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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 level = ecs.Level()
-- update transforms
level:addSystem{
filter=ecs.Filter.AND{"transform", "parent"},
update=function(entity, dt)
recursiveComputeTransform(entity)
end,
priority=1,
}
level:addSystem{
filter=ecs.Filter.AND{"transform", "parent"},
update=function(entity, dt)
entity._transform = nil
entity._transformComputed = false
end,
priority=0,
}
-- render objects
level: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,
}
-- run custom scripts
level:addSystem{
filter=ecs.Filter.AND{"update"},
update=function(entity, dt)
entity.update(entity, dt)
end,
priority=50,
}
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 updateTransform(self, dt)
self.transform:rotateY(0.3 * math.pi * dt)
self.transform:rotateX(0.1 * math.pi * dt)
end
function growLine(prev, depth)
if depth == 0 then return prev end
local entity = {
transform=Mat4.Identity(),
mesh=octa,
shader=shader,
update=updateTransform,
}
entity.transform:translate(Vec3{2, 0, 0})
prev.parent = entity
level: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
level:addEntity(root)
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
gl.ClearColor(0.2, 0.4, 1.0, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT)
level:update(dt)
window:swapBuffers()
glfw.PollEvents()
end
honey.terminate()
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