use notan::prelude::*;
const INSTANCES: usize = 1000;
const VERT: ShaderSource = notan::vertex_shader! {
r#"
#version 450
layout(location = 0) in vec2 a_pos;
layout(location = 0) out vec3 v_color;
layout(set = 0, binding = 0) uniform Locals {
float count;
};
void main() {
// Values to change position and color
float n = gl_InstanceIndex * 0.1;
float j = gl_VertexIndex * 0.2;
vec2 pos = a_pos - vec2(sin(n + count), cos(n + count)) * fract(n) * 0.9;
v_color = vec3(fract(n - j), 1.0 - fract(n), fract(n + j));
gl_Position = vec4(pos, 0.0, 1.0);
}
"#
};
const FRAG: ShaderSource = notan::fragment_shader! {
r#"
#version 450
precision mediump float;
layout(location = 0) in vec3 v_color;
layout(location = 0) out vec4 color;
void main() {
color = vec4(v_color, 1.0);
}
"#
};
#[derive(AppState)]
struct State {
pipeline: Pipeline,
vbo: Buffer,
ubo: Buffer,
count: f32,
}
#[notan_main]
fn main() -> Result<(), String> {
notan::init_with(setup).draw(draw).build()
}
fn setup(gfx: &mut Graphics) -> State {
let vertex_info = VertexInfo::new().attr(0, VertexFormat::Float32x2);
let pipeline = gfx
.create_pipeline()
.from(&VERT, &FRAG)
.with_vertex_info(&vertex_info)
.build()
.unwrap();
#[rustfmt::skip]
let pos = [
-0.2, -0.2,
0.2, -0.2,
0.0, 0.2
];
let vbo = gfx
.create_vertex_buffer()
.with_info(&vertex_info)
.with_data(&pos)
.build()
.unwrap();
let ubo = gfx
.create_uniform_buffer(0, "Locals")
.with_data(&[0.0])
.build()
.unwrap();
State {
pipeline,
vbo,
ubo,
count: 0.0,
}
}
fn draw(app: &mut App, gfx: &mut Graphics, state: &mut State) {
let mut renderer = gfx.create_renderer();
renderer.begin(Some(ClearOptions::color(Color::BLACK)));
renderer.set_pipeline(&state.pipeline);
renderer.bind_buffers(&[&state.vbo, &state.ubo]);
renderer.draw_instanced(0, 3, INSTANCES as _);
renderer.end();
gfx.render(&renderer);
state.count += 0.05 * app.timer.delta_f32();
gfx.set_buffer_data(&state.ubo, &[state.count]);
}