x) -- table.insert(suzanne.vertices, uv.y) -- end -- suzanne.indices = {} -- for _, face in ipairs(mesh.faces) do -- assert(#face == 3) -- for _, i in ipairs(face) do -- table.insert(suzanne.indices, i) -- end -- end -- print('mesh.faces', #mesh.faces) -- print('suzanne.indices', #suzanne.indices) -- -- suzanne.vertexArr = gl.GenVertexArrays() -- suzanne.vertexBuf = gl.GenBuffers() -- suzanne.elementBuf = gl.GenBuffers() -- -- gl.BindVertexArray(suzanne.vertexArr) -- gl.BindBuffer(gl.ARRAY_BUFFER, suzanne.vertexBuf) -- gl.BufferData(gl.ARRAY_BUFFER, gl.FLOAT, suzanne.vertices, gl.STATIC_DRAW) -- -- gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, suzanne.elementBuf) -- gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.UNSIGNED_INT, suzanne.indices, gl.STATIC_DRAW) -- -- gl.VertexAttribPointer(0, 3, false, 5, 0) -- gl.EnableVertexAttribArray(0) -- gl.VertexAttribPointer(1, 2, false, 5, 3) -- gl.EnableVertexAttribArray(1) --====== 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) --===== generate cairo texture =====-- -- local image = honey.image -- local surface = image.surface_create(image.FORMAT_ARGB32, 512, 512) -- local cr = image.context_create(surface) -- image.context_select_font_face(cr, "sans-serif", image.FONT_SLANT_NORMAL, image.FONT_WEIGHT_NORMAL) -- image.context_set_font_size(cr, 32) -- image.context_set_source_rgb(cr, 1, 0, 0) -- image.context_move_to(cr, 100, 100) -- image.context_show_text(cr, "hello, world!") -- local data = image.surface_get_data(surface) -- gl.BindTexture(gl.TEXTURE_2D, texture) -- gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_SWIZZLE_R, gl.BLUE) -- gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_SWIZZLE_B, gl.RED) -- --gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_SWIZZLE_A, gl.RED) -- gl.TexImage2D( -- gl.TEXTURE_2D, 0, -- gl.RGB, width, height, -- gl.RGBA, gl.UNSIGNED_BYTE, -- data -- ) -- gl.GenerateMipmap(gl.TEXTURE_2D) --====== matrices ======-- local model = honey.glm.mat4() local axis1 = honey.glm.vec3() honey.glm.vec3_set(axis1, 0, 1.0) honey.glm.vec3_set(axis1, 1, 0.0) honey.glm.vec3_set(axis1, 2, 0.0) local axis2 = honey.glm.vec3() honey.glm.vec3_set(axis2, 0, 0.0) honey.glm.vec3_set(axis2, 1, 1.0) honey.glm.vec3_set(axis2, 2, 0.0) local view = honey.glm.mat4() honey.glm.mat4_identity(view) local translation = honey.glm.vec3() honey.glm.vec3_set(translation, 0, 0.0) honey.glm.vec3_set(translation, 1, 0.0) honey.glm.vec3_set(translation, 2, -3.0) honey.glm.translate(view, translation) local projection = honey.glm.mat4() honey.glm.perspective(math.rad(45), 800/600, 0.1, 100, projection) --====== main loop ======-- local transform = honey.glm.mat4() while not window.shouldClose(w) do local time = window.getTime() gl.ClearColor(0.2, 0.3, 0.3, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT) gl.ActiveTexture(0) gl.BindTexture(gl.TEXTURE_2D, texture) gl.UseProgram(shader) local modelL = gl.GetUniformLocation(shader, 'model') local viewL = gl.GetUniformLocation(shader, 'view') local projectionL = gl.GetUniformLocation(shader, 'projection') honey.glm.mat4_identity(model) honey.glm.rotate(model, 0.5*math.pi*time, axis2) honey.glm.rotate(model, math.rad(-90), axis1) gl.UniformMatrix4fv(modelL, false, model) gl.UniformMatrix4fv(viewL, false, view) gl.UniformMatrix4fv(projectionL, false, projection) gl.BindVertexArray(vertexArray) gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0) --gl.BindVertexArray(suzanne.vertexArr) --gl.DrawElements(gl.TRIANGLES, 3*#mesh.faces, gl.UNSIGNED_INT, 0) window.swapBuffers(w) window.pollEvents() end --===== shut down =====-- window.destroy(w) gl.Terminate() honey.audio.engine_uninit(engine) --image.surface_destroy(surface) --image.context_destroy(cr)