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
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
//! Demonstrates world grid rendering.
//!
//! Controls:
//! - Space: Pause
//! - G: Toggle camera mode
// TODO(#1426): unify camera logic between examples and add a free camera.

use re_renderer::{
    renderer::GpuMeshInstance,
    view_builder::{Projection, TargetConfiguration, ViewBuilder},
};
use winit::event::ElementState;

mod framework;

enum CameraMode {
    ZoomInAndOut,
    Wobble,
}

struct Outlines {
    is_paused: bool,
    camera_mode: CameraMode,
    seconds_since_startup: f32,
    model_mesh_instances: Vec<GpuMeshInstance>,
}

impl framework::Example for Outlines {
    fn title() -> &'static str {
        "world_grid"
    }

    fn new(re_ctx: &re_renderer::RenderContext) -> Self {
        Self {
            is_paused: false,
            camera_mode: CameraMode::Wobble,
            seconds_since_startup: 0.0,
            model_mesh_instances: crate::framework::load_rerun_mesh(re_ctx)
                .expect("Failed to load rerun mesh"),
        }
    }

    fn draw(
        &mut self,
        re_ctx: &re_renderer::RenderContext,
        resolution: [u32; 2],
        time: &framework::Time,
        pixels_per_point: f32,
    ) -> anyhow::Result<Vec<framework::ViewDrawResult>> {
        if !self.is_paused {
            self.seconds_since_startup += time.last_frame_duration.as_secs_f32();
        }
        let seconds_since_startup = self.seconds_since_startup;

        let camera_position = match self.camera_mode {
            CameraMode::ZoomInAndOut => {
                glam::vec3(1.0, 3.5, 7.0) * (seconds_since_startup.sin() + 1.4)
            }
            CameraMode::Wobble => {
                glam::vec3(
                    seconds_since_startup.sin(),
                    seconds_since_startup.sin() * 0.5,
                    seconds_since_startup.cos(),
                ) * 7.0
            }
        };

        let mut view_builder = ViewBuilder::new(
            re_ctx,
            TargetConfiguration {
                name: "WorldGridDemo".into(),
                resolution_in_pixel: resolution,
                view_from_world: re_math::IsoTransform::look_at_rh(
                    camera_position,
                    glam::Vec3::ZERO,
                    glam::Vec3::Y,
                )
                .ok_or(anyhow::format_err!("invalid camera"))?,
                projection_from_view: Projection::Perspective {
                    vertical_fov: 70.0 * std::f32::consts::TAU / 360.0,
                    near_plane_distance: 0.01,
                    aspect_ratio: resolution[0] as f32 / resolution[1] as f32,
                },
                pixels_per_point,
                outline_config: None,
                ..Default::default()
            },
        );

        view_builder.queue_draw(re_renderer::renderer::GenericSkyboxDrawData::new(
            re_ctx,
            Default::default(),
        ));
        view_builder.queue_draw(re_renderer::renderer::WorldGridDrawData::new(
            re_ctx,
            &re_renderer::renderer::WorldGridConfiguration {
                color: re_renderer::Rgba::from_rgb(0.5, 0.5, 0.5),
                spacing: 0.1,
                thickness_ui: 1.0,
                plane: re_math::Plane3::ZX,
            },
        ));
        view_builder.queue_draw(re_renderer::renderer::MeshDrawData::new(
            re_ctx,
            &self.model_mesh_instances,
        )?);

        let command_buffer = view_builder.draw(re_ctx, re_renderer::Rgba::TRANSPARENT)?;

        Ok(vec![framework::ViewDrawResult {
            view_builder,
            command_buffer,
            target_location: glam::Vec2::ZERO,
        }])
    }

    fn on_key_event(&mut self, input: winit::event::KeyEvent) {
        if input.state == ElementState::Pressed {
            if input.logical_key == winit::keyboard::Key::Named(winit::keyboard::NamedKey::Space) {
                self.is_paused ^= true;
            } else if input.physical_key
                == winit::keyboard::PhysicalKey::Code(winit::keyboard::KeyCode::KeyG)
            {
                self.camera_mode = match self.camera_mode {
                    CameraMode::ZoomInAndOut => CameraMode::Wobble,
                    CameraMode::Wobble => CameraMode::ZoomInAndOut,
                };
            }
        }
    }
}

fn main() {
    framework::start::<Outlines>();
}