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local VertexCode = [[
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 uv;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Position;
out vec3 Normal;
out vec2 UV;
void main()
{
gl_Position = projection * view * model * vec4(position.xyz, 1);
Position = gl_Position.xyz;
Normal = normal;
UV = uv;
} ]]
local FragmentCode = [[
#version 330 core
in vec3 Position;
in vec3 Normal;
in vec2 UV;
uniform sampler2D albedo;
out vec4 color;
void main()
{
color = vec4(texture(albedo, UV).xyz, 1);
} ]]
local SpatialShader = {}
SpatialShader.prototype = {}
SpatialShader.prototype.use = function(self)
self.shader:use()
end
SpatialShader.prototype.setInteger = function(self, name, value)
self.shader:setInteger(name, value)
end
SpatialShader.prototype.setFloat = function(self, name, value)
self.shader:setFloat(name, value)
end
SpatialShader.prototype.setVec3 = function(self, name, value)
self.shader:setVec3(name, value)
end
SpatialShader.prototype.setVec4 = function(self, name, value)
self.shader:setVec4(name, value)
end
SpatialShader.prototype.setMat3 = function(self, name, value)
self.shader:setMat3(name, value)
end
SpatialShader.prototype.setMat4 = function(self, name, value)
self.shader:setMat4(name, value)
end
SpatialShader.prototype.setCamera = function(self, camera)
self.shader:setMat4('view', camera.view)
self.shader:setMat4('projection', camera.projection)
end
SpatialShader.prototype.drawMesh = function(self, meshInstance)
self.shader:setMat4('model', meshInstance.transform)
self.albedo:use(0)
meshInstance.mesh:draw(self.shader)
end
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SpatialShader.mt = {}
SpatialShader.mt.__index = SpatialShader.prototype
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SpatialShader.new = function(albedo)
local spatialshader = {}
spatialshader.shader = honey.shader(VertexCode, FragmentCode)
spatialshader.albedo = albedo
setmetatable(spatialshader, SpatialShader.mt)
return spatialshader
end
return SpatialShader
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