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require 'honey.std'
local glfw = honey.glfw
local gl = honey.gl
local Vec3 = honey.Vec3
local Mat4 = honey.Mat4
local Quaternion = honey.Quaternion
local ecs = honey.ecs
local stdSystem = honey.standardSystems
local ode = honey.ode
local nvg = honey.nvg
-- initialize honey
local window = honey.init()
-- setup vector graphics
local vg = nvg.CreateContext()
local november = nvg.CreateFont(vg, "November", "assets/november.regular.ttf")
local vw, vh = 640, 480
-- setup ecs
local edb = ecs.EntityDb()
local sdb = ecs.SystemDb()
local camera = edb:createEntity()
edb:addComponent(camera, "camera", {
projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 100),
})
edb:addComponent(camera, "transform", {
matrix=Mat4():identity():translate(Vec3{0, 0, -6}),
})
sdb:addSystem{
update = function(self, dt)
local transform = edb:getComponent(camera, "transform")
transform.matrix:translate(Vec3{0, 0, -0.2*math.sin(math.pi * glfw.GetTime())})
end
}
sdb:addSystem(stdSystem.transform, {db=edb})
sdb:addSystem(stdSystem.renderCamera, {camera=camera, db=edb})
local id = edb:createEntity()
edb:addComponent(id, "renderMesh", {
textures = {
ourTexture={ filename="77155.png" },
},
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
mesh = { filename="assets/icosahedron.obj", index=1 },
})
edb:addComponent(id, "transform", {
matrix = Mat4():identity():rotateZ(math.rad(45)),
})
sdb:addSystem{
update = function(self, dt)
local transform = edb:getComponent(id, "transform")
transform.matrix:rotateZ(math.pi * dt)
end,
}
local id2 = edb:createEntity()
edb:addComponent(id2, "renderMesh", {
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
mesh = { filename="assets/tetrahedron.obj", index=1 },
})
edb:addComponent(id2, "transform", {
parent=id,
matrix=Mat4():identity():translate(Vec3{0, 2, 0}),
})
-- close window on ESCAPE key
window:setKeyCallback(function(_, key, scancode, action)
if action == glfw.PRESS then
if key == glfw.KEY_ESCAPE then
window:setShouldClose(true)
end
end
end)
-- resize window correctly
window:setFramebufferSizeCallback(function(_, width, height)
gl.Viewport(0, 0, width, height)
local cameraParams = edb:getComponent(camera, "camera")
cameraParams.projection:perspectiveResize(width/height)
vw, vh = width, height
end)
-- averager (for fps)
function averager(memory)
local buf = {}
local avg = 0
for i=1,memory do table.insert(buf, 0) end
return function(value)
table.insert(buf, value)
local val = table.remove(buf, 1)
avg = avg + value - val
return avg / memory
end
end
local fpsAverage = averager(200)
-- main loop
honey.loop(window, function(dt)
gl.ClearColor(0.2, 0.4, 1.0, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT + gl.STENCIL_BUFFER_BIT)
gl.Enable(gl.DEPTH_TEST)
gl.Disable(gl.CULL_FACE)
sdb:update(dt)
nvg.BeginFrame(vg, vw, vh, 1.0)
nvg.StrokeColor(vg, nvg.RGBf(1, 1, 1))
nvg.FontFace(vg, "November")
nvg.Text(vg, 50, 50, "fps: "..tostring(math.floor(fpsAverage(1/dt))))
nvg.BeginPath(vg)
nvg.MoveTo(vg, 50, 50)
nvg.LineTo(vg, 50, 100)
nvg.LineTo(vg, 100, 50)
nvg.Stroke(vg)
nvg.EndFrame(vg)
end)
-- clean up
honey.terminate()
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