pub struct Instance<M, S: SurfaceStyles = ()> { /* private fields */ }Expand description
A draw a game builds and submits: a mesh’s position, its turn, the part of its textures it samples, the style it is drawn with, the fade over its slots, and any materials that override its slot defaults.
S is the game’s style set, which surface_style proves a
style against. It is () by default, the style set of a game with no
style of its own; a game with styles of its own writes
Instance<M, Looks> wherever it names the type — Looks is the set
examples/sprite-adventure.rs declares.
Implementations§
Source§impl<M, S: SurfaceStyles> Instance<M, S>
impl<M, S: SurfaceStyles> Instance<M, S>
Sourcepub fn at(self, transform: impl Into<Transform>) -> Self
pub fn at(self, transform: impl Into<Transform>) -> Self
Moves the instance to transform, in place of the one it has.
Examples found in repository?
909 fn draw_pair(
910 ctx: &mut FrameContext<'_, Self>,
911 z: f32,
912 height: f32,
913 plain: Instance<Shape, Looks>,
914 mapped: Instance<Shape, Looks>,
915 mapped_on: bool,
916 ) {
917 ctx.draw(plain.clone().at(Vec3::new(-PAIR_HALF_SPACING, height, z)));
918 let right = if mapped_on { mapped } else { plain };
919 ctx.draw(right.at(Vec3::new(PAIR_HALF_SPACING, height, z)));
920 }Sourcepub fn billboard(self) -> Self
pub fn billboard(self) -> Self
Turns the draw to face the frame’s camera, in place of the turn its transform holds.
The transform’s sizes are still the draw’s size, and its position still places it. The last of the two facing calls is the one used.
Examples found in repository?
661 fn draw_sparks(&self, ctx: &mut FrameContext<'_, Breakout>) {
662 for spark in &self.sparks {
663 let age = (spark.age / SPARK_LIFETIME).clamp(0.0, 1.0);
664 let fade = 1.0 - age;
665 let size = SPARK_SIZE_START.lerp(SPARK_SIZE_END, age);
666 ctx.draw(
667 Quad.at(Transform::from_scale_rotation_translation(
668 Vec3::splat(size),
669 Quat::IDENTITY,
670 spark.position,
671 ))
672 .billboard()
673 .roll(spark.roll + spark.age * SPARK_SPIN_SPEED)
674 .material(
675 Material::color(spark.color.with_alpha(fade))
676 .emissive(spark.color.dimmed(SPARK_EMISSIVE_PEAK))
677 .additive(),
678 ),
679 );
680 }
681 }More examples
1531 fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532 let elapsed = self.simulated.as_secs_f32();
1533 let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535 for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536 let base = Vec3::new(x, 0.0, z);
1537 ctx.draw(
1538 Torch
1539 .at(Transform::from_scale_rotation_translation(
1540 Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541 Quat::IDENTITY,
1542 base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543 ))
1544 .upright(),
1545 );
1546
1547 let phase = index as f32 * 2.1;
1548 let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549 let flame_pos =
1550 base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552 let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553 ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554 // The pair burn an even share of the loop apart.
1555 let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556 ctx.draw(
1557 Flame
1558 .at(Transform::from_scale_rotation_translation(
1559 Vec3::splat(FLAME_SIZE),
1560 Quat::IDENTITY,
1561 flame_pos,
1562 ))
1563 .billboard()
1564 .roll(flicker * FLAME_ROLL)
1565 .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566 );
1567 }
1568 }Sourcepub fn upright(self) -> Self
pub fn upright(self) -> Self
Turns the draw about +Y alone to face the frame’s camera — a
sprite upright on the ground, however far the camera looks down at
it.
Keeps the transform’s sizes and position, like
billboard.
Examples found in repository?
583 fn draw_sprite(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
584 let position = self.sprite.previous.lerp(self.sprite.position, ctx.alpha());
585 let current = self.turn == Turn::Sprite;
586 let (tint, glow) = if current && self.selected {
587 (SELECTED_TINT, SELECTED_GLOW)
588 } else if current && hover == Hover::CurrentUnit {
589 (HOVER_TINT, HOVER_GLOW)
590 } else if current {
591 (TURN_TINT, TURN_GLOW)
592 } else {
593 (Color::WHITE, Color::BLACK)
594 };
595 ctx.draw(
596 Sprite
597 .at(Transform::from_scale_rotation_translation(
598 Vec3::new(SPRITE_WIDTH, SPRITE_HEIGHT, 1.0),
599 Quat::IDENTITY,
600 position,
601 ))
602 .upright()
603 .frame(sprite_frame(self.sprite.facing_right))
604 .material(Material::lit(tint).cutout().emissive(glow)),
605 );
606 }More examples
1256 fn draw_hedgerow(&self, ctx: &mut FrameContext<'_, Keep>) {
1257 for (row, half) in [HEDGE_INNER_HALF, HEDGE_OUTER_HALF].into_iter().enumerate() {
1258 let row = row as i32;
1259 // The inner row covers both corners; the outer one is half a
1260 // span in from each, backing the gaps the inner row leaves.
1261 let spans = ((2.0 * half / HEDGE_STEP).round() as i32).max(1);
1262 let span = 2.0 * half / spans as f32;
1263 let steps = spans - row;
1264 for step in 0..=steps {
1265 let along = -half + (step as f32 + 0.5 * row as f32) * span;
1266 let scale = if (step + row) % 2 == 0 { 1.0 } else { 0.8 };
1267 let (width, height) = (BUSH_WIDTH * scale, BUSH_HEIGHT * scale);
1268 // The path leaves through the rows running along `X`, so only
1269 // those two open around it.
1270 let gated = along.abs() < HEDGE_GATE_HALF;
1271 let corner = step == 0 || step == steps;
1272 let places = [
1273 (along, -half, gated),
1274 (along, half, gated),
1275 (-half, along, corner),
1276 (half, along, corner),
1277 ];
1278 for (x, z, skip) in places {
1279 if skip {
1280 continue;
1281 }
1282 ctx.draw(
1283 Bush.at(Transform::from_scale_rotation_translation(
1284 Vec3::new(width, height, width),
1285 Quat::IDENTITY,
1286 Vec3::new(x, height * 0.5, z),
1287 ))
1288 .upright(),
1289 );
1290 }
1291 }
1292 }
1293 }
1294
1295 /// The pond: a square of styled water, and the shoreline sprite laid over
1296 /// it, which rings the open middle and hides the water's own edges.
1297 fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298 ctx.draw(
1299 Plane
1300 .at(Transform::from_scale_rotation_translation(
1301 Vec3::splat(POND_WATER_HALF * 2.0),
1302 Quat::IDENTITY,
1303 POND_CENTER,
1304 ))
1305 .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306 .surface_style::<Water>(),
1307 );
1308 ctx.draw(
1309 Shore
1310 .at(Transform::from_scale_rotation_translation(
1311 Vec3::splat(POND_HALF * 2.0),
1312 Quat::IDENTITY,
1313 Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314 ))
1315 .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316 );
1317 }
1318
1319 fn draw_crates(&self, ctx: &mut FrameContext<'_, Keep>) {
1320 for &(x, z, turn) in &CRATE_POSITIONS {
1321 ctx.draw(Crate.at(Transform::from_scale_rotation_translation(
1322 Vec3::splat(CRATE_SIZE),
1323 Quat::from_rotation_y(turn),
1324 Vec3::new(x, CRATE_SIZE * 0.5, z),
1325 )));
1326 }
1327 }
1328
1329 /// The well: its rim in grey masonry, and the mouth cell laid over the
1330 /// rim's top face.
1331 fn draw_well(&self, ctx: &mut FrameContext<'_, Keep>) {
1332 let cells = Sheet::new(UVec2::new(WELL_CELLS, 1));
1333 ctx.draw(
1334 Well.at(Transform::from_scale_rotation_translation(
1335 WELL_SIZE,
1336 Quat::IDENTITY,
1337 WELL_POSITION + Vec3::Y * (WELL_SIZE.y * 0.5),
1338 ))
1339 .frame(cells.cell(WELL_RIM_CELL)),
1340 );
1341 ctx.draw(
1342 WellMouth
1343 .at(Transform::from_scale_rotation_translation(
1344 Vec3::new(WELL_SIZE.x, 1.0, WELL_SIZE.z),
1345 Quat::IDENTITY,
1346 WELL_POSITION + Vec3::Y * (WELL_SIZE.y + WELL_MOUTH_LIFT),
1347 ))
1348 .frame(cells.cell(WELL_MOUTH_CELL)),
1349 );
1350 }
1351
1352 fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353 for &(x, z, rock) in &FLORA {
1354 let (width, height) = if rock {
1355 (ROCK_WIDTH, ROCK_HEIGHT)
1356 } else {
1357 (BUSH_WIDTH, BUSH_HEIGHT)
1358 };
1359 let standing = Transform::from_scale_rotation_translation(
1360 Vec3::new(width, height, width),
1361 Quat::IDENTITY,
1362 Vec3::new(x, height * 0.5, z),
1363 );
1364 let flora: Instance<Shape, _> = if rock {
1365 Rock.at(standing).into_set()
1366 } else {
1367 Bush.at(standing).into_set()
1368 };
1369 ctx.draw(flora.upright());
1370 }
1371 }
1372
1373 /// One stone box drawn on the ground at `at`, `size` across, sampling
1374 /// the part of the sheet `frame` covers.
1375 fn draw_stone(ctx: &mut FrameContext<'_, Keep>, at: Vec3, size: Vec3, frame: Frame) {
1376 ctx.draw(
1377 Stone
1378 .at(Transform::from_scale_rotation_translation(
1379 size,
1380 Quat::IDENTITY,
1381 at + Vec3::Y * (size.y * 0.5),
1382 ))
1383 .frame(frame),
1384 );
1385 }
1386
1387 /// Two stone pillars drawn where `mouth` blocks the player, each a
1388 /// capital over its own course of masonry, and, on the one the camera
1389 /// looks into, the lintel across their tops and the dark filling
1390 /// the opening under it.
1391 fn draw_mouth(ctx: &mut FrameContext<'_, Keep>, mouth: Mouth) {
1392 for at in mouth.pillars() {
1393 Self::draw_stone(ctx, at, MOUTH_PILLAR_SIZE, Frame::default());
1394 }
1395 if !mouth.looked_into() {
1396 return;
1397 }
1398
1399 Self::draw_stone(
1400 ctx,
1401 mouth.at + Vec3::Y * MOUTH_PILLAR_SIZE.y,
1402 MOUTH_LINTEL_SIZE,
1403 masonry(MOUTH_LINTEL_TILES),
1404 );
1405 ctx.draw(
1406 Quad.at(Transform::from_scale_rotation_translation(
1407 Vec3::new(MOUTH_PILLAR_OFFSET * 2.0, MOUTH_DARK_HEIGHT, 1.0),
1408 Quat::IDENTITY,
1409 mouth.at + Vec3::Y * (MOUTH_DARK_HEIGHT * 0.5),
1410 ))
1411 .material(Material::color(Color::BLACK)),
1412 );
1413 }
1414
1415 fn draw_cave_floor(&self, ctx: &mut FrameContext<'_, Keep>) {
1416 let half = CAVE_HALF_WIDTH as i32;
1417 let near = CAVE_NEAR_Z as i32;
1418 let far = CAVE_FAR_Z as i32;
1419 for col in -half..=half {
1420 for row in far..=near {
1421 let variant = (col * 13 + row * 7).rem_euclid(CAVE_COLUMNS as i32) as u32;
1422 ctx.draw(
1423 CaveFloor
1424 .at(Vec3::new(
1425 col as f32 * TILE_SIZE,
1426 0.0,
1427 row as f32 * TILE_SIZE,
1428 ))
1429 .frame(
1430 Sheet::new(UVec2::new(CAVE_COLUMNS, CAVE_ROWS))
1431 .cell_at(UVec2::new(variant, CAVE_FLOOR_ROW)),
1432 ),
1433 );
1434 }
1435 }
1436 }
1437
1438 /// The wall drawn at `at` over the meters `standing`, in courses
1439 /// [`WALL_HEIGHT`] tall from the floor up, each cut to the part of it the
1440 /// span leaves; its faces are picked by `seed` and its stone faded to
1441 /// `fade`, which is `1.0` wherever it is solid.
1442 fn draw_wall(
1443 ctx: &mut FrameContext<'_, Keep>,
1444 at: Vec2,
1445 standing: Range<f32>,
1446 seed: i32,
1447 fade: f32,
1448 ) {
1449 for course in 0..WALL_COURSES {
1450 let base = course as f32 * WALL_HEIGHT;
1451 let low = (standing.start - base).max(0.0);
1452 let high = (standing.end - base).min(WALL_HEIGHT);
1453 if high <= low {
1454 continue;
1455 }
1456
1457 let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458 ctx.draw(
1459 CaveWall
1460 .at(Transform::from_scale_rotation_translation(
1461 Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462 Quat::IDENTITY,
1463 Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464 ))
1465 .frame(cave_wall_face(variant, low..high))
1466 .faded(fade),
1467 );
1468 }
1469 }
1470
1471 /// The room's two side walls and its back wall, full height, and the low
1472 /// wall closing its near end between the side walls and the mouth. The
1473 /// back wall stops short of the corners the side walls already fill, and
1474 /// the near one leaves the mouth's own tile open.
