This debug triangle was one of the first things ever rendered by Bottomless-Pit. Its main purpose is just to make sure the renderer can draw a trangle and colour properly.
use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::{Engine, EngineBuilder};
use bottomless_pit::material::{Material, MaterialBuilder};
use bottomless_pit::render::RenderInformation;
use bottomless_pit::vectors::Vec2;
use bottomless_pit::Game;
fn main() {
let mut engine = EngineBuilder::new()
.with_resolution((400, 400))
.set_clear_colour(Colour::BLACK)
.build()
.unwrap();
let material = MaterialBuilder::new().build(&mut engine);
let pos = DebugTriangle { material };
engine.run(pos);
}
struct DebugTriangle {
material: Material,
}
impl Game for DebugTriangle {
fn render<'pass, 'others>(
&'others mut self,
mut render_handle: RenderInformation<'pass, 'others>,
) where
'others: 'pass,
{
self.material.add_triangle_with_coloured_verticies(
[
Vec2 { x: 200.0, y: 0.0 },
Vec2 { x: 400.0, y: 400.0 },
Vec2 { x: 0.0, y: 400.0 },
],
[Colour::RED, Colour::GREEN, Colour::BLUE],
&render_handle,
);
self.material.add_rectangle(
Vec2 { x: 0.0, y: 0.0 },
Vec2 { x: 100.0, y: 100.0 },
Colour::RED,
&render_handle,
);
self.material.draw(&mut render_handle);
}
fn update(&mut self, _engine_handle: &mut Engine) {}
}