extern crate caper;
use caper::game::*;
use caper::imgui::Ui;
use caper::input::Key;
use caper::mesh::gen_cube;
use caper::posteffect::PostShaderOptionsBuilder;
use caper::types::{DefaultTag, RenderItemBuilder, TransformBuilder};
use caper::utils::handle_fp_inputs;
fn main() {
let (mut game, event_loop) = Game::<DefaultTag>::new();
game.add_render_item(
RenderItemBuilder::default()
.vertices(gen_cube())
.instance_transforms(vec![TransformBuilder::default()
.pos((-0.5, 0.0, -5.0))
.build()
.unwrap()])
.build()
.unwrap(),
);
game.renderer.post_effect.post_shader_options = PostShaderOptionsBuilder::default()
.chrom_amt(1f32)
.blur_amt(2f32)
.blur_radius(3f32)
.bokeh(true)
.bokeh_focal_depth(0.45f32)
.bokeh_focal_width(0.4f32)
.color_offset((1f32, 0.8f32, 1f32, 1f32))
.greyscale(true)
.noise(0.5f32)
.scanline(0.1f32)
.scanline_count(100)
.build()
.unwrap();
start_loop(event_loop, move |events| {
game.update(
|_: &Ui| {},
|g: &mut Game<DefaultTag>| -> UpdateStatus {
handle_fp_inputs(&mut g.input, &mut g.cams[0]);
if g.input.keys_down.contains(&Key::Escape) {
return UpdateStatus::Finish;
}
UpdateStatus::Continue
},
events,
)
});
}