rbgl 0.1.0

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Files changed (43) hide show
  1. checksums.yaml +7 -0
  2. data/CHANGELOG.md +7 -0
  3. data/LICENSE +21 -0
  4. data/README.md +123 -0
  5. data/Rakefile +12 -0
  6. data/examples/array_test.rb +99 -0
  7. data/examples/chemical_heartbeat.rb +166 -0
  8. data/examples/color_test.rb +61 -0
  9. data/examples/cube_spinning.rb +87 -0
  10. data/examples/dark_transit.rb +166 -0
  11. data/examples/fractured_orb.rb +428 -0
  12. data/examples/fractured_orb_rb.rb +598 -0
  13. data/examples/gradient.rb +84 -0
  14. data/examples/hexagonal_flow.rb +333 -0
  15. data/examples/multi_return_test.rb +98 -0
  16. data/examples/plasma.rb +78 -0
  17. data/examples/sphere_raymarch.rb +126 -0
  18. data/examples/teapot.rb +362 -0
  19. data/examples/teapot_mcu.rb +344 -0
  20. data/examples/triangle_basic.rb +36 -0
  21. data/examples/triangle_window.rb +62 -0
  22. data/examples/window_test.rb +36 -0
  23. data/lib/rbgl/engine/buffer.rb +160 -0
  24. data/lib/rbgl/engine/context.rb +157 -0
  25. data/lib/rbgl/engine/framebuffer.rb +115 -0
  26. data/lib/rbgl/engine/pipeline.rb +35 -0
  27. data/lib/rbgl/engine/rasterizer.rb +213 -0
  28. data/lib/rbgl/engine/shader.rb +324 -0
  29. data/lib/rbgl/engine/texture.rb +125 -0
  30. data/lib/rbgl/engine.rb +15 -0
  31. data/lib/rbgl/gui/backend.rb +76 -0
  32. data/lib/rbgl/gui/cocoa/backend.rb +121 -0
  33. data/lib/rbgl/gui/event.rb +34 -0
  34. data/lib/rbgl/gui/file_backend.rb +91 -0
  35. data/lib/rbgl/gui/wayland/backend.rb +126 -0
  36. data/lib/rbgl/gui/wayland/connection.rb +331 -0
  37. data/lib/rbgl/gui/window.rb +148 -0
  38. data/lib/rbgl/gui/x11/backend.rb +156 -0
  39. data/lib/rbgl/gui/x11/connection.rb +344 -0
  40. data/lib/rbgl/gui.rb +16 -0
  41. data/lib/rbgl/version.rb +5 -0
  42. data/lib/rbgl.rb +6 -0
  43. metadata +114 -0
checksums.yaml ADDED
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+ ---
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+ SHA256:
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+ metadata.gz: 5ff09c0ce9d51c2c28146dbcfdb9eecbe2a9982e45a43fbb81cd8bc1de4b96fb
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+ SHA512:
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data/CHANGELOG.md ADDED
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+ # Changelog
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+
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+ ## Unreleased
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+
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+ ## 0.1.0 - 2026-01-04
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+
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+ - Initial release.
data/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 Yudai Takada
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
data/README.md ADDED
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+ # RBGL
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+
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+ RuBy Graphics Library - A pure Ruby graphics library with software rendering engine and cross-platform GUI support.
