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Homebrew 4D Game Engine In Rust, inspired by Engine4D
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123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306//! 02 - Multiple Shapes//!//! Demonstrates multiple tesseracts with different materials and basic WASD movement.//!//! This example shows://! - Creating multiple entities with different positions and colors//! - Using Transform4D for positioning//! - Basic keyboard movement (WASD + QE for W-axis)//! - Camera position in world space//!//! Run with: `cargo run --example 02_multiple_shapes`
use std::sync::Arc;use winit::{ application::ApplicationHandler, event::{ElementState, WindowEvent}, event_loop::{ActiveEventLoop, ControlFlow, EventLoop}, keyboard::{KeyCode, PhysicalKey}, window::{Window, WindowId},};
use rust4d_core::{DirtyFlags, Material, ShapeRef, Tesseract4D, Transform4D, World};use rust4d_math::Vec4;use rust4d_render::{ camera4d::Camera4D, context::RenderContext, pipeline::{ perspective_matrix, RenderPipeline, RenderUniforms, SliceParams, SlicePipeline, MAX_OUTPUT_TRIANGLES, }, RenderableGeometry,};
/// Movement statestruct Movement { forward: bool, backward: bool, left: bool, right: bool, up: bool, down: bool, ana: bool, // Q - move toward +W kata: bool, // E - move toward -W}
impl Movement { fn new() -> Self { Self { forward: false, backward: false, left: false, right: false, up: false, down: false, ana: false, kata: false, } }}
/// Application statestruct App { window: Option<Arc<Window>>, render_context: Option<RenderContext>, slice_pipeline: Option<SlicePipeline>, render_pipeline: Option<RenderPipeline>, #[allow(dead_code)] // keeps ECS world alive alongside its derived GPU geometry world: World, geometry: RenderableGeometry, camera: Camera4D, movement: Movement, last_frame: std::time::Instant,}
impl App { fn new() -> Self { let mut world = World::new();
// Create multiple tesseracts with different colors and positions let positions_and_colors = [ ( Vec4::new(0.0, 0.0, 0.0, 0.0), Material::from_rgb(0.9, 0.3, 0.2), ), // Red at origin ( Vec4::new(4.0, 0.0, 0.0, 0.0), Material::from_rgb(0.2, 0.9, 0.3), ), // Green to the right ( Vec4::new(-4.0, 0.0, 0.0, 0.0), Material::from_rgb(0.2, 0.3, 0.9), ), // Blue to the left ( Vec4::new(0.0, 4.0, 0.0, 0.0), Material::from_rgb(0.9, 0.9, 0.2), ), // Yellow above ( Vec4::new(0.0, 0.0, 0.0, 4.0), Material::from_rgb(0.9, 0.2, 0.9), ), // Magenta in +W ];
for (position, material) in positions_and_colors { let tesseract = Tesseract4D::new(1.5); let transform = Transform4D::from_position(position); world.spawn(( ShapeRef::shared(tesseract), transform, material, DirtyFlags::ALL, )); }
let geometry = RenderableGeometry::from_world(&world);
let mut camera = Camera4D::new(); camera.position = Vec4::new(0.0, 2.0, 10.0, 0.0);
Self { window: None, render_context: None, slice_pipeline: None, render_pipeline: None, world, geometry, camera, movement: Movement::new(), last_frame: std::time::Instant::now(), } }}
impl ApplicationHandler for App { fn resumed(&mut self, event_loop: &ActiveEventLoop) { if self.window.is_none() { let window = Arc::new( event_loop .create_window( Window::default_attributes() .with_title("Rust4D - Multiple Shapes (WASD to move, QE for W-axis)") .with_inner_size(winit::dpi::LogicalSize::new(1024, 768)), ) .expect("Failed to create window"), );
let render_context = pollster::block_on(RenderContext::new(window.clone())); let mut slice_pipeline = SlicePipeline::new(&render_context.device, MAX_OUTPUT_TRIANGLES); let mut render_pipeline = RenderPipeline::new(&render_context.device, render_context.config.format);
