use goldy::{
Buffer, BufferUsage, Color, CommandEncoder, DeviceType, Surface,
Instance, RenderPipeline, RenderPipelineDesc, ShaderModule,
Vertex2D, PrimitiveTopology, IndexFormat,
};
use std::sync::Arc;
use std::time::Instant;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
keyboard::{Key, NamedKey},
window::{Window, WindowId},
};
#[derive(Clone, Copy)]
struct Vertex3D {
position: [f32; 3],
color: Color,
}
fn generate_cube_vertices() -> Vec<Vertex3D> {
let face_colors = [
Color { r: 1.0, g: 0.3, b: 0.3, a: 1.0 }, Color { r: 0.3, g: 1.0, b: 0.3, a: 1.0 }, Color { r: 0.3, g: 0.3, b: 1.0, a: 1.0 }, Color { r: 1.0, g: 1.0, b: 0.3, a: 1.0 }, Color { r: 1.0, g: 0.3, b: 1.0, a: 1.0 }, Color { r: 0.3, g: 1.0, b: 1.0, a: 1.0 }, ];
let faces: [[[f32; 3]; 4]; 6] = [
[[-1.0, -1.0, -1.0], [1.0, -1.0, -1.0], [1.0, 1.0, -1.0], [-1.0, 1.0, -1.0]],
[[1.0, -1.0, 1.0], [-1.0, -1.0, 1.0], [-1.0, 1.0, 1.0], [1.0, 1.0, 1.0]],
[[-1.0, -1.0, 1.0], [-1.0, -1.0, -1.0], [-1.0, 1.0, -1.0], [-1.0, 1.0, 1.0]],
[[1.0, -1.0, -1.0], [1.0, -1.0, 1.0], [1.0, 1.0, 1.0], [1.0, 1.0, -1.0]],
[[-1.0, 1.0, -1.0], [1.0, 1.0, -1.0], [1.0, 1.0, 1.0], [-1.0, 1.0, 1.0]],
[[-1.0, -1.0, 1.0], [1.0, -1.0, 1.0], [1.0, -1.0, -1.0], [-1.0, -1.0, -1.0]],
];
let mut vertices = Vec::new();
for (face_idx, face) in faces.iter().enumerate() {
for &pos in face {
vertices.push(Vertex3D { position: pos, color: face_colors[face_idx] });
}
}
vertices
}
fn generate_cube_indices() -> Vec<u16> {
let mut indices = Vec::new();
for face in 0..6 {
let base = (face * 4) as u16;
indices.extend_from_slice(&[base, base + 1, base + 2, base, base + 2, base + 3]);
}
indices
}
fn rotate_y(p: [f32; 3], angle: f32) -> [f32; 3] {
let (s, c) = (angle.sin(), angle.cos());
[p[0] * c + p[2] * s, p[1], -p[0] * s + p[2] * c]
}
fn rotate_x(p: [f32; 3], angle: f32) -> [f32; 3] {
let (s, c) = (angle.sin(), angle.cos());
[p[0], p[1] * c - p[2] * s, p[1] * s + p[2] * c]
}
fn project(p: [f32; 3], fov: f32) -> [f32; 2] {
let z = p[2] + 4.0; let scale = fov / z;
[p[0] * scale, p[1] * scale]
}
const MAX_FRAMES_IN_FLIGHT: usize = 2;
struct App {
instance: Instance,
device: Option<Arc<goldy::Device>>,
pipeline: Option<RenderPipeline>,
shader: Option<ShaderModule>,
window: Option<Arc<Window>>,
surface: Option<Surface>,
start_time: Instant,
vertex_buffers: Vec<Buffer>,
index_buffer: Option<Buffer>,
cube_vertices: Vec<Vertex3D>,
cube_indices: Vec<u16>,
}
impl App {
fn new() -> anyhow::Result<Self> {
let cube_vertices = generate_cube_vertices();
let cube_indices = generate_cube_indices();
Ok(Self {
instance: Instance::new()?,
device: None, pipeline: None, shader: None,
window: None, surface: None,
start_time: Instant::now(),
vertex_buffers: Vec::with_capacity(MAX_FRAMES_IN_FLIGHT),
index_buffer: None,
cube_vertices,
cube_indices,
})
}
fn init_gpu(&mut self, window: &Arc<Window>) -> anyhow::Result<()> {
let device = Arc::new(self.instance.create_device(DeviceType::DiscreteGpu)?);
let surface = Surface::new(&device, window.as_ref())?;
let shader = ShaderModule::from_slang(&device, goldy::shader::builtins::VERTEX_COLOR_2D)?;
