use std::f32::consts::PI;
use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::{Engine, EngineBuilder};
use bottomless_pit::material::{Material, MaterialBuilder};
use bottomless_pit::render::RenderInformation;
use bottomless_pit::shader::{Shader, UniformData};
use bottomless_pit::vectors::Vec2;
use bottomless_pit::Game;
use encase::ShaderType;
fn main() {
let mut engine = EngineBuilder::new()
.set_clear_colour(Colour::WHITE)
.build()
.unwrap();
let mouse_shader = Shader::new("examples/mouse.wgsl", true, &mut engine);
let circle_shader = Shader::new("examples/movement.wgsl", true, &mut engine);
let data = MousePos {
x: 0.0,
y: 0.0,
_junk: 0.0,
_padding2: 0.0,
};
let mouse_uniform_data = UniformData::new(&engine, &data);
let circle_uniform_data = UniformData::new(&engine, &data);
let mouse_material = MaterialBuilder::new()
.set_shader(mouse_shader)
.set_uniform(&mouse_uniform_data)
.build(&mut engine);
let circle_material = MaterialBuilder::new()
.set_shader(circle_shader)
.set_uniform(&circle_uniform_data)
.build(&mut engine);
let defualt_material = MaterialBuilder::new().build(&mut engine);
let game = ShaderExample {
data,
mouse_material,
circle_material,
defualt_material,
theta: 0.0,
};
engine.run(game);
}
#[derive(ShaderType)]
struct MousePos {
x: f32,
y: f32,
_junk: f32,
_padding2: f32,
}
struct ShaderExample {
mouse_material: Material,
circle_material: Material,
defualt_material: Material,
data: MousePos,
theta: f32,
}
impl Game for ShaderExample {
fn render<'pass, 'others>(
&'others mut self,
mut render_handle: RenderInformation<'pass, 'others>,
) where
'others: 'pass,
{
self.mouse_material.add_rectangle(
Vec2 { x: 0.0, y: 0.0 },
Vec2 { x: 100.0, y: 100.0 },
Colour::RED,
&render_handle,
);
self.circle_material.add_rectangle(
Vec2 { x: 100.0, y: 100.0 },
Vec2 { x: 100.0, y: 100.0 },
Colour::RED,
&render_handle,
);
self.defualt_material.add_rectangle(
Vec2 { x: 0.0, y: 200.0 },
Vec2 { x: 100.0, y: 100.0 },
Colour::RED,
&render_handle,
);
self.mouse_material.draw(&mut render_handle);
self.circle_material.draw(&mut render_handle);
self.defualt_material.draw(&mut render_handle);
}
fn update(&mut self, engine_handle: &mut Engine) {
let dt = engine_handle.get_frame_delta_time();
self.theta = (self.theta + dt) % (2.0 * PI);
let size = engine_handle.get_window_size();
let mouse_pos = engine_handle.get_mouse_position();
let new_data = MousePos {
x: mouse_pos.x / size.x as f32,
y: mouse_pos.y / size.y as f32,
_junk: 0.0,
_padding2: 0.0,
};
self.data = new_data;
self.mouse_material
.update_uniform_data(&self.data, &engine_handle);
self.circle_material
.update_uniform_data(&self.theta, &engine_handle);
}
}