use cgmath::{Rotation3, Quaternion};
use forte_engine::{end_render, inputs::winit_input::EngineInput, math::transforms::Transform, pass, primitives::{cameras::Camera, mesh::Mesh, textures::Texture, transforms::TransformRaw, vertices::Vertex}, render::{pipelines::Pipeline, render_engine::*}, run_app, start_render, utils::{camera_controller::CameraController, resources::Handle}, EngineApp};
use wgpu::util::DeviceExt;
use winit::event::ElementState;
const VERTICES: &[Vertex] = &[
Vertex { position: [ 0.5, -0.5, -0.5], tex_coords: [0.4131759, 0.00759614], normal: [0.0, 0.0, 0.0] },
Vertex { position: [ 0.5, -0.5, 0.5], tex_coords: [0.0048659444, 0.43041354], normal: [0.0, 0.0, 0.0] },
Vertex { position: [-0.5, -0.5, 0.5], tex_coords: [0.28081453, 0.949397], normal: [0.0, 0.0, 0.0] },
Vertex { position: [-0.5, -0.5, -0.5], tex_coords: [0.85967, 0.84732914], normal: [0.0, 0.0, 0.0] },
Vertex { position: [ 0.5, 0.5, -0.5], tex_coords: [0.9414737, 0.2652641], normal: [0.0, 0.0, 0.0] },
Vertex { position: [ 0.5, 0.5, 0.5], tex_coords: [0.28081453, 0.949397], normal: [0.0, 0.0, 0.0] },
Vertex { position: [-0.5, 0.5, 0.5], tex_coords: [0.85967, 0.84732914], normal: [0.0, 0.0, 0.0] },
Vertex { position: [-0.5, 0.5, -0.5], tex_coords: [0.9414737, 0.2652641], normal: [0.0, 0.0, 0.0] },
];
const INDICES: &[u16] = &[
1, 2, 3,
4, 7, 6,
4, 5, 1,
1, 5, 6,
6, 7, 3,
4, 0, 3,
0, 1, 3,
5, 4, 6,
0, 4, 1,
2, 1, 6,
2, 6, 3,
7, 4, 3
];
#[derive(Debug)]
pub struct MainApp {
render_engine: RenderEngine,
pipeline: Pipeline,
mesh: Handle<Mesh>,
texture: Handle<Texture>,
camera: Camera,
controller: CameraController,
instances: Vec<Transform>,
instance_buffer: wgpu::Buffer
}
impl EngineApp for MainApp {
fn create(mut engine: RenderEngine) -> Self {
let pipeline = Pipeline::new(
"std", &engine, include_str!("rotating_cube.wgsl"),
&[Vertex::desc(), TransformRaw::desc()],
&[
&engine.device.create_bind_group_layout(&Camera::BIND_LAYOUT),
&engine.device.create_bind_group_layout(&Texture::BIND_LAYOUT),
],
true
);
let mut camera = Camera::new(
&engine,
engine.config.width as f32 / engine.config.height as f32,
45.0, 0.1, 100.0
);
camera.position = (0.0, 0.0, 5.0).into();
camera.update(&mut engine);
let camera_controller = CameraController::new(0.02);
let instances = vec![Transform {
position: cgmath::Vector3 { x: 0.0, y: 0.0, z: 0.0 },
rotation: cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0)),
scale: (1.0, 1.0, 1.0).into()
}];
let instance_data = instances.iter().map(TransformRaw::from_generic).collect::<Vec<_>>();
let instance_buffer = engine.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST
}
);
let mesh = engine.create_mesh("test", VERTICES, INDICES);
let texture = engine.create_texture("test", include_bytes!("rotating_cube.png"));
Self {
render_engine: engine,
mesh, texture,
camera, pipeline,
controller: camera_controller,
instances, instance_buffer
}
}
fn start(&mut self) {}
fn input(&mut self, input: EngineInput) {
match input {
EngineInput::KeyInput(key_code, state) => {
let pressed = matches!(state, ElementState::Pressed);
self.controller.key_input(key_code, pressed);
}
EngineInput::MouseMove(..) => {}
_ => println!("Received input {:?}", input)
}
}
fn update(&mut self) {
self.controller.update_camera(&mut self.camera);
self.camera.update(&mut self.render_engine);
let mut resources = start_render!(self.render_engine);
{
let mut pass = pass!(self.render_engine, resources);
let transform = self.instances.get_mut(0).unwrap();
transform.rotation = Quaternion::from_angle_y(cgmath::Deg(self.render_engine.time_since_start * 45.0)) * Quaternion::from_angle_z(cgmath::Deg(self.render_engine.time_since_start * 45.0));
let instance_data = self.instances.iter().map(TransformRaw::from_generic).collect::<Vec<_>>();
self.render_engine.queue.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&instance_data));
self.pipeline.bind(&mut pass);
self.camera.bind(&mut pass, &self.render_engine, 0);
self.render_engine.draw_textured_mesh(&mut pass, &self.mesh, &self.texture, &self.instance_buffer, self.instances.len() as u32);
}
end_render!(self.render_engine, resources);
self.render_engine.next_frame();
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) { self.render_engine.resize(new_size); }
fn exit(&mut self) {}
}
fn main() { run_app::<MainApp>(); }