local gl = honey.gl local glfw = honey.glfw --local window = honey.window --===== initialize audio =====-- local result, engine = honey.ma.engine_init({}) honey.ma.engine_play_sound(engine, 'example_sound.ogg', nil) --====== initialize opengl ======-- glfw.Init() --window.setHint(window.hintType.contextVersionMajor, 3) --window.setHint(window.hintType.contextVersionMinor, 3) glfw.WindowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.WindowHint(glfw.CONTEXT_VERSION_MAJOR, 4) glfw.WindowHint(glfw.CONTEXT_VERSION_MINOR, 1) --====== create window ======-- local w = glfw.CreateWindow(640, 480, 'hello, world!', glfw.monitor_NULL, glfw.window_NULL) glfw.MakeContextCurrent(w) gl.InitGlad() gl.Enable(gl.DEPTH_TEST) -- query gl data print("vendor", gl.GetString(gl.VENDOR)) print("renderer", gl.GetString(gl.RENDERER)) print("version", gl.GetString(gl.VERSION)) print("glsl version", gl.GetString(gl.SHADING_LANGUAGE_VERSION)) --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 410 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 pos; out vec2 TexCoord; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); TexCoord = aTexCoord; pos = aPos; } ]] local fragmentShaderSource = [[ #version 410 core out vec4 FragColor; in vec3 pos; in vec2 TexCoord; uniform sampler2D ourTexture; void main() { // FragColor = vec4(pos, 1.0f); 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 attrib, shapes, materials = honey.tinyobj.parse_obj('suzanne.obj', 1) print(#attrib.vertices) print(#attrib.face_num_verts) print("mesh face_offset", shapes[1].face_offset) print("mesh length", shapes[1].length) print("#attrib.faces", #attrib.faces) print("#attrib.face_num_verts", #attrib.face_num_verts) local suzanne = {} suzanne.vertices = {} suzanne.indices = {} function addVertex(vertex) local pos = 3*vertex.v_idx table.insert(suzanne.vertices, attrib.vertices[pos+1]) table.insert(suzanne.vertices, attrib.vertices[pos+2]) table.insert(suzanne.vertices, attrib.vertices[pos+3]) local tex = 3*vertex.vt_idx table.insert(suzanne.vertices, attrib.texcoords[tex+1]) table.insert(suzanne.vertices, attrib.texcoords[tex+2]) table.insert(suzanne.indices, #suzanne.indices) end local start = shapes[1].face_offset local finish = start + shapes[1].length for i=start,finish-1 do local numVerts = attrib.face_num_verts[i+1] for j=0,numVerts-1 do local vertex = attrib.faces[(3*i)+j+1] addVertex(vertex) end end --for i, vertex in ipairs(suzanne.vertices) do -- io.write(tostring(vertex) .. ", ") -- if i % 3 == 0 then print() end --end --print() -- --local indices = {} --for i=1,#suzanne.indices do -- io.write(tostring(suzanne.indices[i]) .. ", ") -- if i % 3 == 0 then print() end --end --print() print("#suzanne.vertices", #suzanne.vertices) 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) local size = 5 gl.VertexAttribPointer(0, 3, false, size, 0) gl.EnableVertexAttribArray(0) gl.VertexAttribPointer(1, 2, false, size, 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_create() local axis1 = honey.glm.vec3_create() 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_create() 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_create() honey.glm.mat4_identity(view) local translation = honey.glm.vec3_create() 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_create() honey.glm.perspective(math.rad(45), 800/600, 0.1, 100, projection) --====== main loop ======-- local transform = honey.glm.mat4_create() while glfw.WindowShouldClose(w) == glfw.FALSE do local time = glfw.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, #suzanne.indices, gl.UNSIGNED_INT, 0) glfw.SwapBuffers(w) glfw.PollEvents() end --===== shut down =====-- glfw.DestroyWindow(w) glfw.Terminate() honey.ma.engine_uninit(engine) --image.surface_destroy(surface) --image.context_destroy(cr)