1use astrelis_core::logging;
11use astrelis_render::{
12 Color, GraphicsContext, RenderTarget, RenderableWindow, WindowContextDescriptor,
13 SpriteSheet, SpriteSheetDescriptor, SpriteAnimation,
14};
15use astrelis_winit::{
16 WindowId,
17 app::run_app,
18 window::{WindowBackend, WindowDescriptor, Window, WinitPhysicalSize},
19};
20use std::collections::HashMap;
21use std::time::Instant;
22use wgpu::util::DeviceExt;
23use std::sync::Arc;
24
25const SHADER: &str = r#"
27struct Uniforms {
28 mvp: mat4x4<f32>,
29}
30
31@group(0) @binding(0) var<uniform> uniforms: Uniforms;
32@group(0) @binding(1) var sprite_texture: texture_2d<f32>;
33@group(0) @binding(2) var sprite_sampler: sampler;
34
35struct VertexInput {
36 @location(0) position: vec2<f32>,
37 @location(1) uv: vec2<f32>,
38}
39
40struct VertexOutput {
41 @builtin(position) clip_position: vec4<f32>,
42 @location(0) uv: vec2<f32>,
43}
44
45@vertex
46fn vs_main(in: VertexInput) -> VertexOutput {
47 var out: VertexOutput;
48 out.clip_position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
49 out.uv = in.uv;
50 return out;
51}
52
53@fragment
54fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
55 return textureSample(sprite_texture, sprite_sampler, in.uv);
56}
57"#;
58
59#[repr(C)]
60#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
61struct Vertex {
62 position: [f32; 2],
63 uv: [f32; 2],
64}
65
66#[repr(C)]
67#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
68struct Uniforms {
69 mvp: [[f32; 4]; 4],
70}
71
72fn generate_sprite_sheet_data() -> (Vec<u8>, u32, u32) {
74 const SPRITE_SIZE: u32 = 64;
75 const COLUMNS: u32 = 4;
76 const ROWS: u32 = 1;
77
78 let width = SPRITE_SIZE * COLUMNS;
79 let height = SPRITE_SIZE * ROWS;
80 let mut pixels = vec![0u8; (width * height * 4) as usize];
81
82 for frame in 0..4 {
85 let base_x = frame * SPRITE_SIZE;
86 let center = SPRITE_SIZE as f32 / 2.0;
87 let radius = SPRITE_SIZE as f32 / 2.0 - 4.0; for y in 0..SPRITE_SIZE {
90 for x in 0..SPRITE_SIZE {
91 let px = (base_x + x) as usize;
92 let py = y as usize;
93 let idx = (py * width as usize + px) * 4;
94
95 let dx = x as f32 - center;
96 let dy = y as f32 - center;
97 let dist = (dx * dx + dy * dy).sqrt();
98 let angle = dy.atan2(dx);
99
100 if (dist - radius).abs() < 3.0 {
102 let segment_angle = std::f32::consts::PI / 2.0 * frame as f32;
104 let mut rel_angle = angle - segment_angle;
106 while rel_angle < 0.0 {
107 rel_angle += std::f32::consts::PI * 2.0;
108 }
109 while rel_angle > std::f32::consts::PI * 2.0 {
110 rel_angle -= std::f32::consts::PI * 2.0;
111 }
112
113 let brightness = 1.0 - (rel_angle / (std::f32::consts::PI * 2.0));
116 let r = (100.0 + 155.0 * brightness) as u8; let g = (150.0 + 105.0 * brightness) as u8; let b = 255; pixels[idx] = r;
121 pixels[idx + 1] = g;
122 pixels[idx + 2] = b;
123 pixels[idx + 3] = 255;
124 } else if dist < radius - 3.0 {
125 let alpha = ((radius - 3.0 - dist) / 10.0).clamp(0.0, 0.3);
128 pixels[idx] = 100;
129 pixels[idx + 1] = 150;
130 pixels[idx + 2] = 200;
131 pixels[idx + 3] = (alpha * 255.0) as u8;
132 }
133 }
134 }
135 }
136
137 (pixels, width, height)
138}
139
140struct App {
141 _context: Arc<GraphicsContext>,
142 windows: HashMap<WindowId, RenderableWindow>,
143 pipeline: wgpu::RenderPipeline,
144 bind_group: wgpu::BindGroup,
145 vertex_buffer: wgpu::Buffer,
146 uniform_buffer: wgpu::Buffer,
147 sprite_sheet: SpriteSheet,
148 animation: SpriteAnimation,
149 last_update: Instant,
150}
151
152fn main() {
153 logging::init();
154
155 run_app(|ctx| {
156 let graphics_ctx = GraphicsContext::new_owned_sync().expect("Failed to create graphics context");
157 let mut windows = HashMap::new();
158
159 let scale = Window::platform_dpi() as f32;
160 let window = ctx
