use notan::math::{Mat4, Vec3}; use notan::prelude::*; #[derive(AppState)] struct State { cube: Cube, post_process: PostProcessTarget, } #[notan_main] fn main() -> Result<(), String> { notan::init_with(setup) .add_config(WindowConfig::default().set_vsync(true)) .draw(draw) .build() } fn setup(gfx: &mut Graphics) -> State { State { cube: Cube::new(gfx), post_process: PostProcessTarget::new(gfx, 800, 600), } } fn draw(app: &mut App, gfx: &mut Graphics, state: &mut State) { let cube_renderer = state.cube.create_renderer(gfx, app.timer.delta_f32()); gfx.render_to(&state.post_process.render_texture, &cube_renderer); let post_process_renderer = state .post_process .create_renderer(gfx, app.timer.delta_f32()); gfx.render(&post_process_renderer); } // - struct that represents a texture to use as a postprocess target //language=glsl const IMAGE_VERTEX: ShaderSource = notan::vertex_shader! { r#" #version 450 layout(location = 0) in vec3 a_position; layout(location = 1) in vec2 a_texcoord; layout(location = 0) out vec2 v_texcoord; void main() { v_texcoord = a_texcoord; gl_Position = vec4(a_position, 1.0); } "# }; //language=glsl const PIXEL_INVERT_FRAGMENT: ShaderSource = notan::fragment_shader! { r#" #version 450 precision mediump float; layout(location = 0) out vec4 outColor; layout(location = 0) in vec2 v_texcoord; layout(binding = 0) uniform sampler2D u_texture; layout(set = 0, binding = 0) uniform Locals { vec2 u_tex_size; float u_value; }; void main() { vec2 size = vec2(u_value, u_value); vec2 coord = fract(v_texcoord) * u_tex_size; coord = floor(coord/size) * size; vec4 tex_color = texture(u_texture, coord / u_tex_size); float red = tex_color.r + ((1.0 - tex_color.r) * abs(sin(u_value))); float green = tex_color.g + ((1.0 - tex_color.g) * abs(sin(u_value))); float blue = tex_color.b + ((1.0 - tex_color.b) * abs(sin(u_value))); outColor = vec4(red, green, blue, tex_color.a); } "# }; struct PostProcessTarget { render_texture: RenderTexture, pipeline: Pipeline, vertex_buffer: Buffer, index_buffer: Buffer, uniform_buffer: Buffer, value: f32, } impl PostProcessTarget { fn new(gfx: &mut Graphics, width: u32, height: u32) -> Self { let render_texture = gfx .create_render_texture(width, height) .with_depth() .build() .unwrap(); let vertex_info = VertexInfo::new() .attr(0, VertexFormat::Float32x3) .attr(1, VertexFormat::Float32x2); let pipeline = gfx .create_pipeline() .from(&IMAGE_VERTEX, &PIXEL_INVERT_FRAGMENT) .with_color_blend(BlendMode::NORMAL) .with_vertex_info(&vertex_info) .with_texture_location(0, "u_texture") .build() .unwrap(); #[rustfmt::skip] let vertices = [ //pos //coords 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0 ]; #[rustfmt::skip] let indices = [ 0, 1, 3, 1, 2, 3, ]; let uniforms = [800.0, 600.0, 0.0]; 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(&uniforms) .build() .unwrap(); Self { render_texture, pipeline, value: 0.0, vertex_buffer, index_buffer, uniform_buffer, } } fn create_renderer(&mut self, gfx: &mut Graphics, delta: f32) -> Renderer { gfx.set_buffer_data( &self.uniform_buffer, &[800.0, 600.0, 5.5 + self.value.sin()], ); self.value += 0.3 * delta; let mut renderer = gfx.create_renderer(); renderer.begin(Some(ClearOptions::none())); renderer.set_pipeline(&self.pipeline); renderer.bind_texture(0, &self.render_texture); renderer.bind_buffers(&[ &self.vertex_buffer, &self.index_buffer, &self.uniform_buffer, ]); renderer.draw(0, 6); renderer.end(); renderer } } // - struct that represents a Cube with the pipeline and the draw method //language=glsl const COLOR_VERTEX: 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; }; void main() { v_color = a_color; gl_Position = u_matrix * vec4(a_position, 1.0); } "# }; //language=glsl const COLOR_FRAGMENT: 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; } "# }; struct Cube { pipeline: Pipeline, vertex_buffer: Buffer, index_buffer: Buffer, uniform_buffer: Buffer, mvp: notan::math::Mat4, angle: f32, } impl Cube { fn new(gfx: &mut Graphics) -> Self { let vertex_info = VertexInfo::new() .attr(0, VertexFormat::Float32x3) .attr(1, VertexFormat::Float32x4); let pipeline = gfx .create_pipeline() .from(&COLOR_VERTEX, &COLOR_FRAGMENT) .with_vertex_info(&vertex_info) .with_depth_stencil(DepthStencil { write: true, compare: CompareMode::Less, }) .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(); Self { pipeline, vertex_buffer, index_buffer, uniform_buffer, mvp, angle: 0.0, } } fn create_renderer(&mut self, gfx: &mut Graphics, delta: f32) -> Renderer { gfx.set_buffer_data(&self.uniform_buffer, &rotated_matrix(self.mvp, self.angle)); let mut renderer = gfx.create_renderer(); renderer.begin(Some(ClearOptions { color: Some(Color::new(0.1, 0.2, 0.3, 1.0)), depth: Some(1.0), ..Default::default() })); renderer.set_pipeline(&self.pipeline); renderer.bind_buffers(&[ &self.vertex_buffer, &self.index_buffer, &self.uniform_buffer, ]); renderer.draw(0, 36); renderer.end(); self.angle += 0.6 * delta; renderer } } 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 }