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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);
}
]]
-- vertex shader
local vertexShader = gl.CreateShader(gl.VERTEX_SHADER)
gl.ShaderSource(vertexShader, vertexShaderSource)
gl.CompileShader(vertexShader)
-- fragment shader
local fragmentShader = gl.CreateShader(gl.FRAGMENT_SHADER)
gl.ShaderSource(fragmentShader, fragmentShaderSource)
gl.CompileShader(fragmentShader)
-- link
local shader = gl.CreateProgram()
gl.AttachShader(shader, vertexShader)
gl.AttachShader(shader, fragmentShader)
gl.LinkProgram(shader)
-- clean up
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
local mesh = honey.mesh.loadFile("assets/tetrahedron.obj")[1]
--local mesh = honey.mesh.Mesh(
-- {
-- 0, 0, 0, 0, 0, 1, 0, 0,
-- 1, 0, 0, 0, 0, 1, 1, 0,
-- 0, 1, 0, 0, 0, 1, 0, 1,
-- },
-- { 0, 2, 1 }
--)
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)
gl.UseProgram(shader)
local modelLocation = gl.GetUniformLocation(shader, "model")
local viewLocation = gl.GetUniformLocation(shader, "view")
local projectionLocation = gl.GetUniformLocation(shader, "projection")
gl.UniformMatrix4fv(modelLocation, false, model.data)
gl.UniformMatrix4fv(viewLocation, false, view.data)
gl.UniformMatrix4fv(projectionLocation, false, projection.data)
mesh:drawElements()
window:swapBuffers()
glfw.PollEvents()
end
honey.terminate()
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