1475 fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476 let half = CAVE_HALF_WIDTH as i32 + 1;
1477 let near = CAVE_NEAR_Z as i32;
1478 let far = CAVE_FAR_Z as i32;
1479
1480 for row in far..=near {
1481 let z = row as f32 * TILE_SIZE;
1482 let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483 let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484 Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485 Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486 }
1487 for col in (-half + 1)..half {
1488 let x = col as f32 * TILE_SIZE;
1489 let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490 Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491 if col != 0 {
1492 let lip = Vec2::new(x, CAVE_LIP_Z);
1493 Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494 }
1495 }
1496 }
1497
1498 /// The wall the door hangs in, run across the room between the side walls
1499 /// with one tile left open on the room's axis for the doorway and stone
1500 /// filling the column over the door. A player behind the wall is drawn
1501 /// through the stacks between them and the camera, at `seen_through`,
1502 /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503 fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504 let stone = |x: f32| match seen_through {
1505 Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506 _ => SOLID,
1507 };
1508 let half = CAVE_HALF_WIDTH as i32;
1509
1510 for col in (-half..=half).filter(|&col| col != 0) {
1511 let x = col as f32 * TILE_SIZE;
1512 Self::draw_wall(
1513 ctx,
1514 Vec2::new(x, DOOR_Z),
1515 0.0..WALL_TOP,
1516 col * 5 + 3,
1517 stone(x),
1518 );
1519 }
1520 Self::draw_wall(
1521 ctx,
1522 Vec2::new(0.0, DOOR_Z),
1523 DOOR_HEIGHT..WALL_TOP,
1524 3,
1525 stone(0.0),
1526 );
1527 }
1528
1529 /// The two torches: an upright cutout post apiece, the flame's loop
1530 /// burning over its binding, and the light that flame casts.
1531 fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532 let elapsed = self.simulated.as_secs_f32();
1533 let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535 for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536 let base = Vec3::new(x, 0.0, z);
1537 ctx.draw(
1538 Torch
1539 .at(Transform::from_scale_rotation_translation(
1540 Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541 Quat::IDENTITY,
1542 base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543 ))
1544 .upright(),
1545 );
1546
1547 let phase = index as f32 * 2.1;
1548 let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549 let flame_pos =
1550 base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552 let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553 ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554 // The pair burn an even share of the loop apart.
1555 let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556 ctx.draw(
1557 Flame
1558 .at(Transform::from_scale_rotation_translation(
1559 Vec3::splat(FLAME_SIZE),
1560 Quat::IDENTITY,
1561 flame_pos,
1562 ))
1563 .billboard()
1564 .roll(flicker * FLAME_ROLL)
1565 .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566 );
1567 }
1568 }
1569
1570 /// The door at its hinge — swung back against the wall once opened —
1571 /// drawn through alongside its wall, faded by `ghost`.
1572 fn draw_door(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1573 let fade = ghost_alpha(ghost);
1574 let swung = if self.door_opening {
1575 Quat::from_rotation_y(core::f32::consts::FRAC_PI_2)
1576 } else {
1577 Quat::IDENTITY
1578 };
1579
1580 ctx.draw(
1581 Door.at(Transform::from_rotation_translation(swung, DOOR_HINGE))
1582 .material(Material::shaded(DOOR_COLOR, DOOR_LITNESS))
1583 .faded(fade),
1584 );
1585 }
1586
1587 /// The posts and lintel framing the doorway, in a color the stone never
1588 /// is, standing clear of the wall so the opening reads as a door from
1589 /// across the chamber. Glowing of their own while the door is closed and
1590 /// within [`INTERACT_RADIUS`], the cue that it opens.
1591 fn draw_door_frame(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1592 let reachable =
1593 !self.door_opening && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1594 let material =
1595 Material::shaded(DOOR_FRAME_COLOR, DOOR_FRAME_LITNESS).emissive(if reachable {
1596 DOOR_FRAME_GLOW
1597 } else {
1598 Color::BLACK
1599 });
1600 let fade = ghost_alpha(ghost);
1601 let z = DOOR_WALL_NEAR_Z + DOOR_FRAME_STANDOFF;
1602 let jamb_height = DOOR_HEIGHT + DOOR_FRAME_THICKNESS;
1603
1604 for side in SIDES {
1605 ctx.draw(
1606 Cube.at(Transform::from_scale_rotation_translation(
1607 Vec3::new(DOOR_FRAME_THICKNESS, jamb_height, DOOR_FRAME_THICKNESS),
1608 Quat::IDENTITY,
1609 Vec3::new(
1610 side * (DOORWAY_HALF + DOOR_FRAME_THICKNESS * 0.5),
1611 jamb_height * 0.5,
1612 z,
1613 ),
1614 ))
1615 .material(material)
1616 .faded(fade),
1617 );
1618 }
1619 ctx.draw(
1620 Cube.at(Transform::from_scale_rotation_translation(
1621 Vec3::new(
1622 DOOR_WIDTH + DOOR_FRAME_THICKNESS * 2.0,
1623 DOOR_FRAME_THICKNESS,
1624 DOOR_FRAME_THICKNESS,
1625 ),
1626 Quat::IDENTITY,
1627 Vec3::new(0.0, DOOR_HEIGHT + DOOR_FRAME_THICKNESS * 0.5, z),
1628 ))
1629 .material(material)
1630 .faded(fade),
1631 );
1632 }
1633
1634 /// A world prompt over the door: what opens it while the player is
1635 /// within [`INTERACT_RADIUS`] and it is closed, and that it swings while
1636 /// it does; gone once it has swung [`DOOR_SWING_TICKS`]. Laid out and
1637 /// placed like `examples/animation.rs`'s own prompt.
1638 fn draw_door_prompt(&self, ctx: &mut FrameContext<'_, Keep>, camera: Camera) {
1639 let near = self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1640 let swinging = self.door_opening && self.swing_ticks < DOOR_SWING_TICKS;
1641 let text = if swinging {
1642 "opening"
1643 } else if near && !self.door_opening {
1644 "e opens the door"
1645 } else {
1646 return;
1647 };
1648
1649 let galley = ctx.text_layout(text, egui::FontId::proportional(DOOR_PROMPT_SIZE));
1650 let point = INTERACT_POINT + Vec3::Y * (DOOR_HEIGHT + DOOR_PROMPT_LIFT);
1651 let window_size = ctx.window_size();
1652 let pixels_per_point = ctx.pixels_per_point();
1653 let Some(pixel) = camera.pixel_of(point, window_size) else {
1654 return;
1655 };
1656
1657 ctx.ui(|ui| {
1658 let painter = ui.painter();
1659 let at = logical(pixel, pixels_per_point);
1660 let ink = galley.mesh_bounds;
1661 let pos = egui::pos2(at.x - ink.center().x, at.y - ink.center().y);
1662 let backdrop = egui::Rect::from_center_size(
1663 at,
1664 ink.size() + egui::Vec2::splat(DOOR_PROMPT_PADDING * 2.0),
1665 );
1666 painter.rect_filled(
1667 backdrop,
1668 DOOR_PROMPT_PADDING,
1669 egui::Color32::from_black_alpha(DOOR_PROMPT_BACKDROP),
1670 );
1671 painter.galley(pos, galley, DOOR_PROMPT_COLOR);
1672 });
1673 }
1674
1675 /// The gem, spinning and bobbing over the chamber's floor, and the light
1676 /// it casts over it.
1677 fn draw_gem(&self, ctx: &mut FrameContext<'_, Keep>) {
1678 let t = self.simulated.as_secs_f32();
1679 let bob = (t * 2.0).sin() * GEM_BOB_HEIGHT;
1680 ctx.light(
1681 Light::point(
1682 GEM_POSITION + Vec3::Y * (bob + GEM_LIGHT_LIFT),
1683 GEM_LIGHT_COLOR,
1684 GEM_LIGHT_RANGE,
1685 )
1686 .shadow(),
1687 );
1688 ctx.draw(
1689 Gem.at(Transform::from_scale_rotation_translation(
1690 Vec3::ONE,
1691 Quat::from_rotation_y(t * GEM_SPIN_SPEED),
1692 GEM_POSITION + Vec3::Y * bob,
1693 ))
1694 .material(Material::shaded(GEM_COLOR, 0.7).emissive(GEM_COLOR.dimmed(1.6))),
1695 );
1696 }
1697
1698 /// The player: upright so it always faces the camera about `+Y`,
1699 /// windowed to its facing's row and the walk cycle's current frame.
1700 fn draw_walker(&self, ctx: &mut FrameContext<'_, Keep>, ground: Vec3) {
1701 let step = if self.walk_ticks > 0 {
1702 (self.walk_ticks / TICKS_PER_WALK_FRAME) % WALKER_COLUMNS
1703 } else {
1704 0
1705 };
1706 let cell = Sheet::new(UVec2::new(WALKER_COLUMNS, WALKER_ROWS))
1707 .cell_at(UVec2::new(step, self.facing as u32));
1708 let size = Vec2::new(WALKER_WIDTH, WALKER_HEIGHT);
1709
1710 ctx.draw(
1711 Walker
1712 .at(Transform::from_scale_rotation_translation(
1713 size.extend(1.0),
1714 Quat::IDENTITY,
1715 ground + Vec3::Y * (WALKER_HEIGHT * 0.5),
1716 ))
1717 .upright()
1718 .frame(cell),
1719 );
1720 }Sourcepub fn roll(self, radians: f32) -> Self
pub fn roll(self, radians: f32) -> Self
Turns the draw radians within the view plane, counter-clockwise
from the camera’s viewpoint.
Required if you want a billboarded draw turned around: a draw turned
by upright or by its own transform ignores it,
with no such turn left free.
Examples found in repository?
661 fn draw_sparks(&self, ctx: &mut FrameContext<'_, Breakout>) {
662 for spark in &self.sparks {
663 let age = (spark.age / SPARK_LIFETIME).clamp(0.0, 1.0);
664 let fade = 1.0 - age;
665 let size = SPARK_SIZE_START.lerp(SPARK_SIZE_END, age);
666 ctx.draw(
667 Quad.at(Transform::from_scale_rotation_translation(
668 Vec3::splat(size),
669 Quat::IDENTITY,
670 spark.position,
671 ))
672 .billboard()
673 .roll(spark.roll + spark.age * SPARK_SPIN_SPEED)
674 .material(
675 Material::color(spark.color.with_alpha(fade))
676 .emissive(spark.color.dimmed(SPARK_EMISSIVE_PEAK))
677 .additive(),
678 ),
679 );
680 }
681 }More examples
1531 fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532 let elapsed = self.simulated.as_secs_f32();
1533 let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535 for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536 let base = Vec3::new(x, 0.0, z);
1537 ctx.draw(
1538 Torch
1539 .at(Transform::from_scale_rotation_translation(
1540 Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541 Quat::IDENTITY,
1542 base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543 ))
1544 .upright(),
1545 );
1546
1547 let phase = index as f32 * 2.1;
1548 let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549 let flame_pos =
1550 base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552 let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553 ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554 // The pair burn an even share of the loop apart.
1555 let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556 ctx.draw(
1557 Flame
1558 .at(Transform::from_scale_rotation_translation(
1559 Vec3::splat(FLAME_SIZE),
1560 Quat::IDENTITY,
1561 flame_pos,
1562 ))
1563 .billboard()
1564 .roll(flicker * FLAME_ROLL)
1565 .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566 );
1567 }
1568 }Sourcepub fn surface_style<T: SurfaceStyle>(self) -> Self
pub fn surface_style<T: SurfaceStyle>(self) -> Self
Draws with the WGSL of T, in the pass that style declares,
instead of with the built-in look.
Takes a style of Game::SurfaceStyles
and no other. The last call is the one used. To read the seat of
T the call turns T::default() into the set and drops that
value’s fields; the values the WGSL reads come from
set_surface_style.
Examples found in repository?
1297 fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298 ctx.draw(
1299 Plane
1300 .at(Transform::from_scale_rotation_translation(
1301 Vec3::splat(POND_WATER_HALF * 2.0),
1302 Quat::IDENTITY,
1303 POND_CENTER,
1304 ))
1305 .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306 .surface_style::<Water>(),
1307 );
1308 ctx.draw(
1309 Shore
1310 .at(Transform::from_scale_rotation_translation(
1311 Vec3::splat(POND_HALF * 2.0),
1312 Quat::IDENTITY,
1313 Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314 ))
1315 .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316 );
1317 }More examples
951 fn draw_outpost(&self, ctx: &mut FrameContext<'_, Self>) {
952 let clock = ctx.elapsed().as_secs_f32();
953
954 for &(position, scale) in &PILLARS {
955 ctx.draw(
956 Cube.at(Transform::from_scale_rotation_translation(
957 scale,
958 Quat::IDENTITY,
959 OUTPOST + position,
960 ))
961 .material(Material::lit(Color::rgb(0.55, 0.5, 0.45))),
962 );
963 }
964
965 ctx.draw(
966 Cube.at(Transform::from_scale_rotation_translation(
967 POLE_SCALE,
968 Quat::IDENTITY,
969 OUTPOST + POLE_POSITION,
970 ))
971 .material(Material::lit(Color::rgb(0.3, 0.24, 0.18))),
972 );
973
974 ctx.set_surface_style(Banner { time: clock });
975 ctx.draw(
976 BannerCloth
977 .at(Transform::from_translation(OUTPOST + BANNER_MOUNT))
978 .material(Material::lit(Color::rgb(0.75, 0.12, 0.12)))
979 .surface_style::<Banner>(),
980 );
981
982 ctx.set_surface_style(Field {
983 tint: Color::rgb(0.25, 0.75, 1.0),
984 time: clock,
985 });
986 ctx.draw(
987 Sphere { subdivisions: 2 }
988 .at(Transform::from_scale_rotation_translation(
989 Vec3::splat(FIELD_ORB_SCALE),
990 Quat::IDENTITY,
991 OUTPOST + FIELD_ORB_POSITION,
992 ))
993 .material(Material::color(Color::BLACK))
994 .surface_style::<Field>(),
995 );
996 }Sourcepub fn posed<P: Part, A: AnimationStates>(
self,
animator: &Animator<M, A>,
) -> Self
pub fn posed<P: Part, A: AnimationStates>( self, animator: &Animator<M, A>, ) -> Self
Draws the mesh in the pose animator holds, in place of the rest of
every joint.
Takes a machine typed by this mesh and no other, and reads it at the instant the frame draws. A mesh with no joints is drawn as it is, and the last call is the one used.
Examples found in repository?
