RLGL Hello triangle example.

This commit is contained in:
jussi
2023-12-14 23:08:19 +02:00
parent 5ebdba6af0
commit ba4595305f
11 changed files with 254 additions and 87 deletions

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@@ -1,83 +0,0 @@
-- Work In Progress!
local monitor = 0
local texture = -1
local triSize = 32.0
local vertices = {
0.0, 0.0, 0.0,
0.0, 0.0, triSize,
triSize, 0.0, triSize
}
local colors = {
255, 0, 0,
0, 255, 0,
0, 0, 255
}
local VBO_VERTEX_POS = 0
local VBO_COLOR_POS = 1
local mesh = {
vaoId = -1,
vboIds = {
vertices = -1,
colors = -1,
}
}
local function uploadMesh()
mesh.vaoId = RL.rlLoadVertexArray()
RL.rlEnableVertexArray( mesh.vaoId )
-- Vertices.
local vertexBuffer = RL.LoadBuffer( vertices, RL.BUFFER_FLOAT )
mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertexBuffer, false )
RL.rlSetVertexAttribute( VBO_VERTEX_POS, 3, RL.RL_FLOAT, false, 0, 0 )
RL.rlEnableVertexAttribute( VBO_VERTEX_POS )
-- Colors.
local colorBuffer = RL.LoadBuffer( colors, RL.BUFFER_UNSIGNED_CHAR )
mesh.vboIds.colors = RL.rlLoadVertexBuffer( colorBuffer, false )
RL.rlSetVertexAttribute( VBO_COLOR_POS, 4, RL.RL_UNSIGNED_BYTE, false, 0, 0 )
RL.rlEnableVertexAttribute( VBO_COLOR_POS )
RL.rlDisableVertexArray()
print( "\nMesh:" )
print( "\tvaoId: "..mesh.vaoId )
print( "\tvboIds.vertices: "..mesh.vboIds.vertices )
print( "\tvboIds.colors: "..mesh.vboIds.colors )
end
function RL.init()
local mPos = RL.GetMonitorPosition( monitor )
local mSize = RL.GetMonitorSize( monitor )
local winSize = RL.GetScreenSize()
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
uploadMesh()
end
local function drawMesh()
end
function RL.draw()
RL.ClearBackground( { 100, 150, 100 } )
end
-- You need to manually free resources.
function RL.exit()
if 0 <= mesh.vaoId then
RL.rlUnloadVertexArray( mesh.vaoId )
end
for _, vboId in pairs( mesh.vboIds ) do
if 0 <= vboId then
RL.rlUnloadVertexBuffer( vboId )
end
end
end

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@@ -0,0 +1,177 @@
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Vec2 = require( "vector2" )
local res = Vec2:new( 1024, 720 )
local winScale = 1
local winSize = res:scale( winScale )
local monitor = 0
local triangle = {
texture = {
id = -1,
data = nil,
size = Vec2:new(),
mipmaps = 0,
format = 0,
},
vao = -1,
vbos = {
positions = -1,
texcoords = -1,
colors = -1,
},
}
local vertexShader = [[
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec4 flagColor;
out vec2 fragTexCoord;
void main() {
flagColor = aColor;
fragTexCoord = aTexCoord;
gl_Position = vec4( aPos, 1.0 );
}
]]
local fragmentShader = [[
#version 330 core
out vec4 FragColor;
in vec4 flagColor;
in vec2 fragTexCoord;
uniform sampler2D ourTexture;
void main() {
FragColor = texture( ourTexture, fragTexCoord ) * flagColor;
}
]]
local shaderProgram = -1
-- Let's make our own custom texture.
local function loadTexture( path )
local image = RL.LoadImage( path )
triangle.texture.data = RL.GetImageData( image )
triangle.texture.size = Vec2:new( RL.GetImageSize( image ) )
triangle.texture.format = RL.GetImageFormat( image )
triangle.texture.mipmaps = RL.GetImageMipmaps( image )
triangle.texture.id = RL.rlLoadTexture(
triangle.texture.data,
triangle.texture.size,
triangle.texture.format,
triangle.texture.mipmaps
)
end
local function createTriangle()
loadTexture( RL.GetBasePath().."../resources/images/monkey_tex.png" )
-- Set texture to shader uniform.
local shaderLoc = RL.rlGetLocationUniform( shaderProgram, "ourTexture" )
RL.rlEnableShader( shaderProgram )
-- NOTE: Default texture is always activated as GL_TEXTURE0 so our slot will be 1.
RL.rlSetUniformSampler( shaderLoc, triangle.texture.id )
RL.rlDisableShader()
-- Setup triangle buffers.
triangle.vao = RL.rlLoadVertexArray()
RL.rlEnableVertexArray( triangle.vao )
-- Positions.
local vertexBuffer = RL.LoadBuffer(
{
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0
},
RL.BUFFER_FLOAT
)
triangle.vbos.positions = RL.rlLoadVertexBuffer( vertexBuffer, false )
RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 )
RL.rlEnableVertexAttribute( 0 )
-- Colors.
local colors = RL.LoadBuffer(
{
1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1
},
RL.BUFFER_FLOAT
)
triangle.vbos.colors = RL.rlLoadVertexBuffer( colors, false )
RL.rlSetVertexAttribute( 1, 4, RL.RL_FLOAT, false, 0, 0 )
RL.rlEnableVertexAttribute( 1 )
-- Texcoords.
local texcoors = RL.LoadBuffer(
{
0, 0,
1, 0,
0.5, 1,
},
RL.BUFFER_FLOAT
)
triangle.vbos.texcoors = RL.rlLoadVertexBuffer( texcoors, false )
RL.rlSetVertexAttribute( 2, 2, RL.RL_FLOAT, false, 0, 0 )
RL.rlEnableVertexAttribute( 2 )
-- Disable.
RL.rlDisableVertexBuffer()
RL.rlDisableVertexArray()
end
function RL.init()
local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) )
RL.SetWindowTitle( "RLGL Hello Triangle" )
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
RL.rlViewport( { 0, 0, res.x ,res.y } )
shaderProgram = RL.rlLoadShaderCode( vertexShader, fragmentShader )
createTriangle()
end
local function drawTriangle()
-- Texture slot 0 is the default texture.
RL.rlActiveTextureSlot( 1 )
RL.rlEnableTexture( triangle.texture.id )
RL.rlEnableShader( shaderProgram )
RL.rlEnableVertexArray( triangle.vao )
RL.rlDrawVertexArray( 0, 3 )
-- Disable.
RL.rlDisableVertexArray()
RL.rlDisableVertexBuffer()
RL.rlDisableTexture()
RL.rlDisableShader()
end
function RL.draw()
RL.ClearBackground( RL.BLACK )
drawTriangle()
end
function RL.exit()
RL.rlUnloadVertexArray( triangle.vao )
RL.rlUnloadVertexBuffer( triangle.vbos.positions )
RL.rlUnloadVertexBuffer( triangle.vbos.colors )
RL.rlUnloadVertexBuffer( triangle.vbos.texcoords )
RL.rlUnloadTexture( triangle.texture.id )
end