From 3c9ba50944f1b136125e1191ccbc49fda1381123 Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 7 Apr 2023 00:53:03 -0500 Subject: renormalize line endings --- .gitignore | 8 +- fragment.glsl | 34 +-- honey.bak/ecs-systems.lua | 152 +++++----- honey.bak/glm.lua | 722 +++++++++++++++++++++++----------------------- honey/ecs-systems.lua | 236 +++++++-------- honey/glm.lua | 712 ++++++++++++++++++++++----------------------- vertex.glsl | 42 +-- 7 files changed, 953 insertions(+), 953 deletions(-) diff --git a/.gitignore b/.gitignore index 6d4cb0c..b100ea7 100644 --- a/.gitignore +++ b/.gitignore @@ -1,4 +1,4 @@ -*. -*~ -*.swp -.* +*. +*~ +*.swp +.* diff --git a/fragment.glsl b/fragment.glsl index c6ef691..532d1ac 100644 --- a/fragment.glsl +++ b/fragment.glsl @@ -1,17 +1,17 @@ -#version 410 core -out vec4 FragColor; - -in vec3 position; -in vec3 normal; -in vec2 tex; - -uniform float time; -uniform sampler2D ourTexture; - -void main() -{ - //FragColor = vec4(sin(time), cos(time), -sin(time), 1.0f); - //FragColor = vec4(normal, 1.0f); - //FragColor = vec4(tex, 1.0f, 1.0f); - FragColor = texture(ourTexture, tex); -} +#version 410 core +out vec4 FragColor; + +in vec3 position; +in vec3 normal; +in vec2 tex; + +uniform float time; +uniform sampler2D ourTexture; + +void main() +{ + //FragColor = vec4(sin(time), cos(time), -sin(time), 1.0f); + //FragColor = vec4(normal, 1.0f); + //FragColor = vec4(tex, 1.0f, 1.0f); + FragColor = texture(ourTexture, tex); +} diff --git a/honey.bak/ecs-systems.lua b/honey.bak/ecs-systems.lua index 5dec159..e3f9d56 100644 --- a/honey.bak/ecs-systems.lua +++ b/honey.bak/ecs-systems.lua @@ -1,76 +1,76 @@ -local ecs = require 'honey.ecs' - - -local module = {} -setmetatable(module, {__index=_G}) -setfenv(1, module) - - - ---===== transform cascading =====-- - -local function recursiveComputeTransform(entity) - if entity._transformComputed then - return entity._transform - end - if entity.parent == false then - entity._transformComputed = true - entity._transform = entity.transform - return entity.transform - end - - entity._transformComputed = true - local parentTransform = recursiveComputeTransform(entity.parent) - entity._transform = parentTransform * entity.transform - return entity._transform -end - --- update transforms -transformCascade = { - filter=ecs.Filter.AND{"transform", "parent"}, - prepareEntity=function(self, entity) - entity._transform = nil - entity._transformComputed = false - end, - update=function(self, entity, dt) - recursiveComputeTransform(entity) - end, - priority=98, -} - - ---===== rendering =====-- - -function renderCam(camera, priority) - local priority = priority or 99 - return { - filter=ecs.Filter.AND{"mesh", "shader", "transform"}, - update=function(self, entity, dt) - entity.shader:use() - entity.shader:configure{ - matrix={ - model=entity._transform, - view=camera.view, - projection=camera.projection, - }, - } - entity.mesh:drawElements() - end, - nopause=true, - priority=priority, - } -end - ---===== update functions =====-- - -update = { - filter=ecs.Filter.AND{"update"}, - update=function(self, entity, dt) - entity.update(entity, dt) - end, - priority=50, -} - - - -return module +local ecs = require 'honey.ecs' + + +local module = {} +setmetatable(module, {__index=_G}) +setfenv(1, module) + + + +--===== transform cascading =====-- + +local function recursiveComputeTransform(entity) + if entity._transformComputed then + return entity._transform + end + if entity.parent == false then + entity._transformComputed = true + entity._transform = entity.transform + return entity.transform + end + + entity._transformComputed = true + local parentTransform = recursiveComputeTransform(entity.parent) + entity._transform = parentTransform * entity.transform + return entity._transform +end + +-- update transforms +transformCascade = { + filter=ecs.Filter.AND{"transform", "parent"}, + prepareEntity=function(self, entity) + entity._transform = nil + entity._transformComputed = false + end, + update=function(self, entity, dt) + recursiveComputeTransform(entity) + end, + priority=98, +} + + +--===== rendering =====-- + +function renderCam(camera, priority) + local priority = priority or 99 + return { + filter=ecs.Filter.AND{"mesh", "shader", "transform"}, + update=function(self, entity, dt) + entity.shader:use() + entity.shader:configure{ + matrix={ + model=entity._transform, + view=camera.view, + projection=camera.projection, + }, + } + entity.mesh:drawElements() + end, + nopause=true, + priority=priority, + } +end + +--===== update functions =====-- + +update = { + filter=ecs.Filter.AND{"update"}, + update=function(self, entity, dt) + entity.update(entity, dt) + end, + priority=50, +} + + + +return module diff --git a/honey.bak/glm.lua b/honey.bak/glm.lua index af8dcb3..c7c83b9 100644 --- a/honey.bak/glm.lua +++ b/honey.bak/glm.lua @@ -1,361 +1,361 @@ -local glm = honey.glm - -local module = {} -setmetatable(module, {__index=_G}) -setfenv(1, module) - - -Vec3 = {} -Mat4 = {} -Quaternion = {} - - ---===== Vec3 =====-- - - -function Vec3.new(_, values) - local self = {} - self.data = glm.vec3_create() - setmetatable(self, Vec3) - if values then - self[1] = values[1] - self[2] = values[2] - self[3] = values[3] - end - return self -end -setmetatable(Vec3, {__call=Vec3.new}) - - -function Vec3.