rotating_cube/
rotating_cube.rs

1use cgmath::{Rotation3, Quaternion};
2use 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};
3use wgpu::util::DeviceExt;
4use winit::event::ElementState;
5
6const VERTICES: &[Vertex] = &[
7    Vertex { position: [ 0.5, -0.5, -0.5], tex_coords: [0.4131759, 0.00759614], normal: [0.0, 0.0, 0.0] },
8    Vertex { position: [ 0.5, -0.5,  0.5], tex_coords: [0.0048659444, 0.43041354], normal: [0.0, 0.0, 0.0] },
9    Vertex { position: [-0.5, -0.5,  0.5], tex_coords: [0.28081453, 0.949397], normal: [0.0, 0.0, 0.0] },
10    Vertex { position: [-0.5, -0.5, -0.5], tex_coords: [0.85967, 0.84732914], normal: [0.0, 0.0, 0.0] },
11    Vertex { position: [ 0.5,  0.5, -0.5], tex_coords: [0.9414737, 0.2652641], normal: [0.0, 0.0, 0.0] },
12    Vertex { position: [ 0.5,  0.5,  0.5], tex_coords: [0.28081453, 0.949397], normal: [0.0, 0.0, 0.0] },
13    Vertex { position: [-0.5,  0.5,  0.5], tex_coords: [0.85967, 0.84732914], normal: [0.0, 0.0, 0.0] },
14    Vertex { position: [-0.5,  0.5, -0.5], tex_coords: [0.9414737, 0.2652641], normal: [0.0, 0.0, 0.0] },
15];
16
17const INDICES: &[u16] = &[
18    1, 2, 3,
19    4, 7, 6,
20    4, 5, 1,
21    1, 5, 6,
22    6, 7, 3,
23    4, 0, 3,
24    0, 1, 3,
25    5, 4, 6,
26    0, 4, 1,
27    2, 1, 6,
28    2, 6, 3,
29    7, 4, 3
30];
31
32#[derive(Debug)]
33pub struct MainApp { 
34    render_engine: RenderEngine,
35    pipeline: Pipeline,
36    mesh: Handle<Mesh>, 
37    texture: Handle<Texture>, 
38    camera: Camera, 
39    controller: CameraController,
40
41    instances: Vec<Transform>,
42    instance_buffer: wgpu::Buffer
43}
44
45impl EngineApp for MainApp {
46    fn create(mut engine: RenderEngine) -> Self {
47        // create render pipeline
48        let pipeline = Pipeline::new(
49            "std", &engine, include_str!("rotating_cube.wgsl"),
50            &[Vertex::desc(), TransformRaw::desc()],
51            &[
52                &engine.device.create_bind_group_layout(&Camera::BIND_LAYOUT),
53                &engine.device.create_bind_group_layout(&Texture::BIND_LAYOUT),
54            ],
55            true
56        );
57
58        // generate camera
59        let mut camera = Camera::new(
60            &engine, 
61            engine.config.width as f32 / engine.config.height as f32,
62            45.0, 0.1, 100.0
63        );
64        camera.position = (0.0, 0.0, 5.0).into();
65        camera.update(&mut engine);
66        let camera_controller = CameraController::new(0.02);
67
68        // create instances
69        let instances = vec![Transform {
70            position: cgmath::Vector3 { x: 0.0, y: 0.0, z: 0.0 },
71            rotation: cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0)),
72            scale: (1.0, 1.0, 1.0).into()
73        }];
74
75        // create instance buffer
76        let instance_data = instances.iter().map(TransformRaw::from_generic).collect::<Vec<_>>();
77        let instance_buffer = engine.device.create_buffer_init(
78            &wgpu::util::BufferInitDescriptor {
79                label: Some("Instance Buffer"),
80                contents: bytemuck::cast_slice(&instance_data),
81                usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST
82            }
83        );
84
85        let mesh = engine.create_mesh("test", VERTICES, INDICES);
86        let texture = engine.create_texture("test", include_bytes!("rotating_cube.png"));
87
88        // create instance of self
89        Self {
90            render_engine: engine,
91            mesh, texture,
92            camera, pipeline,
93            controller: camera_controller,
94            instances, instance_buffer
95        }
96    }
97
98    fn start(&mut self) {}
99
100    fn input(&mut self, input: EngineInput) {
101        // display all inputs except mouse move
102        match input {
103            EngineInput::KeyInput(key_code, state) => {
104                let pressed = matches!(state, ElementState::Pressed);
105                self.controller.key_input(key_code, pressed);
106            }
107            EngineInput::MouseMove(..) => {}
108            _ => println!("Received input {:?}", input)
109        }
110    }
111
112    fn update(&mut self) {
113        // update the camera and its controller
114        self.controller.update_camera(&mut self.camera);
115        self.camera.update(&mut self.render_engine);
116
117        // start render and get resources
118        let mut resources = start_render!(self.render_engine);
119
120        {
121            // create render pass
122            let mut pass = pass!(self.render_engine, resources);
123
124            // update rotation
125            let transform = self.instances.get_mut(0).unwrap();
126            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));
127            let instance_data = self.instances.iter().map(TransformRaw::from_generic).collect::<Vec<_>>();
128            self.render_engine.queue.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&instance_data));
129
130            // draw
131            self.pipeline.bind(&mut pass);
132            self.camera.bind(&mut pass, &self.render_engine, 0);
133            self.render_engine.draw_textured_mesh(&mut pass, &self.mesh, &self.texture, &self.instance_buffer, self.instances.len() as u32);
134        }
135
136        // end render
137        end_render!(self.render_engine, resources);
138        self.render_engine.next_frame();
139    }
140
141    fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) { self.render_engine.resize(new_size); }
142
143    fn exit(&mut self) {}
144}
145
146fn main() { run_app::<MainApp>(); }