local vertices = { { position = {-1.0, -1.0, -1.0}, color = {1.0, 0.0, 0.0} }, { position = {1.0, -1.0, -1.0}, color = {0.0, 1.0, 0.0} }, { position = {1.0, 1.0, -1.0}, color = {0.0, 0.0, 1.0} }, { position = {-1.0, 1.0, -1.0}, color = {1.0, 1.0, 0.0} }, { position = {-1.0, -1.0, 1.0}, color = {1.0, 0.0, 1.0} }, { position = {1.0, -1.0, 1.0}, color = {0.0, 1.0, 1.0} }, { position = {1.0, 1.0, 1.0}, color = {1.0, 1.0, 1.0} }, { position = {-1.0, 1.0, 1.0}, color = {0.2, 0.2, 0.2} }, } local indices = { 1, 2, 3, 3, 4, 1, -- back 5, 6, 7, 7, 8, 5, -- front 1, 5, 8, 8, 4, 1, -- left 2, 6, 7, 7, 3, 2, -- right 4, 3, 7, 7, 8, 4, -- top 1, 2, 6, 6, 5, 1, -- bottom } local rotation_speeds = {x = 0.5, y = 0.7} local shader_paths = { vertex = "shaders/cube.vert.spv", fragment = "shaders/cube.frag.spv", } local function rotation_y(radians) local c = math.cos(radians) local s = math.sin(radians) return { c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, } end local function rotation_x(radians) local c = math.cos(radians) local s = math.sin(radians) return { 1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, } end local function multiply_matrices(a, b) local result = {} for row = 1, 4 do for col = 1, 4 do local sum = 0.0 for idx = 1, 4 do sum = sum + a[(idx - 1) * 4 + row] * b[(col - 1) * 4 + idx] end result[(col - 1) * 4 + row] = sum end end return result end local function build_model(time) local y = rotation_y(time * rotation_speeds.y) local x = rotation_x(time * rotation_speeds.x) return multiply_matrices(y, x) end function get_cube_vertices() return vertices end function get_cube_indices() return indices end function compute_model_matrix(time) return build_model(time) end function get_shader_paths() return shader_paths end