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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


-- 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{
	update = function(self, dt)
		local entities = self.db:queryComponent("transform")

		-- prepare transforms
		for id, transform in pairs(entities) do
			transform._visited = false
		end

		-- helper function
		local function recursiveTransform(transform)
			if transform._visited then
				return transform._matrix
			end

			if not transform.parent then
				transform._matrix = transform.matrix
			else
				local parentTransform = self.db:getComponent(transform.parent, "transform")
				local parentMatrix = recursiveTransform(parentTransform)
				transform._matrix = parentMatrix * transform.matrix
			end
			transform._visited = true
			return transform._matrix
		end

		-- compute transforms
		for id, transform in pairs(entities) do
			recursiveTransform(transform)
		end
	end,
	db = edb,
	priority = 0,
}

sdb:addSystem{
	camera = camera,
	update = function(self, dt)
		local cameraParams = self.db:getComponent(camera, "camera")
		local cameraTransform = self.db:getComponent(camera, "transform")
		local view
		if cameraTransform then
			view = cameraTransform._matrix
		else
			view = Mat4():identity()
		end

		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 or {}) 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
			local query = self.db:getComponent(entity, "transform")
			local model = (query and query._matrix) or Mat4():identity()
			shader:configure{
				float={
					time=glfw.GetTime(),
				},
				matrix={
					view=view,
					projection=cameraParams.projection,
					model=model,
				},
			}

			-- 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 },
})
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()