Files
SDL3CPlusPlus/scripts/cube_logic.lua
Richard Ward 3ca9ce773d code
2025-12-18 19:13:31 +00:00

120 lines
3.4 KiB
Lua

local cube_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 cube_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 pyramid_vertices = {
{ position = {0.0, 1.0, 0.0}, color = {1.0, 0.5, 0.0} },
{ position = {-1.0, -1.0, -1.0}, color = {0.0, 1.0, 1.0} },
{ position = {1.0, -1.0, -1.0}, color = {1.0, 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 = {0.0, 0.0, 1.0} },
}
local pyramid_indices = {
1, 2, 3,
1, 3, 4,
1, 4, 5,
1, 5, 2,
2, 3, 4,
4, 5, 2,
}
local math3d = require("math3d")
local rotation_speeds = {x = 0.5, y = 0.7}
local shader_variants = {
default = {
vertex = "shaders/cube.vert.spv",
fragment = "shaders/cube.frag.spv",
},
cube = {
vertex = "shaders/cube.vert.spv",
fragment = "shaders/cube.frag.spv",
},
pyramid = {
vertex = "shaders/cube.vert.spv",
fragment = "shaders/cube.frag.spv",
},
}
local camera = {
eye = {2.0, 2.0, 2.5},
center = {0.0, 0.0, 0.0},
up = {0.0, 1.0, 0.0},
fov = 0.78,
near = 0.1,
far = 10.0,
}
local function build_model(time)
local y = math3d.rotation_y(time * rotation_speeds.y)
local x = math3d.rotation_x(time * rotation_speeds.x)
return math3d.multiply(y, x)
end
local function create_cube(position, speed_scale, shader_key)
local function compute_model_matrix(time)
local base = build_model(time * speed_scale)
local offset = math3d.translation(position[1], position[2], position[3])
return math3d.multiply(offset, base)
end
return {
vertices = cube_vertices,
indices = cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = shader_key or "cube",
}
end
local function create_pyramid(position, shader_key)
local function compute_model_matrix(time)
local base = build_model(time * 0.6)
local offset = math3d.translation(position[1], position[2], position[3])
return math3d.multiply(offset, base)
end
return {
vertices = pyramid_vertices,
indices = pyramid_indices,
compute_model_matrix = compute_model_matrix,
shader_key = shader_key or "pyramid",
}
end
function get_scene_objects()
return {
create_cube({0.0, 0.0, 0.0}, 1.0, "cube"),
create_cube({3.0, 0.0, 0.0}, 0.8, "cube"),
create_cube({-3.0, 0.0, 0.0}, 1.2, "cube"),
create_pyramid({0.0, -0.5, -4.0}, "pyramid"),
}
end
function get_shader_paths()
return shader_variants
end
function get_view_projection(aspect)
local view = math3d.look_at(camera.eye, camera.center, camera.up)
local projection = math3d.perspective(camera.fov, aspect, camera.near, camera.far)
return math3d.multiply(projection, view)
end