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local Vector = require('Vector')
local Matrix = require('Matrix')
local FPSCamera = require('FPSCamera')
local ScreenQuad = require('ScreenQuad')
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 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 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 + (time * vec2(100,100));
color = vec4(texture(tex, UV).xyz, 1);
} ]]
local shader = honey.shader.new(vertex_shader, fragment_shader)
local suzanne = honey.mesh.load('Suzanne.obj')[1]
local plane = honey.primitives.plane(4,4)
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_frames = 0
local total_time = 0
function honey.update(dt)
total_time = total_time + dt
FPSCamera:update(dt)
if total_time > 1 then
print('FPS: '..tostring(total_frames/total_time))
total_time = 0
total_frames = 0
end
end
function draw_suzanne()
honey.texture.use(tex, 0)
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(suzanne, shader)
honey.mesh.draw(plane, shader)
end
function honey.draw()
total_frames = total_frames + 1
if buffer then
honey.set_framebuffer(ScreenQuad.fb)
honey.enable_depth_test(true)
honey.clear_color(Vector.Vec4.new().array, true, true, false)
draw_suzanne()
honey.set_framebuffer(0)
honey.enable_depth_test(true)
honey.clear_color(Vector.Vec4.new{0,0,1,1}.array, true, true, false)
ScreenQuad:draw()
else
honey.clear_color(Vector.Vec4.new{1,1,0,1}.array, true, true, false)
honey.enable_depth_test(true)
draw_suzanne()
end
end
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