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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 sys = honey.standardSystems
local dispatch = sys.dispatch
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 physics
local space = ode.HashSpaceCreate(ode.Space0)
local world = ode.WorldCreate()
ode.WorldSetGravity(world, 0, -10, 0)
ode.WorldSetCFM(world, 1e-5)
local physicsGc = honey.util.gc_canary(function()
	ode.SpaceDestroy(space)
	ode.WorldDestroy(world)
end)


-- setup ecs
local entities = ecs.EntityDb()
local systems = ecs.SystemDb(entities)

systems:addSystem(sys.transform)
systems:addSystem(sys.renderCamera)
systems:addSystem(sys.script)
systems:addSystem(sys.collision, {space=space})
systems:addSystem(sys.physics, {space=space, world=world})
package.loaded['baseRotationScript'] = function(entities, id, dt)
	local transform = entities:getComponent(id, "transform")
	transform.matrix:rotateZ(math.pi * dt)
end
package.loaded['cameraRotationScript'] = function(entities, id, dt)
	local transform = entities:getComponent(id, "transform")
	local z = entities:getComponent(id, "z")
	transform.matrix
		:identity()
		:translate(Vec3{0, 0, z.value + math.sin(math.pi * glfw.GetTime())})
end
package.loaded['cameraKeyHandler'] = function(entities, id, data)
	local z = entities:getComponent(id, "z")
	if data.key == glfw.KEY_W then
		z.value = z.value + 1
	elseif data.key == glfw.KEY_S then
		z.value = z.value - 1
	end	
end

function setupEntities()

	local plane = entities:createEntity()
	entities:addComponents(plane, {
		transform = { 
			matrix = Mat4()
				:identity()
				:rotateZ(math.rad(5))
		},
		collision = {
			class = "plane",
		},
	})
	
	
	
	local id = entities:createEntity()
	entities:addComponents(id, {
		renderMesh = {
			textures = { ourTexture={ filename="77155.png" } },
			shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
			mesh = { filename="assets/icosahedron.obj", index=1 },
		},
		transform = {
			matrix = Mat4()
				:identity()
				:translate(Vec3{0,1,0})
				:rotateZ(math.rad(45)),
		},
		collision = {
			class = "sphere",
			radius = 1,
		},
		physics = {
			mass = {
				class = "sphere",
				density = 1,
				radius = 1,
			},
			velocity = Vec3{ 0, 0, 0 },
			angularVelocity = Vec3{ 0, 0, 0 },
		},
	})
	
	local id2 = entities:createEntity()
	entities:addComponents(id2, {
		renderMesh = {
			shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
			--mesh = { filename="assets/tetrahedron.obj", index=1 },
			mesh = { filename="builtin.quad", index=1 },
		},
		transform = {
			parent=id,
			matrix=Mat4():identity():translate(Vec3{0, 2, 0}),
		},
	})

	local quad = entities:createEntity()
	entities:addComponents(quad, {
		renderQuad = {
			shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
			textures = { ourTexture = { filename = "44d9a0ec1c18e6126a5e9d9d9317f5ac.png" } },
		},
	})

	local capsule = entities:createEntityWithComponents{
		transform = {
			matrix = Mat4():identity():translate(Vec3{0,10,0})
		},
		collision = {
			class = "capsule",
			radius = 1,
			length = 2,
		},
		physics = {
			mass = {
				class = "capsule",
				density = 1,
				direction = 3,
				radius = 1,
				length = 2,
			},
		},
		renderMesh = {
			mesh = { filename="assets/capsule.obj", index=1 },
			shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
		},
	}


	local camera = entities:createEntity()
	entities:addComponents(camera, {
		camera={
			projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 100),
			render="screen",
		},
		transform={
			matrix=Mat4():identity():rotateX(math.rad(-20)):translate(Vec3{0, 10, 30}),
		},
		z = {value=-60},
		onKey = {
			script="cameraKeyHandler",
		},
		onWindowResize = { script = "cameraHandleResize" },
	})
end
setupEntities()



-- close window on ESCAPE key
window:setKeyCallback(function(_, key, scancode, action)
	dispatch(entities, "onKey", {key=key, scancode=scancode, action=action})
	if action == glfw.PRESS then
		if key == glfw.KEY_ESCAPE then
			window:setShouldClose(true)
		elseif key == glfw.KEY_SPACE then
			entities:save("save")
		elseif key == glfw.KEY_L then
			entities:load("save")
		end
	end
end)

-- resize window correctly
window:setFramebufferSizeCallback(function(_, width, height)
	gl.Viewport(0, 0, width, height)
	vw, vh = width, height
	dispatch(entities, "onWindowResize", { width=width, height=height })
end)

package.loaded["cameraHandleResize"] = function(entities, id, data)
	local camera = entities:getComponent(id, "camera")
	camera.projection:perspectiveResize(data.width/data.height)
end


--entities:load("save")


-- main loop
local time = 0
honey.loop(window, function(dt)
	time = time + dt
	if time > 1 then
		time = time-1
		print(collectgarbage("count"))
	end
	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)

	systems: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(1/dt)))
	nvg.EndFrame(vg)
end)


-- clean up
honey.terminate()