solid_cube

A solid 3D cube with per-face colours, indexed geometry, and a depth attachment on the scheme-leased render target.

cargo run --features examples --example solid_cube

What it demonstrates

  • Indexed draws
  • Depth attachment on a leased render target
  • CPU-side model/view/projection transforms uploaded per frame

Source

examples/solid_cube.rs:

//! Solid cube example - 3D filled cube with painter's algorithm.
//!
//! Demonstrates indexed rendering with 3D transformation via retained scheme.
//!
//! Run with: cargo run --example solid_cube

use goldy::{
    Buffer, BufferFlags, BufferKind, Color, DepositTarget, DepositTransaction, IndexFormat, Instance, Lease,
    LeaseRenderTarget, MemoryExchange, NodeAccess, PrimitiveTopology, RenderPipeline, RenderPipelineDesc,
    RequestAdapterOptions, RuntimeDescriptor, Scheme, ShaderModule, SurfaceConfig, SurfaceExchange, TargetLoad,
    Texture, TextureFormat, Transaction, Vertex2D,
};
use std::ops::Shr;
use std::sync::Arc;
use std::time::Instant;
use winit::{
    application::ApplicationHandler,
    event::WindowEvent,
    event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
    keyboard::{Key, NamedKey},
    window::{Window, WindowId},
};
mod common;
use common::CaptureDump;

#[derive(Clone, Copy)]
struct Vertex3D {
    position: [f32; 3],
    color: Color,
}

fn generate_cube_vertices() -> Vec<Vertex3D> {
    let face_colors = [
        Color {
            r: 1.0,
            g: 0.3,
            b: 0.3,
            a: 1.0,
        },
        Color {
            r: 0.3,
            g: 1.0,
            b: 0.3,
            a: 1.0,
        },
        Color {
            r: 0.3,
            g: 0.3,
            b: 1.0,
            a: 1.0,
        },
        Color {
            r: 1.0,
            g: 1.0,
            b: 0.3,
            a: 1.0,
        },
        Color {
            r: 1.0,
            g: 0.3,
            b: 1.0,
            a: 1.0,
        },
        Color {
            r: 0.3,
            g: 1.0,
            b: 1.0,
            a: 1.0,
        },
    ];

    let faces: [[[f32; 3]; 4]; 6] = [
        [
            [-1.0, -1.0, -1.0],
            [1.0, -1.0, -1.0],
            [1.0, 1.0, -1.0],
            [-1.0, 1.0, -1.0],
        ],
        [[1.0, -1.0, 1.0], [-1.0, -1.0, 1.0], [-1.0, 1.0, 1.0], [1.0, 1.0, 1.0]],
        [
            [-1.0, -1.0, 1.0],
            [-1.0, -1.0, -1.0],
            [-1.0, 1.0, -1.0],
            [-1.0, 1.0, 1.0],
        ],
        [[1.0, -1.0, -1.0], [1.0, -1.0, 1.0], [1.0, 1.0, 1.0], [1.0, 1.0, -1.0]],
        [[-1.0, 1.0, -1.0], [1.0, 1.0, -1.0], [1.0, 1.0, 1.0], [-1.0, 1.0, 1.0]],
        [
            [-1.0, -1.0, 1.0],
            [1.0, -1.0, 1.0],
            [1.0, -1.0, -1.0],
            [-1.0, -1.0, -1.0],
        ],
    ];

    let mut vertices = Vec::new();
    for (face_idx, face) in faces.iter().enumerate() {
        for &pos in face {
            vertices.push(Vertex3D {
                position: pos,
                color: face_colors[face_idx],
            });
        }
    }
    vertices
}

fn rotate_y(p: [f32; 3], angle: f32) -> [f32; 3] {
    let (s, c) = (angle.sin(), angle.cos());
    [p[0] * c + p[2] * s, p[1], -p[0] * s + p[2] * c]
}

fn rotate_x(p: [f32; 3], angle: f32) -> [f32; 3] {
    let (s, c) = (angle.sin(), angle.cos());
    [p[0], p[1] * c - p[2] * s, p[1] * s + p[2] * c]
}

fn project(p: [f32; 3], fov: f32) -> [f32; 2] {
    let z = p[2] + 4.0;
    let scale = fov / z;
    [p[0] * scale, p[1] * scale]
}

const MAX_CUBE_VERTICES: usize = 24;
const MAX_CUBE_INDICES: usize = 36;

