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|
use std::error::Error;
use engine::color::Color;
use engine::object::{Id as ObjectId, Object};
use engine::vector::Vec3;
use engine::vertex::Builder as VertexBuilder;
use engine::{Engine, WindowSize};
use tracing::Level;
use tracing_subscriber::FmtSubscriber;
const WINDOW_SIZE: WindowSize = WindowSize {
width: 500,
height: 600,
};
const BLUE: Color<f32> = Color {
red: 0.0,
blue: 1.0,
green: 0.0,
};
fn main() -> Result<(), Box<dyn Error>>
{
let subscriber = FmtSubscriber::builder()
.with_max_level(Level::TRACE)
.finish();
tracing::subscriber::set_global_default(subscriber)?;
let mut engine = Engine::new(&WINDOW_SIZE, "Yaaay lmao")?;
let mut triangle = Object::new(
ObjectId::new(1),
&[
VertexBuilder::new()
.pos(Vec3 {
x: -0.5,
y: -0.5,
z: 0.0,
})
.color(Color {
red: 1.0,
green: 0.0,
blue: 0.0,
})
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: 0.5,
y: -0.5,
z: 0.0,
})
.color(Color {
red: 0.0,
green: 1.0,
blue: 0.0,
})
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: 0.0,
y: 0.5,
z: 0.0,
})
.color(Color {
red: 0.0,
green: 0.0,
blue: 1.0,
})
.build()
.unwrap(),
],
None,
)?;
triangle.translate(Vec3 {
x: 0.0,
y: 0.4,
z: 0.0,
});
engine.add_object(triangle);
let square = Object::new(
ObjectId::new(2),
&[
VertexBuilder::new()
.pos(Vec3 {
x: 0.5,
y: 0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: 0.5,
y: -0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: -0.5,
y: -0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: -0.5,
y: 0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
],
Some(&[0, 1, 3, 1, 2, 3]),
)?;
engine.add_object(square);
engine.start(|engine| {
let obj = engine.get_object_by_id_mut(ObjectId::new(1));
})?;
Ok(())
}
|