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require 'honey.std'


local glfw = honey.glfw
local gl = honey.gl
local Vec3 = honey.Vec3
local Mat4 = honey.Mat4
local ecs = honey.ecs


-- camera matrices
local camera = {
	view=Mat4.Identity(),
	projection=Mat4(),
}
camera.view:translate(Vec3{0, 0, -60})
camera.projection:perspective(math.rad(45), 640/480, 0.1, 100)



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

local world = ecs.World()
-- update transforms
world:addSystem{
	filter=ecs.Filter.AND{"transform", "parent"},
	update=function(entity, dt)
		recursiveComputeTransform(entity)
	end,
	priority=1,
}
world:addSystem{
	filter=ecs.Filter.AND{"transform", "parent"},
	update=function(entity, dt)
		entity._transform = nil
		entity._transformComputed = false
	end,
	priority=0,
}

-- render objects
world:addSystem{
	filter=ecs.Filter.AND{"mesh", "shader", "transform"},
	update=function(entity, dt)
		entity.shader:use()
		entity.shader:configure{
			matrix={
				model=entity._transform,
				view=camera.view,
				projection=camera.projection,
			},
		}
		entity.mesh:drawElements()
	end,
	priority=99,
}





local window = honey.init()
gl.Enable(gl.DEPTH_TEST)



local vertexShaderSource = [[
#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;
}
]]

local fragmentShaderSource = [[
#version 410 core
out vec4 FragColor;

in vec3 position;
in vec3 normal;
in vec2 tex;

uniform sampler2D ourTexture;

void main()
{
    FragColor = vec4(normal, 1.0f);
    //FragColor = vec4(tex, 1.0f, 1.0f);
    //FragColor = texture(ourTexture, TexCoord);
}
]]

local shader = honey.Shader{
	vertex = vertexShaderSource,
	fragment = fragmentShaderSource,
}

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]


function growLine(prev, depth)
	if depth == 0 then return prev end

	local entity = {
		transform=Mat4.Identity(),
		mesh=octa,
		shader=shader,
	}
	entity.transform:translate(Vec3{2, 0, 0})
	prev.parent = entity
	world:addEntity(prev)
	return growLine(entity, depth-1)
end


local leaf = {
	transform=Mat4.Identity(),
	mesh=tetra,
	shader=shader,
}
local root = growLine(leaf, 24)
root.parent = false
world:addEntity(root)


function updateTransforms(dt)
	local entity = leaf
	while entity ~= false do
		entity.transform:rotateY(0.3 * math.pi * dt)
		entity.transform:rotateX(0.1 * math.pi * dt)
		entity = entity.parent	
	end
end



window:setKeyCallback(function(_, key)
	if key == glfw.KEY_ESCAPE then
		window:setShouldClose(true)
	end
end)



local prevTime = 0
while not window:shouldClose() do
	local time = glfw.GetTime()
	local dt = time - prevTime
	prevTime = time

	updateTransforms(dt)

	gl.ClearColor(0.2, 0.4, 1.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT)

	world:update(dt)

	window:swapBuffers()
	glfw.PollEvents()
end

honey.terminate()