Files
SDL3CPlusPlus/scripts/cube_logic.lua
2025-12-18 18:49:15 +00:00

148 lines
3.9 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 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 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 translation(x, y, z)
return {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0,
}
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
local function create_cube(position, speed_scale, shader_key)
local function compute_model_matrix(time)
local base = build_model(time * speed_scale)
local offset = translation(position[1], position[2], position[3])
return multiply_matrices(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 = translation(position[1], position[2], position[3])
return multiply_matrices(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