__index(self, key) - if type(key) == 'number' then - return glm.vec3_get(self.data, key-1) - else - return Vec3[key] - end -end - - -function Vec3.__newindex(self, key, value) - glm.vec3_set(self.data, key-1, value) -end - - -function Vec3.__tostring(self) - return string.format("Vec3[%.4f, %.4f, %.4f]", self[1], self[2], self[3]) -end - - ---===== arithmetic =====-- - -local function swapIfNumber(self, other) - if type(self) == "number" and type(other) == "table" then - return other, self - else - return self, other - end -end - - -function Vec3.__add(self, other) - local self, other = swapIfNumber(self, other) - - local dest = Vec3() - if type(other) == "number" then - glm.vec3_adds(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_add(self.data, other.data, dest.data) - else - error(string.format("cannot add %s to Vec3", type(other))) - end - return dest -end - - -function Vec3.__sub(self, other) - local dest = Vec3() - if type(other) == "number" then - glm.vec3_subs(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_sub(self.data, other.data, dest.data) - else - error(string.format("cannot subtract %s from Vec3", type(other))) - end - return dest -end - - -function Vec3.__mul(self, other) - local self, other = swapIfNumber(self, other) - local dest = Vec3() - if type(other) == "number" then - glm.vec3_scale(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_mul(self.data, other.data, dest.data) - else - error(string.format("cannot multiply %s and Vec3", type(other))) - end - return dest -end - - -function Vec3.__div(self, other) - local dest = Vec3() - if type(other) == "number" then - glm.vec3_divs(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_div(self.data, other.data, dest.data) - else - error(string.format("cannot divide Vec3 by %s", type(other))) - end - return dest -end - - - - -function Vec3.copyTo(self, dest) - glm.vec3_copy(self.data, dest.data) -end - - -function Vec3.zero(self) - glm.vec3_zero(self.data) -end - - -function Vec3.zero(self) - glm.vec3_zero(self.data) -end -function Vec3.one(self) - glm.vec3_one(self.data) -end - - -function Vec3.dot(self, other) - return glm.vec3_dot(self.data, other.data) -end - - -function Vec3.crossTo(self, other, dest) - glm.vec3_cross(self.data, other.data, dest.data) -end -function Vec3.cross(self, other) - local dest = Vec3() - self:crossTo(other, dest) - return dest -end - - -function Vec3.crossnTo(self, other, dest) - glm.vec3_crossn(self.data, other.data, dest.data) -end -function Vec3.crossn(self, other) - local dest = Vec3() - self:crossTo(other, dest) - return dest -end - - -function Vec3.norm2(self) - return glm.vec3_norm2(self.data) -end -function Vec3.norm(self) - return glm.vec3_norm(self.data) -end - - -function Vec3.normalize(self) - glm.vec3_normalize(self.data) -end -function Vec3.normalizeTo(self, dest) - glm.vec3_normalize_to(self.data, dest.data) -end - - ----------------------------------------- - -local RowLookup = {} -function RowLookup.new(_, row, data) - local self = { - row=row, - data=data, - } - setmetatable(self, RowLookup) - return self -end -setmetatable(RowLookup, {__call=RowLookup.new}) -function RowLookup.__index(self, col) - return glm.mat4_get(self.data, col-1, self.row-1) -end -function RowLookup.__newindex(self, col, value) - return glm.mat4_set(self.data, col-1, self.row-1, value) -end - - ---===== Mat4 =====-- - - -function Mat4.new(_, self, values) - local self = {} - self.type = "mat4" - self.data = glm.mat4_create() - setmetatable(self, Mat4) - if values then - self[1][1] = values[1] - self[1][2] = values[2] - self[1][3] = values[3] - self[1][4] = values[4] - - self[2][1] = values[5] - self[2][2] = values[6] - self[2][3] = values[7] - self[2][4] = values[8] - - self[3][1] = values[9] - self[3][2] = values[10] - self[3][3] = values[11] - self[3][4] = values[12] - - self[4][1] = values[13] - self[4][2] = values[14] - self[4][3] = values[15] - self[4][4] = values[16] - end - return self -end -setmetatable(Mat4, {__call=Mat4.new}) - - -function Mat4.__index(self, key) - if type(key) == "number" then - return RowLookup(key, self.data) - else - return Mat4[key] - end -end - - -function Mat4.__tostring(self) - return string.format( - "/ %0.4f, %0.4f, %0.4f, %0.4f \\\n" .. - "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. - "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. - "\\ %0.4f, %0.4f, %0.4f, %0.4f /", - self[1][1], self[1][2], self[1][3], self[1][4], - self[2][1], self[2][2], self[2][3], self[2][4], - self[3][1], self[3][2], self[3][3], self[3][4], - self[4][1], self[4][2], self[4][3], self[4][4] - ) -end - - -function Mat4.