feat: implement Phase 1 foundation - triangle rendering

- voltex_math: Vec3 with arithmetic ops, dot, cross, length, normalize
- voltex_platform: VoltexWindow (winit wrapper), InputState (keyboard/mouse),
  GameTimer (fixed timestep + variable render loop)
- voltex_renderer: GpuContext (wgpu init), Vertex + buffer layout,
  WGSL shader, render pipeline
- triangle example: colored triangle with ESC to exit

All 13 tests passing. Window renders RGB triangle on dark background.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-24 19:34:39 +09:00
parent 56abc42cf8
commit 81ba6f7e5d
12 changed files with 788 additions and 8 deletions

View File

@@ -1,4 +1,184 @@
// examples/triangle/src/main.rs
fn main() {
println!("Voltex Triangle Demo");
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoop},
keyboard::{KeyCode, PhysicalKey},
window::WindowId,
};
use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
use voltex_renderer::{GpuContext, pipeline, vertex::Vertex};
use wgpu::util::DeviceExt;
const TRIANGLE_VERTICES: &[Vertex] = &[
Vertex { position: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0] },
Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] },
];
struct TriangleApp {
state: Option<AppState>,
}
struct AppState {
window: VoltexWindow,
gpu: GpuContext,
pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
input: InputState,
timer: GameTimer,
}
impl ApplicationHandler for TriangleApp {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let config = WindowConfig {
title: "Voltex - Triangle".to_string(),
width: 1280,
height: 720,
..Default::default()
};
let window = VoltexWindow::new(event_loop, &config);
let gpu = GpuContext::new(window.handle.clone());
let pipeline = pipeline::create_render_pipeline(&gpu.device, gpu.surface_format);
let vertex_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Triangle Vertex Buffer"),
contents: bytemuck::cast_slice(TRIANGLE_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
self.state = Some(AppState {
window,
gpu,
pipeline,
vertex_buffer,
input: InputState::new(),
timer: GameTimer::new(60),
});
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: WindowId,
event: WindowEvent,
) {
let state = match &mut self.state {
Some(s) => s,
None => return,
};
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput {
event: winit::event::KeyEvent {
physical_key: PhysicalKey::Code(key_code),
state: key_state,
..
},
..
} => {
let pressed = key_state == winit::event::ElementState::Pressed;
state.input.process_key(key_code, pressed);
if key_code == KeyCode::Escape && pressed {
event_loop.exit();
}
}
WindowEvent::Resized(size) => {
state.gpu.resize(size.width, size.height);
}
WindowEvent::CursorMoved { position, .. } => {
state.input.process_mouse_move(position.x, position.y);
}
WindowEvent::MouseInput { state: btn_state, button, .. } => {
let pressed = btn_state == winit::event::ElementState::Pressed;
state.input.process_mouse_button(button, pressed);
}
WindowEvent::MouseWheel { delta, .. } => {
let y = match delta {
winit::event::MouseScrollDelta::LineDelta(_, y) => y,
winit::event::MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
};
state.input.process_scroll(y);
}
WindowEvent::RedrawRequested => {
state.timer.tick();
state.input.begin_frame();
// Fixed update loop
while state.timer.should_fixed_update() {
let _fixed_dt = state.timer.fixed_dt();
}
let output = match state.gpu.surface.get_current_texture() {
Ok(t) => t,
Err(wgpu::SurfaceError::Lost) => {
let (w, h) = state.window.inner_size();
state.gpu.resize(w, h);
return;
}
Err(wgpu::SurfaceError::OutOfMemory) => {
event_loop.exit();
return;
}
Err(_) => return,
};
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = state.gpu.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") },
);
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.1,
b: 0.15,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
render_pass.set_pipeline(&state.pipeline);
render_pass.set_vertex_buffer(0, state.vertex_buffer.slice(..));
render_pass.draw(0..3, 0..1);
}
state.gpu.queue.submit(std::iter::once(encoder.finish()));
output.present();
}
_ => {}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
if let Some(state) = &self.state {
state.window.request_redraw();
}
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new().unwrap();
let mut app = TriangleApp { state: None };
event_loop.run_app(&mut app).unwrap();
}