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require 'honey.std'
local glfw = honey.glfw
local gl = honey.gl
local Vec3 = honey.Vec3
local Mat4 = honey.Mat4
local window = honey.init()
gl.Enable(gl.DEPTH_TEST)
local model = Mat4()
model:identity()
local view = Mat4()
view:identity()
view:translate(Vec3{0, 0, -3})
local projection = Mat4()
projection:perspective(math.rad(45), 640/480, 0.1, 100)
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]
local meshes = { tetra, cube, octa, dodeca, icosa }
local meshIndex = 1
local mesh = meshes[1]
window:setKeyCallback(function(_, key, scancode, action, mods)
if action ~= glfw.PRESS then return end
if key == glfw.KEY_SPACE then
meshIndex = meshIndex + 1
if meshIndex > #meshes then meshIndex = 1 end
mesh = meshes[meshIndex]
elseif key == glfw.KEY_ESCAPE then
window:setShouldClose(true)
end
end)
while not window:shouldClose() do
local time = glfw.GetTime()
model:identity()
model:rotateY(0.5 * math.pi * time)
model:rotateX(0.05 * math.pi * time)
--model:scale(0.2 * Vec3{1, 1, 1})
gl.ClearColor(0.2, 0.4, 1.0, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT)
shader:use()
shader:setMatrix('model', model)
shader:setMatrix('view', view)
shader:setMatrix('projection', projection)
mesh:drawElements()
window:swapBuffers()
glfw.PollEvents()
end
honey.terminate()
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