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local gl = honey.gl
local glfw = honey.glfw
local ode = honey.ode
local ecs = require 'honey.ecs.ecs'
local collision = require 'honey.ecs.collision'
local node = require 'honey.ecs.node'
local image = require 'honey.asset.image'
local shader = require 'honey.asset.shader'
local mesh = require 'honey.asset.mesh'
local glm = require 'honey.glm'
local Vec3 = glm.Vec3
local Mat4 = glm.Mat4
local module = {}
setmetatable(module, {__index=_G})
setfenv(1, module)
local function drawMesh(program, uniforms, matrices, vao, count)
gl.UseProgram(program)
-- bind matrices
shader.configure(program, {
matrix={
model = matrices.model,
view = matrices.view,
projection = matrices.projection,
},
})
-- bind textures
local offset = 0
for name, tbl in pairs(uniforms.textures or {}) do
local tex = image.get(tbl.filename)
gl.BindTexture(gl.TEXTURE_2D + offset, tex)
shader.setInt(program, name, offset)
offset = offset+1
end
-- configure additional uniforms
shader.configure(program, uniforms)
-- render mesh
gl.BindVertexArray(vao)
gl.DrawElements(gl.TRIANGLES, count, gl.UNSIGNED_INT, 0)
end
local function drawMeshes(db, view, projection)
local meshes = db:queryComponent("renderMesh")
for id, tbl in pairs(meshes) do
-- get model matrix
local node = db:getComponent(id, "node")
local model = (node and node._matrix) or Mat4():identity()
-- get shader program
local program = shader.get(tbl.shader)
-- get mesh
local vao, count = mesh.get(tbl.mesh.filename, tbl.mesh.index)
-- draw c:
drawMesh(program, tbl.uniforms or {}, {view=view, model=model, projection=projection}, vao, count)
end
end
local function drawGeoms(db, view, projection)
-- draw wireframes
gl.Enable(gl.CULL_FACE)
gl.PolygonMode(gl.FRONT_AND_BACK, gl.LINE)
gl.LineWidth(1)
-- shader program for all geoms
local program = shader.get{ vertex="builtin.basic3d.vert", fragment="builtin.color.frag" }
local uniforms = {
vec3 = {
color = Vec3{ 1, 0, 1 },
},
}
local query = db:queryComponent("collision")
for id, tbl in pairs(query) do
-- compute model matrix
local m = Mat4():identity()
m[1][4], m[2][4], m[3][4] = ode.GeomGetPosition(tbl._geom)
m[1][1], m[1][2], m[1][3],
m[2][1], m[2][2], m[2][3],
m[3][1], m[3][2], m[3][3] = ode.GeomGetRotation(tbl._geom)
local matrices = {
view=view,
projection=projection,
model=m,
}
-- get the mesh
if tbl.class == "sphere" then
m:scale(Vec3{tbl.radius, tbl.radius, tbl.radius})
local vao, count = mesh.get("builtin.hemisphere", 1)
drawMesh(program, uniforms, matrices, vao, count)
m:rotateX(math.pi)
drawMesh(program, uniforms, matrices, vao, count)
elseif tbl.class == "box" then
m:scale(Vec3{tbl.lx, tbl.ly, tbl.lz})
local vao, count = mesh.get("builtin.cube", 1)
drawMesh(program, uniforms, matrices, vao, count)
elseif tbl.class == "capsule" then
m:scale(Vec3{tbl.radius, tbl.length/2, tbl.radius})
local vao, count = mesh.get("builtin.tube", 1)
drawMesh(program, uniforms, matrices, vao, count)
m:scale(Vec3{1, 2*tbl.radius/tbl.length, 1})
:translate(Vec3{0, tbl.length/2, 0})
vao, count = mesh.get("builtin.hemisphere", 1)
drawMesh(program, uniforms, matrices, vao, count)
m:translate(Vec3{0, -tbl.length, 0})
:rotateX(math.pi)
drawMesh(program, uniforms, matrices, vao, count)
elseif tbl.class == "ray" then
m:scale(Vec3{0.001, 0.001, tbl.length})
:translate(Vec3{0, 0, 1/2})
local vao, count = mesh.get("builtin.cube", 1)
drawMesh(program, uniforms, matrices, vao, count)
end
end
-- switch out of wireframe mode
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
end
local render = ecs.System("render", function(db, dt, p)
for id, camera in pairs(db:queryComponent("camera")) do
-- get camera's view and projection matrices
local projection = camera.projection
local view = Mat4()
local node = db:getComponent(id, "node")
if node then
honey.glm.mat4_inv(node._matrix.data, view.data)
else
view:identity()
end
-- optionally draw collision geoms
if p.drawGeoms then
drawGeoms(db, view, projection)
end
-- render all scene meshes
drawMeshes(db, view, projection)
end
end)
render:addDependencies(node.system)
render:addDependencies(collision.system)
system = {render}
return module
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