920 fn frame(&mut self, ctx: &mut FrameContext<'_, Scene>) {
921 self.steer_camera(ctx);
922
923 let alpha = ctx.alpha();
924 let elf_pos = self.elf_prev.lerp(self.elf_pos, alpha);
925 let elf_height = self.elf_height_prev + (self.elf_height - self.elf_height_prev) * alpha;
926 let (butterfly_pos, butterfly_yaw) = butterfly_pose(ctx.elapsed().as_secs_f32());
927
928 let camera = orbit_camera(elf_pos, self.camera_yaw, self.camera_pitch);
929 ctx.set_camera(camera);
930 ctx.set_cursor(if self.holding {
931 Cursor::Held
932 } else {
933 Cursor::Arrow
934 });
935 ctx.set_skybox(Sky::Day);
936 ctx.set_exposure(3.0);
937 ctx.set_bloom(0.2);
938 ctx.light(Light::directional(SUN_DIRECTION, SUN_COLOR).shadow());
939 ctx.light(
940 Light::point(
941 LAMP_POST_POSITION + Vec3::Y * (LAMP_POST_HEIGHT + LAMP_HEAD_GAP * 0.5),
942 LAMP_LIGHT_COLOR,
943 LAMP_LIGHT_RANGE,
944 )
945 .shadow(),
946 );
947 ctx.light(
948 Light::spot(Spot {
949 position: SPOT_POSITION,
950 direction: SPOT_DIRECTION,
951 color: SPOT_COLOR,
952 range: SPOT_RANGE,
953 angle: SPOT_ANGLE,
954 })
955 .shadow(),
956 );
957 ctx.light(
958 Light::point(butterfly_pos, BUTTERFLY_LIGHT_COLOR, BUTTERFLY_LIGHT_RANGE).shadow(),
959 );
960
961 ctx.draw(
962 Plane
963 .at(Transform::from_scale(Vec3::new(
964 GROUND_SIZE,
965 1.0,
966 GROUND_SIZE,
967 )))
968 .material(Material::lit(GROUND_COLOR)),
969 );
970 for patch in HURT_PATCHES {
971 ctx.draw(
972 Plane
973 .at(Transform::from_scale_rotation_translation(
974 Vec3::splat(HURT_RADIUS * 2.0),
975 Quat::IDENTITY,
976 patch,
977 ))
978 .material(Material::lit(HURT_COLOR)),
979 );
980 }
981 ctx.draw(
982 Cube.at(Transform::from_scale_rotation_translation(
983 Vec3::new(SEAT_FOOTPRINT, SEAT_HEIGHT, SEAT_FOOTPRINT),
984 Quat::IDENTITY,
985 SEAT_POSITION + Vec3::Y * SEAT_HEIGHT * 0.5,
986 ))
987 .material(Material::lit(SEAT_COLOR)),
988 );
989 ctx.draw(
990 Cube.at(Transform::from_scale_rotation_translation(
991 Vec3::new(LAMP_POST_THICKNESS, LAMP_POST_HEIGHT, LAMP_POST_THICKNESS),
992 Quat::IDENTITY,
993 LAMP_POST_POSITION + Vec3::Y * LAMP_POST_HEIGHT * 0.5,
994 ))
995 .material(Material::lit(LAMP_POST_COLOR)),
996 );
997 ctx.draw(
998 Cube.at(Transform::from_scale_rotation_translation(
999 Vec3::splat(LAMP_HEAD_SIZE),
1000 Quat::IDENTITY,
1001 LAMP_POST_POSITION
1002 + Vec3::Y * (LAMP_POST_HEIGHT + LAMP_HEAD_GAP + LAMP_HEAD_SIZE * 0.5),
1003 ))
1004 .material(Material::color(Color::BLACK).emissive(LAMP_LIGHT_COLOR)),
1005 );
1006 ctx.draw(
1007 Cube.at(Transform::from_scale_rotation_translation(
1008 Vec3::splat(SPOT_FIXTURE_SIZE),
1009 Quat::IDENTITY,
1010 SPOT_POSITION + Vec3::Y * SPOT_FIXTURE_SIZE * 0.5,
1011 ))
1012 .material(Material::lit(SPOT_FIXTURE_COLOR)),
1013 );
1014
1015 ctx.draw(
1016 Elf.at(Transform::from_rotation_translation(
1017 Quat::from_rotation_y(self.elf_yaw),
1018 elf_pos + Vec3::Y * elf_height,
1019 ))
1020 .posed(&self.elf_animator),
1021 );
1022 ctx.draw(
1023 Elf.at(Transform::from_rotation_translation(
1024 Quat::from_rotation_y(core::f32::consts::PI),
1025 SCRUBBED_ELF_POSITION,
1026 ))
1027 .posed(&self.scrubbed_animator),
1028 );
1029 ctx.draw(
1030 Butterfly
1031 .at(Transform::from_rotation_translation(
1032 Quat::from_rotation_y(butterfly_yaw),
1033 butterfly_pos,
1034 ))
1035 .posed(&self.butterfly_animator)
1036 .material(Material::lit(Color::WHITE).emissive(BUTTERFLY_EMISSIVE)),
1037 );
1038
1039 self.draw_prompts(ctx, camera);
1040 self.panel(ctx);
1041 }Sourcepub fn frame(self, frame: Frame) -> Self
pub fn frame(self, frame: Frame) -> Self
Samples frame of every texture the mesh draws with; the whole of
each by default.
Examples found in repository?
1236 fn draw_ground(&self, ctx: &mut FrameContext<'_, Keep>) {
1237 for col in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1238 for row in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1239 ctx.draw(
1240 Ground
1241 .at(Vec3::new(
1242 col as f32 * TILE_SIZE,
1243 0.0,
1244 row as f32 * TILE_SIZE,
1245 ))
1246 .frame(ground_cell(col, row)),
1247 );
1248 }
1249 }
1250 }
1251
1252 /// Two staggered rows of bushes around the clearing, open where the path
1253 /// leaves it, drawn between the camera and the ground's edge. The rows
1254 /// running along `Z` skip their two ends, which the rows running along
1255 /// `X` already cover.
1256 fn draw_hedgerow(&self, ctx: &mut FrameContext<'_, Keep>) {
1257 for (row, half) in [HEDGE_INNER_HALF, HEDGE_OUTER_HALF].into_iter().enumerate() {
1258 let row = row as i32;
1259 // The inner row covers both corners; the outer one is half a
1260 // span in from each, backing the gaps the inner row leaves.
1261 let spans = ((2.0 * half / HEDGE_STEP).round() as i32).max(1);
1262 let span = 2.0 * half / spans as f32;
1263 let steps = spans - row;
1264 for step in 0..=steps {
1265 let along = -half + (step as f32 + 0.5 * row as f32) * span;
1266 let scale = if (step + row) % 2 == 0 { 1.0 } else { 0.8 };
1267 let (width, height) = (BUSH_WIDTH * scale, BUSH_HEIGHT * scale);
1268 // The path leaves through the rows running along `X`, so only
1269 // those two open around it.
1270 let gated = along.abs() < HEDGE_GATE_HALF;
1271 let corner = step == 0 || step == steps;
1272 let places = [
1273 (along, -half, gated),
1274 (along, half, gated),
1275 (-half, along, corner),
1276 (half, along, corner),
1277 ];
1278 for (x, z, skip) in places {
1279 if skip {
1280 continue;
1281 }
1282 ctx.draw(
1283 Bush.at(Transform::from_scale_rotation_translation(
1284 Vec3::new(width, height, width),
1285 Quat::IDENTITY,
1286 Vec3::new(x, height * 0.5, z),
1287 ))
1288 .upright(),
1289 );
1290 }
1291 }
1292 }
1293 }
1294
1295 /// The pond: a square of styled water, and the shoreline sprite laid over
1296 /// it, which rings the open middle and hides the water's own edges.
1297 fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298 ctx.draw(
1299 Plane
1300 .at(Transform::from_scale_rotation_translation(
1301 Vec3::splat(POND_WATER_HALF * 2.0),
1302 Quat::IDENTITY,
1303 POND_CENTER,
1304 ))
1305 .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306 .surface_style::<Water>(),
1307 );
1308 ctx.draw(
1309 Shore
1310 .at(Transform::from_scale_rotation_translation(
1311 Vec3::splat(POND_HALF * 2.0),
1312 Quat::IDENTITY,
1313 Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314 ))
1315 .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316 );
1317 }
1318
1319 fn draw_crates(&self, ctx: &mut FrameContext<'_, Keep>) {
1320 for &(x, z, turn) in &CRATE_POSITIONS {
1321 ctx.draw(Crate.at(Transform::from_scale_rotation_translation(
1322 Vec3::splat(CRATE_SIZE),
1323 Quat::from_rotation_y(turn),
1324 Vec3::new(x, CRATE_SIZE * 0.5, z),
1325 )));
1326 }
1327 }
1328
1329 /// The well: its rim in grey masonry, and the mouth cell laid over the
1330 /// rim's top face.
1331 fn draw_well(&self, ctx: &mut FrameContext<'_, Keep>) {
1332 let cells = Sheet::new(UVec2::new(WELL_CELLS, 1));
1333 ctx.draw(
1334 Well.at(Transform::from_scale_rotation_translation(
1335 WELL_SIZE,
1336 Quat::IDENTITY,
1337 WELL_POSITION + Vec3::Y * (WELL_SIZE.y * 0.5),
1338 ))
1339 .frame(cells.cell(WELL_RIM_CELL)),
1340 );
1341 ctx.draw(
1342 WellMouth
1343 .at(Transform::from_scale_rotation_translation(
1344 Vec3::new(WELL_SIZE.x, 1.0, WELL_SIZE.z),
1345 Quat::IDENTITY,
1346 WELL_POSITION + Vec3::Y * (WELL_SIZE.y + WELL_MOUTH_LIFT),
1347 ))
1348 .frame(cells.cell(WELL_MOUTH_CELL)),
1349 );
1350 }
1351
1352 fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353 for &(x, z, rock) in &FLORA {
1354 let (width, height) = if rock {
1355 (ROCK_WIDTH, ROCK_HEIGHT)
1356 } else {
1357 (BUSH_WIDTH, BUSH_HEIGHT)
1358 };
1359 let standing = Transform::from_scale_rotation_translation(
1360 Vec3::new(width, height, width),
1361 Quat::IDENTITY,
1362 Vec3::new(x, height * 0.5, z),
1363 );
1364 let flora: Instance<Shape, _> = if rock {
1365 Rock.at(standing).into_set()
1366 } else {
1367 Bush.at(standing).into_set()
1368 };
1369 ctx.draw(flora.upright());
1370 }
1371 }
1372
1373 /// One stone box drawn on the ground at `at`, `size` across, sampling
1374 /// the part of the sheet `frame` covers.
1375 fn draw_stone(ctx: &mut FrameContext<'_, Keep>, at: Vec3, size: Vec3, frame: Frame) {
1376 ctx.draw(
1377 Stone
1378 .at(Transform::from_scale_rotation_translation(
1379 size,
1380 Quat::IDENTITY,
1381 at + Vec3::Y * (size.y * 0.5),
1382 ))
1383 .frame(frame),
1384 );
1385 }
1386
1387 /// Two stone pillars drawn where `mouth` blocks the player, each a
1388 /// capital over its own course of masonry, and, on the one the camera
1389 /// looks into, the lintel across their tops and the dark filling
1390 /// the opening under it.
1391 fn draw_mouth(ctx: &mut FrameContext<'_, Keep>, mouth: Mouth) {
1392 for at in mouth.pillars() {
1393 Self::draw_stone(ctx, at, MOUTH_PILLAR_SIZE, Frame::default());
1394 }
1395 if !mouth.looked_into() {
1396 return;
1397 }
1398
1399 Self::draw_stone(
1400 ctx,
1401 mouth.at + Vec3::Y * MOUTH_PILLAR_SIZE.y,
1402 MOUTH_LINTEL_SIZE,
1403 masonry(MOUTH_LINTEL_TILES),
1404 );
1405 ctx.draw(
1406 Quad.at(Transform::from_scale_rotation_translation(
1407 Vec3::new(MOUTH_PILLAR_OFFSET * 2.0, MOUTH_DARK_HEIGHT, 1.0),
1408 Quat::IDENTITY,
1409 mouth.at + Vec3::Y * (MOUTH_DARK_HEIGHT * 0.5),
1410 ))
1411 .material(Material::color(Color::BLACK)),
1412 );
1413 }
1414
1415 fn draw_cave_floor(&self, ctx: &mut FrameContext<'_, Keep>) {
1416 let half = CAVE_HALF_WIDTH as i32;
1417 let near = CAVE_NEAR_Z as i32;
1418 let far = CAVE_FAR_Z as i32;
1419 for col in -half..=half {
1420 for row in far..=near {
1421 let variant = (col * 13 + row * 7).rem_euclid(CAVE_COLUMNS as i32) as u32;
1422 ctx.draw(
1423 CaveFloor
1424 .at(Vec3::new(
1425 col as f32 * TILE_SIZE,
1426 0.0,
1427 row as f32 * TILE_SIZE,
1428 ))
1429 .frame(
1430 Sheet::new(UVec2::new(CAVE_COLUMNS, CAVE_ROWS))
1431 .cell_at(UVec2::new(variant, CAVE_FLOOR_ROW)),
1432 ),
1433 );
1434 }
1435 }
1436 }
1437
1438 /// The wall drawn at `at` over the meters `standing`, in courses
1439 /// [`WALL_HEIGHT`] tall from the floor up, each cut to the part of it the
1440 /// span leaves; its faces are picked by `seed` and its stone faded to
1441 /// `fade`, which is `1.0` wherever it is solid.
1442 fn draw_wall(
1443 ctx: &mut FrameContext<'_, Keep>,
1444 at: Vec2,
1445 standing: Range<f32>,
1446 seed: i32,
1447 fade: f32,
1448 ) {
1449 for course in 0..WALL_COURSES {
1450 let base = course as f32 * WALL_HEIGHT;
1451 let low = (standing.start - base).max(0.0);
1452 let high = (standing.end - base).min(WALL_HEIGHT);
1453 if high <= low {
1454 continue;
1455 }
1456
1457 let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458 ctx.draw(
1459 CaveWall
1460 .at(Transform::from_scale_rotation_translation(
1461 Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462 Quat::IDENTITY,
1463 Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464 ))
1465 .frame(cave_wall_face(variant, low..high))
1466 .faded(fade),
1467 );
1468 }
1469 }
1470
1471 /// The room's two side walls and its back wall, full height, and the low
1472 /// wall closing its near end between the side walls and the mouth. The
1473 /// back wall stops short of the corners the side walls already fill, and
1474 /// the near one leaves the mouth's own tile open.
