summaryrefslogtreecommitdiff
path: root/demo/main.lua
blob: 9ca08bec76715307d5e32ba614855535521943c7 (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
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