1use glam::{Mat4, Quat, Vec3};
2use tridify_rs::*;
3
4use std::{error::Error, path::Path};
5
6fn main() -> Result<(), Box<dyn Error>> {
7 let mut app = Tridify::new();
9 let window = app.create_window()?;
10 let gpu_ctx = window.ctx();
11
12 let texture = Texture::from_path(gpu_ctx, Path::new(r#"examples/texture_cube/texture.png"#));
14
15 let sampler = Sampler::new_default(gpu_ctx);
17
18 let camera = Camera::new(
19 Transform::from_look_at(Vec3::NEG_Z * 10.0 + Vec3::Y * 10.0, Vec3::ZERO, Vec3::Y),
20 Projection::default(),
21 );
22 let mut camera_buf = camera.build_buffer(gpu_ctx);
23
24 let mut brush = Brush::from_source(
26 BrushDesc::default(),
27 gpu_ctx,
28 include_str!("shader.wgsl").to_string(),
29 )?;
30 brush.bind(0, 0, camera_buf.clone());
33 brush.bind(1, 0, texture);
34 brush.bind(1, 1, sampler);
35
36 let shape_buffer = ShapeBatch::new()
38 .add_cube(
39 Vec3::ZERO,
40 Quat::from_rotation_x(35.) * Quat::from_rotation_y(35.),
41 Vec3::ONE * 5.,
42 Color::WHITE,
43 )
44 .bake_buffers(gpu_ctx);
45
46 window.set_render_loop(move |gpu, frame_ctx| {
48 let model = Mat4::from_rotation_y(frame_ctx.elapsed_time as f32);
49 let mvp = camera.build_camera_matrix() * model;
50
51 camera_buf.write(gpu, bytemuck::cast_slice(&mvp.to_cols_array()));
53
54 let mut pass_builder = gpu.create_render_builder();
56 let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
57 render_pass.render_shapes(gpu, &mut brush, &shape_buffer);
58 render_pass.finish();
59 pass_builder.finish_render(gpu);
60 });
61
62 app.start(());
64}