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+
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+ ## Installation
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+
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+ Add this line to your application's Gemfile:
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+
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+ ```ruby
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+ gem 'rbgl'
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+ ```
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+
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+ And then execute:
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+
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+ ```
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+ $ bundle install
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+ ```
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+
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+ Or install it yourself as:
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+
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+ ```
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+ $ gem install rbgl
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+ ```
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+
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+ ## Requirements
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+
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+ - Ruby 3.1.0 or higher
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+
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+ ## Usage
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+
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+ ### Basic Window
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+
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+ ```ruby
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+ require "rbgl"
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+
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+ window = RBGL::GUI::Window.new(width: 800, height: 600, title: "Hello RBGL")
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+
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+ window.run do |context, delta_time|
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+ context.clear(color: Larb::Color.new(0.1, 0.1, 0.1, 1.0))
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+ end
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+ ```
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+
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+ ### Rendering with Pipeline
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+
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+ ```ruby
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+ require "rbgl"
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+
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+ # Create a window with rendering context
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+ window = RBGL::GUI::Window.new(width: 800, height: 600, title: "Triangle")
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+
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+ # Define vertex shader
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+ vertex_shader = RBGL::Engine::Shader.new do |input, uniforms|
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+ { position: input[:position], color: input[:color] }
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+ end
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+
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+ # Define fragment shader
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+ fragment_shader = RBGL::Engine::Shader.new do |input, uniforms|
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+ input[:color]
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+ end
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+
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+ # Create pipeline
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+ pipeline = RBGL::Engine::Pipeline.new(
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+ vertex_shader: vertex_shader,
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+ fragment_shader: fragment_shader
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+ )
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+
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+ # Create vertex buffer
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+ vertices = [
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+ { position: Larb::Vec4.new(0.0, 0.5, 0.0, 1.0), color: Larb::Color.red },
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+ { position: Larb::Vec4.new(-0.5, -0.5, 0.0, 1.0), color: Larb::Color.green },
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+ { position: Larb::Vec4.new(0.5, -0.5, 0.0, 1.0), color: Larb::Color.blue }
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+ ]
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+ vertex_buffer = RBGL::Engine::VertexBuffer.new(vertices)
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+
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+ window.run do |context, delta_time|
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+ context.clear
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+ context.bind_pipeline(pipeline)
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+ context.bind_vertex_buffer(vertex_buffer)
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+ context.draw_arrays(:triangles, 0, 3)
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+ end
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+ ```
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+
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+ ### Event Handling
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+
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+ ```ruby
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+ window.on_key do |event|
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+ case event.key
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+ when :escape
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+ window.stop
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+ end
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+ end
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+
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+ window.on_mouse do |event|
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+ puts "Mouse: #{event.x}, #{event.y}"
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+ end
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+ ```
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+
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+ ### Backend Selection
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+
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+ RBGL automatically detects the appropriate backend for your platform:
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+
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+ - macOS: Cocoa (requires `metaco` gem)
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+ - Linux: Wayland or X11 (based on environment)
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+
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+ To use the Cocoa backend on macOS, install the `metaco` gem:
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+
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+ ```
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+ $ gem install metaco
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+ ```
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+
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+ You can also specify a backend explicitly:
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+
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+ ```ruby
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+ # Use specific backend
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+ window = RBGL::GUI::Window.new(width: 800, height: 600, backend: :x11)
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+
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+ # Use file backend for headless rendering
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+ window = RBGL::GUI::Window.new(width: 800, height: 600, backend: :file, output_path: "output.png")
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+ ```
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+
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+ ## License
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+
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+ The gem is available as open source under the terms of the [MIT License](https://opensource.org/licenses/MIT).
data/Rakefile ADDED
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+ # frozen_string_literal: true
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+
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+ require "bundler/gem_tasks"
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+ require "rake/testtask"
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+
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+ Rake::TestTask.new(:test) do |t|
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+ t.libs << "test"
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+ t.libs << "lib"
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+ t.test_files = FileList["test/**/*_test.rb"]
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+ end
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+
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+ task default: :test
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+ # frozen_string_literal: true
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+
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+ # Array Test Shader
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+ # Tests the Ruby-mode array support in RLSL
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+
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+ $LOAD_PATH.unshift File.expand_path("../lib", __dir__)
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+
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+ require "rbgl"
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+ require "rlsl"
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+
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+ WIDTH = 640
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+ HEIGHT = 480
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+
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+ shader = RLSL.define(:array_test) do
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+ uniforms do
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+ float :time
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+ end
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+
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+ functions do
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+ define :get_color, returns: :vec3, params: { i: :int }
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+ end
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+
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+ # Helper functions in Ruby mode with arrays
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+ helpers do
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+ # Color palette as an array
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+ COLORS = [
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+ vec3(1.0, 0.0, 0.0), # Red
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+ vec3(0.0, 1.0, 0.0), # Green
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+ vec3(0.0, 0.0, 1.0), # Blue
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+ vec3(1.0, 1.0, 0.0) # Yellow
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+ ]
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+
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+ def get_color(i)
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+ COLORS[i]
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+ end
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+ end
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+
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+ fragment do |frag_coord, resolution, u|
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+ uv = vec2(frag_coord.x / resolution.x, frag_coord.y / resolution.y)
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+
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+ # Pick color based on quadrant
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+ qx = 0
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+ qy = 0
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+ if uv.x > 0.5
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+ qx = 1
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+ end
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+ if uv.y > 0.5
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+ qy = 2
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+ end
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+
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+ idx = qx + qy
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+ color = get_color(idx)
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+
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+ # Add some animation
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+ t = sin(u.time) * 0.5 + 0.5
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+ vec3(color.x * t + 0.2, color.y * t + 0.2, color.z * t + 0.2)
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+ end
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+ end
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+
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+ # Initialize display
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+ window = RBGL::GUI::Window.new(width: WIDTH, height: HEIGHT, title: "Array Test")
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+
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+ puts "Array Test Shader"
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+ puts "Tests Ruby-mode array support"
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+ puts "Press 'q' or Escape to quit"
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+
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+ start_time = Time.now
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+ frame_count = 0
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+ last_fps_time = start_time
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+ running = true
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+
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+ buffer = "\x00" * (WIDTH * HEIGHT * 4)
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+
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+ while running && !window.should_close?