let pipeline = RenderPipeline::new(&device, &shader, &shader, &RenderPipelineDesc {
vertex_layout: Vertex2D::layout(),
target_format: surface.format(),
topology: PrimitiveTopology::TriangleList,
..Default::default()
})?;
let index_buffer = Buffer::with_data(&device, &self.cube_indices, BufferUsage::INDEX)?;
self.device = Some(device);
self.shader = Some(shader);
self.pipeline = Some(pipeline);
self.surface = Some(surface);
self.index_buffer = Some(index_buffer);
Ok(())
}
fn render_frame(&mut self) -> anyhow::Result<()> {
let window = self.window.as_ref().unwrap();
let size = window.inner_size();
if size.width == 0 || size.height == 0 { return Ok(()); }
let time = self.start_time.elapsed().as_secs_f32();
let vertices: Vec<Vertex2D> = self.cube_vertices
.iter()
.map(|v| {
let rotated = rotate_x(rotate_y(v.position, time), time * 0.7);
let projected = project(rotated, 2.0);
Vertex2D::new(projected[0], projected[1], v.color)
})
.collect();
let device = self.device.as_ref().unwrap();
let pipeline = self.pipeline.as_ref().unwrap();
let surface = self.surface.as_ref().unwrap();
let index_buffer = self.index_buffer.as_ref().unwrap();
let vertex_buffer = Buffer::with_data(device.as_ref(), &vertices, BufferUsage::VERTEX)?;
let frame = surface.acquire()?;
if self.vertex_buffers.len() >= MAX_FRAMES_IN_FLIGHT {
self.vertex_buffers.remove(0);
}
let mut encoder = CommandEncoder::new();
{
let mut pass = encoder.begin_render_pass();
pass.clear(Color { r: 0.02, g: 0.02, b: 0.05, a: 1.0 });
pass.set_pipeline(pipeline);
pass.set_vertex_buffer(0, &vertex_buffer);
pass.set_index_buffer(index_buffer, IndexFormat::Uint16);
pass.draw_indexed(0..self.cube_indices.len() as u32, 0, 0..1);
}
frame.render(encoder)?;
surface.present(frame)?;
self.vertex_buffers.push(vertex_buffer);
Ok(())
}
fn handle_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
if let Some(surface) = &mut self.surface {
let _ = surface.resize(new_size.width, new_size.height);
}
}
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.window.is_none() {
let window = Arc::new(event_loop.create_window(
Window::default_attributes()
.with_title("Goldy - Solid Cube with Depth Buffer")
.with_inner_size(winit::dpi::LogicalSize::new(800, 800))
).unwrap());
self.window = Some(window.clone());
self.init_gpu(&window).unwrap();
window.request_redraw();
}
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput { event, .. } if event.state.is_pressed() => {
if matches!(event.logical_key, Key::Named(NamedKey::Escape)) { event_loop.exit(); }
}
WindowEvent::RedrawRequested => {
if let Err(e) = self.render_frame() {
eprintln!("Render error: {}", e);
}
self.window.as_ref().unwrap().request_redraw();
}
WindowEvent::Resized(new_size) => {
self.handle_resize(new_size);
if let Some(window) = &self.window {
window.request_redraw();
}
}
_ => {}
}
}
}
fn main() -> anyhow::Result<()> {
tracing_subscriber::fmt().with_env_filter("info").init();
println!("Goldy Solid Cube Example - Press Escape to exit");
println!("Demonstrates indexed rendering with 3D transformations");
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Poll);
event_loop.run_app(&mut App::new()?)?;
Ok(())
}