use ggez::graphics::{Camera3d, Canvas3d, DrawParam3d, Mesh3d, Mesh3dBuilder, Vertex3d};
use std::{env, path};
use winit::keyboard::{Key, NamedKey, PhysicalKey};
use ggez::graphics::Shader;
use ggez::input::keyboard::KeyCode;
use ggez::{
event,
glam::*,
graphics::{self, Color},
Context, GameResult,
};
struct MainState {
camera: Camera3d,
meshes: Vec<(Mesh3d, Vec3, Vec3)>,
custom_shader: Shader,
}
impl MainState {
fn new(ctx: &mut Context) -> GameResult<Self> {
let mut camera = Camera3d::default();
let vertex_data = vec![
Vertex3d::new([-1.0, -1.0, 1.0], [0.0, 0.0], Color::GREEN, [0.0, 1.0, 0.0]),
Vertex3d::new([1.0, -1.0, 1.0], [1.0, 0.0], Color::GREEN, [0.0, 1.0, 0.0]),
Vertex3d::new([1.0, 1.0, 1.0], [1.0, 1.0], Color::GREEN, [0.0, 1.0, 0.0]),
Vertex3d::new(
[-1.0, 1.0, 1.0],
[0.0, 1.0],
Color::new(0.0, 1.0, 0.0, 1.0),
[0.0, 0.0, 1.0],
),
Vertex3d::new([-1.0, 1.0, -1.0], [1.0, 0.0], None, [0.0, 0.0, -1.0]),
Vertex3d::new([1.0, 1.0, -1.0], [0.0, 0.0], None, [0.0, 0.0, -1.0]),
Vertex3d::new([1.0, -1.0, -1.0], [0.0, 1.0], None, [0.0, 0.0, -1.0]),
Vertex3d::new([-1.0, -1.0, -1.0], [1.0, 1.0], None, [0.0, 0.0, -1.0]),
Vertex3d::new([1.0, -1.0, -1.0], [0.0, 0.0], None, [1.0, 0.0, 0.0]),
Vertex3d::new([1.0, 1.0, -1.0], [1.0, 0.0], None, [1.0, 0.0, 0.0]),
Vertex3d::new([1.0, 1.0, 1.0], [1.0, 1.0], None, [1.0, 0.0, 0.0]),
Vertex3d::new([1.0, -1.0, 1.0], [0.0, 1.0], None, [1.0, 0.0, 0.0]),
Vertex3d::new([-1.0, -1.0, 1.0], [1.0, 0.0], None, [-1.0, 0.0, 0.0]),
Vertex3d::new([-1.0, 1.0, 1.0], [0.0, 0.0], None, [-1.0, 0.0, 0.0]),
Vertex3d::new([-1.0, 1.0, -1.0], [0.0, 1.0], None, [-1.0, 0.0, 0.0]),
Vertex3d::new([-1.0, -1.0, -1.0], [1.0, 1.0], None, [-1.0, 0.0, 0.0]),
Vertex3d::new([1.0, 1.0, -1.0], [1.0, 0.0], None, [0.0, 1.0, 0.0]),
Vertex3d::new([-1.0, 1.0, -1.0], [0.0, 0.0], None, [0.0, 1.0, 0.0]),
Vertex3d::new([-1.0, 1.0, 1.0], [0.0, 1.0], None, [0.0, 1.0, 0.0]),
Vertex3d::new([1.0, 1.0, 1.0], [1.0, 1.0], None, [0.0, 1.0, 0.0]),
Vertex3d::new([1.0, -1.0, 1.0], [0.0, 0.0], None, [0.0, -1.0, 0.0]),
Vertex3d::new([-1.0, -1.0, 1.0], [1.0, 0.0], None, [0.0, -1.0, 0.0]),
Vertex3d::new([-1.0, -1.0, -1.0], [1.0, 1.0], None, [0.0, -1.0, 0.0]),
Vertex3d::new([1.0, -1.0, -1.0], [0.0, 1.0], None, [0.0, -1.0, 0.0]),
];
#[rustfmt::skip]
let index_data: Vec<u32> = vec![
0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20, ];
let image_two =
graphics::Image::from_color(ctx, 1, 1, graphics::Color::from_rgb(50, 50, 50));
let mesh = Mesh3dBuilder::new()
.from_data(vertex_data, index_data, None)
.build(ctx);
let mesh_two = Mesh3dBuilder::new()
.cube(Vec3::splat(5.0))
.texture(image_two)
.build(ctx);
camera.transform.yaw = 90.0;
Ok(MainState {
camera,
meshes: vec![
(mesh, Vec3::new(10.0, 1.0, 1.0), Vec3::new(0.0, 0.0, 0.0)),
(mesh_two, Vec3::new(1.0, 1.0, 1.0), Vec3::new(0.0, 0.0, 0.0)),
],
custom_shader: graphics::ShaderBuilder::from_path("/fancy.wgsl")
.build(&ctx.gfx)
.unwrap(),
})
}
}
impl event::EventHandler for MainState {
fn resize_event(&mut self, _: &mut Context, width: f32, height: f32) -> GameResult {