struct App {
    instance: Instance,
    ctx: Option<goldy::Context>,
    device: Option<Arc<goldy::Runtime>>,
    pipeline: Option<RenderPipeline>,
    shader: Option<ShaderModule>,
    vertex_parcel: Option<Buffer>,
    index_parcel: Option<Buffer>,
    upload_scheme: Option<Scheme>,
    vertex_deposit: Option<DepositTransaction>,
    index_deposit: Option<DepositTransaction>,
    window: Option<Arc<Window>>,
    surface: Option<SurfaceExchange>,
    present: Option<Transaction>,
    capture: Option<CaptureDump>,
    readback: Option<Texture>,
    scene_rt: Option<Lease<LeaseRenderTarget>>,
    scheme: Option<Scheme>,
    start_time: Instant,
    cube_vertices: Vec<Vertex3D>,
    frame_count: u64,
}

impl App {
    fn new() -> anyhow::Result<Self> {
        Ok(Self {
            instance: Instance::new()?,
            ctx: None,
            device: None,
            pipeline: None,
            shader: None,
            window: None,
            surface: None,
            present: None,
            capture: None,
            readback: None,
            scene_rt: None,
            scheme: None,
            start_time: Instant::now(),
            vertex_parcel: None,
            index_parcel: None,
            upload_scheme: None,
            vertex_deposit: None,
            index_deposit: None,
            cube_vertices: generate_cube_vertices(),
            frame_count: 0,
        })
    }

    fn create_pipeline(
        device: &goldy::Runtime,
        shader: &ShaderModule,
        format: TextureFormat,
    ) -> anyhow::Result<RenderPipeline> {
        common::render_pipeline(
            device,
            shader,
            format,
            RenderPipelineDesc {
                vertex_layout: Vertex2D::layout(),
                topology: PrimitiveTopology::TriangleList,
                ..Default::default()
            },
        )
    }

    fn record_pass(
        scheme: &mut Scheme,
        pipeline: &RenderPipeline,
        vertex_parcel: &Buffer,
        index_parcel: &Buffer,
        scene_rt: &Lease<LeaseRenderTarget>,
    ) {
        let mut pass = scheme.render_pass(
            "solid_cube",
            scene_rt,
            TargetLoad::Clear(Color {
                r: 0.02,
                g: 0.02,
                b: 0.05,
                a: 1.0,
            }),
        );
        pass.with_parcel(vertex_parcel, NodeAccess::Read);
        pass.with_parcel(index_parcel, NodeAccess::Read);

        pass.set_pipeline(pipeline);
        pass.set_vertex_buffer(0, vertex_parcel);
        pass.set_index_buffer(index_parcel, IndexFormat::Uint16);
        pass.draw_indexed(0..MAX_CUBE_INDICES as u32, 0, 0..1);
        pass.finish();
    }

    fn bind_frame(
        scheme: &mut Scheme,
        scene_rt: &Lease<LeaseRenderTarget>,
        surface: Option<&SurfaceExchange>,
        readback: Option<&Texture>,
    ) -> anyhow::Result<Option<Transaction>> {
        if let Some(surface) = surface {
            let present = surface.bind_render_target(scheme, scene_rt)?;
            Ok(Some(present))
        } else {
            let readback = readback.expect("capture readback");
            scheme.copy_to_texture(scene_rt, readback)?;

            Ok(None)
        }
    }

    fn init_gpu(&mut self, window: Option<&Window>) -> anyhow::Result<()> {
        let device = Arc::new(
            self.instance
                .request_adapter(&RequestAdapterOptions::default())?
                .request_runtime(&RuntimeDescriptor::default())?,
        );
        let ctx = device.create_context()?;

        let (surface, capture, readback, format, width, height) = if let Some(window) = window {
            let surface = SurfaceExchange::new(&ctx, window, SurfaceConfig::default())?;
            let format = surface.format();
            let (width, height) = surface.size();
            (Some(surface), None, None, format, width, height)
        } else {
            let capture = CaptureDump::from_env()?;
            let (width, height) = capture.size();
            let readback = common::capture_readback(&device, width, height)?;
            (
                None,
                Some(capture),
                Some(readback),
                CaptureDump::format(),
                width,
                height,
            )
        };

        let shader = ShaderModule::from_slang(&device, goldy::shader::builtins::VERTEX_COLOR_2D)?;
        let pipeline = Self::create_pipeline(&device, &shader, format)?;