render_pipeline.ensure_depth_texture( &render_context.device, render_context.size.width, render_context.size.height, );
slice_pipeline.upload_tetrahedra( &render_context.device, &self.geometry.vertices, &self.geometry.tetrahedra, );
self.window = Some(window); self.render_context = Some(render_context); self.slice_pipeline = Some(slice_pipeline); self.render_pipeline = Some(render_pipeline); } }
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) { match event { WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => { if let Some(ctx) = &mut self.render_context { ctx.resize(size); } if let (Some(ctx), Some(rp)) = (&self.render_context, &mut self.render_pipeline) { rp.ensure_depth_texture(&ctx.device, size.width, size.height); } }
WindowEvent::KeyboardInput { event, .. } => { let pressed = event.state == ElementState::Pressed; if let PhysicalKey::Code(key) = event.physical_key { match key { KeyCode::KeyW => self.movement.forward = pressed, KeyCode::KeyS => self.movement.backward = pressed, KeyCode::KeyA => self.movement.left = pressed, KeyCode::KeyD => self.movement.right = pressed, KeyCode::Space => self.movement.up = pressed, KeyCode::ShiftLeft => self.movement.down = pressed, KeyCode::KeyQ => self.movement.ana = pressed, KeyCode::KeyE => self.movement.kata = pressed, KeyCode::Escape => event_loop.exit(), _ => {} } } }
WindowEvent::RedrawRequested => { // Calculate delta time let now = std::time::Instant::now(); let dt = (now - self.last_frame).as_secs_f32(); self.last_frame = now;
// Apply movement let speed = 5.0; let forward = (self.movement.forward as i32 - self.movement.backward as i32) as f32; let right = (self.movement.right as i32 - self.movement.left as i32) as f32; let up = (self.movement.up as i32 - self.movement.down as i32) as f32; let w = (self.movement.ana as i32 - self.movement.kata as i32) as f32;
self.camera .move_local_xz(forward * speed * dt, right * speed * dt); self.camera.move_y(up * speed * dt); self.camera.move_w(w * speed * dt);
// Render if let (Some(ctx), Some(sp), Some(rp)) = ( &self.render_context, &self.slice_pipeline, &self.render_pipeline, ) { let pos = self.camera.position; let slice_params = SliceParams { slice_w: self.camera.get_slice_w(), tetrahedron_count: self.geometry.tetrahedron_count() as u32, _padding: [0.0; 2], camera_matrix: self.camera.rotation_matrix(), camera_position: [pos.x, pos.y, pos.z, pos.w], }; sp.update_params(&ctx.queue, &slice_params);
let render_uniforms = RenderUniforms { view_matrix: [ [1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], ], projection_matrix: perspective_matrix( std::f32::consts::FRAC_PI_4, ctx.aspect_ratio(), 0.1, 100.0, ), light_dir: [0.5, 1.0, 0.3], _padding: 0.0, ambient_strength: 0.3, diffuse_strength: 0.7, w_color_strength: 0.5, w_range: 2.0, ..RenderUniforms::default() }; rp.update_uniforms(&ctx.queue, &render_uniforms);
let output = match ctx.surface.get_current_texture() { Ok(o) => o, Err(_) => return, }; let view = output .texture .create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = ctx .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
sp.reset_counter(&ctx.queue); sp.run_slice_pass(&mut encoder); rp.prepare_indirect_draw(&mut encoder, sp.counter_buffer()); rp.render( &mut encoder, &view, sp.output_buffer(), wgpu::Color { r: 0.02, g: 0.02, b: 0.08, a: 1.0, }, );
ctx.queue.submit(std::iter::once(encoder.finish())); output.present(); }
if let Some(w) = &self.window { w.request_redraw(); } }
_ => {} } }}
fn main() { env_logger::init(); let event_loop = EventLoop::new().expect("Failed to create event loop"); event_loop.set_control_flow(ControlFlow::Poll); let mut app = App::new(); event_loop.run_app(&mut app).expect("Event loop error");}