summaryrefslogtreecommitdiff
path: root/main.lua
blob: 95068eb8712734cb476371b6509fd6479a564c86 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
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()