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+ time = Time.now - start_time
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+
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+ shader.render(buffer, WIDTH, HEIGHT, { time: time })
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+
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+ window.set_pixels(buffer)
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+
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+ events = window.poll_events_raw
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+ events.each do |e|
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+ case e[:type]
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+ when :key_press
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+ running = false if e[:key] == 12 || e[:key] == "q"
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+ end
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+ end
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+
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+ frame_count += 1
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+ now = Time.now
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+ if now - last_fps_time >= 1.0
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+ fps = frame_count / (now - last_fps_time)
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+ puts "FPS: #{fps.round(1)}"
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+ frame_count = 0
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+ last_fps_time = now
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+ end
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+ end
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+
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+ window.close
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+ # frozen_string_literal: true
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+
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+ # chemical heartbeat
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+ # Original: https://www.shadertoy.com/view/lXtXD4
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+ # License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0
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+ # https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en
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+
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+ $LOAD_PATH.unshift File.expand_path("../lib", __dir__)
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+
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+ require "rbgl"
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+ require "rlsl"
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+
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+ WIDTH = 640
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+ HEIGHT = 480
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+
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+ # Define shader using pure Ruby DSL
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+ shader = RLSL.define(:chemical_heartbeat) do
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+ uniforms do
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+ float :time
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+ float :camera_x
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+ float :camera_y
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+ end
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+
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+ fragment do |frag_coord, resolution, u|
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+ uv = frag_coord / resolution.y
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+
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+ # Constants
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+ inv_hex_size = 50.0
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+ sqrt3_div3 = 0.5773502691896257
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+ one_div3 = 0.3333333333333333
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+ two_div3 = 0.6666666666666666
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+ inv_warp_grid = 5.0
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+ warp_clamp = 1.7
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+ warp_scale = 4.4
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+ warp_amplitude = 0.015
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+ warp_speed = 1.5
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+ time_dilation = 0.2
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+
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+ # Colors
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+ color_a = vec3(58.0 / 255.0, 1.0 / 255.0, 92.0 / 255.0)
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+ color_b = vec3(201.0 / 255.0, 100.0 / 255.0, 128.0 / 255.0)
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+ color_c = vec3(59.0 / 255.0, 206.0 / 255.0, 172.0 / 255.0)
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+ color_d = vec3(17.0 / 255.0, 0.0 / 255.0, 28.0 / 255.0)
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+
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+ # Apply camera offset
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+ base_ux = uv.x - 0.5 + u.camera_x