__mul(self, other) - if other.type == "mat4" then - local dest = Mat4() - glm.mat4_mul(self.data, other.data, dest.data) - return dest - elseif other.type == "vec4" then - -- todo - elseif other.type == "vec3" then - local dest = Vec3() - glm.mat4_mulv3(self.data, other.data, 1.0, dest.data) - return dest - else - error(string.format("cannot multiply Mat4 by %s", type(other))) - end -end - - -function Mat4.copy(self, other) - glm.mat4_copy(other.data, self.data) - return self -end -function Mat4.copyTo(self, dest) - glm.mat4_copy(self.data, dest.data) - return self -end - - -function Mat4.identity(self) - glm.mat4_identity(self.data) - return self -end - - -function Mat4.zero(self) - glm.mat4_zero(self.data) - return self -end - - -function Mat4.mul(self, other) - glm.mat4_mul(self.data, other.data, self.data) - return self -end - - -function Mat4.translate(self, vec) - glm.translate(self.data, vec.data) - return self -end - - -function Mat4.rotateX(self, angle) - glm.rotate_x(self.data, angle, self.data) - return self -end -function Mat4.rotateY(self, angle) - glm.rotate_y(self.data, angle, self.data) - return self -end -function Mat4.rotateZ(self, angle) - glm.rotate_z(self.data, angle, self.data) - return self -end - - -function Mat4.scale(self, vec) - glm.scale(self.data, vec.data) - return self -end - - -function Mat4.perspective(self, fovy, aspect, near, far) - glm.perspective(fovy, aspect, near, far, self.data) - return self -end -function Mat4.perspectiveResize(self, aspect) - glm.perspective_resize(aspect, self.data) - return self -end - - ---===== Quaternion =====-- - - -Quaternion.__index = Quaternion - - -function Quaternion.new(_, tbl) - local tbl = tbl or { 0, 0, 0, 0 } - local self = {} - self.data = glm.quat_create() - glm.quat_init(self.data, unpack(tbl)) - setmetatable(self, Quaternion) - return self -end -setmetatable(Quaternion, {__call=Quaternion.new}) - - -function Quaternion.toMat4(self) - local m = Mat4() - glm.quat_mat4(self.data, m.data) - return m -end - - ---------------------------- - - -return module +local glm = honey.glm + +local module = {} +setmetatable(module, {__index=_G}) +setfenv(1, module) + + +Vec3 = {} +Mat4 = {} +Quaternion = {} + + +--===== Vec3 =====-- + + +function Vec3.new(_, values) + local self = {} + self.data = glm.vec3_create() + setmetatable(self, Vec3) + if values then + self[1] = values[1] + self[2] = values[2] + self[3] = values[3] + end + return self +end +setmetatable(Vec3, {__call=Vec3.new}) + + +function Vec3.__index(self, key) + if type(key) == 'number' then + return glm.vec3_get(self.data, key-1) + else + return Vec3[key] + end +end + + +function Vec3.__newindex(self, key, value) + glm.vec3_set(self.data, key-1, value) +end + + +function Vec3.__tostring(self) + return string.format("Vec3[%.4f, %.4f, %.4f]", self[1], self[2], self[3]) +end + + +--===== arithmetic =====-- + +local function swapIfNumber(self, other) + if type(self) == "number" and type(other) == "table" then + return other, self + else + return self, other + end +end + + +function Vec3.__add(self, other) + local self, other = swapIfNumber(self, other) + + local dest = Vec3() + if type(other) == "number" then + glm.vec3_adds(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_add(self.data, other.data, dest.data) + else + error(string.format("cannot add %s to Vec3", type(other))) + end + return dest +end + + +function Vec3.__sub(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_subs(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_sub(self.data, other.data, dest.data) + else + error(string.format("cannot subtract %s from Vec3", type(other))) + end + return dest +end + + +function Vec3.__mul(self, other) + local self, other = swapIfNumber(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_scale(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_mul(self.data, other.data, dest.data) + else + error(string.format("cannot multiply %s and Vec3", type(other))) + end + return dest +end + + +function Vec3.__div(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_divs(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_div(self.data, other.data, dest.data) + else + error(string.format("cannot divide Vec3 by %s", type(other))) + end + return dest +end + + + + +function Vec3.copyTo(self, dest) + glm.vec3_copy(self.data, dest.data) +end + + +function Vec3.zero(self) + glm.vec3_zero(self.data) +end + + +function Vec3.zero(self) + glm.vec3_zero(self.data) +end +function Vec3.one(self) + glm.vec3_one(self.data) +end + + +function Vec3.dot(self, other) + return glm.vec3_dot(self.data, other.data) +end + + +function Vec3.crossTo(self, other, dest) + glm.vec3_cross(self.data, other.data, dest.data) +end +function Vec3.cross(self, other) + local dest = Vec3() + self:crossTo(other, dest) + return dest +end + + +function Vec3.crossnTo(self, other, dest) + glm.vec3_crossn(self.data, other.data, dest.data) +end +function Vec3.crossn(self, other) + local dest = Vec3() + self:crossTo(other, dest) + return dest +end + + +function Vec3.norm2(self) + return glm.vec3_norm2(self.data) +end +function Vec3.norm(self) + return glm.vec3_norm(self.data) +end + + +function Vec3.normalize(self) + glm.vec3_normalize(self.data) +end +function Vec3.normalizeTo(self, dest) + glm.vec3_normalize_to(self.data, dest.data) +end + + +---------------------------------------- + +local RowLookup = {} +function RowLookup.new(_, row, data) + local self = { + row=row, + data=data, + } + setmetatable(self, RowLookup) + return self +end +setmetatable(RowLookup, {__call=RowLookup.new}) +function RowLookup.