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Tutorials update, based on the HARFANG 2.0 release.
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# HARFANG® 2.0 Tutorials | ||
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These **tutorials** demonstrate the usage of the HARFANG 2.0 API in **Python** and **Lua**. | ||
If you want to know more about HARFANG, please visit the [official website](https://www.harfang3d.com). | ||
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## Screenshots | ||
* AAA Rendering Pipeline | ||
![AAA rendering pipeline](screenshots/aaa.png) | ||
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* Mouse flight controller | ||
![Mouse flight controller](screenshots/game_mouse_flight.png) | ||
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* PBR materials | ||
![PBR materials](screenshots/scene_pbr.png) | ||
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* Draw to multiple viewports | ||
![Physics pool](screenshots/scene_draw_to_multiple_viewports.png) | ||
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* Physics pool of objects | ||
![Physics pool](screenshots/physics_pool_of_objects.png) | ||
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* Physics Kapla | ||
![Physics Kapla](screenshots/physics_kapla.png) | ||
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* Scene Instances | ||
![Scene Instances](screenshots/scene_instances.png) | ||
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* Scene with many nodes | ||
![Many object nodes](screenshots/scene_many_nodes.png) | ||
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* Forward rendering pipeline, using the lights priority | ||
![Lights priority](screenshots/scene_light_priority.png) | ||
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* Dear ImGui edition | ||
![Dear ImGui edition](screenshots/imgui_edit.png) |
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-- Spatialized sound | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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hg.AddAssetsFolder("resources_compiled") | ||
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snd_ref = hg.LoadWAVSoundAsset("sounds/metro_announce.wav") | ||
src_ref = hg.PlaySpatialized(snd_ref, hg.SpatializedSourceState(hg.Mat4.Identity, 1, hg.SR_Loop)) | ||
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angle = 0 | ||
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while not hg.ReadKeyboard('raw'):Key(hg.K_Escape) do | ||
dt = hg.TickClock() | ||
dt_sec_f = hg.time_to_sec_f(dt) -- delta frame in seconds | ||
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-- compute the source old and new position in world | ||
src_old_pos = hg.Vec3(math.sin(angle), 0, math.cos(angle)) * 5 | ||
angle = angle + hg.time_to_sec_f(hg.TickClock()) * 45 | ||
src_new_pos = hg.Vec3(math.sin(angle), 0, math.cos(angle)) * 5 | ||
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-- source velocity in m.s-1 | ||
src_vel = (src_new_pos - src_old_pos) / dt_sec_f | ||
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-- update source properties | ||
hg.SetSourceTransform(src_ref, hg.TranslationMat4(src_new_pos), src_vel) | ||
end | ||
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hg.AudioShutdown() | ||
hg.InputShutdown() | ||
-- Spatialized sound | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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hg.AddAssetsFolder("resources_compiled") | ||
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snd_ref = hg.LoadWAVSoundAsset("sounds/metro_announce.wav") | ||
src_ref = hg.PlaySpatialized(snd_ref, hg.SpatializedSourceState(hg.Mat4.Identity, 1, hg.SR_Loop)) | ||
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angle = 0 | ||
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while not hg.ReadKeyboard('raw'):Key(hg.K_Escape) do | ||
dt = hg.TickClock() | ||
dt_sec_f = hg.time_to_sec_f(dt) -- delta frame in seconds | ||
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-- compute the source old and new position in world | ||
src_old_pos = hg.Vec3(math.sin(angle), 0, math.cos(angle)) * 5 | ||
angle = angle + hg.time_to_sec_f(hg.TickClock()) * 45 | ||
src_new_pos = hg.Vec3(math.sin(angle), 0, math.cos(angle)) * 5 | ||
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-- source velocity in m.s-1 | ||
src_vel = (src_new_pos - src_old_pos) / dt_sec_f | ||
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-- update source properties | ||
hg.SetSourceTransform(src_ref, hg.TranslationMat4(src_new_pos), src_vel) | ||
end | ||
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hg.AudioShutdown() | ||
hg.InputShutdown() |
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-- Play a mono sound with stereo panning | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.AudioInit() | ||
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snd_ref = hg.LoadWAVSoundFile('resources_compiled/sounds/metro_announce.wav') -- WAV 44.1kHz 16bit mono | ||
src_ref = hg.PlayStereo(snd_ref, hg.StereoSourceState(1, hg.SR_Loop)) | ||
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angle = 0 | ||
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while not hg.ReadKeyboard('raw'):Key(hg.K_Escape) do | ||
angle = angle + hg.time_to_sec_f(hg.TickClock()) * 0.5 | ||
hg.SetSourcePanning(src_ref, math.sin(angle)) -- panning left = -1, panning right = 1 | ||
end | ||
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hg.AudioShutdown() | ||