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+ base_uy = uv.y - 0.5 + u.camera_y
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+
49
+ # Zoomy warp
50
+ pos_x = base_ux * inv_warp_grid
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+ pos_y = base_uy * inv_warp_grid
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+ ax = floor(pos_x)
53
+ ay = floor(pos_y)
54
+
55
+ hash_a = hash21(vec2(ax, ay))
56
+ hash_b = hash21(vec2(ax + 1.0, ay))
57
+ hash_c = hash21(vec2(ax, ay + 1.0))
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+ hash_d = hash21(vec2(ax + 1.0, ay + 1.0))
59
+
60
+ diff_x = pos_x - ax
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+ diff_y = pos_y - ay
62
+
63
+ warp = hash_a + (hash_b - hash_a) * diff_x
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+ warp = warp + ((hash_c + (hash_d - hash_c) * diff_x) - warp) * diff_y
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+ warp = warp + u.time * warp_speed
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+
67
+ smoothed = (1.0 + cos(warp * TAU)) * 0.5
68
+ clamped = smoothed * warp_scale - warp_clamp
69
+ clamped = clamp(clamped, 0.0, 1.0)
70
+
71
+ ux = base_ux + cos(clamped) * warp_amplitude
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+ uy = base_uy + sin(clamped) * warp_amplitude
73
+
74
+ # Axial from pixel
75
+ axial_q = (sqrt3_div3 * ux - one_div3 * uy) * inv_hex_size
76
+ axial_r = two_div3 * uy * inv_hex_size
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+ axial_s = 0.0 - axial_q - axial_r
78
+
79
+ # Axial round
80
+ q = floor(axial_q)
81
+ r = floor(axial_r)
82
+ s = floor(axial_s)
83
+
84
+ q_diff = abs(q - axial_q)
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+ r_diff = abs(r - axial_r)
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+ s_diff = abs(s - axial_s)
87
+
88
+ if q_diff > r_diff && q_diff > s_diff
89
+ q = 0.0 - r - s
90
+ elsif r_diff > s_diff
91
+ r = 0.0 - q - s
92
+ end
93
+
94
+ # Hash for hex cell
95
+ hash_val = hash21(vec2(q, r))
96
+
97
+ # Animated color value
98
+ value = fract(hash_val + u.time * time_dilation)
99
+ value = smoothstep(0.0, 1.0, value)
100
+ value = (1.0 + cos(value * TAU)) * 0.5
101
+
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+ # Color mixing
103
+ ab = mix(color_a, color_b, value)
104
+ bc = mix(color_b, color_c, value)
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+ cd = mix(color_c, color_d, value)
106
+
107
+ left = mix(ab, bc, value)
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+ right = mix(bc, cd, value)
109
+
110
+ mix(left, right, value)
111
+ end
112
+ end
113
+
114
+ # Initialize display
115
+ window = RBGL::GUI::Window.new(width: WIDTH, height: HEIGHT, title: "Chemical Heartbeat")
116
+
117
+ puts "Chemical Heartbeat"
118
+ puts "Original: https://www.shadertoy.com/view/lXtXD4"
119
+ puts "License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0"
120
+ puts "https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en"
121
+ puts "Press 'q' or Escape to quit"
122
+
123
+ start_time = Time.now
124
+ frame_count = 0
125
+ last_fps_time = start_time
126
+ running = true
127
+
128
+ buffer = "\x00" * (WIDTH * HEIGHT * 4)
129
+
130
+ while running && !window.should_close?
131
+ time = Time.now - start_time
132
+
133
+ # Camera movement
134
+ circle_value = time * 0.1
135
+ wave_value = time * 0.33
136
+ radius = 1.0 + Math.cos(wave_value) * 0.25
137
+ camera_x = Math.cos(circle_value) * radius
138
+ camera_y = Math.sin(circle_value) * radius
139
+
140
+ # Render using compiled shader
141
+ shader.render(buffer, WIDTH, HEIGHT, {
142
+ time: time,
143
+ camera_x: camera_x,
144
+ camera_y: camera_y
145
+ })
146
+
147
+ window.set_pixels(buffer)
148
+
149
+ events = window.poll_events_raw
150
+ events.each do |e|
151
+ if e[:type] == :key_press && (e[:key] == 12 || e[:key] == "q")
152
+ running = false
153
+ end
154
+ end
155
+
156
+ frame_count += 1
157
+ now = Time.now
158
+ if now - last_fps_time >= 1.0
159
+ fps = frame_count / (now - last_fps_time)
160
+ puts "FPS: #{fps.round(1)}"
161
+ frame_count = 0
162
+ last_fps_time = now
163
+ end
164
+ end
165
+
166
+ window.close
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1
+ # frozen_string_literal: true
2
+
3
+ # Color Test - RGB verification
4
+ # Displays red, green, blue, and yellow squares
5
+
6
+ $LOAD_PATH.unshift File.expand_path("../lib", __dir__)
7
+
8
+ require "rbgl"
9
+ require "rlsl"
10
+
11
+ WIDTH = 640
12
+ HEIGHT = 480
13
+
14
+ shader = RLSL.define(:color_test) do
15
+ uniforms do
16
+ float :time
17
+ end
18
+
19
+ # Pure Ruby DSL fragment shader
20
+ # 4 quadrants: Top-left Red, Top-right Green, Bottom-left Blue, Bottom-right Yellow
21
+ fragment do |frag_coord, resolution, _u|
22
+ x = frag_coord.x / resolution.y
23
+ y = frag_coord.y / resolution.y
24
+
25
+ if x < 0.5 && y >= 0.5
26
+ vec3(1.0, 0.0, 0.0)
27
+ elsif x >= 0.5 && y >= 0.5
28
+ vec3(0.0, 1.0, 0.0)
29
+ elsif x < 0.5 && y < 0.5
30
+ vec3(0.0, 0.0, 1.0)
31
+ else
32
+ vec3(1.0, 1.0, 0.0)
33
+ end
34
+ end
35
+ end
36
+
37
+ # Initialize display
38
+ window = RBGL::GUI::Window.new(width: WIDTH, height: HEIGHT, title: "Color Test")
39
+
40
+ puts "Color Test"
41
+ puts "Top-left: Red, Top-right: Green"
42
+ puts "Bottom-left: Blue, Bottom-right: Yellow"
43
+ puts "Press 'q' or Escape to quit"
44
+
45
+ running = true
46
+ buffer = "\x00" * (WIDTH * HEIGHT * 4)
47
+
48
+ while running && !window.should_close?