1475 fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476 let half = CAVE_HALF_WIDTH as i32 + 1;
1477 let near = CAVE_NEAR_Z as i32;
1478 let far = CAVE_FAR_Z as i32;
1479
1480 for row in far..=near {
1481 let z = row as f32 * TILE_SIZE;
1482 let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483 let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484 Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485 Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486 }
1487 for col in (-half + 1)..half {
1488 let x = col as f32 * TILE_SIZE;
1489 let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490 Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491 if col != 0 {
1492 let lip = Vec2::new(x, CAVE_LIP_Z);
1493 Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494 }
1495 }
1496 }
1497
1498 /// The wall the door hangs in, run across the room between the side walls
1499 /// with one tile left open on the room's axis for the doorway and stone
1500 /// filling the column over the door. A player behind the wall is drawn
1501 /// through the stacks between them and the camera, at `seen_through`,
1502 /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503 fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504 let stone = |x: f32| match seen_through {
1505 Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506 _ => SOLID,
1507 };
1508 let half = CAVE_HALF_WIDTH as i32;
1509
1510 for col in (-half..=half).filter(|&col| col != 0) {
1511 let x = col as f32 * TILE_SIZE;
1512 Self::draw_wall(
1513 ctx,
1514 Vec2::new(x, DOOR_Z),
1515 0.0..WALL_TOP,
1516 col * 5 + 3,
1517 stone(x),
1518 );
1519 }
1520 Self::draw_wall(
1521 ctx,
1522 Vec2::new(0.0, DOOR_Z),
1523 DOOR_HEIGHT..WALL_TOP,
1524 3,
1525 stone(0.0),
1526 );
1527 }
1528
1529 /// The two torches: an upright cutout post apiece, the flame's loop
1530 /// burning over its binding, and the light that flame casts.
1531 fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532 let elapsed = self.simulated.as_secs_f32();
1533 let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535 for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536 let base = Vec3::new(x, 0.0, z);
1537 ctx.draw(
1538 Torch
1539 .at(Transform::from_scale_rotation_translation(
1540 Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541 Quat::IDENTITY,
1542 base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543 ))
1544 .upright(),
1545 );
1546
1547 let phase = index as f32 * 2.1;
1548 let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549 let flame_pos =
1550 base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552 let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553 ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554 // The pair burn an even share of the loop apart.
1555 let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556 ctx.draw(
1557 Flame
1558 .at(Transform::from_scale_rotation_translation(
1559 Vec3::splat(FLAME_SIZE),
1560 Quat::IDENTITY,
1561 flame_pos,
1562 ))
1563 .billboard()
1564 .roll(flicker * FLAME_ROLL)
1565 .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566 );
1567 }
1568 }
1569
1570 /// The door at its hinge — swung back against the wall once opened —
1571 /// drawn through alongside its wall, faded by `ghost`.
1572 fn draw_door(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1573 let fade = ghost_alpha(ghost);
1574 let swung = if self.door_opening {
1575 Quat::from_rotation_y(core::f32::consts::FRAC_PI_2)
1576 } else {
1577 Quat::IDENTITY
1578 };
1579
1580 ctx.draw(
1581 Door.at(Transform::from_rotation_translation(swung, DOOR_HINGE))
1582 .material(Material::shaded(DOOR_COLOR, DOOR_LITNESS))
1583 .faded(fade),
1584 );
1585 }
1586
1587 /// The posts and lintel framing the doorway, in a color the stone never
1588 /// is, standing clear of the wall so the opening reads as a door from
1589 /// across the chamber. Glowing of their own while the door is closed and
1590 /// within [`INTERACT_RADIUS`], the cue that it opens.
1591 fn draw_door_frame(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1592 let reachable =
1593 !self.door_opening && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1594 let material =
1595 Material::shaded(DOOR_FRAME_COLOR, DOOR_FRAME_LITNESS).emissive(if reachable {
1596 DOOR_FRAME_GLOW
1597 } else {
1598 Color::BLACK
1599 });
1600 let fade = ghost_alpha(ghost);
1601 let z = DOOR_WALL_NEAR_Z + DOOR_FRAME_STANDOFF;
1602 let jamb_height = DOOR_HEIGHT + DOOR_FRAME_THICKNESS;
1603
1604 for side in SIDES {
1605 ctx.draw(
1606 Cube.at(Transform::from_scale_rotation_translation(
1607 Vec3::new(DOOR_FRAME_THICKNESS, jamb_height, DOOR_FRAME_THICKNESS),
1608 Quat::IDENTITY,
1609 Vec3::new(
1610 side * (DOORWAY_HALF + DOOR_FRAME_THICKNESS * 0.5),
1611 jamb_height * 0.5,
1612 z,
1613 ),
1614 ))
1615 .material(material)
1616 .faded(fade),
1617 );
1618 }
1619 ctx.draw(
1620 Cube.at(Transform::from_scale_rotation_translation(
1621 Vec3::new(
1622 DOOR_WIDTH + DOOR_FRAME_THICKNESS * 2.0,
1623 DOOR_FRAME_THICKNESS,
1624 DOOR_FRAME_THICKNESS,
1625 ),
1626 Quat::IDENTITY,
1627 Vec3::new(0.0, DOOR_HEIGHT + DOOR_FRAME_THICKNESS * 0.5, z),
1628 ))
1629 .material(material)
1630 .faded(fade),
1631 );
1632 }
1633
1634 /// A world prompt over the door: what opens it while the player is
1635 /// within [`INTERACT_RADIUS`] and it is closed, and that it swings while
1636 /// it does; gone once it has swung [`DOOR_SWING_TICKS`]. Laid out and
1637 /// placed like `examples/animation.rs`'s own prompt.
1638 fn draw_door_prompt(&self, ctx: &mut FrameContext<'_, Keep>, camera: Camera) {
1639 let near = self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1640 let swinging = self.door_opening && self.swing_ticks < DOOR_SWING_TICKS;
1641 let text = if swinging {
1642 "opening"
1643 } else if near && !self.door_opening {
1644 "e opens the door"
1645 } else {
1646 return;
1647 };
1648
1649 let galley = ctx.text_layout(text, egui::FontId::proportional(DOOR_PROMPT_SIZE));
1650 let point = INTERACT_POINT + Vec3::Y * (DOOR_HEIGHT + DOOR_PROMPT_LIFT);
1651 let window_size = ctx.window_size();
1652 let pixels_per_point = ctx.pixels_per_point();
1653 let Some(pixel) = camera.pixel_of(point, window_size) else {
1654 return;
1655 };
1656
1657 ctx.ui(|ui| {
1658 let painter = ui.painter();
1659 let at = logical(pixel, pixels_per_point);
1660 let ink = galley.mesh_bounds;
1661 let pos = egui::pos2(at.x - ink.center().x, at.y - ink.center().y);
1662 let backdrop = egui::Rect::from_center_size(
1663 at,
1664 ink.size() + egui::Vec2::splat(DOOR_PROMPT_PADDING * 2.0),
1665 );
1666 painter.rect_filled(
1667 backdrop,
1668 DOOR_PROMPT_PADDING,
1669 egui::Color32::from_black_alpha(DOOR_PROMPT_BACKDROP),
1670 );
1671 painter.galley(pos, galley, DOOR_PROMPT_COLOR);
1672 });
1673 }
1674
1675 /// The gem, spinning and bobbing over the chamber's floor, and the light
1676 /// it casts over it.
1677 fn draw_gem(&self, ctx: &mut FrameContext<'_, Keep>) {
1678 let t = self.simulated.as_secs_f32();
1679 let bob = (t * 2.0).sin() * GEM_BOB_HEIGHT;
1680 ctx.light(
1681 Light::point(
1682 GEM_POSITION + Vec3::Y * (bob + GEM_LIGHT_LIFT),
1683 GEM_LIGHT_COLOR,
1684 GEM_LIGHT_RANGE,
1685 )
1686 .shadow(),
1687 );
1688 ctx.draw(
1689 Gem.at(Transform::from_scale_rotation_translation(
1690 Vec3::ONE,
1691 Quat::from_rotation_y(t * GEM_SPIN_SPEED),
1692 GEM_POSITION + Vec3::Y * bob,
1693 ))
1694 .material(Material::shaded(GEM_COLOR, 0.7).emissive(GEM_COLOR.dimmed(1.6))),
1695 );
1696 }
1697
1698 /// The player: upright so it always faces the camera about `+Y`,
1699 /// windowed to its facing's row and the walk cycle's current frame.
1700 fn draw_walker(&self, ctx: &mut FrameContext<'_, Keep>, ground: Vec3) {
1701 let step = if self.walk_ticks > 0 {
1702 (self.walk_ticks / TICKS_PER_WALK_FRAME) % WALKER_COLUMNS
1703 } else {
1704 0
1705 };
1706 let cell = Sheet::new(UVec2::new(WALKER_COLUMNS, WALKER_ROWS))
1707 .cell_at(UVec2::new(step, self.facing as u32));
1708 let size = Vec2::new(WALKER_WIDTH, WALKER_HEIGHT);
1709
1710 ctx.draw(
1711 Walker
1712 .at(Transform::from_scale_rotation_translation(
1713 size.extend(1.0),
1714 Quat::IDENTITY,
1715 ground + Vec3::Y * (WALKER_HEIGHT * 0.5),
1716 ))
1717 .upright()
1718 .frame(cell),
1719 );
1720 }More examples
583 fn draw_sprite(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
584 let position = self.sprite.previous.lerp(self.sprite.position, ctx.alpha());
585 let current = self.turn == Turn::Sprite;
586 let (tint, glow) = if current && self.selected {
587 (SELECTED_TINT, SELECTED_GLOW)
588 } else if current && hover == Hover::CurrentUnit {
589 (HOVER_TINT, HOVER_GLOW)
590 } else if current {
591 (TURN_TINT, TURN_GLOW)
592 } else {
593 (Color::WHITE, Color::BLACK)
594 };
595 ctx.draw(
596 Sprite
597 .at(Transform::from_scale_rotation_translation(
598 Vec3::new(SPRITE_WIDTH, SPRITE_HEIGHT, 1.0),
599 Quat::IDENTITY,
600 position,
601 ))
602 .upright()
603 .frame(sprite_frame(self.sprite.facing_right))
604 .material(Material::lit(tint).cutout().emissive(glow)),
605 );
606 }Sourcepub fn material(self, material: Material) -> Self
pub fn material(self, material: Material) -> Self
Draws every slot of the mesh with material instead of its default,
the ones no part names too.
The last write to a slot is the one used, so a
material_of after this call writes one
part again, and one before it is replaced. A material holds no maps;
the maps beside a slot’s color are the mesh’s own, since each binds GPU
state a draw does not change (see Slot).
Examples found in repository?
More examples
1297 fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298 ctx.draw(
1299 Plane
1300 .at(Transform::from_scale_rotation_translation(
1301 Vec3::splat(POND_WATER_HALF * 2.0),
1302 Quat::IDENTITY,
1303 POND_CENTER,
1304 ))
1305 .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306 .surface_style::<Water>(),
1307 );
1308 ctx.draw(
1309 Shore
1310 .at(Transform::from_scale_rotation_translation(
1311 Vec3::splat(POND_HALF * 2.0),
1312 Quat::IDENTITY,
1313 Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314 ))
1315 .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316 );
1317 }
1318
1319 fn draw_crates(&self, ctx: &mut FrameContext<'_, Keep>) {
1320 for &(x, z, turn) in &CRATE_POSITIONS {
1321 ctx.draw(Crate.at(Transform::from_scale_rotation_translation(
1322 Vec3::splat(CRATE_SIZE),
1323 Quat::from_rotation_y(turn),
1324 Vec3::new(x, CRATE_SIZE * 0.5, z),
1325 )));
1326 }
1327 }
1328
1329 /// The well: its rim in grey masonry, and the mouth cell laid over the
1330 /// rim's top face.
1331 fn draw_well(&self, ctx: &mut FrameContext<'_, Keep>) {
1332 let cells = Sheet::new(UVec2::new(WELL_CELLS, 1));
1333 ctx.draw(
1334 Well.at(Transform::from_scale_rotation_translation(
1335 WELL_SIZE,
1336 Quat::IDENTITY,
1337 WELL_POSITION + Vec3::Y * (WELL_SIZE.y * 0.5),
1338 ))
1339 .frame(cells.cell(WELL_RIM_CELL)),
1340 );
1341 ctx.draw(
1342 WellMouth
1343 .at(Transform::from_scale_rotation_translation(
1344 Vec3::new(WELL_SIZE.x, 1.0, WELL_SIZE.z),
1345 Quat::IDENTITY,
1346 WELL_POSITION + Vec3::Y * (WELL_SIZE.y + WELL_MOUTH_LIFT),
1347 ))
1348 .frame(cells.cell(WELL_MOUTH_CELL)),
1349 );
1350 }
1351
1352 fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353 for &(x, z, rock) in &FLORA {
1354 let (width, height) = if rock {
1355 (ROCK_WIDTH, ROCK_HEIGHT)
1356 } else {
1357 (BUSH_WIDTH, BUSH_HEIGHT)
1358 };
1359 let standing = Transform::from_scale_rotation_translation(
1360 Vec3::new(width, height, width),
1361 Quat::IDENTITY,
1362 Vec3::new(x, height * 0.5, z),
1363 );
1364 let flora: Instance<Shape, _> = if rock {
1365 Rock.at(standing).into_set()
1366 } else {
1367 Bush.at(standing).into_set()
1368 };
1369 ctx.draw(flora.upright());
1370 }
1371 }
1372
1373 /// One stone box drawn on the ground at `at`, `size` across, sampling
1374 /// the part of the sheet `frame` covers.
