Files
armorpaint/base/tests/cube/sources/main.ts
T
luboslenco 5405d47fcf Format
2025-10-15 18:39:55 +02:00

79 lines
2.2 KiB
TypeScript

// ../../make --run
function main() {
let ops: iron_window_options_t = {
title : "Empty",
width : 1280,
height : 720,
x : -1,
y : -1,
features : window_features_t.RESIZABLE | window_features_t.MINIMIZABLE | window_features_t.MAXIMIZABLE,
mode : window_mode_t.WINDOWED,
frequency : 60,
vsync : true,
depth_bits : 32
};
sys_start(ops);
ready();
}
function render_commands() {
render_path_set_target("", null, null, clear_flag_t.COLOR | clear_flag_t.DEPTH, 0xff6495ed, 1.0);
render_path_draw_meshes("mesh");
}
function ready() {
render_path_commands = render_commands;
let scene: scene_t = {
name : "Scene",
objects : [
{name : "Cube", type : "mesh_object", data_ref : "cube.arm/Cube", material_ref : "MyMaterial", visible : true, spawn : true},
{name : "Camera", type : "camera_object", data_ref : "MyCamera", visible : true, spawn : true}
],
camera_datas : [ {name : "MyCamera", near_plane : 0.1, far_plane : 100.0, fov : 0.85} ],
camera_ref : "Camera",
material_datas :
[ {name : "MyMaterial", shader : "MyShader", contexts : [ {name : "mesh", bind_textures : [ {name : "my_texture", file : "texture.k"} ]} ]} ],
shader_datas : [ {
name : "MyShader",
contexts : [ {
name : "mesh",
vertex_shader : "mesh.vert",
fragment_shader : "mesh.frag",
compare_mode : "less",
cull_mode : "clockwise",
depth_write : true,
vertex_elements : [ {name : "pos", data : "short4norm"}, {name : "tex", data : "short2norm"} ],
constants : [ {name : "WVP", type : "mat4", link : "_world_view_proj_matrix"} ],
texture_units : [ {name : "my_texture"} ]
} ]
} ]
};
map_set(data_cached_scene_raws, scene.name, scene);
// Instantiate scene
scene_create(scene);
scene_ready();
}
function scene_ready() {
// Set camera
let t: transform_t = scene_camera.base.transform;
t.loc = vec4_create(0, -6, 0);
t.rot = quat_from_to(vec4_create(0, 0, 1), vec4_create(0, -1, 0));
transform_build_matrix(t);
// Rotate cube
sys_notify_on_update(spin_cube);
}
function spin_cube() {
let cube: object_t = scene_get_child("Cube");
transform_rotate(cube.transform, vec4_create(0, 0, 1), 0.01);
}
function tr(id: string, vars: map_t<string, string> = null): string {
return id;
}