49
+ shader.render(buffer, WIDTH, HEIGHT, { time: 0.0 })
50
+
51
+ window.set_pixels(buffer)
52
+
53
+ events = window.poll_events_raw
54
+ events.each do |e|
55
+ if e[:type] == :key_press && (e[:key] == 12 || e[:key] == "q")
56
+ running = false
57
+ end
58
+ end
59
+ end
60
+
61
+ window.close
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1
+ # frozen_string_literal: true
2
+
3
+ $LOAD_PATH.unshift File.expand_path("../lib", __dir__)
4
+
5
+ require "rbgl"
6
+
7
+ include Larb
8
+ include RBGL::Engine
9
+
10
+ window = RBGL::GUI::Window.new(
11
+ width: 320,
12
+ height: 240,
13
+ title: "Spinning Cube",
14
+ backend: :auto
15
+ )
16
+
17
+ pipeline = Pipeline.create do
18
+ vertex do |input, uniforms, output|
19
+ output.position = uniforms.mvp * input.position.to_vec4
20
+ output.color = input.color
21
+ end
22
+
23
+ fragment do |input, _uniforms, output|
24
+ output.color = input.color
25
+ end
26
+ end
27
+
28
+ def create_cube
29
+ layout = VertexLayout.position_color
30
+ buffer = VertexBuffer.new(layout)
31
+
32
+ colors = [Color.red, Color.green, Color.blue, Color.yellow, Color.cyan, Color.magenta]
33
+
34
+ faces = [
35
+ [[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]],
36
+ [[1, -1, -1], [-1, -1, -1], [-1, 1, -1], [1, 1, -1]],
37
+ [[-1, 1, 1], [1, 1, 1], [1, 1, -1], [-1, 1, -1]],
38
+ [[-1, -1, -1], [1, -1, -1], [1, -1, 1], [-1, -1, 1]],
39
+ [[1, -1, 1], [1, -1, -1], [1, 1, -1], [1, 1, 1]],
40
+ [[-1, -1, -1], [-1, -1, 1], [-1, 1, 1], [-1, 1, -1]]
41
+ ]
42
+
43
+ faces.each_with_index do |face, i|
44
+ color = colors[i]
45
+ [[0, 1, 2], [0, 2, 3]].each do |tri|
46
+ tri.each do |vi|
47
+ pos = face[vi]
48
+ buffer.add_vertex(
49
+ position: Vec3[pos[0] * 0.5, pos[1] * 0.5, pos[2] * 0.5],
50
+ color: color
51
+ )
52
+ end
53
+ end
54
+ end
55
+
56
+ buffer
57
+ end
58
+
59
+ cube = create_cube
60
+ rotation = 0.0
61
+
62
+ view = Mat4.look_at(
63
+ Vec3[0, 1, 3],
64
+ Vec3[0, 0, 0],
65
+ Vec3.up
66
+ )
67
+
68
+ window.on(:key_press) do |event|
69
+ puts "Key pressed: #{event.key}"
70
+ window.stop if event.key == 12 || event.key == "q" || event.key == "Escape"
71
+ end
72
+
73
+ puts "Press 'q' or Escape to quit"
74
+
75
+ window.run do |ctx, dt|
76
+ rotation += dt * 1.0
77
+
78
+ model = Mat4.rotation_y(rotation) * Mat4.rotation_x(rotation * 0.7)
79
+ projection = Mat4.perspective(Math::PI / 4, ctx.aspect_ratio, 0.1, 100)
80
+ mvp = projection * view * model
81
+
82
+ ctx.clear(color: Color.from_hex("#0f0f23"))
83
+ ctx.bind_pipeline(pipeline)
84
+ ctx.bind_vertex_buffer(cube)
85
+ ctx.set_uniform(:mvp, mvp)
86
+ ctx.draw_arrays(:triangles, 0, cube.vertex_count)
87
+ end