#[repr(C)]pub struct Vector2 {
pub x: f32,
pub y: f32,
}Fields§
§x: f32§y: f32Implementations§
Source§impl Vector2
impl Vector2
pub const ZERO: Self
pub const ONE: Self
pub const UP: Self
pub const DOWN: Self
pub const LEFT: Self
pub const RIGHT: Self
Sourcepub fn new<T: ToPrimitive>(x: T, y: T) -> Self
pub fn new<T: ToPrimitive>(x: T, y: T) -> Self
Examples found in repository?
examples/drawing.rs (line 34)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Drawing Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 while runner.pool_events(None) {
18 for event in runner.get_events() {
19 match event {
20 Event::WindowClosed { .. } => {
21 return;
22 }
23 _ => {}
24 }
25 }
26
27 if let Ok(mut cmd) = gpu.begin_command() {
28 if let Ok(mut gp) = cmd.begin_renderpass() {
29 gp.set_clear_color(Color::BLUE); // Set the clear color to blue
30
31 gp.set_blend(0, Some(&BlendState::ALPHA_BLEND));
32 if let Some(mut drawing) = gp.begin_drawing() {
33 drawing.draw_rect_filled(
34 Vector2::new(100.0, 100.0),
35 Vector2::new(200.0, 200.0),
36 Color::RED,
37 );
38
39 drawing.draw_circle_filled(Vector2::new(400.0, 300.0), 50.0, 25, Color::GREEN);
40 }
41
42 gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
43 if let Some(mut drawing) = gp.begin_drawing() {
44 drawing.draw_text(
45 "Hello, World!",
46 Vector2::new(300.0, 500.0),
47 Color::WHITE,
48 );
49 }
50 }
51 }
52 }
53}More examples
examples/font.rs (line 50)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Font Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let mut font_manager = est_render::font::new();
18
19 let font = font_manager
20 .load_font("Arial", None, 20.0)
21 .expect("Failed to load font");
22
23 // Generate baked text texture
24 let texture = font
25 .create_baked_text(&mut gpu, "Hello, World!\nThis is a clear color example.")
26 .expect("Failed to create baked text");
27
28 while runner.pool_events(None) {
29 for event in runner.get_events() {
30 match event {
31 Event::WindowClosed { .. } => {
32 return;
33 }
34 _ => {}
35 }
36 }
37
38 if let Ok(mut cmd) = gpu.begin_command() {
39 if let Ok(mut gp) = cmd.begin_renderpass() {
40 gp.set_clear_color(Color::BLUE);
41
42 // The best texture blend for font rendering, others may has artifacts like black borders
43 gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
44
45 if let Some(mut drawing) = gp.begin_drawing() {
46 let size: Vector2 = texture.size().into();
47
48 // Baked text rendering
49 drawing.set_texture(Some(&texture));
50 drawing.draw_rect_image(Vector2::new(0.0, 0.0), size, Color::WHITE);
51
52 // Online text rendering
53 drawing.set_font(&font);
54 drawing.draw_text(
55 "Hello, World!\nThis is a clear color example.",
56 Vector2::new(size.x, 0.0),
57 Color::WHITE,
58 );
59 }
60 }
61 }
62 }
63}examples/texture_atlas.rs (line 48)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8 let mut window = runner
9 .create_window("Clear Color Example", Point2::new(800, 600))
10 .build()
11 .expect("Failed to create window");
12
13 let mut gpu = est_render::gpu::new(Some(&mut window))
14 .build()
15 .expect("Failed to create GPU");
16
17 let texture_atlas = gpu
18 .create_texture_atlas()
19 .add_texture_file(
20 "example_texture",
21 "./examples/resources/test1.png",
22 )
