require 'honey.std' local glfw = honey.glfw local gl = honey.gl local Vec3 = honey.Vec3 local Mat4 = honey.Mat4 local Quaternion = honey.Quaternion local ecs = honey.ecs local stdSystem = honey.standardSystems local ode = honey.ode local nvg = honey.nvg -- initialize honey local window = honey.init() -- setup vector graphics local vg = nvg.CreateContext() local november = nvg.CreateFont(vg, "November", "assets/november.regular.ttf") local vw, vh = 640, 480 -- setup ecs local db = ecs.Database() local camera = db:createEntity() db:addComponent(camera, "camera", { projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 100), }) db:addComponent(camera, "transform", { matrix=Mat4():identity():translate(Vec3{0, 0, -6}), }) db:addComponent(camera, "script", { name = "cameraRotationScript", }) db:addSystem(stdSystem.transform) db:addSystem(stdSystem.renderCamera, {camera=camera}) db:addSystem(stdSystem.script) package.loaded['baseRotationScript'] = function(db, id, dt) local transform = db:getComponent(id, "transform") transform.matrix:rotateZ(math.pi * dt) end package.loaded['cameraRotationScript'] = function(db, id, dt) local transform = db:getComponent(id, "transform") transform.matrix:identity():translate(Vec3{0, 0, -6 + math.sin(math.pi * glfw.GetTime())}) end local id = db:createEntity() db:addComponent(id, "renderMesh", { textures = { ourTexture={ filename="77155.png" }, }, shader = { vertex="vertex.glsl", fragment="fragment.glsl" }, mesh = { filename="assets/icosahedron.obj", index=1 }, }) db:addComponent(id, "transform", { matrix = Mat4():identity():rotateZ(math.rad(45)), }) db:addComponent(id, "script", { name = "baseRotationScript", }) local id2 = db:createEntity() db:addComponent(id2, "renderMesh", { shader = { vertex="vertex.glsl", fragment="fragment.glsl" }, mesh = { filename="assets/tetrahedron.obj", index=1 }, }) db:addComponent(id2, "transform", { parent=id, matrix=Mat4():identity():translate(Vec3{0, 2, 0}), }) -- close window on ESCAPE key window:setKeyCallback(function(_, key, scancode, action) if action == glfw.PRESS then if key == glfw.KEY_ESCAPE then window:setShouldClose(true) end end end) -- resize window correctly window:setFramebufferSizeCallback(function(_, width, height) gl.Viewport(0, 0, width, height) local cameraParams = db:getComponent(camera, "camera") cameraParams.projection:perspectiveResize(width/height) vw, vh = width, height end) -- averager (for fps) function averager(memory) local buf = {} local avg = 0 for i=1,memory do table.insert(buf, 0) end return function(value) table.insert(buf, value) local val = table.remove(buf, 1) avg = avg + value - val return avg / memory end end local fpsAverage = averager(200) -- 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 + gl.STENCIL_BUFFER_BIT) gl.Enable(gl.DEPTH_TEST) gl.Disable(gl.CULL_FACE) db:update(dt) nvg.BeginFrame(vg, vw, vh, 1.0) nvg.StrokeColor(vg, nvg.RGBf(1, 1, 1)) nvg.FontFace(vg, "November") nvg.Text(vg, 50, 50, "fps: "..tostring(math.floor(1/dt))) nvg.EndFrame(vg) end) -- clean up honey.terminate()