hg.InputShutdown() | ||
-- Play a mono sound with stereo panning | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.AudioInit() | ||
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snd_ref = hg.LoadWAVSoundFile('resources_compiled/sounds/metro_announce.wav') -- WAV 44.1kHz 16bit mono | ||
src_ref = hg.PlayStereo(snd_ref, hg.StereoSourceState(1, hg.SR_Loop)) | ||
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angle = 0 | ||
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while not hg.ReadKeyboard('raw'):Key(hg.K_Escape) do | ||
angle = angle + hg.time_to_sec_f(hg.TickClock()) * 0.5 | ||
hg.SetSourcePanning(src_ref, math.sin(angle)) -- panning left = -1, panning right = 1 | ||
end | ||
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hg.AudioShutdown() | ||
hg.InputShutdown() |
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-- Basic loop | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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width, height = 1280, 720 | ||
window = hg.RenderInit('Harfang - Basic Loop', width, height, hg.RF_VSync) | ||
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while not hg.ReadKeyboard():Key(hg.K_Escape) do | ||
hg.SetViewClear(0, hg.CF_Color | hg.CF_Depth, hg.Color.Green, 1, 0) | ||
hg.SetViewRect(0, 0, 0, width, height) | ||
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hg.Touch(0) -- force the view to be processed as it would be ignored since nothing is drawn to it (a clear does not count) | ||
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hg.Frame() | ||
hg.UpdateWindow(window) | ||
end | ||
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hg.RenderShutdown() | ||
hg.DestroyWindow(window) | ||
-- Basic loop | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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width, height = 1280, 720 | ||
window = hg.RenderInit('Harfang - Basic Loop', width, height, hg.RF_VSync) | ||
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while not hg.ReadKeyboard():Key(hg.K_Escape) do | ||
hg.SetViewClear(0, hg.CF_Color | hg.CF_Depth, hg.Color.Green, 1, 0) | ||
hg.SetViewRect(0, 0, 0, width, height) | ||
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hg.Touch(0) -- force the view to be processed as it would be ignored since nothing is drawn to it (a clear does not count) | ||
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hg.Frame() | ||
hg.UpdateWindow(window) | ||
end | ||
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hg.RenderShutdown() | ||
hg.DestroyWindow(window) |
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-- Draw Lines | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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res_x, res_y = 1280, 720 | ||
win = hg.RenderInit('Harfang - Draw Lines', res_x, res_y, hg.RF_VSync | hg.RF_MSAA4X) | ||
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line_count = 1000 | ||
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shader = hg.LoadProgramFromFile('resources_compiled/shaders/white') | ||
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-- vertices | ||
vtx_layout = hg.VertexLayout() | ||
vtx_layout:Begin() | ||
vtx_layout:Add(hg.A_Position, 3, hg.AT_Float) | ||
vtx_layout:End() | ||
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vtx = hg.Vertices(vtx_layout, line_count * 2) | ||
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-- main loop | ||
angle = 0 | ||
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while not hg.ReadKeyboard():Key(hg.K_Escape) do | ||
hg.SetViewClear(0, hg.CF_Color | hg.CF_Depth, hg.ColorI(64, 64, 64), 1, 0) | ||
hg.SetViewRect(0, 0, 0, res_x, res_y) | ||
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vtx:Clear() | ||
for i = 0, line_count-1 do | ||
vtx:Begin(2 * i):SetPos(hg.Vec3(math.sin(angle + i * 0.005), math.cos(angle + i * 0.01), 0)):End() | ||
vtx:Begin(2 * i + 1):SetPos(hg.Vec3(math.sin(angle + i * -0.005), math.cos(angle + i * 0.005), 0)):End() | ||
end | ||
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hg.DrawLines(0, vtx, shader) -- submit all lines in a single call | ||
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angle = angle + hg.time_to_sec_f(hg.TickClock()) | ||
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hg.Frame() | ||
hg.UpdateWindow(win) | ||
end | ||
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hg.RenderShutdown() | ||
hg.DestroyWindow(win) | ||
-- Draw Lines | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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res_x, res_y = 1280, 720 | ||
win = hg.RenderInit('Harfang - Draw Lines', res_x, res_y, hg.RF_VSync | hg.RF_MSAA4X) | ||
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line_count = 1000 | ||
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shader = hg.LoadProgramFromFile('resources_compiled/shaders/white') | ||
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-- vertices | ||
vtx_layout = hg.VertexLayout() | ||
vtx_layout:Begin() | ||
vtx_layout:Add(hg.A_Position, 3, hg.AT_Float) | ||
vtx_layout:End() | ||
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vtx = hg.Vertices(vtx_layout, line_count * 2) | ||
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-- main loop | ||
angle = 0 | ||
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while not hg.ReadKeyboard():Key(hg.K_Escape) do | ||
hg.SetViewClear(0, hg.CF_Color | hg.CF_Depth, hg.ColorI(64, 64, 64), 1, 0) | ||
