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renderer_textured_cube.rs
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use notan::prelude::*;
//language=glsl
const VERT: ShaderSource = notan::vertex_shader! {
r#"
#version 450
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec2 a_texcoord;
layout(location = 0) out vec2 v_texcoord;
layout(set = 0, binding = 0) uniform Locals {
mat4 u_matrix;
};
void main() {
v_texcoord = a_texcoord;
gl_Position = u_matrix * a_position;
}
"#
};
//language=glsl
const FRAG: ShaderSource = notan::fragment_shader! {
r#"
#version 450
precision mediump float;
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D u_texture;
void main() {
outColor = texture(u_texture, v_texcoord);
}
"#
};
#[derive(AppState)]
struct State {
clear_options: ClearOptions,
pipeline: Pipeline,
vertex_buffer: Buffer,
uniform_buffer: Buffer,
mvp: notan::math::Mat4,
angle: f32,
texture: Texture,
}
#[notan_main]
fn main() -> Result<(), String> {
notan::init_with(setup).draw(draw).build()
}
fn setup(gfx: &mut Graphics) -> State {
let clear_options = ClearOptions {
color: Some(Color::new(0.1, 0.2, 0.3, 1.0)),
depth: Some(1.0),
stencil: None,
};
let vertex_info = VertexInfo::new()
.attr(0, VertexFormat::Float32x3)
.attr(1, VertexFormat::Float32x2);
let pipeline = gfx
.create_pipeline()
.from(&VERT, &FRAG)
.with_vertex_info(&vertex_info)
.with_texture_location(0, "u_texture")
.with_depth_stencil(DepthStencil {
write: true,
compare: CompareMode::Less,
})
.build()
.unwrap();
let texture = gfx
.create_texture()
.from_image(include_bytes!("assets/cube.png"))
.build()
.unwrap();
#[rustfmt::skip]
let vertices = [
-1.0,-1.0,-1.0, 0.000059,0.000004,
-1.0,-1.0,1.0, 0.000103,0.336048,
-1.0,1.0,1.0, 0.335973,0.335903,
1.0,1.0,-1.0, 1.000023,0.000013,
-1.0,-1.0,-1.0, 0.667979,0.335851,
-1.0,1.0,-1.0, 0.999958,0.336064,
1.0,-1.0,1.0, 0.667979,0.335851,
-1.0,-1.0,-1.0, 0.336024,0.671877,
1.0,-1.0,-1.0, 0.667969,0.671889,
1.0,1.0,-1.0, 1.000023,0.000013,
1.0,-1.0,-1.0, 0.668104,0.000013,
-1.0,-1.0,-1.0, 0.667979,0.335851,
-1.0,-1.0,-1.0, 0.000059,0.000004,
-1.0,1.0,1.0, 0.335973,0.335903,
-1.0,1.0,-1.0, 0.336098,0.000071,
1.0,-1.0,1.0, 0.667979,0.335851,
-1.0,-1.0,1.0, 0.335973,0.335903,
-1.0,-1.0,-1.0, 0.336024,0.671877,
-1.0,1.0,1.0, 1.000004,0.671847,
-1.0,-1.0,1.0, 0.999958,0.336064,
1.0,-1.0,1.0, 0.667979,0.335851,
1.0,1.0,1.0, 0.668104,0.000013,
1.0,-1.0,-1.0, 0.335973,0.335903,
1.0,1.0,-1.0, 0.667979,0.335851,
1.0,-1.0,-1.0, 0.335973,0.335903,
1.0,1.0,1.0, 0.668104,0.000013,
1.0,-1.0,1.0, 0.336098,0.000071,
1.0,1.0,1.0, 0.000103,0.336048,
1.0,1.0,-1.0, 0.000004,0.671870,
-1.0,1.0,-1.0, 0.336024,0.671877,
1.0,1.0,1.0, 0.000103,0.336048,
-1.0,1.0,-1.0, 0.336024,0.671877,
-1.0,1.0,1.0, 0.335973,0.335903,
1.0,1.0,1.0, 0.667969,0.671889,
-1.0,1.0,1.0, 1.000004,0.671847,
1.0,-1.0,1.0, 0.667979,0.335_851
];
let projection = notan::math::Mat4::perspective_rh_gl(45.0, 4.0 / 3.0, 0.1, 100.0);
let view = notan::math::Mat4::look_at_rh(
notan::math::Vec3::new(4.0, 3.0, 3.0),
notan::math::Vec3::new(0.0, 0.0, 0.0),
notan::math::Vec3::new(0.0, 1.0, 0.0),
);
let mvp = notan::math::Mat4::IDENTITY * projection * view;
let vertex_buffer = gfx
.create_vertex_buffer()
.with_info(&vertex_info)
.with_data(&vertices)
.build()
.unwrap();
let uniform_buffer = gfx
.create_uniform_buffer(0, "Locals")
.with_data(&mvp)
.build()
.unwrap();
State {
clear_options,
pipeline,
vertex_buffer,
uniform_buffer,
texture,
mvp,
angle: 0.0,
}
}
fn draw(app: &mut App, gfx: &mut Graphics, state: &mut State) {
gfx.set_buffer_data(
&state.uniform_buffer,
&rotated_matrix(state.mvp, state.angle),
);
let mut renderer = gfx.create_renderer();
let vertices_count = 180;
let count = vertices_count / state.pipeline.offset();
renderer.begin(Some(state.clear_options));
renderer.set_pipeline(&state.pipeline);
renderer.bind_buffers(&[&state.vertex_buffer, &state.uniform_buffer]);
renderer.bind_texture(0, &state.texture);
renderer.draw(0, count as _);
renderer.end();
gfx.render(&renderer);
state.angle += 0.6 * app.timer.delta_f32();
}
fn rotated_matrix(base: notan::math::Mat4, angle: f32) -> notan::math::Mat4 {
let rot_x = notan::math::Mat4::from_rotation_x(angle);
let rot_y = notan::math::Mat4::from_rotation_y(angle);
base * rot_x * rot_y
}