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 }