        let vertex_parcel = device.acquire_buffer_sized::<Vertex2D>(
            MAX_CUBE_VERTICES as u64,
            BufferKind::Scattered,
            BufferFlags::empty(),
        )?;
        let index_parcel =
            device.acquire_buffer_sized::<u16>(MAX_CUBE_INDICES as u64, BufferKind::Scattered, BufferFlags::empty())?;

        let mut scheme = Scheme::new(&ctx);
        let scene_rt = ctx.lease_render_target(width.max(1), height.max(1), format, None)?;
        Self::record_pass(&mut scheme, &pipeline, &vertex_parcel, &index_parcel, &scene_rt);
        let present = Self::bind_frame(&mut scheme, &scene_rt, surface.as_ref(), readback.as_ref())?;

        self.ctx = Some(ctx);
        let ctx = self.ctx.as_ref().unwrap();
        self.device = Some(device);
        self.shader = Some(shader);
        self.pipeline = Some(pipeline);
        self.vertex_parcel = Some(vertex_parcel);
        self.index_parcel = Some(index_parcel);
        let vertex_parcel = self.vertex_parcel.as_ref().unwrap();
        let index_parcel = self.index_parcel.as_ref().unwrap();
        let mut upload_scheme = Scheme::new(ctx);
        let memory = MemoryExchange::new(ctx);
        let vertex_deposit = memory.bind_deposit(
            &mut upload_scheme,
            DepositTarget::buffer(vertex_parcel, vertex_parcel.byte_size()),
        )?;
        let index_deposit = memory.bind_deposit(
            &mut upload_scheme,
            DepositTarget::buffer(index_parcel, index_parcel.byte_size()),
        )?;
        self.upload_scheme = Some(upload_scheme);
        self.vertex_deposit = Some(vertex_deposit);
        self.index_deposit = Some(index_deposit);
        self.surface = surface;
        self.present = present;
        self.capture = capture;
        self.readback = readback;
        self.scene_rt = Some(scene_rt);
        self.scheme = Some(scheme);
        Ok(())
    }

    fn render_frame(&mut self) -> anyhow::Result<()> {
        if let Some(window) = self.window.as_ref() {
            let size = window.inner_size();
            if size.width == 0 || size.height == 0 {
                return Ok(());
            }
        }

        let time = self
            .capture
            .as_ref()
            .map(CaptureDump::time)
            .unwrap_or_else(|| self.start_time.elapsed().as_secs_f32());

        let rotated_3d: Vec<[f32; 3]> = self
            .cube_vertices
            .iter()
            .map(|v| rotate_x(rotate_y(v.position, time), time * 0.7))
            .collect();

        let mut face_depths: Vec<(usize, f32)> = (0..6)
            .map(|face_idx| {
                let base = face_idx * 4;
                let avg_z =
                    (rotated_3d[base][2] + rotated_3d[base + 1][2] + rotated_3d[base + 2][2] + rotated_3d[base + 3][2])
                        / 4.0;
                (face_idx, avg_z)
            })
            .collect();
        face_depths.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap());

        let mut vertices = Vec::with_capacity(24);
        let mut sorted_indices = Vec::with_capacity(36);

        for (new_base, (face_idx, _)) in face_depths.iter().enumerate() {
            let old_base = face_idx * 4;
            let new_base = (new_base * 4) as u16;

            for i in 0..4 {
                let projected = project(rotated_3d[old_base + i], 2.0);
                vertices.push(Vertex2D::new(
                    projected[0],
                    projected[1],
                    self.cube_vertices[old_base + i].color,
                ));
            }

            sorted_indices.extend_from_slice(&[
                new_base,
                new_base + 1,
                new_base + 2,
                new_base,
                new_base + 2,
                new_base + 3,
            ]);
        }

        let upload = self.upload_scheme.as_mut().unwrap();
        (self.vertex_deposit.as_ref().unwrap() << vertices.as_slice())?;
        (self.index_deposit.as_ref().unwrap() << sorted_indices.as_slice())?;
        upload.submit()?;

        let scheme = self.scheme.as_mut().unwrap();
        let mut submission = scheme.submit()?;
        if let Some(present) = &self.present {
            (&mut submission >> present).take()?;
        } else {
            let pixels = (&mut submission >> self.readback.as_ref().unwrap())
                .take::<u8>()?
                .to_vec();
            self.capture.as_mut().unwrap().write_rgba(&pixels)?;
        }
        self.frame_count += 1;
        Ok(())
    }

    fn capture_done(&self) -> bool {
        self.capture.as_ref().is_none_or(CaptureDump::finished)
    }