1375 fn draw_stone(ctx: &mut FrameContext<'_, Keep>, at: Vec3, size: Vec3, frame: Frame) {
1376 ctx.draw(
1377 Stone
1378 .at(Transform::from_scale_rotation_translation(
1379 size,
1380 Quat::IDENTITY,
1381 at + Vec3::Y * (size.y * 0.5),
1382 ))
1383 .frame(frame),
1384 );
1385 }
1386
1387 /// Two stone pillars drawn where `mouth` blocks the player, each a
1388 /// capital over its own course of masonry, and, on the one the camera
1389 /// looks into, the lintel across their tops and the dark filling
1390 /// the opening under it.
1391 fn draw_mouth(ctx: &mut FrameContext<'_, Keep>, mouth: Mouth) {
1392 for at in mouth.pillars() {
1393 Self::draw_stone(ctx, at, MOUTH_PILLAR_SIZE, Frame::default());
1394 }
1395 if !mouth.looked_into() {
1396 return;
1397 }
1398
1399 Self::draw_stone(
1400 ctx,
1401 mouth.at + Vec3::Y * MOUTH_PILLAR_SIZE.y,
1402 MOUTH_LINTEL_SIZE,
1403 masonry(MOUTH_LINTEL_TILES),
1404 );
1405 ctx.draw(
1406 Quad.at(Transform::from_scale_rotation_translation(
1407 Vec3::new(MOUTH_PILLAR_OFFSET * 2.0, MOUTH_DARK_HEIGHT, 1.0),
1408 Quat::IDENTITY,
1409 mouth.at + Vec3::Y * (MOUTH_DARK_HEIGHT * 0.5),
1410 ))
1411 .material(Material::color(Color::BLACK)),
1412 );
1413 }
1414
1415 fn draw_cave_floor(&self, ctx: &mut FrameContext<'_, Keep>) {
1416 let half = CAVE_HALF_WIDTH as i32;
1417 let near = CAVE_NEAR_Z as i32;
1418 let far = CAVE_FAR_Z as i32;
1419 for col in -half..=half {
1420 for row in far..=near {
1421 let variant = (col * 13 + row * 7).rem_euclid(CAVE_COLUMNS as i32) as u32;
1422 ctx.draw(
1423 CaveFloor
1424 .at(Vec3::new(
1425 col as f32 * TILE_SIZE,
1426 0.0,
1427 row as f32 * TILE_SIZE,
1428 ))
1429 .frame(
1430 Sheet::new(UVec2::new(CAVE_COLUMNS, CAVE_ROWS))
1431 .cell_at(UVec2::new(variant, CAVE_FLOOR_ROW)),
1432 ),
1433 );
1434 }
1435 }
1436 }
1437
1438 /// The wall drawn at `at` over the meters `standing`, in courses
1439 /// [`WALL_HEIGHT`] tall from the floor up, each cut to the part of it the
1440 /// span leaves; its faces are picked by `seed` and its stone faded to
1441 /// `fade`, which is `1.0` wherever it is solid.
1442 fn draw_wall(
1443 ctx: &mut FrameContext<'_, Keep>,
1444 at: Vec2,
1445 standing: Range<f32>,
1446 seed: i32,
1447 fade: f32,
1448 ) {
1449 for course in 0..WALL_COURSES {
1450 let base = course as f32 * WALL_HEIGHT;
1451 let low = (standing.start - base).max(0.0);
1452 let high = (standing.end - base).min(WALL_HEIGHT);
1453 if high <= low {
1454 continue;
1455 }
1456
1457 let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458 ctx.draw(
1459 CaveWall
1460 .at(Transform::from_scale_rotation_translation(
1461 Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462 Quat::IDENTITY,
1463 Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464 ))
1465 .frame(cave_wall_face(variant, low..high))
1466 .faded(fade),
1467 );
1468 }
1469 }
1470
1471 /// The room's two side walls and its back wall, full height, and the low
1472 /// wall closing its near end between the side walls and the mouth. The
1473 /// back wall stops short of the corners the side walls already fill, and
1474 /// the near one leaves the mouth's own tile open.
1475 fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476 let half = CAVE_HALF_WIDTH as i32 + 1;
1477 let near = CAVE_NEAR_Z as i32;
1478 let far = CAVE_FAR_Z as i32;
1479
1480 for row in far..=near {
1481 let z = row as f32 * TILE_SIZE;
1482 let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483 let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484 Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485 Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486 }
1487 for col in (-half + 1)..half {
1488 let x = col as f32 * TILE_SIZE;
1489 let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490 Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491 if col != 0 {
1492 let lip = Vec2::new(x, CAVE_LIP_Z);
1493 Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494 }
1495 }
1496 }
1497
1498 /// The wall the door hangs in, run across the room between the side walls
1499 /// with one tile left open on the room's axis for the doorway and stone
1500 /// filling the column over the door. A player behind the wall is drawn
1501 /// through the stacks between them and the camera, at `seen_through`,
1502 /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503 fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504 let stone = |x: f32| match seen_through {
1505 Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506 _ => SOLID,
1507 };
1508 let half = CAVE_HALF_WIDTH as i32;
1509
1510 for col in (-half..=half).filter(|&col| col != 0) {
1511 let x = col as f32 * TILE_SIZE;
1512 Self::draw_wall(
1513 ctx,
1514 Vec2::new(x, DOOR_Z),
1515 0.0..WALL_TOP,
1516 col * 5 + 3,
1517 stone(x),
1518 );
1519 }
1520 Self::draw_wall(
1521 ctx,
1522 Vec2::new(0.0, DOOR_Z),
1523 DOOR_HEIGHT..WALL_TOP,
1524 3,
1525 stone(0.0),
1526 );
1527 }
1528
1529 /// The two torches: an upright cutout post apiece, the flame's loop
1530 /// burning over its binding, and the light that flame casts.
1531 fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532 let elapsed = self.simulated.as_secs_f32();
1533 let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535 for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536 let base = Vec3::new(x, 0.0, z);
1537 ctx.draw(
1538 Torch
1539 .at(Transform::from_scale_rotation_translation(
1540 Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541 Quat::IDENTITY,
1542 base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543 ))
1544 .upright(),
1545 );
1546
1547 let phase = index as f32 * 2.1;
1548 let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549 let flame_pos =
1550 base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552 let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553 ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554 // The pair burn an even share of the loop apart.
1555 let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556 ctx.draw(
1557 Flame
1558 .at(Transform::from_scale_rotation_translation(
1559 Vec3::splat(FLAME_SIZE),
1560 Quat::IDENTITY,
1561 flame_pos,
1562 ))
1563 .billboard()
1564 .roll(flicker * FLAME_ROLL)
1565 .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566 );
1567 }
1568 }
1569
1570 /// The door at its hinge — swung back against the wall once opened —
1571 /// drawn through alongside its wall, faded by `ghost`.
1572 fn draw_door(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1573 let fade = ghost_alpha(ghost);
1574 let swung = if self.door_opening {
1575 Quat::from_rotation_y(core::f32::consts::FRAC_PI_2)
1576 } else {
1577 Quat::IDENTITY
1578 };
1579
1580 ctx.draw(
1581 Door.at(Transform::from_rotation_translation(swung, DOOR_HINGE))
1582 .material(Material::shaded(DOOR_COLOR, DOOR_LITNESS))
1583 .faded(fade),
1584 );
1585 }
1586
1587 /// The posts and lintel framing the doorway, in a color the stone never
1588 /// is, standing clear of the wall so the opening reads as a door from
1589 /// across the chamber. Glowing of their own while the door is closed and
1590 /// within [`INTERACT_RADIUS`], the cue that it opens.
1591 fn draw_door_frame(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1592 let reachable =
1593 !self.door_opening && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1594 let material =
1595 Material::shaded(DOOR_FRAME_COLOR, DOOR_FRAME_LITNESS).emissive(if reachable {
1596 DOOR_FRAME_GLOW
1597 } else {
1598 Color::BLACK
1599 });
1600 let fade = ghost_alpha(ghost);
1601 let z = DOOR_WALL_NEAR_Z + DOOR_FRAME_STANDOFF;
1602 let jamb_height = DOOR_HEIGHT + DOOR_FRAME_THICKNESS;
1603
1604 for side in SIDES {
1605 ctx.draw(
1606 Cube.at(Transform::from_scale_rotation_translation(
1607 Vec3::new(DOOR_FRAME_THICKNESS, jamb_height, DOOR_FRAME_THICKNESS),
1608 Quat::IDENTITY,
1609 Vec3::new(
1610 side * (DOORWAY_HALF + DOOR_FRAME_THICKNESS * 0.5),
1611 jamb_height * 0.5,
1612 z,
1613 ),
1614 ))
1615 .material(material)
1616 .faded(fade),
1617 );
1618 }
1619 ctx.draw(
1620 Cube.at(Transform::from_scale_rotation_translation(
1621 Vec3::new(
1622 DOOR_WIDTH + DOOR_FRAME_THICKNESS * 2.0,
1623 DOOR_FRAME_THICKNESS,
1624 DOOR_FRAME_THICKNESS,
1625 ),
1626 Quat::IDENTITY,
1627 Vec3::new(0.0, DOOR_HEIGHT + DOOR_FRAME_THICKNESS * 0.5, z),
1628 ))
1629 .material(material)
1630 .faded(fade),
1631 );
1632 }
1633
1634 /// A world prompt over the door: what opens it while the player is
1635 /// within [`INTERACT_RADIUS`] and it is closed, and that it swings while
1636 /// it does; gone once it has swung [`DOOR_SWING_TICKS`]. Laid out and
1637 /// placed like `examples/animation.rs`'s own prompt.
1638 fn draw_door_prompt(&self, ctx: &mut FrameContext<'_, Keep>, camera: Camera) {
1639 let near = self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1640 let swinging = self.door_opening && self.swing_ticks < DOOR_SWING_TICKS;
1641 let text = if swinging {
1642 "opening"
1643 } else if near && !self.door_opening {
1644 "e opens the door"
1645 } else {
1646 return;
1647 };
1648
1649 let galley = ctx.text_layout(text, egui::FontId::proportional(DOOR_PROMPT_SIZE));
1650 let point = INTERACT_POINT + Vec3::Y * (DOOR_HEIGHT + DOOR_PROMPT_LIFT);
1651 let window_size = ctx.window_size();
1652 let pixels_per_point = ctx.pixels_per_point();
1653 let Some(pixel) = camera.pixel_of(point, window_size) else {
1654 return;
1655 };
1656
1657 ctx.ui(|ui| {
1658 let painter = ui.painter();
1659 let at = logical(pixel, pixels_per_point);
1660 let ink = galley.mesh_bounds;
1661 let pos = egui::pos2(at.x - ink.center().x, at.y - ink.center().y);
1662 let backdrop = egui::Rect::from_center_size(
1663 at,
1664 ink.size() + egui::Vec2::splat(DOOR_PROMPT_PADDING * 2.0),
1665 );
1666 painter.rect_filled(
1667 backdrop,
1668 DOOR_PROMPT_PADDING,
1669 egui::Color32::from_black_alpha(DOOR_PROMPT_BACKDROP),
1670 );
1671 painter.galley(pos, galley, DOOR_PROMPT_COLOR);
1672 });
1673 }
1674
1675 /// The gem, spinning and bobbing over the chamber's floor, and the light
1676 /// it casts over it.
1677 fn draw_gem(&self, ctx: &mut FrameContext<'_, Keep>) {
1678 let t = self.simulated.as_secs_f32();
1679 let bob = (t * 2.0).sin() * GEM_BOB_HEIGHT;
1680 ctx.light(
1681 Light::point(
1682 GEM_POSITION + Vec3::Y * (bob + GEM_LIGHT_LIFT),
1683 GEM_LIGHT_COLOR,
1684 GEM_LIGHT_RANGE,
1685 )
1686 .shadow(),
1687 );
1688 ctx.draw(
1689 Gem.at(Transform::from_scale_rotation_translation(
1690 Vec3::ONE,
1691 Quat::from_rotation_y(t * GEM_SPIN_SPEED),
1692 GEM_POSITION + Vec3::Y * bob,
1693 ))
1694 .material(Material::shaded(GEM_COLOR, 0.7).emissive(GEM_COLOR.dimmed(1.6))),
1695 );
1696 }657 fn draw_station(&self, ctx: &mut FrameContext<'_, Self>, station: StationKind) {
658 let look = station.look();
659 let center = station.center();
660 let front_offset =
661 STATION_SIZE.z * 0.5 - STATION_FRONT_SIZE.z * 0.5 + STATION_FRONT_OUTWARD;
662 let front = center - Vec3::new(0.0, 0.0, front_offset);
663 for (size, position, material) in [
664 (STATION_SIZE, center, Material::lit(look.color)),
665 (
666 STATION_FRONT_SIZE,
667 front,
668 Material::color(Color::BLACK).emissive(look.glow),
669 ),
670 ] {
671 ctx.draw(
672 Cube.at(Transform::from_scale_rotation_translation(
673 size,
674 Quat::IDENTITY,
675 position,
676 ))
677 .material(material),
678 );
679 }
680 }
681
682 fn draw_bracket(&self, ctx: &mut FrameContext<'_, Self>, camera: Camera, station: StationKind) {
683 let top = station.center() + Vec3::Y * (STATION_SIZE.y * 0.5);
684 let window_size = ctx.window_size();
685 let Some(pixel) = camera.pixel_of(top, window_size) else {
686 return;
687 };
688 let at = logical(pixel, ctx.pixels_per_point());
689
690 let name = ctx.text_layout(station.look().name, egui::FontId::proportional(BODY_SIZE));
691 let (reading_text, number_text) = station.reading(self.elapsed.as_secs_f32());
692 let reading = ctx.text_layout(&reading_text, egui::FontId::monospace(BODY_SIZE));
693 let number = ctx.text_layout(
694 &number_text,
695 egui::FontId::new(NUMBER_SIZE, egui::FontFamily::Name(DISPLAY_FAMILY.into())),
696 );
697
698 ctx.ui(|ui| bracket(ui.painter(), at, name, reading, number));
699 }
700
701 /// A `Prompt` for `Trigger::Hail`, above every `StationKind` but
702 /// `hovered`: what a player presses to reach one, apart from a hover.
