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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 systems = 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
-- create camera matrices
local camera = {
view=Mat4():identity():translate(Vec3{0, 0, -3}),
projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 100),
}
-- 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)
camera.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)
-- setup ecs
local edb = ecs.EntityDb()
local sdb = ecs.SystemDb()
sdb:addSystem{
update = function(self, dt)
local entities = self.db:queryComponent("renderMesh")
for entity, tbl in pairs(entities) do
-- get shader
local shader = honey.shader.loadShader(tbl.shader.vertex, tbl.shader.fragment)
shader:use()
-- bind textures
local texOffset = 0
for name, texTbl in pairs(tbl.textures) do
local texture = honey.image.loadImage(texTbl.filename, texTbl.params)
gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture)
shader:setInt(name, texOffset)
texOffset = texOffset + 1
end
-- configure default uniforms
shader:configure{
float={
time=glfw.GetTime(),
},
matrix={
view=camera.view,
projection=camera.projection,
model=Mat4():identity(),
},
}
-- draw mesh
local mesh = honey.mesh.loadMesh(tbl.mesh.filename, tbl.mesh.index)
mesh:drawElements()
-- unbind textures
for i=0,texOffset-1 do
gl.BindTexture(gl.TEXTURE_2D + i, 0)
end
end
end,
db = edb,
priority = 99,
}
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 },
})
-- 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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