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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, -3})
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:setMatrix('model', entity._transform)
entity.shader:setMatrix('view', camera.view)
entity.shader:setMatrix('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]
local tetraEntity = {
parent=false,
transform=Mat4.Identity(),
mesh=tetra,
shader=shader,
}
local cubeEntity = {
parent=tetraEntity,
transform=Mat4.Identity(),
mesh=cube,
shader=shader,
}
cubeEntity.transform:translate(Vec3{2, 0, 0})
local octaEntity = {
parent=cubeEntity,
transform=Mat4.Identity(),
mesh=octa,
shader=shader,
}
octaEntity.transform:translate(Vec3{2, 0, 0})
world:addEntity(tetraEntity)
world:addEntity(cubeEntity)
world:addEntity(octaEntity)
local prevTime = 0
while not window:shouldClose() do
local time = glfw.GetTime()
local dt = time - prevTime
prevTime = time
tetraEntity.transform:identity()
tetraEntity.transform:rotateY(0.5 * math.pi * time)
tetraEntity.transform:rotateX(0.05 * math.pi * time)
--model:scale(0.2 * Vec3{1, 1, 1})
cubeEntity.transform:identity()
cubeEntity.transform:translate(Vec3{2, 0, 0})
cubeEntity.transform:rotateY(0.3 * math.pi * time)
cubeEntity.transform:rotateX(0.08 * math.pi * time)
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()
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