use euc::{buffer::Buffer2d, rasterizer, Pipeline, Target};
use vek::*;
struct Cube<'a> {
mvp: Mat4<f32>,
positions: &'a [Vec4<f32>],
}
impl<'a> Pipeline for Cube<'a> {
type Vertex = (usize, Rgba<f32>);
type VsOut = Rgba<f32>;
type Pixel = u32;
#[inline(always)]
fn vert(&self, (v_index, v_color): &Self::Vertex) -> ([f32; 4], Self::VsOut) {
((self.mvp * self.positions[*v_index]).into_array(), *v_color)
}
#[inline(always)]
fn frag(&self, v_color: &Self::VsOut) -> Self::Pixel {
let bytes = v_color.map(|e| (e * 255.0) as u8).into_array();
(bytes[2] as u32) << 0
| (bytes[1] as u32) << 8
| (bytes[0] as u32) << 16
| (bytes[3] as u32) << 24
}
}
const W: usize = 640;
const H: usize = 480;
fn main() {
let mut color = Buffer2d::new([W, H], 0);
let mut depth = Buffer2d::new([W, H], 1.0);
let mut win = minifb::Window::new("Cube", W, H, minifb::WindowOptions::default()).unwrap();
for i in 0.. {
let mvp = Mat4::perspective_fov_rh_no(1.3, W as f32, H as f32, 0.01, 100.0)
* Mat4::translation_3d(Vec3::new(0.0, 0.0, -2.0))
* Mat4::<f32>::scaling_3d(0.4)
* Mat4::rotation_x((i as f32 * 0.002).sin() * 8.0)
* Mat4::rotation_y((i as f32 * 0.004).cos() * 4.0)
* Mat4::rotation_z((i as f32 * 0.008).sin() * 2.0);
color.clear(0);
depth.clear(1.0);
Cube {
mvp,
positions: &[
Vec4::new(-1.0, -1.0, -1.0, 1.0), Vec4::new(-1.0, -1.0, 1.0, 1.0), Vec4::new(-1.0, 1.0, -1.0, 1.0), Vec4::new(-1.0, 1.0, 1.0, 1.0), Vec4::new(1.0, -1.0, -1.0, 1.0), Vec4::new(1.0, -1.0, 1.0, 1.0), Vec4::new(1.0, 1.0, -1.0, 1.0), Vec4::new(1.0, 1.0, 1.0, 1.0), ],
}
.draw::<rasterizer::Triangles<_, rasterizer::BackfaceCullingEnabled>, _>(
&[
(0, Rgba::green()),
(3, Rgba::blue()),
(2, Rgba::red()),
(0, Rgba::green()),
(1, Rgba::red()),
(3, Rgba::blue()),
(7, Rgba::blue()),
(4, Rgba::green()),
(6, Rgba::red()),
(5, Rgba::red()),
(4, Rgba::green()),
(7, Rgba::blue()),
(5, Rgba::blue()),
(0, Rgba::red()),
(4, Rgba::green()),
(1, Rgba::green()),
(0, Rgba::red()),
(5, Rgba::blue()),
(2, Rgba::red()),
(7, Rgba::blue()),
(6, Rgba::green()),
(2, Rgba::red()),
(3, Rgba::green()),
(7, Rgba::blue()),
(0, Rgba::red()),
(6, Rgba::green()),
(4, Rgba::blue()),
(0, Rgba::red()),
(2, Rgba::blue()),
(6, Rgba::green()),
(7, Rgba::green()),
(1, Rgba::red()),
(5, Rgba::blue()),
(3, Rgba::blue()),
(1, Rgba::red()),
(7, Rgba::green()),
],
&mut color,
Some(&mut depth),
);
if win.is_open() {
win.update_with_buffer(color.as_ref(), W, H).unwrap();
} else {
break;
}
}
}