summaryrefslogtreecommitdiff
path: root/demo/SpatialShader.lua
blob: 5f83e59f86654c596277aeffc4454e748ea1a3e3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
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, mesh)
   self.shader:setMat4('model', mesh.transform)
   honey.texture.use(self.albedo, 0)
   honey.mesh.draw(mesh.mesh, 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