703 fn draw_prompts(
704 &self,
705 ctx: &mut FrameContext<'_, Self>,
706 camera: Camera,
707 hovered: Option<StationKind>,
708 ) {
709 let Some(binding) = ctx.bindings(Trigger::Hail).into_iter().next() else {
710 return;
711 };
712 let hint = prompt(&binding);
713 let glyph = ctx.text_layout(&hint.text(), egui::FontId::new(PROMPT_SIZE, hint.family()));
714 let window_size = ctx.window_size();
715 let pixels_per_point = ctx.pixels_per_point();
716
717 ctx.ui(|ui| {
718 let painter = ui.painter();
719 for station in StationKind::ALL {
720 if Some(station) == hovered {
721 continue;
722 }
723 let top = station.center() + Vec3::Y * (STATION_SIZE.y * 0.5);
724 let Some(pixel) = camera.pixel_of(top, window_size) else {
725 continue;
726 };
727 let at = logical(pixel, pixels_per_point);
728 let at = egui::pos2(at.x, at.y - PROMPT_LIFT);
729 prompt_at(painter, at, glyph.clone());
730 }
731 });
732 }
733
734 /// The title, a line and the reading, each in a font this game loaded
735 /// rather than egui's own.
736 fn panel(&self, ctx: &mut FrameContext<'_, Self>) {
737 ctx.ui(|ui| {
738 ui.label(styled(
739 "a game's own fonts",
740 egui::FontId::proportional(HEADING_SIZE),
741 ));
742 ui.label(styled(
743 "drawn in Pixel Operator, the game's proportional font",
744 egui::FontId::proportional(BODY_SIZE),
745 ));
746 ui.label(styled(
747 "the readings above each station in Pixel Operator Mono",
748 egui::FontId::monospace(BODY_SIZE),
749 ));
750 });
751 }
752
753 fn draw_dialogue(&self, ctx: &mut FrameContext<'_, Self>) {
754 let Some(dialogue) = &self.dialogue else {
755 return;
756 };
757 let whole = ctx.text_layout(
758 dialogue.current_line(),
759 egui::FontId::proportional(BODY_SIZE),
760 );
761 let size = whole.size();
762 ctx.ui(|ui| dialogue.draw(ui, size));
763 }
764
765 /// The `StationKind` under the pointer, `None` while the UI holds it.
766 fn hovered(ctx: &FrameContext<'_, Self>) -> Option<StationKind> {
767 if ctx.ui_wants_pointer() {
768 return None;
769 }
770 hit_station(
771 ctx.last_camera()
772 .ray_through(ctx.pointer(), ctx.window_size()),
773 )
774 }
775
776 /// A held [`Trigger::Hail`] turns the camera by the pointer's own
777 /// motion; the wheel zooms it.
778 fn steer(&mut self, ctx: &mut FrameContext<'_, Self>) {
779 if !ctx.ui_wants_pointer() && ctx.down(Trigger::Hail) {
780 self.orbit.turn(ctx.axis2(Turn::Look));
781 }
782 let wheel = ctx.axis(Zoom::Wheel);
783 if !ctx.ui_wants_pointer() && wheel != 0.0 {
784 self.orbit.zoom(ZOOM_STEP.powf(wheel));
785 }
786 }
787}
788
789impl Game for WatchRoom {
790 type Meshes = Shape;
791 type Sounds = NoSounds;
792 type InputActions = Controls;
793 type Skyboxes = Sky;
794 type SurfaceStyles = ();
795 type PostEffects = ();
796
797 fn tick(&mut self, ctx: &mut TickContext<'_, Self>) {
798 self.elapsed += ctx.dt();
799 self.orbit.yaw += AUTO_TURN_RATE * ctx.dt().as_secs_f32();
800
801 if let Some(dialogue) = &mut self.dialogue {
802 dialogue.tick();
803 }
804 if ctx.pressed(Trigger::Close) {
805 self.dialogue = None;
806 self.hailed = None;
807 }
808 if ctx.pressed(Trigger::Sheet) {
809 self.sheet_open = !self.sheet_open;
810 }
811 if ctx.pressed(Trigger::Hail) && !ctx.ui_wants_pointer() {
812 self.handle_hail(ctx);
813 }
814 }
815
816 fn frame(&mut self, ctx: &mut FrameContext<'_, Self>) {
817 self.steer(ctx);
818
819 let camera = self.orbit.camera();
820 ctx.set_camera(camera);
821 ctx.set_skybox(Sky::Dusk);
822 ctx.light(Light::directional(SUN_DIRECTION, SUN_COLOR).shadow());
823
824 ctx.draw(
825 Plane
826 .at(Transform::from_scale(Vec3::new(
827 PLATFORM_SIZE,
828 1.0,
829 PLATFORM_SIZE,
830 )))
831 .material(Material::lit(PLATFORM_COLOR)),
832 );
833 for station in StationKind::ALL {
834 self.draw_station(ctx, station);
835 }
836
837 let hovered = Self::hovered(ctx);
838 if !self.sheet_open {
839 if let Some(station) = hovered {
840 ctx.set_cursor(Cursor::Pointer);
841 self.draw_bracket(ctx, camera, station);
842 }
843 self.draw_prompts(ctx, camera, hovered);
844 }
845 if self.dialogue.is_some() {
846 self.draw_dialogue(ctx);
847 }
848 if self.sheet_open {
849 ctx.ui(sheet);
850 }
851 self.panel(ctx);
852 }90 fn draw_scene(&self, ctx: &mut FrameContext<'_, Self>) {
91 ctx.light(Light::directional(SUN_DIRECTION, SUN_COLOR).shadow());
92
93 ctx.draw(
94 Plane
95 .at(Transform::from_scale(Vec3::new(
96 GROUND_SIZE,
97 1.0,
98 GROUND_SIZE,
99 )))
100 .material(Material::lit(GROUND_COLOR)),
101 );
102 ctx.draw(
103 Cube.at(Transform::from_scale_rotation_translation(
104 Vec3::splat(GLOW_SIZE),
105 Quat::IDENTITY,
106 GLOW_POSITION,
107 ))
108 .material(Material::color(Color::BLACK).emissive(GLOW_COLOR)),
109 );
110 for position in SPHERE_POSITIONS {
111 ctx.draw(
112 Sphere {
113 subdivisions: SPHERE_SUBDIVISIONS,
114 }
115 .at(position)
116 .material(Material::lit(SPHERE_COLOR)),
117 );
118 }
119 }604 fn draw_court(&self, ctx: &mut FrameContext<'_, Breakout>) {
605 ctx.draw(
606 Plane
607 .at(Transform::from_scale(Vec3::new(
608 COURT_HALF_WIDTH * 2.0,
609 1.0,
610 COURT_HALF_DEPTH * 2.0,
611 )))
612 .material(Material::lit(FLOOR_COLOR)),
613 );
614
615 let side_half = Vec3::new(WALL_THICKNESS * 0.5, WALL_HEIGHT * 0.5, COURT_HALF_DEPTH);
616 for side in [-1.0, 1.0] {
617 let x = side * (COURT_HALF_WIDTH - WALL_THICKNESS * 0.5);
618 ctx.draw(
619 Cube.at(Transform::from_scale_rotation_translation(
620 side_half * 2.0,
621 Quat::IDENTITY,
622 Vec3::new(x, side_half.y, 0.0),
623 ))
624 .material(Material::lit(WALL_COLOR)),
625 );
626 }
627
628 let top_half = Vec3::new(COURT_HALF_WIDTH, WALL_HEIGHT * 0.5, WALL_THICKNESS * 0.5);
629 ctx.draw(
630 Cube.at(Transform::from_scale_rotation_translation(
631 top_half * 2.0,
632 Quat::IDENTITY,
633 Vec3::new(0.0, top_half.y, -COURT_HALF_DEPTH + WALL_THICKNESS * 0.5),
634 ))
635 .material(Material::lit(WALL_COLOR)),
636 );
637 }
638
639 fn draw_bricks(&self, ctx: &mut FrameContext<'_, Breakout>) {
640 let scale = Vec3::new(
641 BRICK_HALF_WIDTH * 2.0,
642 BRICK_HALF_HEIGHT * 2.0,
643 BRICK_HALF_DEPTH * 2.0,
644 );
645 for brick in self.bricks.iter().filter(|brick| brick.hits_remaining > 0) {
646 let health = f32::from(brick.hits_remaining) / f32::from(BRICK_HITS);
647 let color = BRICK_ROW_COLORS[brick.row].dimmed(0.4 + 0.6 * health);
648 ctx.draw(
649 Cube.at(Transform::from_scale_rotation_translation(
650 scale,
651 Quat::IDENTITY,
652 brick.position,
653 ))
654 .material(Material::shaded(color, health)),
655 );
656 }
657 }
658
659 /// Draws the live spark burst: additive, tumbling by roll as they age,
660 /// shrinking and fading out over their lifetime.
661 fn draw_sparks(&self, ctx: &mut FrameContext<'_, Breakout>) {
662 for spark in &self.sparks {
663 let age = (spark.age / SPARK_LIFETIME).clamp(0.0, 1.0);
664 let fade = 1.0 - age;
665 let size = SPARK_SIZE_START.lerp(SPARK_SIZE_END, age);
666 ctx.draw(
667 Quad.at(Transform::from_scale_rotation_translation(
668 Vec3::splat(size),
669 Quat::IDENTITY,
670 spark.position,
671 ))
672 .billboard()
673 .roll(spark.roll + spark.age * SPARK_SPIN_SPEED)
674 .material(
675 Material::color(spark.color.with_alpha(fade))
676 .emissive(spark.color.dimmed(SPARK_EMISSIVE_PEAK))
677 .additive(),
678 ),
679 );
680 }
681 }
682
683 /// Draws the ball's ghost trail, each ghost smaller and more transparent
684 /// than the one ahead of it; each ghost's position interpolates between
685 /// its own last two resolved ticks by the same `alpha` the ball itself
686 /// draws at, and its radius clamps to what the ball's own radius has
687 /// left over its distance from the head, so a ghost still close to the
688 /// ball never draws past its edge.
689 fn draw_trail(&self, ctx: &mut FrameContext<'_, Breakout>, alpha: f32) {
690 let head = self.ball_trail[1].lerp(self.ball_trail[0], alpha);
691 for i in 0..TRAIL_LEN {
692 let position = self.ball_trail[i + 1].lerp(self.ball_trail[i], alpha);
693 let age = (i + 1) as f32 / TRAIL_LEN as f32;
694 let fade = (1.0 - age).max(TRAIL_ALPHA_FLOOR);
695 let radius = (BALL_RADIUS * TRAIL_SCALE_MIN.lerp(TRAIL_SCALE_MAX, fade))
696 .min((BALL_RADIUS - head.distance(position)).max(0.0));
697 let scale = Vec3::splat(radius * 2.0);
698 ctx.draw(
699 Sphere { subdivisions: 2 }
700 .at(Transform::from_scale_rotation_translation(
701 scale,
702 Quat::IDENTITY,
703 position,
704 ))
705 .material(
706 Material::color(BALL_GLOW.with_alpha(fade))
707 .emissive(BALL_EMISSIVE.dimmed(TRAIL_EMISSIVE_PEAK)),
708 ),
709 );
710 }
711 }
712
713 /// Draws one held ball for every life past the one in play, set in a
714 /// row alongside the paddle's own path.
715 fn draw_lives(&self, ctx: &mut FrameContext<'_, Breakout>) {
716 let held_lives = self.lives.saturating_sub(1);
717 for slot in 0..held_lives {
718 let z = PADDLE_Z + (slot + 1) as f32 * LIFE_ROW_SPACING;
719 ctx.draw(
720 Sphere { subdivisions: 2 }
721 .at(Transform::from_scale_rotation_translation(
722 Vec3::splat(BALL_RADIUS * 2.0),
723 Quat::IDENTITY,
724 Vec3::new(LIFE_ROW_X, BALL_RADIUS, z),
725 ))
726 .material(
727 Material::color(BALL_GLOW)
728 .emissive(BALL_EMISSIVE)
729 .additive(),
730 ),
731 );
732 }
733 }
734
735 fn overlay(&mut self, ctx: &mut FrameContext<'_, Breakout>) {
736 let bricks_left = self
737 .bricks
738 .iter()
739 .filter(|brick| brick.hits_remaining > 0)
740 .count();
741 // Read before `ctx.ui` so a rebind changes what the hint reads this
742 // frame too.
743 let move_hint = bindings_text(ctx.bindings(Move::Paddle));
744 let pause_hint = bindings_text(ctx.bindings(Button::Pause));
745 let serve_hint = bindings_text(ctx.bindings(Button::Serve));
746 ctx.ui(|ui| {
747 ui.horizontal(|ui| {
748 ui.label(egui::RichText::new(format!("score {}", self.score)).size(32.0));
749 ui.label(format!("{bricks_left} bricks left"));
750 });
751 ui.label(format!("move: {move_hint} · {pause_hint} to pause"));
752 if self.phase == Phase::Serving {
753 ui.label(format!("{serve_hint} to serve"));
754 }
755 });
756
757 match self.phase {
758 Phase::Serving | Phase::Playing if self.paused => self.menu(ctx, "paused", false),
759 Phase::Won => self.menu(ctx, "you win", true),
760 Phase::Lost => self.menu(ctx, "game over", true),
761 _ => {}
762 }
763 }
764
765 fn menu(&mut self, ctx: &mut FrameContext<'_, Breakout>, title: &str, over: bool) {
766 let mut clicked = false;
767 let mut quit = false;
768
769 // `ctx.ui` cannot borrow `ctx`, so anything the controls list needs is
770 // read first and applied after.