__index(self, col) + return glm.mat4_get(self.data, col-1, self.row-1) +end +function RowLookup.__newindex(self, col, value) + return glm.mat4_set(self.data, col-1, self.row-1, value) +end + + +--===== Mat4 =====-- + + +function Mat4.new(_, self, values) + local self = {} + self.type = "mat4" + self.data = glm.mat4_create() + setmetatable(self, Mat4) + if values then + self[1][1] = values[1] + self[1][2] = values[2] + self[1][3] = values[3] + self[1][4] = values[4] + + self[2][1] = values[5] + self[2][2] = values[6] + self[2][3] = values[7] + self[2][4] = values[8] + + self[3][1] = values[9] + self[3][2] = values[10] + self[3][3] = values[11] + self[3][4] = values[12] + + self[4][1] = values[13] + self[4][2] = values[14] + self[4][3] = values[15] + self[4][4] = values[16] + end + return self +end +setmetatable(Mat4, {__call=Mat4.new}) + + +function Mat4.__index(self, key) + if type(key) == "number" then + return RowLookup(key, self.data) + else + return Mat4[key] + end +end + + +function Mat4.__tostring(self) + return string.format( + "/ %0.4f, %0.4f, %0.4f, %0.4f \\\n" .. + "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. + "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. + "\\ %0.4f, %0.4f, %0.4f, %0.4f /", + self[1][1], self[1][2], self[1][3], self[1][4], + self[2][1], self[2][2], self[2][3], self[2][4], + self[3][1], self[3][2], self[3][3], self[3][4], + self[4][1], self[4][2], self[4][3], self[4][4] + ) +end + + +function Mat4.__mul(self, other) + if other.type == "mat4" then + local dest = Mat4() + glm.mat4_mul(self.data, other.data, dest.data) + return dest + elseif other.type == "vec4" then + -- todo + elseif other.type == "vec3" then + local dest = Vec3() + glm.mat4_mulv3(self.data, other.data, 1.0, dest.data) + return dest + else + error(string.format("cannot multiply Mat4 by %s", type(other))) + end +end + + +function Mat4.copy(self, other) + glm.mat4_copy(other.data, self.data) + return self +end +function Mat4.copyTo(self, dest) + glm.mat4_copy(self.data, dest.data) + return self +end + + +function Mat4.identity(self) + glm.mat4_identity(self.data) + return self +end + + +function Mat4.zero(self) + glm.mat4_zero(self.data) + return self +end + + +function Mat4.mul(self, other) + glm.mat4_mul(self.data, other.data, self.data) + return self +end + + +function Mat4.translate(self, vec) + glm.translate(self.data, vec.data) + return self +end + + +function Mat4.rotateX(self, angle) + glm.rotate_x(self.data, angle, self.data) + return self +end +function Mat4.rotateY(self, angle) + glm.rotate_y(self.data, angle, self.data) + return self +end +function Mat4.rotateZ(self, angle) + glm.rotate_z(self.data, angle, self.data) + return self +end + + +function Mat4.scale(self, vec) + glm.scale(self.data, vec.data) + return self +end + + +function Mat4.perspective(self, fovy, aspect, near, far) + glm.perspective(fovy, aspect, near, far, self.data) + return self +end +function Mat4.perspectiveResize(self, aspect) + glm.perspective_resize(aspect, self.data) + return self +end + + +--===== Quaternion =====-- + + +Quaternion.__index = Quaternion + + +function Quaternion.new(_, tbl) + local tbl = tbl or { 0, 0, 0, 0 } + local self = {} + self.data = glm.quat_create() + glm.quat_init(self.data, unpack(tbl)) + setmetatable(self, Quaternion) + return self +end +setmetatable(Quaternion, {__call=Quaternion.new}) + + +function Quaternion.toMat4(self) + local m = Mat4() + glm.quat_mat4(self.data, m.data) + return m +end + + +--------------------------- + + +return module diff --git a/honey/ecs-systems.lua b/honey/ecs-systems.lua index 18f50a8..9995304 100644 --- a/honey/ecs-systems.lua +++ b/honey/ecs-systems.lua @@ -1,118 +1,118 @@ -local ecs = require 'honey.ecs' -local gl = honey.gl -local glfw = honey.glfw - - -local module = {} -setmetatable(module, {__index=_G}) -setfenv(1, module) - - - ---===== transform cascading =====-- - -transform = function(params) - return { - db = params.db, - update = function(self, dt) - local entities = self.db:queryComponent("transform") - - -- prepare transforms - for id, transform in pairs(entities) do - transform._visited = false - end - - -- helper function - local function recursiveTransform(transform) - if transform._visited then - return transform._matrix - end - - if not transform.parent then - transform._matrix = transform.matrix - else - local parentTransform = self.db:getComponent(transform.parent, "transform") - local parentMatrix = recursiveTransform(parentTransform) - transform._matrix = parentMatrix * transform.matrix - end - transform._visited = true - return transform._matrix - end - - -- compute transforms - for id, transform in pairs(entities) do - recursiveTransform(transform) - end - end, - priority = 0, - } -end - - - ---===== rendering =====-- - -function renderCamera(params) - return { - camera = params.camera, - db = params.db, - priority = params.priority or 99, - update = function(self, dt) - local cameraParams = self.db:getComponent(self.camera, "camera") - local cameraTransform = self.db:getComponent(self.camera, "transform") - local view - if cameraTransform then - view = cameraTransform._matrix - else - view = Mat4():identity() - end - - local entities = self.db:queryComponent("renderMesh") - for entity, tbl in pairs(entities) do - -- get shader - local shader = honey.shader.loadShader(tbl.shader.vertex, tbl.shader.fragment) - shader:use() - - -- bind textures - local texOffset = 0 - for name, texTbl in pairs(tbl.textures or {}) do - local texture = honey.image.loadImage(texTbl.filename, texTbl.params) - gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture) - shader:setInt(name, texOffset) - texOffset = texOffset + 1 - end - - -- configure default uniforms - local query = self.db:getComponent(entity, "transform") - local model = (query and query._matrix) or Mat4():identity() - shader:configure{ - float={ - time=glfw.GetTime(), - }, - matrix={ - view=view, - projection=cameraParams.projection, - model=model, - }, - } - - -- draw mesh - local mesh = honey.mesh.loadMesh(tbl.mesh.filename, tbl.mesh.index) - mesh:drawElements() - - -- unbind textures - for i=0,texOffset-1 do - gl.BindTexture(gl.TEXTURE_2D + i, 0) - end - end - end, - } -end - - - ---===== update functions =====-- - - - -return module +local ecs = require 'honey.ecs' +local gl = honey.gl +local glfw = honey.glfw + + +local module = {} +setmetatable(module, {__index=_G}) +setfenv(1, module) + + + +--===== transform cascading =====-- + +transform = function(params) + return { + db = params.db, + update = function(self, dt) + local entities = self.db:queryComponent("transform") + + -- prepare transforms + for id, transform in pairs(entities) do + transform._visited = false + end + + -- helper function + local function recursiveTransform(transform) + if transform._visited then + return transform._matrix + end + + if not transform.parent then + transform._matrix = transform.matrix + else + local parentTransform = self.db:getComponent(transform.parent, "transform") + local parentMatrix = recursiveTransform(parentTransform) + transform._matrix = parentMatrix * transform.matrix + end + transform._visited = true + return transform._matrix + end + + -- compute transforms + for id, transform in pairs(entities) do + recursiveTransform(transform) + end + end, + priority = 0, + } +end + + + +--===== rendering =====-- + +function renderCamera(params) + return { + camera = params.camera, + db = params.db, + priority = params.priority or 99, + update = function(self, dt) + local cameraParams = self.db:getComponent(self.camera, "camera") + local cameraTransform = self.db:getComponent(self.camera, "transform") + local view + if cameraTransform then + view = cameraTransform._matrix + else + view = Mat4():identity() + end + + local entities = self.db:queryComponent("renderMesh") + for entity, tbl in pairs(entities) do + -- get shader + local shader = honey.shader.loadShader(tbl.shader.vertex, tbl.shader.fragment) + shader:use() + + -- bind textures + local texOffset = 0 + for name, texTbl in pairs(tbl.textures or {}) do + local texture = honey.image.loadImage(texTbl.filename, texTbl.params) + gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture) + shader:setInt(name, texOffset) + texOffset = texOffset + 1 + end + + -- configure default uniforms + local query = self.db:getComponent(entity, "transform") + local model = (query and query._matrix) or Mat4():identity() + shader:configure{ + float={ + time=glfw.GetTime(), + }, + matrix={ + view=view, + projection=cameraParams.projection, + model=model, + }, + } + + -- draw mesh + local mesh = honey.mesh.loadMesh(tbl.mesh.filename, tbl.mesh.index) + mesh:drawElements() + + -- unbind textures + for i=0,texOffset-1 do + gl.BindTexture(gl.TEXTURE_2D + i, 0) + end + end + end, + } +end + + + +--===== update functions =====-- + + + +return module diff --git a/honey/glm.lua b/honey/glm.lua index 20d4727..dada37f 100644 --- a/honey/glm.lua +++ b/honey/glm.lua @@ -1,356 +1,356 @@ -local glm = honey.glm - -local module = {} -setmetatable(module, {__index=_G}) -setfenv(1, module) - - -Vec3 = {} -Mat4 = {} -Quaternion = {} - - ---===== Vec3 =====-- - - -function Vec3.new(_, values) - local self = {} - self.data = glm.vec3_create() - setmetatable(self, Vec3) - if values then - self[1] = values[1] - self[2] = values[2] - self[3] = values[3] - end - return self -end -setmetatable(Vec3, {__call=Vec3.new}) - - -function Vec3.