self.camera.projection.resize(width as u32, height as u32);
Ok(())
}
fn update(&mut self, ctx: &mut Context) -> GameResult {
let k_ctx = &ctx.keyboard.clone();
let (yaw_sin, yaw_cos) = self.camera.transform.yaw.sin_cos();
let forward = Vec3::new(yaw_cos, 0.0, yaw_sin).normalize();
let right = Vec3::new(-yaw_sin, 0.0, yaw_cos).normalize();
if k_ctx.is_logical_key_pressed(&Key::Character("q".into())) {
self.meshes[1].1 += 0.1;
}
if k_ctx.is_logical_key_pressed(&Key::Character("e".into())) {
self.meshes[1].1 -= 0.1;
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::Space)) {
self.camera.transform.position.y += 1.0;
}
if k_ctx.is_logical_key_pressed(&Key::Character("c".into())) {
self.camera.transform.position.y -= 1.0;
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyW)) {
self.camera.transform = self.camera.transform.translate(forward);
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyS)) {
self.camera.transform = self.camera.transform.translate(-forward);
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyD)) {
self.camera.transform = self.camera.transform.translate(right);
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyA)) {
self.camera.transform = self.camera.transform.translate(-right);
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowRight)) {
self.camera.transform.yaw += 1.0_f32.to_radians();
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowLeft)) {
self.camera.transform.yaw -= 1.0_f32.to_radians();
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowUp)) {
self.camera.transform.pitch += 1.0_f32.to_radians();
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowDown)) {
self.camera.transform.pitch -= 1.0_f32.to_radians();
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
let mut canvas3d = Canvas3d::from_frame(ctx, Color::BLACK);
canvas3d.set_projection(self.camera.to_matrix());
for (i, mesh) in self.meshes.iter().enumerate() {
if i == 0 {
canvas3d.set_default_shader();
} else {
canvas3d.set_shader(&self.custom_shader);
}
canvas3d.draw(
&mesh.0,
DrawParam3d::default()
.scale(mesh.1)
.color(Color::new(0.5, 0.5, 0.5, 1.0)),
);
}
canvas3d.finish(ctx)?;
let mut canvas = graphics::Canvas::from_frame(ctx, None);
let dest_point1 = Vec2::new(10.0, 210.0);
let dest_point2 = Vec2::new(10.0, 250.0);
canvas.draw(
&graphics::Text::new("You can mix 3d and 2d drawing;"),
dest_point1,
);
canvas.draw(
&graphics::Text::new(
"
WASD: Move
Arrow Keys: Look
C/Space: Up and Down
Q/E: Scale cube up and Down
",
),
dest_point2,
);
canvas.finish(ctx)?;
Ok(())
}
}
pub fn main() -> GameResult {
let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
let mut path = path::PathBuf::from(manifest_dir);
path.push("resources");
path
} else {
path::PathBuf::from("./resources")
};
let cb = ggez::ContextBuilder::new("3d", "ggez")
.window_mode(ggez::conf::WindowMode::default().resizable(true))
.add_resource_path(resource_dir);
let (mut ctx, events_loop) = cb.build()?;
let state = MainState::new(&mut ctx)?;
event::run(ctx, events_loop, state)
}