use processing_glfw::GlfwContext; use bevy::math::Vec3; use processing::prelude::*; use processing_render::render::command::DrawCommand; fn main() { sketch().unwrap(); exit(0).unwrap(); } fn sketch() -> error::Result<()> { let mut glfw_ctx = GlfwContext::new(900, 700, false)?; init(Config::default())?; let surface = glfw_ctx.create_surface(900, 700, false)?; let graphics = graphics_create(surface, 900, 700, TextureFormat::Rgba16Float)?; graphics_mode_3d(graphics)?; transform_set_position(graphics, Vec3::new(0.0, 0.0, 25.0))?; transform_look_at(graphics, Vec3::new(0.0, 0.0, 0.0))?; let _light = light_create_directional(graphics, bevy::color::Color::srgb(0.9, 0.85, 0.8), 300.0)?; let sphere = geometry_sphere(0.25, 12, 8)?; let capacity: u32 = 1000; let mut floats: Vec = Vec::with_capacity(capacity as usize * 3); for x in 0..10 { for y in 0..10 { for z in 0..10 { floats.push((x as f32 - 4.5) * 1.0); floats.push((y as f32 - 4.5) * 1.0); floats.push((z as f32 - 4.5) * 1.0); } } } let bytes: Vec = floats.iter().flat_map(|f| f.to_le_bytes()).collect(); let position_attr = geometry_attribute_position(); let p = particles_create(capacity, vec![position_attr])?; let position_buf = particles_buffer(p, position_attr)?.ok_or(error::ProcessingError::ParticlesNotFound)?; buffer_write(position_buf, bytes)?; let pbr = material_create_pbr()?; material_set(pbr, "roughness", shader_value::ShaderValue::Float(0.4))?; while glfw_ctx.poll_events() { graphics_begin_draw(graphics)?; graphics_record_command( graphics, DrawCommand::BackgroundColor(bevy::color::Color::srgb(0.06, 0.06, 0.08)), )?; graphics_record_command( graphics, DrawCommand::Fill(bevy::color::Color::srgb(0.9, 0.5, 0.3)), )?; graphics_record_command(graphics, DrawCommand::Material(pbr))?; graphics_record_command( graphics, DrawCommand::Particles { particles: p, geometry: Some(sphere), topology: Default::default(), }, )?; graphics_end_draw(graphics)?; } Ok(()) }