use notan::math::{Mat4, Vec3}; 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 vec4 a_color; layout(location = 0) out vec4 v_color; layout(set = 0, binding = 0) uniform Locals { mat4 u_matrix; }; void main() { v_color = a_color; gl_Position = u_matrix * a_position; } "# }; //language=glsl const FRAG: ShaderSource = notan::fragment_shader! { r#" #version 450 precision mediump float; layout(location = 0) in vec4 v_color; layout(location = 0) out vec4 color; void main() { color = v_color; } "# }; #[derive(AppState)] struct State { clear_options: ClearOptions, pipeline: Pipeline, vbo: Buffer, ebo: Buffer, ubo: Buffer, mvp: notan::math::Mat4, angle: f32, } #[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 depth_stencil = DepthStencil { write: true, compare: CompareMode::Less, }; let vertex_info = VertexInfo::new() .attr(0, VertexFormat::Float32x3) .attr(1, VertexFormat::Float32x4); let pipeline = gfx .create_pipeline() .from(&VERT, &FRAG) .with_vertex_info(&vertex_info) .with_depth_stencil(depth_stencil) .build() .unwrap(); #[rustfmt::skip] let vertices = [ -1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, -1.0, -1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 0.5, 0.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.5, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5, 0.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.5, 0.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.5, 1.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.5, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.5, 1.0, 1.0, 1.0, -1.0, -1.0, 0.0, 0.5, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 0.0, 0.5, 1.0, -1.0, 1.0, 1.0, 1.0, 0.0, 0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.5, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.5, 1.0, ]; #[rustfmt::skip] let indices = [ 0, 1, 2, 0, 2, 3, 6, 5, 4, 7, 6, 4, 8, 9, 10, 8, 10, 11, 14, 13, 12, 15, 14, 12, 16, 17, 18, 16, 18, 19, 22, 21, 20, 23, 22, 20 ]; let projection = Mat4::perspective_rh_gl(45.0, 4.0 / 3.0, 0.1, 100.0); let view = Mat4::look_at_rh( Vec3::new(4.0, 3.0, 3.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 1.0, 0.0), ); let mvp = Mat4::IDENTITY * projection * view; let vertex_buffer = gfx .create_vertex_buffer() .with_info(&vertex_info) .with_data(&vertices) .build() .unwrap(); let index_buffer = gfx .create_index_buffer() .with_data(&indices) .build() .unwrap(); let uniform_buffer = gfx .create_uniform_buffer(0, "Locals") .with_data(&mvp) .build() .unwrap(); State { clear_options, pipeline, vbo: vertex_buffer, ebo: index_buffer, ubo: uniform_buffer, mvp, angle: 0.0, } } fn draw(app: &mut App, gfx: &mut Graphics, state: &mut State) { let mut renderer = gfx.create_renderer(); gfx.set_buffer_data(&state.ubo, &rotated_matrix(state.mvp, state.angle)); renderer.begin(Some(state.clear_options)); renderer.set_pipeline(&state.pipeline); renderer.bind_buffers(&[&state.vbo, &state.ebo, &state.ubo]); renderer.draw(0, 36); renderer.end(); gfx.render(&renderer); state.angle += 0.6 * app.timer.delta_f32(); } fn rotated_matrix(base: Mat4, angle: f32) -> Mat4 { let rot_x = Mat4::from_rotation_x(angle); let rot_y = Mat4::from_rotation_y(angle); base * rot_x * rot_y }