161 .create_window(WindowDescriptor {
162 title: "Sprite Sheet Animation Example".to_string(),
163 size: Some(WinitPhysicalSize::new(400.0 * scale, 400.0 * scale)),
164 ..Default::default()
165 })
166 .expect("Failed to create window");
167
168 let renderable_window = RenderableWindow::new_with_descriptor(
169 window,
170 graphics_ctx.clone(),
171 WindowContextDescriptor {
172 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
173 ..Default::default()
174 },
175 ).expect("Failed to create renderable window");
176
177 let window_id = renderable_window.id();
178 windows.insert(window_id, renderable_window);
179
180 let (sprite_data, tex_width, tex_height) = generate_sprite_sheet_data();
182 let sprite_sheet = SpriteSheet::from_data(
183 &graphics_ctx,
184 &sprite_data,
185 tex_width,
186 tex_height,
187 SpriteSheetDescriptor {
188 sprite_width: 64,
189 sprite_height: 64,
190 columns: 4,
191 rows: 1,
192 ..Default::default()
193 },
194 );
195
196 let animation = SpriteAnimation::new(4, 8.0);
198
199 let shader = graphics_ctx.device().create_shader_module(wgpu::ShaderModuleDescriptor {
201 label: Some("Sprite Shader"),
202 source: wgpu::ShaderSource::Wgsl(SHADER.into()),
203 });
204
205 let bind_group_layout = graphics_ctx.device().create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
207 label: Some("Sprite Bind Group Layout"),
208 entries: &[
209 wgpu::BindGroupLayoutEntry {
210 binding: 0,
211 visibility: wgpu::ShaderStages::VERTEX,
212 ty: wgpu::BindingType::Buffer {
213 ty: wgpu::BufferBindingType::Uniform,
214 has_dynamic_offset: false,
215 min_binding_size: None,
216 },
217 count: None,
218 },
219 wgpu::BindGroupLayoutEntry {
220 binding: 1,
221 visibility: wgpu::ShaderStages::FRAGMENT,
222 ty: wgpu::BindingType::Texture {
223 sample_type: wgpu::TextureSampleType::Float { filterable: true },
224 view_dimension: wgpu::TextureViewDimension::D2,
225 multisampled: false,
226 },
227 count: None,
228 },
229 wgpu::BindGroupLayoutEntry {
230 binding: 2,
231 visibility: wgpu::ShaderStages::FRAGMENT,
232 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
233 count: None,
234 },
235 ],
236 });
237
238 let pipeline_layout = graphics_ctx.device().create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
240 label: Some("Sprite Pipeline Layout"),
241 bind_group_layouts: &[&bind_group_layout],
242 push_constant_ranges: &[],
243 });
244
245 let pipeline = graphics_ctx.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
247 label: Some("Sprite Pipeline"),
248 layout: Some(&pipeline_layout),
249 vertex: wgpu::VertexState {
250 module: &shader,
251 entry_point: Some("vs_main"),
252 buffers: &[wgpu::VertexBufferLayout {
253 array_stride: std::mem::size_of::<Vertex>() as u64,
254 step_mode: wgpu::VertexStepMode::Vertex,
255 attributes: &[
256 wgpu::VertexAttribute {
257 offset: 0,
258 shader_location: 0,
259 format: wgpu::VertexFormat::Float32x2,
260 },
261 wgpu::VertexAttribute {
262 offset: 8,
263 shader_location: 1,
264 format: wgpu::VertexFormat::Float32x2,
265 },
266 ],
267 }],
268 compilation_options: wgpu::PipelineCompilationOptions::default(),
269 },
270 fragment: Some(wgpu::FragmentState {
271 module: &shader,
272 entry_point: Some("fs_main"),
273 targets: &[Some(wgpu::ColorTargetState {
274 format: wgpu::TextureFormat::Bgra8UnormSrgb,
275 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
276 write_mask: wgpu::ColorWrites::ALL,
277 })],
278 compilation_options: wgpu::PipelineCompilationOptions::default(),
279 }),
280 primitive: wgpu::PrimitiveState {
281 topology: wgpu::PrimitiveTopology::TriangleList,
282 ..Default::default()
283 },
284 depth_stencil: None,
285 multisample: wgpu::MultisampleState::default(),
286 multiview: None,
287 cache: None,
288 });
289
290 let uniforms = Uniforms {
