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Instance

Struct Instance 

Source
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>

Source

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?
examples/material-playground.rs (line 917)
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    }
Source

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?
examples/breakout-game.rs (line 672)
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
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examples/sprite-adventure.rs (line 1563)
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    }
Source

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?
examples/isometric-board.rs (line 602)
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
Hide additional examples
examples/sprite-adventure.rs (line 1288)
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    }
Source

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?
examples/breakout-game.rs (line 673)
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
Hide additional examples
examples/sprite-adventure.rs (line 1564)
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    }
Source

pub fn surface_style<T: SurfaceStyle>(self) -> Self
where S: Holds<T> + From<T>,

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?
examples/sprite-adventure.rs (line 1306)
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
Hide additional examples
examples/material-playground.rs (line 979)
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    }
Source

pub fn posed<P: Part, A: AnimationStates>( self, animator: &Animator<M, A>, ) -> Self
where M: Mesh<P, A::Clip>,

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?
examples/animation.rs (line 1020)
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    }
Source

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?
examples/sprite-adventure.rs (line 1246)
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
Hide additional examples
examples/isometric-board.rs (line 603)
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    }
Source

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?
examples/stress-preview.rs (line 398)
393    fn draw_ground(ctx: &mut FrameContext<'_, Self>) {
394        let side = (FIELD_RADIUS + FIELD_INNER_RADIUS) * 2.2;
395        ctx.draw(
396            Plane
397                .at(Transform::from_scale(Vec3::new(side, 1.0, side)))
398                .material(Material::lit(GROUND_COLOR).roughness(0.9)),
399        );
400    }
More examples
Hide additional examples
examples/sprite-adventure.rs (line 1305)
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    }
examples/ui-fonts.rs (line 677)
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    }
examples/post-effects.rs (line 100)
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    }
examples/breakout-game.rs (line 612)
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    }
examples/isometric-board.rs (line 517)
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    }
Source

pub fn material_of<P: Part, C: Clip>(self, part: P, material: Material) -> Self
where 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?
examples/breakout-game.rs (line 1034)
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    }
Source

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?
examples/sprite-adventure.rs (line 1466)
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    }
Source

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?
examples/sprite-adventure.rs (line 1365)
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
Hide additional examples
examples/material-playground.rs (line 870)
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    }

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