__index(self, key) - if type(key) == 'number' then - return glm.vec3_get(self.data, key-1) - else - return Vec3[key] - end -end - - -function Vec3.__newindex(self, key, value) - glm.vec3_set(self.data, key-1, value) -end - - -function Vec3.__tostring(self) - return string.format("Vec3[%.4f, %.4f, %.4f]", self[1], self[2], self[3]) -end - - ---===== arithmetic =====-- - -local function swapIfNumber(self, other) - if type(self) == "number" and type(other) == "table" then - return other, self - else - return self, other - end -end - - -function Vec3.__add(self, other) - local self, other = swapIfNumber(self, other) - - local dest = Vec3() - if type(other) == "number" then - glm.vec3_adds(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_add(self.data, other.data, dest.data) - else - error(string.format("cannot add %s to Vec3", type(other))) - end - return dest -end - - -function Vec3.__sub(self, other) - local dest = Vec3() - if type(other) == "number" then - glm.vec3_subs(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_sub(self.data, other.data, dest.data) - else - error(string.format("cannot subtract %s from Vec3", type(other))) - end - return dest -end - - -function Vec3.__mul(self, other) - local self, other = swapIfNumber(self, other) - local dest = Vec3() - if type(other) == "number" then - glm.vec3_scale(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_mul(self.data, other.data, dest.data) - else - error(string.format("cannot multiply %s and Vec3", type(other))) - end - return dest -end - - -function Vec3.__div(self, other) - local dest = Vec3() - if type(other) == "number" then - glm.vec3_divs(self.data, other, dest.data) - elseif type(other) == "table" then - glm.vec3_div(self.data, other.data, dest.data) - else - error(string.format("cannot divide Vec3 by %s", type(other))) - end - return dest -end - - - - -function Vec3.copyTo(self, dest) - glm.vec3_copy(self.data, dest.data) -end - - -function Vec3.zero(self) - glm.vec3_zero(self.data) -end - - -function Vec3.zero(self) - glm.vec3_zero(self.data) -end -function Vec3.one(self) - glm.vec3_one(self.data) -end - - -function Vec3.dot(self, other) - return glm.vec3_dot(self.data, other.data) -end - - -function Vec3.crossTo(self, other, dest) - glm.vec3_cross(self.data, other.data, dest.data) -end -function Vec3.cross(self, other) - local dest = Vec3() - self:crossTo(other, dest) - return dest -end - - -function Vec3.crossnTo(self, other, dest) - glm.vec3_crossn(self.data, other.data, dest.data) -end -function Vec3.crossn(self, other) - local dest = Vec3() - self:crossTo(other, dest) - return dest -end - - -function Vec3.norm2(self) - return glm.vec3_norm2(self.data) -end -function Vec3.norm(self) - return glm.vec3_norm(self.data) -end - - -function Vec3.normalize(self) - glm.vec3_normalize(self.data) -end -function Vec3.normalizeTo(self, dest) - glm.vec3_normalize_to(self.data, dest.data) -end - - ----------------------------------------- - -local RowLookup = {} -function RowLookup.new(_, row, data) - local self = { - row=row, - data=data, - } - setmetatable(self, RowLookup) - return self -end -setmetatable(RowLookup, {__call=RowLookup.new}) -function RowLookup.__index(self, col) - return glm.mat4_get(self.data, col-1, self.row-1) -end -function RowLookup.__newindex(self, col, value) - return glm.mat4_set(self.data, col-1, self.row-1, value) -end - - ---===== Mat4 =====-- - - -function Mat4.new(_, self, values) - local self = {} - self.type = "mat4" - self.data = glm.mat4_create() - setmetatable(self, Mat4) - if values then - self[1][1] = values[1] - self[1][2] = values[2] - self[1][3] = values[3] - self[1][4] = values[4] - - self[2][1] = values[5] - self[2][2] = values[6] - self[2][3] = values[7] - self[2][4] = values[8] - - self[3][1] = values[9] - self[3][2] = values[10] - self[3][3] = values[11] - self[3][4] = values[12] - - self[4][1] = values[13] - self[4][2] = values[14] - self[4][3] = values[15] - self[4][4] = values[16] - end - return self -end -setmetatable(Mat4, {__call=Mat4.new}) - - -function Mat4.__index(self, key) - if type(key) == "number" then - return RowLookup(key, self.data) - else - return Mat4[key] - end -end - - -function Mat4.__tostring(self) - return string.format( - "/ %0.4f, %0.4f, %0.4f, %0.4f \\\n" .. - "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. - "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. - "\\ %0.4f, %0.4f, %0.4f, %0.4f /", - self[1][1], self[1][2], self[1][3], self[1][4], - self[2][1], self[2][2], self[2][3], self[2][4], - self[3][1], self[3][2], self[3][3], self[3][4], - self[4][1], self[4][2], self[4][3], self[4][4] - ) -end - - -function Mat4.