292 mvp: [
293 [1.0, 0.0, 0.0, 0.0],
294 [0.0, 1.0, 0.0, 0.0],
295 [0.0, 0.0, 1.0, 0.0],
296 [0.0, 0.0, 0.0, 1.0],
297 ],
298 };
299 let uniform_buffer = graphics_ctx.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
300 label: Some("Uniform Buffer"),
301 contents: bytemuck::cast_slice(&[uniforms]),
302 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
303 });
304
305 let sampler = graphics_ctx.device().create_sampler(&wgpu::SamplerDescriptor {
307 label: Some("Sprite Sampler"),
308 mag_filter: wgpu::FilterMode::Linear,
309 min_filter: wgpu::FilterMode::Linear,
310 ..Default::default()
311 });
312
313 let bind_group = graphics_ctx.device().create_bind_group(&wgpu::BindGroupDescriptor {
315 label: Some("Sprite Bind Group"),
316 layout: &bind_group_layout,
317 entries: &[
318 wgpu::BindGroupEntry {
319 binding: 0,
320 resource: uniform_buffer.as_entire_binding(),
321 },
322 wgpu::BindGroupEntry {
323 binding: 1,
324 resource: wgpu::BindingResource::TextureView(sprite_sheet.view()),
325 },
326 wgpu::BindGroupEntry {
327 binding: 2,
328 resource: wgpu::BindingResource::Sampler(&sampler),
329 },
330 ],
331 });
332
333 let vertices = create_quad_vertices(0.0, 0.0, 1.0, 1.0);
335 let vertex_buffer = graphics_ctx.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
336 label: Some("Vertex Buffer"),
337 contents: bytemuck::cast_slice(&vertices),
338 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
339 });
340
341 Box::new(App {
342 _context: graphics_ctx,
343 windows,
344 pipeline,
345 bind_group,
346 vertex_buffer,
347 uniform_buffer,
348 sprite_sheet,
349 animation,
350 last_update: Instant::now(),
351 })
352 });
353}
354
355fn create_quad_vertices(u_min: f32, v_min: f32, u_max: f32, v_max: f32) -> [Vertex; 6] {
356 [
357 Vertex { position: [-0.5, -0.5], uv: [u_min, v_max] },
358 Vertex { position: [0.5, -0.5], uv: [u_max, v_max] },
359 Vertex { position: [0.5, 0.5], uv: [u_max, v_min] },
360 Vertex { position: [-0.5, -0.5], uv: [u_min, v_max] },
361 Vertex { position: [0.5, 0.5], uv: [u_max, v_min] },
362 Vertex { position: [-0.5, 0.5], uv: [u_min, v_min] },
363 ]
364}
365
366impl astrelis_winit::app::App for App {
367 fn update(&mut self, _ctx: &mut astrelis_winit::app::AppCtx, _time: &astrelis_winit::FrameTime) {
368 let now = Instant::now();
369 let dt = now.duration_since(self.last_update).as_secs_f32();
370 self.last_update = now;
371
372 if self.animation.update(dt) {
374 let frame = self.animation.current_frame();
376 let uv = self.sprite_sheet.sprite_uv(frame);
377 let vertices = create_quad_vertices(uv.u_min, uv.v_min, uv.u_max, uv.v_max);
378
379 if let Some(window) = self.windows.values().next() {
381 window.context().graphics_context().queue().write_buffer(
382 &self.vertex_buffer,
383 0,
384 bytemuck::cast_slice(&vertices),
385 );
386 }
387 }
388 }
389
390 fn render(
391 &mut self,
392 _ctx: &mut astrelis_winit::app::AppCtx,
393 window_id: WindowId,
394 events: &mut astrelis_winit::event::EventBatch,
395 ) {
396 let Some(window) = self.windows.get_mut(&window_id) else {
397 return;
398 };
399
400 events.dispatch(|event| {
402 if let astrelis_winit::event::Event::WindowResized(size) = event {
403 window.resized(*size);
404 astrelis_winit::event::HandleStatus::consumed()
405 } else {
406 astrelis_winit::event::HandleStatus::ignored()
407 }
408 });
409
410 let mut frame = window.begin_drawing();
411
412 frame.clear_and_render(
414 RenderTarget::Surface,
415 Color::rgb(0.1, 0.1, 0.15),
416 |pass| {
417 let pass = pass.wgpu_pass();
418 pass.set_pipeline(&self.pipeline);
419 pass.set_bind_group(0, &self.bind_group, &[]);
420 pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
421 pass.draw(0..6, 0..1);
422 },
423 );
424
425 frame.finish();
426 }
427}