    fn handle_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
        if new_size.width == 0 || new_size.height == 0 {
            return;
        }
        let Some(surface) = self.surface.as_mut() else {
            return;
        };
        let _ = surface.resize(new_size.width, new_size.height);
        let format = surface.format();
        let (width, height) = surface.size();
        if let (Some(ctx), Some(device), Some(shader), Some(vb), Some(ib)) = (
            self.ctx.as_ref(),
            self.device.as_ref(),
            self.shader.as_ref(),
            self.vertex_parcel.as_ref(),
            self.index_parcel.as_ref(),
        ) {
            if let Ok(pipeline) = Self::create_pipeline(device, shader, format) {
                self.pipeline = Some(pipeline);
                if let Some(pipeline) = self.pipeline.as_ref() {
                    let mut scheme = Scheme::new(ctx);
                    if let Ok(rt) = ctx.lease_render_target(width.max(1), height.max(1), format, None) {
                        Self::record_pass(&mut scheme, pipeline, vb, ib, &rt);
                        if let Ok(present) =
                            Self::bind_frame(&mut scheme, &rt, self.surface.as_ref(), self.readback.as_ref())
                        {
                            self.present = present;
                            self.scheme = Some(scheme);
                            self.scene_rt = Some(rt);
                        }
                    }
                }
            }
        }
    }
}

impl Drop for App {
    fn drop(&mut self) {
        let elapsed = self.start_time.elapsed().as_secs_f64();
        let fps = if elapsed > 0.0 {
            self.frame_count as f64 / elapsed
        } else {
            0.0
        };
        println!(
            "GOLDY_PERF: frames={} elapsed={elapsed:.2}s avg_fps={fps:.1}",
            self.frame_count
        );
    }
}

impl ApplicationHandler for App {
    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
        if self.window.is_none() {
            let window = Arc::new(
                event_loop
                    .create_window(common::hidden_window("Goldy - Solid Cube (Scheme + Present)", 800, 800))
                    .unwrap(),
            );
            self.window = Some(window.clone());
            self.init_gpu(Some(window.as_ref())).unwrap();
            if let Err(e) = self.render_frame() {
                tracing::error!("First frame error: {e}");
            }
            common::reveal_window(&window);
            window.request_redraw();
        }
    }

    fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
        common::exit_if_timed_out(event_loop, self.start_time);
    }

    fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
        match event {
            WindowEvent::CloseRequested => event_loop.exit(),
            WindowEvent::KeyboardInput { event, .. } if event.state.is_pressed() => {
                if matches!(event.logical_key, Key::Named(NamedKey::Escape)) {
                    event_loop.exit();
                }
            }
            WindowEvent::RedrawRequested => {
                if let Err(e) = self.render_frame() {
                    tracing::error!("Render error: {}", e);
                }
                self.window.as_ref().unwrap().request_redraw();
            }
            WindowEvent::Resized(new_size) => {
                self.handle_resize(new_size);
                if let Some(window) = &self.window {
                    window.request_redraw();
                }
            }
            _ => {}
        }
    }
}

fn main() -> anyhow::Result<()> {
    tracing_subscriber::fmt()
        .with_env_filter(
            tracing_subscriber::EnvFilter::try_from_default_env()
                .unwrap_or_else(|_| tracing_subscriber::EnvFilter::new("warn")),
        )
        .init();

    if common::capture_requested() {
        let mut app = App::new()?;
        app.init_gpu(None)?;
        while !app.capture_done() {
            app.render_frame()?;
        }
        return Ok(());
    }

    println!("Goldy Solid Cube Example (Scheme + Present) - Press Escape to exit");
    let event_loop = EventLoop::new()?;
    event_loop.set_control_flow(ControlFlow::Poll);
    event_loop.run_app(&mut App::new()?)?;
    Ok(())
}

The example pulls in examples/common.rs — see Shared Helpers.

Shaders

shaders/vertex_color_2d.slang:

// Simple 2D vertex + fragment shader for colored vertices.
// Used by: triangle, particles, starfield, bouncing_lines, spinning_cube, instancing, waveform

struct VertexInput {
    float2 position : POSITION;
    float4 color : COLOR;
};

struct VertexOutput {
    float4 position : SV_Position;
    float4 color : COLOR;
};

[goldy_vertex]
VertexOutput vs_main(VertexInput input) {
    VertexOutput output;
    output.position = float4(input.position, 0.0, 1.0);
    output.color = input.color;
    return output;
}

[goldy_fragment]
float4 fs_main(VertexOutput input) : SV_Target {
    return input.color;
}