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GeezerVison is showing github.com — libprocessing/examples/custom_material.rs at python-fixes · processing/libprocessing Expand file tree/ Copy pathcustom_material.rsMore file actions 73 lines (59 loc) · 1.99 KB / Copy pathcustom_material.rsFile metadata and controls73 lines (59 loc) · 1.99 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 use processing_glfw::GlfwContext; use bevy::math::Vec3; use processing::prelude::*; use processing_render::render::command::DrawCommand; fn main() { match sketch() { Ok(_) => { eprintln!("Sketch completed successfully"); exit(0).unwrap(); } Err(e) => { eprintln!("Sketch error: {:?}", e); exit(1).unwrap(); } }; } fn sketch() -> error::Result<()> { let width = 400; let height = 400; let mut glfw_ctx = GlfwContext::new(width, height, false)?; init(Config::default())?; let surface = glfw_ctx.create_surface(width, height, false)?; let graphics = graphics_create(surface, width, height, TextureFormat::Rgba16Float)?; let box_geo = geometry_box(100.0, 100.0, 100.0)?; graphics_mode_3d(graphics)?; transform_set_position(graphics, Vec3::new(100.0, 100.0, 300.0))?; transform_look_at(graphics, Vec3::new(0.0, 0.0, 0.0))?; let shader = shader_load("shaders/custom_material.wesl")?; let mat = material_create_custom(shader)?; material_set( mat, "color", shader_value::ShaderValue::Float4([1.0, 0.2, 0.4, 1.0]), )?; let mut angle = 0.0; while glfw_ctx.poll_events() { graphics_begin_draw(graphics)?; graphics_record_command( graphics, DrawCommand::BackgroundColor(bevy::color::Color::srgb(0.1, 0.1, 0.15)), )?; graphics_record_command(graphics, DrawCommand::PushMatrix)?; graphics_record_command( graphics, DrawCommand::Rotate { angle, axis: Vec3::Z, }, )?; graphics_record_command(graphics, DrawCommand::Material(mat))?; graphics_record_command(graphics, DrawCommand::Geometry(box_geo))?; graphics_record_command(graphics, DrawCommand::PopMatrix)?; graphics_end_draw(graphics)?; angle += 0.02; } material_destroy(mat)?; shader_destroy(shader)?; Ok(()) } |
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