local Node = require('Node') local FPSCamera = require('FPSCamera') local SpatialShader = require('SpatialShader') local ScreenQuad = require('ScreenQuad') local MeshInstance = require('MeshInstance') FPSCamera.movement_speed = 5 honey.input.key.bind(honey.input.key.escape, honey.exit) local buffer = false honey.input.key.bind(honey.input.key.f, function(action) if action == 1 then buffer = not buffer end end) local tex = honey.texture.new() honey.texture.load(tex, 'checkerboard.png', false) local sceneRoot = Node.new() local shader = SpatialShader.new(tex) local lightDirection = honey.glm.vec3{1,1,1} lightDirection:normalize() shader:setVec3('directional_lights[0].direction', lightDirection) shader:setVec3('directional_lights[0].color', honey.glm.vec3{0,1,0}) local meshes = honey.mesh.load('Suzanne.obj') local suzanne = MeshInstance.new(sceneRoot, honey.glm.vec3{0,0,3}, honey.glm.vec3{0,math.pi,0}, honey.glm.vec3{0.5,1,0.5}, meshes[1], shader) local plane = MeshInstance.new(suzanne, honey.glm.vec3{1,0,0}, honey.glm.vec3{0,0,0}, honey.glm.vec3{1,1,1}, honey.primitives.plane(4,4), shader) local plane2 = MeshInstance.new(suzanne, honey.glm.vec3{5,0,0}, honey.glm.vec3{0,math.pi,0}, honey.glm.vec3{1,1,1}, honey.primitives.plane(4,4), shader) suzanne.update = function(self, dt) self:rotate('y', 10*dt) print(self.rotation) end local total_frames = 0 local total_time = 0 honey.window.set_size(640, 480) function honey.update(dt) total_time = total_time + dt FPSCamera:update(dt) sceneRoot:updateCascade(dt) if total_time > 1 then print('FPS: '..tostring(total_frames/total_time)) total_time = 0 total_frames = 0 end end function draw_suzanne() sceneRoot:drawCascade(FPSCamera) end function honey.draw() total_frames = total_frames + 1 if buffer then honey.set_framebuffer(ScreenQuad.fb) honey.set_viewport_size(480,640) honey.clear_color(honey.glm.vec4(), true, true, false) honey.enable_depth_test(true) draw_suzanne() honey.set_framebuffer(0) honey.set_viewport_size(640, 480) honey.enable_depth_test(false) honey.clear_color(honey.glm.vec4{0,0,1,1}, true, false, false) ScreenQuad:draw() else honey.clear_color(honey.glm.vec4{1,1,0,1}, true, true, false) honey.set_viewport_size(640, 480) honey.enable_depth_test(true) draw_suzanne() end end