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require 'honey.std'
local gl = honey.gl
-- initialize honey
honey.init()
local db = honey.ecs.EntityDb()
local systems = honey.ecs.SystemDb(db)
local space = honey.ode.HashSpaceCreate(honey.ode.Space0)
systems:addSystems(honey.ecs.node.system)
systems:addSystems(honey.ecs.render.system)
systems:addSystems(honey.ecs.script.system)
systems:addSystems(honey.ecs.collision.system, { space=space })
-- camera
db:createEntityWithComponents{
node = {
matrix = Mat4()
:identity()
:translate(Vec3{0,0,10}),
},
camera = {
projection = Mat4()
:perspective(90, 640/480, 0.1, 1000)
},
}
-- skybox
db:createEntityWithComponents{
node = {
matrix = Mat4()
:identity(),
},
renderMesh = {
mesh = {
filename = "assets/skybox.obj",
index = 1,
},
uniforms = {
textures = {
surface = { filename = "starfield2.png" },
},
},
shader = { vertex = "builtin.basic3d.vert", fragment = "builtin.flat.frag" },
},
}
-- mesh
db:createEntityWithComponents{
node = {
matrix = Mat4()
:identity(),
},
renderMesh = {
mesh = {
filename = "assets/dodecahedron.obj",
index = 1,
},
uniforms = {
textures = {
ourTexture = { filename = "assets/green-grass.jpg" },
},
},
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
},
}
honey.loop(function(dt)
gl.ClearColor(0xa/0xff, 0x10/0xff, 0x1f/0xff, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT + gl.STENCIL_BUFFER_BIT)
systems:update(dt)
end)
-- clean up
honey.terminate()
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