require 'honey.std' local glfw = honey.glfw local gl = honey.gl local Vec3 = honey.Vec3 local Mat4 = honey.Mat4 local ecs = honey.ecs local systems = honey.standardSystems -- initialize honey local window = honey.init() -- create camera matrices local camera = { view=Mat4():identity():translate(Vec3{0, 0, -60}), projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 100), } -- setup ecs local level = ecs.Level() level:addSystem(systems.transformCascade) level:addSystem(systems.renderCam(camera)) level:addSystem(systems.update) -- create shader local shader = honey.Shader{ vertexFile = "vertex.glsl", fragmentFile = "fragment.glsl", } -- load models local tetra = honey.mesh.loadFile("assets/tetrahedron.obj")[1] local cube = honey.mesh.loadFile("assets/cube.obj")[1] local octa = honey.mesh.loadFile("assets/octahedron.obj")[1] local dodeca = honey.mesh.loadFile("assets/dodecahedron.obj")[1] local icosa = honey.mesh.loadFile("assets/icosahedron.obj")[1] -- update function for each entity function updateTransform(self, dt) self.transform:rotateY(0.3 * math.pi * dt) self.transform:rotateX(0.1 * math.pi * dt) end -- create entities function growLine(prev, depth) if depth == 0 then return prev end local entity = { transform=Mat4():identity():translate(Vec3{2, 0, 0}), parent=false, mesh=octa, shader=shader, update=updateTransform, } prev.parent = entity level:addEntity(prev) return growLine(entity, depth-1) end local leaf = { transform=Mat4():identity():translate(Vec3{2, 0, 0}), parent=false, mesh=tetra, shader=shader, } local root = growLine(leaf, 24) level:addEntity(root) -- close window on ESCAPE key window:setKeyCallback(function(_, key) if key == glfw.KEY_ESCAPE then window:setShouldClose(true) end end) -- main loop honey.loop(window, function(dt) gl.ClearColor(0.2, 0.4, 1.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT) level:update(dt) end) -- clean up honey.terminate()