771 let buttons: Vec<(Button, String)> = Button::all()
772 .into_iter()
773 .map(|action| (action, bindings_text(ctx.bindings(action))))
774 .collect();
775 let axes: Vec<(Move, String)> = Move::all()
776 .into_iter()
777 .map(|action| (action, bindings_text(ctx.bindings(action))))
778 .collect();
779 let listening = self.listening;
780 let actuated_button = (!ctx.ui_wants_keyboard())
781 .then(|| ctx.actuated_button())
782 .flatten();
783 let actuated_axis = (!ctx.ui_wants_keyboard())
784 .then(|| ctx.actuated_axis())
785 .flatten();
786 let mut reset = None;
787
788 ctx.ui(|ui| {
789 egui::Window::new(title)
790 .collapsible(false)
791 .resizable(false)
792 .anchor(egui::Align2::CENTER_CENTER, egui::Vec2::ZERO)
793 .show(ui.ctx(), |ui| {
794 if over {
795 ui.label(format!("score {}", self.score));
796 }
797 if !over {
798 ui.add(
799 egui::Slider::new(&mut self.master_volume, 0.0..=1.0).text("volume"),
800 );
801 if ui.button("resume").clicked() {
802 self.paused = false;
803 clicked = true;
804 }
805 ui.separator();
806 ui.heading("controls");
807 for (action, text) in &buttons {
808 controls_row(
809 ui,
810 action.name(),
811 text,
812 listening == Some(Listening::Button(*action)),
813 &mut self.listening,
814 Listening::Button(*action),
815 &mut reset,
816 );
817 }
818 for (action, text) in &axes {
819 controls_row(
820 ui,
821 action.name(),
822 text,
823 listening == Some(Listening::Move(*action)),
824 &mut self.listening,
825 Listening::Move(*action),
826 &mut reset,
827 );
828 }
829 }
830 if ui.button("restart").clicked() {
831 self.restart();
832 clicked = true;
833 }
834 if ui.button("quit").clicked() {
835 quit = true;
836 }
837 });
838 });
839
840 match (self.listening, actuated_button, actuated_axis) {
841 (Some(Listening::Button(action)), Some(binding), _) => {
842 ctx.rebind(action, vec![binding]);
843 self.listening = None;
844 }
845 (Some(Listening::Move(action)), _, Some(binding)) => {
846 ctx.rebind(action, vec![binding]);
847 self.listening = None;
848 }
849 _ => {}
850 }
851 match reset {
852 Some(Listening::Button(action)) => ctx.rebind(action, action.bindings()),
853 Some(Listening::Move(action)) => ctx.rebind(action, action.bindings()),
854 None => {}
855 }
856
857 if clicked {
858 ctx.play(Sound::Click);
859 }
860 if quit {
861 ctx.close();
862 }
863 }
864
865 /// Sustains both tracks every frame, and the gain goes to whichever the
866 /// game calls for: gameplay music while a round is live, serving
867 /// included, and menu music whenever a menu covers it.
868 ///
869 /// Each fades in over [`MUSIC_CROSSFADE`] and slides every later gain
870 /// over it, which is the crossfade itself; the one at no gain costs no
871 /// voice while its playback goes on under the other.
872 fn sustain_music(&self, ctx: &mut FrameContext<'_, Breakout>) {
873 let playing = !self.paused && matches!(self.phase, Phase::Serving | Phase::Playing);
874 let gain = |wanted: bool| match wanted {
875 true => MUSIC_GAIN,
876 false => 0.0,
877 };
878
879 ctx.sustain(
880 Sound::Music
881 .gain(gain(playing))
882 .fade(MUSIC_CROSSFADE)
883 .glide(MUSIC_CROSSFADE)
884 .loop_from(MUSIC_LOOP_FROM),
885 );
886 ctx.sustain(
887 Sound::MenuMusic
888 .gain(gain(!playing))
889 .fade(MUSIC_CROSSFADE)
890 .glide(MUSIC_CROSSFADE)
891 .loop_from(MENU_MUSIC_LOOP_FROM),
892 );
893 }
894}
895
896/// One action's name, its live bindings, a rebind control that starts
897/// listening for a new one, and a reset to its defaults; cancel is a
898/// button rather than Escape, since Escape is itself a binding a listen
899/// could capture.
900fn controls_row(
901 ui: &mut egui::Ui,
902 name: &str,
903 bindings: &str,
904 listening: bool,
905 target: &mut Option<Listening>,
906 action: Listening,
907 reset: &mut Option<Listening>,
908) {
909 ui.horizontal(|ui| {
910 ui.label(format!("{name}: {bindings}"));
911 if listening {
912 ui.label("listening");
913 if ui.button("cancel").clicked() {
914 *target = None;
915 }
916 } else if ui.button("rebind").clicked() {
917 *target = Some(action);
918 }
919 if ui.button("reset").clicked() {
920 *reset = Some(action);
921 }
922 });
923}
924
925/// The controls-menu text for a live binding list: each alternative,
926/// separated, in the order the player can use them.
927fn bindings_text<B: Display>(bindings: Vec<B>) -> String {
928 bindings
929 .iter()
930 .map(ToString::to_string)
931 .collect::<Vec<_>>()
932 .join(", ")
933}
934
935fn spawn_bricks() -> Vec<Brick> {
936 let cell = BRICK_HALF_WIDTH * 2.0 + BRICK_GAP;
937 let row_span = BRICK_HALF_DEPTH * 2.0 + BRICK_ROW_GAP;
938 let grid_width = cell * BRICK_COLUMNS as f32 - BRICK_GAP;
939 let start_x = -grid_width * 0.5 + BRICK_HALF_WIDTH;
940 let start_z = -COURT_HALF_DEPTH + WALL_THICKNESS + BRICK_HALF_DEPTH + 0.6;
941
942 (0..BRICK_ROWS)
943 .flat_map(|row| {
944 (0..BRICK_COLUMNS).map(move |column| Brick {
945 row,
946 position: Vec3::new(
947 start_x + column as f32 * cell,
948 BRICK_HALF_HEIGHT,
949 start_z + row as f32 * row_span,
950 ),
951 hits_remaining: BRICK_HITS,
952 })
953 })
954 .collect()
955}
956
957impl Game for Breakout {
958 type Meshes = Shape;
959 type Sounds = Sound;
960 type InputActions = Controls;
961 type Skyboxes = NoSkyboxes;
962 type SurfaceStyles = ();
963 type PostEffects = ();
964
965 fn tick(&mut self, ctx: &mut TickContext<'_, Breakout>) {
966 if self.paused {
967 return;
968 }
969
970 let dt = ctx.dt().as_secs_f32();
971 self.paddle_flash = (self.paddle_flash - dt).max(0.0);
972 self.brick_flash = (self.brick_flash - dt).max(0.0);
973 self.life_lost_flash = (self.life_lost_flash - dt).max(0.0);
974 self.step_sparks(dt);
975
976 // Decay runs before the end-screen return below, so the last pulse and
977 // burst do not stay on screen.
978 if matches!(self.phase, Phase::Won | Phase::Lost) {
979 return;
980 }
981
982 let axis = if ctx.ui_wants_keyboard() {
983 0.0
984 } else {
985 ctx.axis(Move::Paddle)
986 };
987 self.step_paddle(axis, dt);
988
989 match self.phase {
990 Phase::Serving => self.hold_ball(ctx),
991 _ => self.step_ball(ctx, dt),
992 }
993 }
994
995 fn frame(&mut self, ctx: &mut FrameContext<'_, Breakout>) {
996 if matches!(self.phase, Phase::Serving | Phase::Playing) && ctx.pressed(Button::Pause) {
997 self.paused = !self.paused;
998 }
999
1000 ctx.set_volume(self.master_volume);
1001 self.sustain_music(ctx);
1002
1003 ctx.set_camera(Self::camera());
1004
1005 let brick_pulse = (self.brick_flash / BRICK_FLASH).clamp(0.0, 1.0);
1006 ctx.set_bloom((BLOOM_BASE + brick_pulse * BLOOM_PULSE_PEAK).clamp(0.0, 1.0));
1007
1008 let life_lost_t = (self.life_lost_flash / LIFE_LOST_FLASH).clamp(0.0, 1.0);
1009 ctx.set_exposure((1.0 - life_lost_t * EXPOSURE_DIP_DEPTH).clamp(0.0, 1.0));
1010
1011 // The tick moves nothing behind a menu, so a frame there draws the last
1012 // step whole rather than interpolating from the one before.
1013 let alpha = match self.phase {
1014 Phase::Serving | Phase::Playing if !self.paused => ctx.alpha(),
1015 _ => 1.0,
1016 };
1017 let paddle_x = self.paddle_prev_x.lerp(self.paddle_x, alpha);
1018 let ball_pos = self.ball_prev.lerp(self.ball_pos, alpha);
1019
1020 ctx.light(Light::point(ball_pos, BALL_GLOW, BALL_LIGHT_RANGE).shadow());
1021
1022 self.draw_court(ctx);
1023 self.draw_bricks(ctx);
1024 self.draw_sparks(ctx);
1025 self.draw_lives(ctx);
1026
1027 ctx.draw(
1028 Paddle
1029 .at(Transform::from_translation(Vec3::new(
1030 paddle_x,
1031 PADDLE_HALF_HEIGHT,
1032 PADDLE_Z,
1033 )))
1034 .material_of(PaddlePart::Face, self.paddle_face_material()),
1035 );
1036
1037 self.draw_trail(ctx, alpha);
1038 ctx.draw(
1039 Sphere { subdivisions: 2 }
1040 .at(Transform::from_scale_rotation_translation(
1041 Vec3::splat(BALL_RADIUS * 2.0),
1042 Quat::IDENTITY,
1043 ball_pos,
1044 ))
1045 .material(
1046 Material::color(BALL_GLOW)
1047 .emissive(BALL_EMISSIVE)
1048 .additive(),
1049 ),
1050 );
1051
1052 self.overlay(ctx);
1053 }492 fn draw_board(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
493 let scale = Vec3::new(TILE_SIZE - TILE_GAP, TILE_THICKNESS, TILE_SIZE - TILE_GAP);
494 for col in 0..BOARD_TILES {
495 for row in 0..BOARD_TILES {
496 let tile = (col, row);
497 let center = tile_center(tile) - Vec3::Y * (TILE_THICKNESS * 0.5);
498 let reachable = self.selected && self.reachable(tile);
499 let hovered = self.selected && hover == Hover::Tile(tile);
500 let color = if hovered {
501 if reachable {
502 HOVER_REACHABLE_TILE
503 } else {
504 HOVER_BLOCKED_TILE
505 }
506 } else if (col + row) % 2 == 0 {
507 LIGHT_TILE
508 } else {
509 DARK_TILE
510 };
511 ctx.draw(
512 Cube.at(Transform::from_scale_rotation_translation(
513 scale,
514 Quat::IDENTITY,
515 center,
516 ))
517 .material(Material::lit(color)),
518 );
519 if reachable && !hovered {
520 self.draw_reachable_mark(ctx, tile);
521 }
522 }
523 }
524 }
525
526 /// A mark over a reachable tile, its own tone apart from the
527 /// checker's tone and the hover tone, so the checker still reads
528 /// under it.
529 fn draw_reachable_mark(&self, ctx: &mut FrameContext<'_, Board>, tile: (i32, i32)) {
530 let center = tile_center(tile) + Vec3::Y * REACHABLE_MARK_LIFT;
531 ctx.draw(
532 Plane
533 .at(Transform::from_scale_rotation_translation(
534 Vec3::new(
535 TILE_SIZE * REACHABLE_MARK_SCALE,
536 1.0,
537 TILE_SIZE * REACHABLE_MARK_SCALE,
538 ),
539 Quat::IDENTITY,
540 center,
541 ))
542 .material(Material::color(REACHABLE_MARK)),
543 );
544 }
545
546 /// A mark bright enough to read past the sprite's own tint under the
547 /// selected unit, or a smaller, dim one under the unit whose turn it
548 /// is while nothing is selected — so the current unit reads from the
549 /// ground alone.
550 fn draw_current_mark(&self, ctx: &mut FrameContext<'_, Board>) {
551 let (color, scale) = if self.selected {
552 (CURRENT_MARK, CURRENT_MARK_SCALE)
553 } else {
554 (TURN_MARK, TURN_MARK_SCALE)
555 };
556 let center = tile_center(self.current().tile) + Vec3::Y * REACHABLE_MARK_LIFT;
557 ctx.draw(
558 Plane
559 .at(Transform::from_scale_rotation_translation(
560 Vec3::new(TILE_SIZE * scale, 1.0, TILE_SIZE * scale),
561 Quat::IDENTITY,
562 center,
563 ))
564 .material(Material::color(color)),
565 );
566 }
567
568 fn draw_rocks(&self, ctx: &mut FrameContext<'_, Board>) {
569 for &(x, z, seed, scale) in &ROCKS {
570 let angle = hash_signed(seed, 99) * core::f32::consts::PI;
571 ctx.draw(
572 Rock { seed }
573 .at(Transform::from_scale_rotation_translation(
574 Vec3::splat(scale),
575 Quat::from_rotation_y(angle),
576 Vec3::new(x, 0.5 * scale, z),
577 ))
578 .material(Material::lit(ROCK_COLOR)),
579 );
580 }
581 }
582
583 fn draw_sprite(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
584 let position = self.sprite.previous.lerp(self.sprite.position, ctx.alpha());
585 let current = self.turn == Turn::Sprite;
586 let (tint, glow) = if current && self.selected {
587 (SELECTED_TINT, SELECTED_GLOW)
588 } else if current && hover == Hover::CurrentUnit {
589 (HOVER_TINT, HOVER_GLOW)
590 } else if current {
591 (TURN_TINT, TURN_GLOW)
592 } else {
593 (Color::WHITE, Color::BLACK)
594 };
595 ctx.draw(
596 Sprite
597 .at(Transform::from_scale_rotation_translation(
598 Vec3::new(SPRITE_WIDTH, SPRITE_HEIGHT, 1.0),
599 Quat::IDENTITY,
600 position,
601 ))
602 .upright()
603 .frame(sprite_frame(self.sprite.facing_right))
604 .material(Material::lit(tint).cutout().emissive(glow)),
605 );
606 }
607
608 fn draw_block(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
609 let position = self.block.previous.lerp(self.block.position, ctx.alpha());
610 let current = self.turn == Turn::Block;
611 let (color, glow) = if current && self.selected {
612 (SELECTED_TINT, SELECTED_GLOW)
613 } else if current && hover == Hover::CurrentUnit {
614 (HOVER_TINT, HOVER_GLOW)
615 } else if current {
616 (BLOCK_TURN, TURN_GLOW)
617 } else {
618 (BLOCK_IDLE, Color::BLACK)
619 };
620 ctx.draw(
621 Cube.at(Transform::from_scale_rotation_translation(
622 Vec3::splat(BLOCK_SIZE),
623 Quat::IDENTITY,
624 position,
625 ))
626 .material(Material::lit(color).emissive(glow)),
627 );
628 }
629
630 fn draw_ground(&self, ctx: &mut FrameContext<'_, Board>) {
631 ctx.draw(
632 Plane
633 .at(Transform::from_scale_rotation_translation(
634 Vec3::new(GROUND_HALF * 2.0, 1.0, GROUND_HALF * 2.0),
635 Quat::IDENTITY,
636 Vec3::new(0.0, GROUND_Y, 0.0),
637 ))
638 .material(Material::lit(GROUND_COLOR)),
639 );
640 }Sourcepub fn material_of<P: Part, C: Clip>(self, part: P, material: Material) -> Selfwhere
M: Mesh<P, C>,
pub fn material_of<P: Part, C: Clip>(self, part: P, material: Material) -> Selfwhere
M: Mesh<P, C>,
Draws the slot part selects with material instead of the mesh’s
default for it.
