use notan::math::{Mat4, Vec3};
use notan::prelude::*;
const VERT: ShaderSource = notan::vertex_shader! {
r#"
#version 450
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec4 a_color;
layout(location = 0) out vec4 v_color;
layout(set = 0, binding = 0) uniform Locals {
mat4 u_matrix;
};
void main() {
v_color = a_color;
gl_Position = u_matrix * a_position;
}
"#
};
const FRAG: ShaderSource = notan::fragment_shader! {
r#"
#version 450
precision mediump float;
layout(location = 0) in vec4 v_color;
layout(location = 0) out vec4 color;
void main() {
color = v_color;
}
"#
};
#[derive(AppState)]
struct State {
clear_options: ClearOptions,
pipeline: Pipeline,
vbo: Buffer,
ebo: Buffer,
ubo: Buffer,
mvp: notan::math::Mat4,
angle: f32,
}
#[notan_main]
fn main() -> Result<(), String> {
notan::init_with(setup).draw(draw).build()
}
fn setup(gfx: &mut Graphics) -> State {
let clear_options = ClearOptions {
color: Some(Color::new(0.1, 0.2, 0.3, 1.0)),
depth: Some(1.0),
stencil: None,
};
let depth_stencil = DepthStencil {
write: true,
compare: CompareMode::Less,
};
let vertex_info = VertexInfo::new()
.attr(0, VertexFormat::Float32x3)
.attr(1, VertexFormat::Float32x4);
let pipeline = gfx
.create_pipeline()
.from(&VERT, &FRAG)
.with_vertex_info(&vertex_info)
.with_depth_stencil(depth_stencil)
.build()
.unwrap();
#[rustfmt::skip]
let vertices = [
-1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0,
1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 0.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0,
1.0, -1.0, -1.0, 1.0, 0.5, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.5, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0, 0.5, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0, 0.5, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 0.5, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.5, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, 0.5, 1.0, 1.0,
1.0, -1.0, -1.0, 0.0, 0.5, 1.0, 1.0,
-1.0, 1.0, -1.0, 1.0, 0.0, 0.5, 1.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 0.5, 1.0,
1.0, 1.0, 1.0, 1.0, 0.0, 0.5, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.5, 1.0,
];
#[rustfmt::skip]
let indices = [
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
];
let projection = Mat4::perspective_rh_gl(45.0, 4.0 / 3.0, 0.1, 100.0);
let view = Mat4::look_at_rh(
Vec3::new(4.0, 3.0, 3.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
);
let mvp = Mat4::IDENTITY * projection * view;
let vertex_buffer = gfx
.create_vertex_buffer()
.with_info(&vertex_info)
.with_data(&vertices)
.build()
.unwrap();
let index_buffer = gfx
.create_index_buffer()
.with_data(&indices)
.build()
.unwrap();
let uniform_buffer = gfx
.create_uniform_buffer(0, "Locals")
.with_data(&mvp)
.build()
.unwrap();
State {
clear_options,
pipeline,
vbo: vertex_buffer,
ebo: index_buffer,
ubo: uniform_buffer,
mvp,
angle: 0.0,
}
}
fn draw(app: &mut App, gfx: &mut Graphics, state: &mut State) {
let mut renderer = gfx.create_renderer();
gfx.set_buffer_data(&state.ubo, &rotated_matrix(state.mvp, state.angle));
renderer.begin(Some(state.clear_options));
renderer.set_pipeline(&state.pipeline);
renderer.bind_buffers(&[&state.vbo, &state.ebo, &state.ubo]);
renderer.draw(0, 36);
renderer.end();
gfx.render(&renderer);
state.angle += 0.6 * app.timer.delta_f32();
}
fn rotated_matrix(base: Mat4, angle: f32) -> Mat4 {
let rot_x = Mat4::from_rotation_x(angle);
let rot_y = Mat4::from_rotation_y(angle);
base * rot_x * rot_y
}