hg.SetViewRect(0, 0, 0, res_x, res_y) | ||
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vtx:Clear() | ||
for i = 0, line_count-1 do | ||
vtx:Begin(2 * i):SetPos(hg.Vec3(math.sin(angle + i * 0.005), math.cos(angle + i * 0.01), 0)):End() | ||
vtx:Begin(2 * i + 1):SetPos(hg.Vec3(math.sin(angle + i * -0.005), math.cos(angle + i * 0.005), 0)):End() | ||
end | ||
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hg.DrawLines(0, vtx, shader) -- submit all lines in a single call | ||
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angle = angle + hg.time_to_sec_f(hg.TickClock()) | ||
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hg.Frame() | ||
hg.UpdateWindow(win) | ||
end | ||
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hg.RenderShutdown() | ||
hg.DestroyWindow(win) |
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-- Starfield 3D | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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width, height = 1280, 720 | ||
window = hg.RenderInit('Harfang - Starfield', width, height, hg.RF_VSync | hg.RF_MSAA4X) | ||
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-- vertex layout | ||
vtx_layout = hg.VertexLayout() | ||
vtx_layout:Begin() | ||
vtx_layout:Add(hg.A_Position, 3, hg.AT_Float) | ||
vtx_layout:Add(hg.A_Color0, 3, hg.AT_Float) | ||
vtx_layout:End() | ||
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-- simple shader program | ||
shader = hg.LoadProgramFromFile('resources_compiled/shaders/pos_rgb') | ||
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-- initialize stars | ||
starfield_size = 10 | ||
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max_stars = 1000 | ||
vtx = hg.Vertices(vtx_layout, max_stars * 2) | ||
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stars = {} | ||
for i = 1, max_stars do | ||
table.insert(stars, hg.RandomVec3(-starfield_size, starfield_size)) | ||
end | ||
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-- main loop | ||
while not hg.ReadKeyboard():Key(hg.K_Escape) do | ||
hg.SetViewClear(0, hg.CF_Color | hg.CF_Depth, hg.Color.Black, 1, 0) | ||
hg.SetViewRect(0, 0, 0, width, height) | ||
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dt = hg.TickClock() | ||
dt_f = hg.time_to_sec_f(dt) | ||
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-- update stars | ||
vtx:Clear() | ||
for i, star in ipairs(stars) do | ||
star.z = star.z - 2 * dt_f | ||
if star.z < starfield_size then | ||
star.z = star.z + starfield_size | ||
end | ||
vtx:Begin(2 * (i-1)):SetPos(star * hg.Vec3(1 / star.z, 1 / star.z, 0)):SetColor0(hg.Color.Black):End() | ||
vtx:Begin(2 * (i - 1) + 1):SetPos(star * hg.Vec3(1.04 / star.z, 1.04 / star.z, 0)):SetColor0(hg.Color.White):End() | ||
end | ||
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-- draw stars as lines | ||
hg.DrawLines(0, vtx, shader) | ||
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hg.Frame() | ||
hg.UpdateWindow(window) | ||
end | ||
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hg.RenderShutdown() | ||
hg.DestroyWindow(window) | ||
-- Starfield 3D | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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width, height = 1280, 720 | ||
window = hg.RenderInit('Harfang - Starfield', width, height, hg.RF_VSync | hg.RF_MSAA4X) | ||
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-- vertex layout | ||
vtx_layout = hg.VertexLayout() | ||
vtx_layout:Begin() | ||
vtx_layout:Add(hg.A_Position, 3, hg.AT_Float) | ||
vtx_layout:Add(hg.A_Color0, 3, hg.AT_Float) | ||
vtx_layout:End() | ||
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-- simple shader program | ||
shader = hg.LoadProgramFromFile('resources_compiled/shaders/pos_rgb') | ||
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-- initialize stars | ||
starfield_size = 10 | ||
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max_stars = 1000 | ||
vtx = hg.Vertices(vtx_layout, max_stars * 2) | ||
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stars = {} | ||
for i = 1, max_stars do | ||
table.insert(stars, hg.RandomVec3(-starfield_size, starfield_size)) | ||
end | ||
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-- main loop | ||
while not hg.ReadKeyboard():Key(hg.K_Escape) do | ||
hg.SetViewClear(0, hg.CF_Color | hg.CF_Depth, hg.Color.Black, 1, 0) | ||
hg.SetViewRect(0, 0, 0, width, height) | ||
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dt = hg.TickClock() | ||
dt_f = hg.time_to_sec_f(dt) | ||
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-- update stars | ||
vtx:Clear() | ||
for i, star in ipairs(stars) do | ||
star.z = star.z - 2 * dt_f | ||
if star.z < starfield_size then | ||
star.z = star.z + starfield_size | ||
end | ||
vtx:Begin(2 * (i-1)):SetPos(star * hg.Vec3(1 / star.z, 1 / star.z, 0)):SetColor0(hg.Color.Black):End() | ||
vtx:Begin(2 * (i - 1) + 1):SetPos(star * hg.Vec3(1.04 / star.z, 1.04 / star.z, 0)):SetColor0(hg.Color.White):End() | ||
end | ||
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-- draw stars as lines | ||
hg.DrawLines(0, vtx, shader) | ||
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hg.Frame() | ||
hg.UpdateWindow(window) | ||
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-- prevent GC bottleneck | ||
collectgarbage() | ||
end | ||
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hg.RenderShutdown() | ||
hg.DestroyWindow(window) |
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