Massive update to start work on asset loading.
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parent
8f58570b21
commit
2b312f3494
17 changed files with 346 additions and 58 deletions
src/scripts/demos
266
src/scripts/demos/simple_004.lua
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266
src/scripts/demos/simple_004.lua
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--
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-- pixwerx - bare rendering engine binding usage
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--
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-- we need everything
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pw.script:load_all()
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print("executable path:",pw.path.get().executable_path)
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print("resource paths:",pw.path.get().resource_paths)
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for k,v in pairs(pw.path.get().resource_paths) do
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print(k,v)
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end
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local img = pw.image()
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if not img:create(pw.size(512,512),pw.pixel_layout.rgb8) then
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print("image couldnt be created")
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else
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-- generate some noise
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img:generate_noise()
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-- for debugging
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pw.image_io.get():write("test.png",img,0)
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end
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-- create a window (remember windows are invisible by default)
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local w = pw.window.new()
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-- set title
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w.title = "pixwerx - bare rendering"
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-- set size
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w.size = pw.size(640,480)
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-- move window
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w.position = pw.point(100,100)
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-- create a new geometry
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local g = pw.geometry()
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g.primitive_topology = pw.primitive_topology_type.triangle_list -- meh
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-- create texture coordinates
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g.texture_coordinates = { {
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{ 0.0, 0.0 },
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{ 1.0, 1.0 },
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{ 1.0, 0.0 },
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{ 0.0, 1.0 }
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} }
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z = -5.0
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s = 1
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-- indices
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g.indices = {
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0, 1, 2, -- triangle #1
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2, 3, 0 -- triangle #2
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}
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print(g.indices,#g.indices)
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-- geometry can only build with indexed facesets
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g.vertices = {
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{ -s,-s, z },
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{ s,-s, z },
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{ s, s, z },
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{ -s, s, z }
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}
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-- 0 --- 3
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-- | \ |
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-- 1 --- 2
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g:compute_normals()
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local mm = pw.matrix4x4.identity
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local mv = pw.matrix4x4()
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local mp = pw.matrix4x4()
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local s = pw.shader()
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s:set_source(pw.shader_type.vertex,[[
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#version 400
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec3 normals;
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layout (location = 2) in vec2 texture_coords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 tex_c;
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void main() {
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tex_c = texture_coords;
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gl_Position = projection * view * model * vec4(vertices, 1.0);
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}
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]])
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s:set_source(pw.shader_type.fragment,[[
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#version 400
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uniform vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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uniform sampler2D tex_color;
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in vec2 tex_c;
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out vec4 frag_color;
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void main() {
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frag_color = texture(tex_color,tex_c) * color;
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}
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]])
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-- check if the shader can be compiled and linked
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if not s:build() then
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print("Error!")
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end
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-- the renderer for a geometry
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local renderer = pw.renderer()
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-- camera position
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local cam_pos = pw.vector3(0,0,0)
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-- model position
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local model_pos = pw.vector3(0,0,0)
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-- create new context (should move into a scene later)
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local ctx = pw.context()
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-- create a texture
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local tx = pw.texture()
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-- create texture from an image
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tx:create(img)
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-- unload it - would only make sense for static textures
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-- img:release()
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-- set function to
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w.on_resize = function(self)
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-- use client_size to resize the viewport
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ctx:set_viewport(pw.rectangle(pw.point(0,0),self.client_size:cast_to_float()))
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end
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-- setup a lua callback function as callback
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w.on_update = function(self)
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-- we set the clear color
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ctx.clearcolor = pw.color(pw.mathf.ping_pong(pw.time.now,1.0),0,1,1)
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ctx:clear()
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-- set view matrix with look_at - view matrix is moving the world - hence inverse!
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mv = pw.matrixtransform.look_at(cam_pos,cam_pos + pw.vector3.forward,pw.vector3.up).inverse
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-- compute aspect ratio from canvas size
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aspect_ratio = self.client_size.width / self.client_size.height
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-- create a view frustum for a perspective projection
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mp = pw.matrixtransform.perspective_projection(math.rad(45),aspect_ratio,0.2,100)
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--
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-- this code is raw rendering mode
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--
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-- just some toying around
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local color_red = pw.mathf.ping_pong(pw.time.now,1.0)
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local color_green = pw.mathf.ping_pong(pw.time.now + 1,1.0)
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local color_blue = 1.0 - pw.mathf.ping_pong(pw.time.now,1.0)
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-- color is currently still a vector4
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local cl = pw.vector4( color_red, color_green, color_blue, 1.0 )
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img:generate_noise()
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tx:update(img)
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-- bind the shader
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s:use()
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-- update the uniforms, currently the slow path
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s:set_uniform_mat4("model",mm)
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s:set_uniform_mat4("view",mv)
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s:set_uniform_mat4("projection",mp)
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s:set_uniform_vec4("color",cl)
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-- specific to our shader
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s:set_uniform_int("tex_color",0)
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-- bind the texture
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tx:bind()
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-- update renderer from geometry
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renderer:update(g)
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-- draw
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renderer:draw()
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local e = ctx:get_error()
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if e ~= 0 then
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print("OpenGL error",e)
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end
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end
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-- before entering the update loop make the window visible
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w.visible = true
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-- some fluffyness
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local speed = 0
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-- main update loop
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while w:update() do
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-- only check if get a new input
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if pw.input.get().has_input then
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-- somehow works
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if pw.input.get().input_string == 'f' then
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w.fullscreen = not w.fullscreen
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end
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-- keycode for quit
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if pw.input.get().input_string == 'q' then
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break
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end
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-- just to quickly modify speed
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local move_step = 0.05
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-- camera
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if pw.input.get().input_string == 'w' then
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cam_pos.z = cam_pos.z - move_step
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elseif pw.input.get().input_string == 's' then
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cam_pos.z = cam_pos.z + move_step
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elseif pw.input.get().input_string == 'a' then
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cam_pos.x = cam_pos.x - move_step
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elseif pw.input.get().input_string == 'd' then
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cam_pos.x = cam_pos.x + move_step
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elseif pw.input.get().input_string == 'z' then
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cam_pos.y = cam_pos.y + move_step
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elseif pw.input.get().input_string == 'x' then
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cam_pos.y = cam_pos.y - move_step
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end
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-- just some debugging
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print(cam_pos.x,cam_pos.y,cam_pos.z)
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end
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-- just to check
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if pw.input:get().mouse_button == 1 then
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print(pw.input:get().mouse_position.x,pw.input:get().mouse_position.y,w.client_size.width,w.client_size.height)
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end
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end
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