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local Vector = require('Vector')
local Matrix = require('Matrix')
local FPSCamera = require('FPSCamera')
FPSCamera.movement_speed = 5
local model = Matrix.Mat4.eye()
model:rotate(Vector.Vec3.ZERO, Vector.Vec3.Y_UNIT, math.pi)
model:translate(Vector.Vec3.new{0,0,-2})
print(model)
honey.input.key.bind(honey.input.key.escape, honey.exit)
local tex = honey.texture.new()
honey.texture.load(tex, 'checkerboard.png', false)
honey.texture.use(tex, 0)
local vertex_shader = [[
#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 fragment_shader = [[
#version 330 core
in vec3 Position;
in vec3 Normal;
in vec2 UV;
uniform float time;
uniform sampler2D tex;
out vec4 color;
void main() {
vec2 texture_coords = UV + (0.01 * time * vec2(1,1));
color = vec4(texture(tex, texture_coords).xyz, 1);
} ]]
local shader = honey.shader.new(vertex_shader, fragment_shader)
local plane = honey.mesh.load('Suzanne.obj')[1]
local color1 = Vector.Vec4.new{1,0,0,1}
local color2 = Vector.Vec4.new{0,0,1,1}
local color = Vector.Vec4.new()
local total_time = 0
function honey.update(dt)
total_time = total_time + dt
FPSCamera:update(dt)
end
function honey.draw()
honey.shader.set_mat4(shader, 'model', model.array)
honey.shader.set_mat4(shader, 'view', FPSCamera.view.array)
honey.shader.set_mat4(shader, 'projection', FPSCamera.projection.array)
honey.shader.set_float(shader, 'time', total_time)
honey.mesh.draw(plane, shader)
end
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