pixwerx/src/scripts/demos/simple_004.lua

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--
-- pixwerx - bare rendering engine binding usage
--
-- we need everything
pw.script:load_all()
print("executable path:",pw.path.get().executable_path)
print("resource paths:",pw.path.get().resource_paths)
for k,v in pairs(pw.path.get().resource_paths) do
print(k,v)
end
local img = pw.image()
if not img:create(pw.size(512,512),pw.pixel_layout.rgb8) then
print("image couldnt be created")
else
-- generate some noise
img:generate_noise()
-- for debugging
pw.image_io.get():write("test.png",img,0)
end
-- create a window (remember windows are invisible by default)
local w = pw.window.new()
-- set title
w.title = "pixwerx - bare rendering"
-- set size
w.size = pw.size(640,480)
-- move window
w.position = pw.point(100,100)
-- create a new geometry
local g = pw.geometry()
g.primitive_topology = pw.primitive_topology_type.triangle_list -- meh
-- create texture coordinates
g.texture_coordinates = { {
{ 0.0, 0.0 },
{ 1.0, 1.0 },
{ 1.0, 0.0 },
{ 0.0, 1.0 }
} }
z = -5.0
s = 1
-- indices
g.indices = {
0, 1, 2, -- triangle #1
2, 3, 0 -- triangle #2
}
print(g.indices,#g.indices)
-- geometry can only build with indexed facesets
g.vertices = {
{ -s,-s, z },
{ s,-s, z },
{ s, s, z },
{ -s, s, z }
}
-- 0 --- 3
-- | \ |
-- 1 --- 2
g:compute_normals()
local mm = pw.matrix4x4.identity
local mv = pw.matrix4x4()
local mp = pw.matrix4x4()
local s = pw.shader()
s:set_source(pw.shader_type.vertex,[[
#version 400
layout (location = 0) in vec3 vertices;
layout (location = 1) in vec3 normals;
layout (location = 2) in vec2 texture_coords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 tex_c;
void main() {
tex_c = texture_coords;
gl_Position = projection * view * model * vec4(vertices, 1.0);
}
]])
s:set_source(pw.shader_type.fragment,[[
#version 400
uniform vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
uniform sampler2D tex_color;
in vec2 tex_c;
out vec4 frag_color;
void main() {
frag_color = texture(tex_color,tex_c) * color;
}
]])
-- check if the shader can be compiled and linked
if not s:build() then
print("Error!")
end
-- the renderer for a geometry
local renderer = pw.renderer()
-- camera position
local cam_pos = pw.vector3(0,0,0)
-- model position
local model_pos = pw.vector3(0,0,0)
-- create new context (should move into a scene later)
local ctx = pw.context()
-- create a texture
local tx = pw.texture()
-- create texture from an image
tx:create(img)
-- unload it - would only make sense for static textures
-- img:release()
-- set function to
w.on_resize = function(self)
-- use client_size to resize the viewport
ctx:set_viewport(pw.rectangle(pw.point(0,0),self.client_size:cast_to_float()))
end
-- setup a lua callback function as callback
w.on_update = function(self)
-- we set the clear color
ctx.clearcolor = pw.color(pw.mathf.ping_pong(pw.time.now,1.0),0,1,1)
ctx:clear()
-- set view matrix with look_at - view matrix is moving the world - hence inverse!
mv = pw.matrixtransform.look_at(cam_pos,cam_pos + pw.vector3.forward,pw.vector3.up).inverse
-- compute aspect ratio from canvas size
aspect_ratio = self.client_size.width / self.client_size.height
-- create a view frustum for a perspective projection
mp = pw.matrixtransform.perspective_projection(math.rad(45),aspect_ratio,0.2,100)
--
-- this code is raw rendering mode
--
-- just some toying around
local color_red = pw.mathf.ping_pong(pw.time.now,1.0)
local color_green = pw.mathf.ping_pong(pw.time.now + 1,1.0)
local color_blue = 1.0 - pw.mathf.ping_pong(pw.time.now,1.0)
-- color is currently still a vector4
local cl = pw.vector4( color_red, color_green, color_blue, 1.0 )
img:generate_noise()
tx:update(img)
-- bind the shader
s:use()
-- update the uniforms, currently the slow path
s:set_uniform_mat4("model",mm)
s:set_uniform_mat4("view",mv)
s:set_uniform_mat4("projection",mp)
s:set_uniform_vec4("color",cl)
-- specific to our shader
s:set_uniform_int("tex_color",0)
-- bind the texture
tx:bind()
-- update renderer from geometry
renderer:update(g)
-- draw
renderer:draw()
local e = ctx:get_error()
if e ~= 0 then
print("OpenGL error",e)
end
end
-- before entering the update loop make the window visible
w.visible = true
-- some fluffyness
local speed = 0
-- main update loop
while w:update() do
-- only check if get a new input
if pw.input.get().has_input then
-- somehow works
if pw.input.get().input_string == 'f' then
w.fullscreen = not w.fullscreen
end
-- keycode for quit
if pw.input.get().input_string == 'q' then
break
end
-- just to quickly modify speed
local move_step = 0.05
-- camera
if pw.input.get().input_string == 'w' then
cam_pos.z = cam_pos.z - move_step
elseif pw.input.get().input_string == 's' then
cam_pos.z = cam_pos.z + move_step
elseif pw.input.get().input_string == 'a' then
cam_pos.x = cam_pos.x - move_step
elseif pw.input.get().input_string == 'd' then
cam_pos.x = cam_pos.x + move_step
elseif pw.input.get().input_string == 'z' then
cam_pos.y = cam_pos.y + move_step
elseif pw.input.get().input_string == 'x' then
cam_pos.y = cam_pos.y - move_step
end
-- just some debugging
print(cam_pos.x,cam_pos.y,cam_pos.z)
end
-- just to check
if pw.input:get().mouse_button == 1 then
print(pw.input:get().mouse_position.x,pw.input:get().mouse_position.y,w.client_size.width,w.client_size.height)
end
end