Files
armorpaint/base/tests/cube/sources/main.ts
T
luboslenco 640f4afa73 Cleanup
2025-08-16 18:43:25 +02:00

133 lines
2.4 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_refs: ["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);
}