__mul(self, other) - if other.type == "mat4" then - local dest = Mat4() - glm.mat4_mul(self.data, other.data, dest.data) - return dest - elseif other.type == "vec4" then - -- todo - elseif other.type == "vec3" then - local dest = Vec3() - glm.mat4_mulv3(self.data, other.data, 1.0, dest.data) - return dest - else - error(string.format("cannot multiply Mat4 by %s", type(other))) - end -end - - -function Mat4.copyTo(self, dest) - glm.mat4_copy(self.data, dest.data) -end - - -function Mat4.identity(self) - glm.mat4_identity(self.data) - return self -end - - -function Mat4.zero(self) - glm.mat4_zero(self.data) - return self -end - - -function Mat4.mul(self, other) - glm.mat4_mul(self.data, other.data, self.data) - return self -end - - -function Mat4.translate(self, vec) - glm.translate(self.data, vec.data) - return self -end - - -function Mat4.rotateX(self, angle) - glm.rotate_x(self.data, angle, self.data) - return self -end -function Mat4.rotateY(self, angle) - glm.rotate_y(self.data, angle, self.data) - return self -end -function Mat4.rotateZ(self, angle) - glm.rotate_z(self.data, angle, self.data) - return self -end - - -function Mat4.scale(self, vec) - glm.scale(self.data, vec.data) - return self -end - - -function Mat4.perspective(self, fovy, aspect, near, far) - glm.perspective(fovy, aspect, near, far, self.data) - return self -end -function Mat4.perspectiveResize(self, aspect) - glm.perspective_resize(aspect, self.data) - return self -end - - ---===== Quaternion =====-- - - -Quaternion.__index = Quaternion - - -function Quaternion.new(_, tbl) - local tbl = tbl or { 0, 0, 0, 0 } - local self = {} - self.data = glm.quat_create() - glm.quat_init(self.data, unpack(tbl)) - setmetatable(self, Quaternion) - return self -end -setmetatable(Quaternion, {__call=Quaternion.new}) - - -function Quaternion.toMat4(self) - local m = Mat4() - glm.quat_mat4(self.data, m.data) - return m -end - - ---------------------------- - - -return module +local glm = honey.glm + +local module = {} +setmetatable(module, {__index=_G}) +setfenv(1, module) + + +Vec3 = {} +Mat4 = {} +Quaternion = {} + + +--===== Vec3 =====-- + + +function Vec3.new(_, values) + local self = {} + self.data = glm.vec3_create() + setmetatable(self, Vec3) + if values then + self[1] = values[1] + self[2] = values[2] + self[3] = values[3] + end + return self +end +setmetatable(Vec3, {__call=Vec3.new}) + + +function Vec3.__index(self, key) + if type(key) == 'number' then + return glm.vec3_get(self.data, key-1) + else + return Vec3[key] + end +end + + +function Vec3.__newindex(self, key, value) + glm.vec3_set(self.data, key-1, value) +end + + +function Vec3.__tostring(self) + return string.format("Vec3[%.4f, %.4f, %.4f]", self[1], self[2], self[3]) +end + + +--===== arithmetic =====-- + +local function swapIfNumber(self, other) + if type(self) == "number" and type(other) == "table" then + return other, self + else + return self, other + end +end + + +function Vec3.__add(self, other) + local self, other = swapIfNumber(self, other) + + local dest = Vec3() + if type(other) == "number" then + glm.vec3_adds(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_add(self.data, other.data, dest.data) + else + error(string.format("cannot add %s to Vec3", type(other))) + end + return dest +end + + +function Vec3.__sub(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_subs(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_sub(self.data, other.data, dest.data) + else + error(string.format("cannot subtract %s from Vec3", type(other))) + end + return dest +end + + +function Vec3.__mul(self, other) + local self, other = swapIfNumber(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_scale(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_mul(self.data, other.data, dest.data) + else + error(string.format("cannot multiply %s and Vec3", type(other))) + end + return dest +end + + +function Vec3.__div(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_divs(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_div(self.data, other.data, dest.data) + else + error(string.format("cannot divide Vec3 by %s", type(other))) + end + return dest +end + + + + +function Vec3.copyTo(self, dest) + glm.vec3_copy(self.data, dest.data) +end + + +function Vec3.zero(self) + glm.vec3_zero(self.data) +end + + +function Vec3.zero(self) + glm.vec3_zero(self.data) +end +function Vec3.one(self) + glm.vec3_one(self.data) +end + + +function Vec3.dot(self, other) + return glm.vec3_dot(self.data, other.data) +end + + +function Vec3.crossTo(self, other, dest) + glm.vec3_cross(self.data, other.data, dest.data) +end +function Vec3.cross(self, other) + local dest = Vec3() + self:crossTo(other, dest) + return dest +end + + +function Vec3.crossnTo(self, other, dest) + glm.vec3_crossn(self.data, other.data, dest.data) +end +function Vec3.crossn(self, other) + local dest = Vec3() + self:crossTo(other, dest) + return dest +end + + +function Vec3.norm2(self) + return glm.vec3_norm2(self.data) +end +function Vec3.norm(self) + return glm.vec3_norm(self.data) +end + + +function Vec3.normalize(self) + glm.vec3_normalize(self.data) +end +function Vec3.normalizeTo(self, dest) + glm.vec3_normalize_to(self.data, dest.data) +end + + +---------------------------------------- + +local RowLookup = {} +function RowLookup.new(_, row, data) + local self = { + row=row, + data=data, + } + setmetatable(self, RowLookup) + return self +end +setmetatable(RowLookup, {__call=RowLookup.new}) +function RowLookup.