use notan::math::{Mat4, Vec3}; use notan::prelude::*; // Number of instances to draw const INSTANCES: usize = 100; //language=glsl const VERT: ShaderSource = notan::vertex_shader! { r#" #version 450 layout(location = 0) in vec3 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; }; mat4 transate(float x, float y) { return mat4( vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), vec4(x, y, 1.0, 1.0) ); } void main() { int i = gl_InstanceIndex; float n = i % 2 == 0 ? i : 0; float j = i % 3 == 0 ? i : 0; vec4 pos = vec4(a_position.x - n * 2, a_position.y - i * 2, a_position.z - j * 2, 1.0); v_color = a_color; gl_Position = u_matrix * pos; } "# }; //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 { pipeline: Pipeline, pos_vbo: Buffer, color_vbo: Buffer, ubo: Buffer, ebo: Buffer, angle: f32, mvp: notan::math::Mat4, clear_options: ClearOptions, } #[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_pos_info = VertexInfo::new().attr(0, VertexFormat::Float32x3); let vertex_color_info = VertexInfo::new() .attr(1, VertexFormat::Float32x4) .step_mode(VertexStepMode::Instance); let pipeline = gfx .create_pipeline() .from(&VERT, &FRAG) .with_vertex_info(&vertex_pos_info) .with_vertex_info(&vertex_color_info) .with_depth_stencil(depth_stencil) .build() .unwrap(); #[rustfmt::skip] let vertices = [ -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -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 ]; // Generate 1 color per cube let mut rng = Random::default(); let colors = (0..INSTANCES) .flat_map(|_| { [ rng.gen_range(0.0..1.0), rng.gen_range(0.0..1.0), rng.gen_range(0.0..1.0), 1.0, ] }) .collect::>(); let projection = notan::math::Mat4::perspective_rh_gl(5.0, 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; // Position buffer, Step mode by default is per Vertex let pos_vbo = gfx .create_vertex_buffer() .with_info(&vertex_pos_info) .with_data(&vertices) .build() .unwrap(); // Color buffer, step mode changed to Instance to use 1 color of the buffer per instance let color_vbo = gfx .create_vertex_buffer() .with_info(&vertex_color_info) .with_data(&colors) .build() .unwrap(); let ebo = gfx .create_index_buffer() .with_data(&indices) .build() .unwrap(); let ubo = gfx .create_uniform_buffer(0, "Locals") .with_data(&mvp) .build() .unwrap(); State { pipeline, pos_vbo, color_vbo, ubo, ebo, angle: 0.0, mvp, clear_options, } } 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.ubo, &state.pos_vbo, &state.color_vbo, &state.ebo]); renderer.draw_instanced(0, 36, INSTANCES as _); 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 }