Takes a part of the mesh’s own vocabulary and no other. The last write to a slot is the one used.
Examples found in repository?
995 fn frame(&mut self, ctx: &mut FrameContext<'_, Breakout>) {
996 if matches!(self.phase, Phase::Serving | Phase::Playing) && ctx.pressed(Button::Pause) {
997 self.paused = !self.paused;
998 }
999
1000 ctx.set_volume(self.master_volume);
1001 self.sustain_music(ctx);
1002
1003 ctx.set_camera(Self::camera());
1004
1005 let brick_pulse = (self.brick_flash / BRICK_FLASH).clamp(0.0, 1.0);
1006 ctx.set_bloom((BLOOM_BASE + brick_pulse * BLOOM_PULSE_PEAK).clamp(0.0, 1.0));
1007
1008 let life_lost_t = (self.life_lost_flash / LIFE_LOST_FLASH).clamp(0.0, 1.0);
1009 ctx.set_exposure((1.0 - life_lost_t * EXPOSURE_DIP_DEPTH).clamp(0.0, 1.0));
1010
1011 // The tick moves nothing behind a menu, so a frame there draws the last
1012 // step whole rather than interpolating from the one before.
1013 let alpha = match self.phase {
1014 Phase::Serving | Phase::Playing if !self.paused => ctx.alpha(),
1015 _ => 1.0,
1016 };
1017 let paddle_x = self.paddle_prev_x.lerp(self.paddle_x, alpha);
1018 let ball_pos = self.ball_prev.lerp(self.ball_pos, alpha);
1019
1020 ctx.light(Light::point(ball_pos, BALL_GLOW, BALL_LIGHT_RANGE).shadow());
1021
1022 self.draw_court(ctx);
1023 self.draw_bricks(ctx);
1024 self.draw_sparks(ctx);
1025 self.draw_lives(ctx);
1026
1027 ctx.draw(
1028 Paddle
1029 .at(Transform::from_translation(Vec3::new(
1030 paddle_x,
1031 PADDLE_HALF_HEIGHT,
1032 PADDLE_Z,
1033 )))
1034 .material_of(PaddlePart::Face, self.paddle_face_material()),
1035 );
1036
1037 self.draw_trail(ctx, alpha);
1038 ctx.draw(
1039 Sphere { subdivisions: 2 }
1040 .at(Transform::from_scale_rotation_translation(
1041 Vec3::splat(BALL_RADIUS * 2.0),
1042 Quat::IDENTITY,
1043 ball_pos,
1044 ))
1045 .material(
1046 Material::color(BALL_GLOW)
1047 .emissive(BALL_EMISSIVE)
1048 .additive(),
1049 ),
1050 );
1051
1052 self.overlay(ctx);
1053 }Sourcepub fn faded(self, alpha: f32) -> Self
pub fn faded(self, alpha: f32) -> Self
Scales the tint alpha of every slot the draw covers by alpha,
clamped to 0.0..=1.0, leaving the rest of each material as it is.
Required if you want to fade a mesh and repaint none of it: the fade
applies once material overrides have resolved,
so every slot fades the same. Under 1.0 the draw blends in the
transparent pass and blocks that same fraction of every light it is
within, as a tint alpha under 1.0 does on its own: a fading draw’s
shadow fades with the draw instead of dropping away, and one faded to
0.0 casts nothing. A styled draw keeps its own pass and casts as that
pass does. The fade scales what an additive draw adds, its
emissive light too, and the alpha a cutout draw
drops texels from, so one faded past 0.5 keeps none of them. The last
call is the one used.
Examples found in repository?
1442 fn draw_wall(
1443 ctx: &mut FrameContext<'_, Keep>,
1444 at: Vec2,
1445 standing: Range<f32>,
1446 seed: i32,
1447 fade: f32,
1448 ) {
1449 for course in 0..WALL_COURSES {
1450 let base = course as f32 * WALL_HEIGHT;
1451 let low = (standing.start - base).max(0.0);
1452 let high = (standing.end - base).min(WALL_HEIGHT);
1453 if high <= low {
1454 continue;
1455 }
1456
1457 let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458 ctx.draw(
1459 CaveWall
1460 .at(Transform::from_scale_rotation_translation(
1461 Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462 Quat::IDENTITY,
1463 Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464 ))
1465 .frame(cave_wall_face(variant, low..high))
1466 .faded(fade),
1467 );
1468 }
1469 }
1470
1471 /// The room's two side walls and its back wall, full height, and the low
1472 /// wall closing its near end between the side walls and the mouth. The
1473 /// back wall stops short of the corners the side walls already fill, and
1474 /// the near one leaves the mouth's own tile open.
1475 fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476 let half = CAVE_HALF_WIDTH as i32 + 1;
1477 let near = CAVE_NEAR_Z as i32;
1478 let far = CAVE_FAR_Z as i32;
1479
1480 for row in far..=near {
1481 let z = row as f32 * TILE_SIZE;
1482 let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483 let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484 Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485 Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486 }
1487 for col in (-half + 1)..half {
1488 let x = col as f32 * TILE_SIZE;
1489 let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490 Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491 if col != 0 {
1492 let lip = Vec2::new(x, CAVE_LIP_Z);
1493 Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494 }
1495 }
1496 }
1497
1498 /// The wall the door hangs in, run across the room between the side walls
1499 /// with one tile left open on the room's axis for the doorway and stone
1500 /// filling the column over the door. A player behind the wall is drawn
1501 /// through the stacks between them and the camera, at `seen_through`,
1502 /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503 fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504 let stone = |x: f32| match seen_through {
1505 Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506 _ => SOLID,
1507 };
1508 let half = CAVE_HALF_WIDTH as i32;
1509
1510 for col in (-half..=half).filter(|&col| col != 0) {
1511 let x = col as f32 * TILE_SIZE;
1512 Self::draw_wall(
1513 ctx,
1514 Vec2::new(x, DOOR_Z),
1515 0.0..WALL_TOP,
1516 col * 5 + 3,
1517 stone(x),
1518 );
1519 }
1520 Self::draw_wall(
1521 ctx,
1522 Vec2::new(0.0, DOOR_Z),
1523 DOOR_HEIGHT..WALL_TOP,
1524 3,
1525 stone(0.0),
1526 );
1527 }
1528
1529 /// The two torches: an upright cutout post apiece, the flame's loop
1530 /// burning over its binding, and the light that flame casts.
1531 fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532 let elapsed = self.simulated.as_secs_f32();
1533 let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535 for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536 let base = Vec3::new(x, 0.0, z);
1537 ctx.draw(
1538 Torch
1539 .at(Transform::from_scale_rotation_translation(
1540 Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541 Quat::IDENTITY,
1542 base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543 ))
1544 .upright(),
1545 );
1546
1547 let phase = index as f32 * 2.1;
1548 let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549 let flame_pos =
1550 base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552 let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553 ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554 // The pair burn an even share of the loop apart.
1555 let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556 ctx.draw(
1557 Flame
1558 .at(Transform::from_scale_rotation_translation(
1559 Vec3::splat(FLAME_SIZE),
1560 Quat::IDENTITY,
1561 flame_pos,
1562 ))
1563 .billboard()
1564 .roll(flicker * FLAME_ROLL)
1565 .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566 );
1567 }
1568 }
1569
1570 /// The door at its hinge — swung back against the wall once opened —
1571 /// drawn through alongside its wall, faded by `ghost`.
1572 fn draw_door(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1573 let fade = ghost_alpha(ghost);
1574 let swung = if self.door_opening {
1575 Quat::from_rotation_y(core::f32::consts::FRAC_PI_2)
1576 } else {
1577 Quat::IDENTITY
1578 };
1579
1580 ctx.draw(
1581 Door.at(Transform::from_rotation_translation(swung, DOOR_HINGE))
1582 .material(Material::shaded(DOOR_COLOR, DOOR_LITNESS))
1583 .faded(fade),
1584 );
1585 }
1586
1587 /// The posts and lintel framing the doorway, in a color the stone never
1588 /// is, standing clear of the wall so the opening reads as a door from
1589 /// across the chamber. Glowing of their own while the door is closed and
1590 /// within [`INTERACT_RADIUS`], the cue that it opens.
1591 fn draw_door_frame(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1592 let reachable =
1593 !self.door_opening && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1594 let material =
1595 Material::shaded(DOOR_FRAME_COLOR, DOOR_FRAME_LITNESS).emissive(if reachable {
1596 DOOR_FRAME_GLOW
1597 } else {
1598 Color::BLACK
1599 });
1600 let fade = ghost_alpha(ghost);
1601 let z = DOOR_WALL_NEAR_Z + DOOR_FRAME_STANDOFF;
1602 let jamb_height = DOOR_HEIGHT + DOOR_FRAME_THICKNESS;
1603
1604 for side in SIDES {
1605 ctx.draw(
1606 Cube.at(Transform::from_scale_rotation_translation(
1607 Vec3::new(DOOR_FRAME_THICKNESS, jamb_height, DOOR_FRAME_THICKNESS),
1608 Quat::IDENTITY,
1609 Vec3::new(
1610 side * (DOORWAY_HALF + DOOR_FRAME_THICKNESS * 0.5),
1611 jamb_height * 0.5,
1612 z,
1613 ),
1614 ))
1615 .material(material)
1616 .faded(fade),
1617 );
1618 }
1619 ctx.draw(
1620 Cube.at(Transform::from_scale_rotation_translation(
1621 Vec3::new(
1622 DOOR_WIDTH + DOOR_FRAME_THICKNESS * 2.0,
1623 DOOR_FRAME_THICKNESS,
1624 DOOR_FRAME_THICKNESS,
1625 ),
1626 Quat::IDENTITY,
1627 Vec3::new(0.0, DOOR_HEIGHT + DOOR_FRAME_THICKNESS * 0.5, z),
1628 ))
1629 .material(material)
1630 .faded(fade),
1631 );
1632 }Sourcepub fn into_set<T: From<M>>(self) -> Instance<T, S>
pub fn into_set<T: From<M>>(self) -> Instance<T, S>
The same draw as a draw of the game’s set T, which
FrameContext::draw takes as it takes any
mesh the set holds.
Required if you want one variable to hold a draw of either of two mesh types.
Examples found in repository?
1352 fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353 for &(x, z, rock) in &FLORA {
1354 let (width, height) = if rock {
1355 (ROCK_WIDTH, ROCK_HEIGHT)
1356 } else {
1357 (BUSH_WIDTH, BUSH_HEIGHT)
1358 };
1359 let standing = Transform::from_scale_rotation_translation(
1360 Vec3::new(width, height, width),
1361 Quat::IDENTITY,
1362 Vec3::new(x, height * 0.5, z),
1363 );
1364 let flora: Instance<Shape, _> = if rock {
1365 Rock.at(standing).into_set()
1366 } else {
1367 Bush.at(standing).into_set()
1368 };
1369 ctx.draw(flora.upright());
1370 }
1371 }More examples
855 fn draw_scene(&self, ctx: &mut FrameContext<'_, Self>) {
856 ctx.draw(
857 Plane
858 .at(Transform::from_scale(Vec3::new(
859 GROUND_SIZE,
860 1.0,
861 GROUND_SIZE,
862 )))
863 .material(Material::lit(GROUND_COLOR).roughness(0.9)),
864 );
865
866 Self::draw_pair(
867 ctx,
868 SHADING_Z,
869 SPHERE_RADIUS,
870 ShadingPlain.at(Vec3::ZERO).into_set(),
871 ShadingMapped.at(Vec3::ZERO).into_set(),
872 self.shading_map_on,
873 );
874 Self::draw_pair(
875 ctx,
876 RELIEF_Z,
877 SPHERE_RADIUS,
878 ReliefPlain.at(Vec3::ZERO).into_set(),
879 ReliefMapped.at(Vec3::ZERO).into_set(),
880 self.relief_map_on,
881 );
882 Self::draw_pair(
883 ctx,
884 EMISSIVE_Z,
885 CUBE_SIZE / 2.0,
886 EmissivePlain.at(Vec3::ZERO).into_set(),
887 EmissiveMapped.at(Vec3::ZERO).into_set(),
888 self.emissive_map_on,
889 );
890
891 ctx.draw(
892 Front
893 .at(Transform::from_scale_rotation_translation(
894 Vec3::splat(FRONT_SCALE),
895 Quat::IDENTITY,
896 FRONT_POSITION,
897 ))
898 .material(self.front_material()),
899 );
900
901 self.draw_reflect_row(ctx);
902 self.draw_outpost(ctx);
903 }Trait Implementations§
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impl<M, S> RefUnwindSafe for Instance<M, S>
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