__index(self, col) + return glm.mat4_get(self.data, col-1, self.row-1) +end +function RowLookup.__newindex(self, col, value) + return glm.mat4_set(self.data, col-1, self.row-1, value) +end + + +--===== Mat4 =====-- + + +function Mat4.new(_, self, values) + local self = {} + self.type = "mat4" + self.data = glm.mat4_create() + setmetatable(self, Mat4) + if values then + self[1][1] = values[1] + self[1][2] = values[2] + self[1][3] = values[3] + self[1][4] = values[4] + + self[2][1] = values[5] + self[2][2] = values[6] + self[2][3] = values[7] + self[2][4] = values[8] + + self[3][1] = values[9] + self[3][2] = values[10] + self[3][3] = values[11] + self[3][4] = values[12] + + self[4][1] = values[13] + self[4][2] = values[14] + self[4][3] = values[15] + self[4][4] = values[16] + end + return self +end +setmetatable(Mat4, {__call=Mat4.new}) + + +function Mat4.__index(self, key) + if type(key) == "number" then + return RowLookup(key, self.data) + else + return Mat4[key] + end +end + + +function Mat4.__tostring(self) + return string.format( + "/ %0.4f, %0.4f, %0.4f, %0.4f \\\n" .. + "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. + "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. + "\\ %0.4f, %0.4f, %0.4f, %0.4f /", + self[1][1], self[1][2], self[1][3], self[1][4], + self[2][1], self[2][2], self[2][3], self[2][4], + self[3][1], self[3][2], self[3][3], self[3][4], + self[4][1], self[4][2], self[4][3], self[4][4] + ) +end + + +function Mat4.__mul(self, other) + if other.type == "mat4" then + local dest = Mat4() + glm.mat4_mul(self.data, other.data, dest.data) + return dest + elseif other.type == "vec4" then + -- todo + elseif other.type == "vec3" then + local dest = Vec3() + glm.mat4_mulv3(self.data, other.data, 1.0, dest.data) + return dest + else + error(string.format("cannot multiply Mat4 by %s", type(other))) + end +end + + +function Mat4.copyTo(self, dest) + glm.mat4_copy(self.data, dest.data) +end + + +function Mat4.identity(self) + glm.mat4_identity(self.data) + return self +end + + +function Mat4.zero(self) + glm.mat4_zero(self.data) + return self +end + + +function Mat4.mul(self, other) + glm.mat4_mul(self.data, other.data, self.data) + return self +end + + +function Mat4.translate(self, vec) + glm.translate(self.data, vec.data) + return self +end + + +function Mat4.rotateX(self, angle) + glm.rotate_x(self.data, angle, self.data) + return self +end +function Mat4.rotateY(self, angle) + glm.rotate_y(self.data, angle, self.data) + return self +end +function Mat4.rotateZ(self, angle) + glm.rotate_z(self.data, angle, self.data) + return self +end + + +function Mat4.scale(self, vec) + glm.scale(self.data, vec.data) + return self +end + + +function Mat4.perspective(self, fovy, aspect, near, far) + glm.perspective(fovy, aspect, near, far, self.data) + return self +end +function Mat4.perspectiveResize(self, aspect) + glm.perspective_resize(aspect, self.data) + return self +end + + +--===== Quaternion =====-- + + +Quaternion.__index = Quaternion + + +function Quaternion.new(_, tbl) + local tbl = tbl or { 0, 0, 0, 0 } + local self = {} + self.data = glm.quat_create() + glm.quat_init(self.data, unpack(tbl)) + setmetatable(self, Quaternion) + return self +end +setmetatable(Quaternion, {__call=Quaternion.new}) + + +function Quaternion.toMat4(self) + local m = Mat4() + glm.quat_mat4(self.data, m.data) + return m +end + + +--------------------------- + + +return module diff --git a/vertex.glsl b/vertex.glsl index 1e9fb67..cb20d1f 100644 --- a/vertex.glsl +++ b/vertex.glsl @@ -1,21 +1,21 @@ -#version 410 core -layout (location = 0) in vec3 in_position; -layout (location = 1) in vec3 in_normal; -layout (location = 2) in vec2 in_tex; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -out vec3 position; -out vec3 normal; -out vec2 tex; - -void main() -{ - gl_Position = projection * view * model * vec4(in_position, 1.0); - position = in_position; - //normal = vec3(model * vec4(in_normal, 1.0f)); - normal = in_normal; - tex = in_tex; -} +#version 410 core +layout (location = 0) in vec3 in_position; +layout (location = 1) in vec3 in_normal; +layout (location = 2) in vec2 in_tex; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +out vec3 position; +out vec3 normal; +out vec2 tex; + +void main() +{ + gl_Position = projection * view * model * vec4(in_position, 1.0); + position = in_position; + //normal = vec3(model * vec4(in_normal, 1.0f)); + normal = in_normal; + tex = in_tex; +} -- cgit v1.2.1