23 .add_texture_file(
24 "example_texture2",
25 "./examples/resources/test2.png",
26 )
27 .build()
28 .expect("Failed to create texture atlas");
29
30 while runner.pool_events(None) {
31 for event in runner.get_events() {
32 match event {
33 Event::WindowClosed { .. } => {
34 return;
35 }
36 _ => {}
37 }
38 }
39
40 if let Ok(mut cmd) = gpu.begin_command() {
41 if let Ok(mut gp) = cmd.begin_renderpass() {
42 gp.set_clear_color(Color::BLUEVIOLET);
43 gp.set_blend(0, Some(&BlendState::NONE));
44
45 if let Some(mut drawing) = gp.begin_drawing() {
46 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture")));
47 drawing.draw_rect_image(
48 Vector2::new(100.0, 100.0),
49 Vector2::new(200.0, 200.0),
50 Color::WHITE,
51 );
52 drawing.set_texture_atlas(Some((&texture_atlas, "example_texture2")));
53 drawing.draw_rect_image(
54 Vector2::new(350.0, 100.0),
55 Vector2::new(200.0, 200.0),
56 Color::WHITE,
57 );
58 drawing.draw_circle_image(Vector2::new(600.0, 200.0), 100.0, 20, Color::WHITE);
59 }
60 }
61 }
62 }
63}examples/msaa.rs (line 108)
5fn main() {
6 let mut runner = est_render::runner::new().expect("Failed to create runner");
7 let mut window = runner
8 .create_window("Engine Example", Point2::new(800, 600))
9 .build()
10 .expect("Failed to create window");
11
12 let mut gpu = est_render::gpu::new(Some(&mut window))
13 .build()
14 .expect("Failed to create GPU");
15
16 let mut msaa_texture = Some(
17 gpu.create_texture()
18 .set_render_target(Point2::new(800, 600), None)
19 .set_usage(TextureUsage::Sampler)
20 .set_sample_count(SampleCount::SampleCount4)
21 .build()
22 .expect("Failed to create MSAA texture"),
23 );
24
25 let mut msaa_count = SampleCount::SampleCount4;
26 let mut window_size = Point2::new(800, 600);
27
28 while runner.pool_events(None) {
29 for event in runner.get_events() {
30 match event {
31 Event::WindowClosed { .. } => {
32 return;
33 }
34 Event::KeyboardInput { key, pressed, .. } => {
35 if !*pressed {
36 continue;
37 }
38
39 let mut need_recreate = false;
40 if *key == "1" {
41 msaa_count = SampleCount::SampleCount1;
42 need_recreate = true;
43 }
44
45 if *key == "2" {
46 msaa_count = SampleCount::SampleCount2;
47 need_recreate = true;
48 }
49
50 if *key == "3" {
51 msaa_count = SampleCount::SampleCount4;
52 need_recreate = true;
53 }
54
55 if *key == "4" {
56 msaa_count = SampleCount::SampleCount8;
57 need_recreate = true;
58 }
59
60 if need_recreate {
61 if msaa_count == SampleCount::SampleCount1 {
62 msaa_texture = None;
63 } else {
64 msaa_texture = Some(
65 gpu.create_texture()
66 .set_render_target(
67 Point2::new(window_size.x, window_size.y),
68 None,
69 )
70 .set_usage(TextureUsage::Sampler)
71 .set_sample_count(msaa_count)
72 .build()
73 .expect("Failed to recreate MSAA texture"),
74 );
75 }
76 }
77 }
78 Event::WindowResized { size, .. } => {
79 if size.x <= 0 || size.y <= 0 {
80 eprintln!("Invalid window size: {:?}", size);
81 continue;
82 }
83
84 window_size = *size;
85
86 // Resize the MSAA texture to match the new window size
87 msaa_texture = Some(
88 gpu.create_texture()
89 .set_render_target(Point2::new(size.x, size.y), None)
90 .set_usage(TextureUsage::Sampler)
91 .set_sample_count(msaa_count)
92 .build()
93 .expect("Failed to resize MSAA texture"),
94 );
95 }
96 _ => {}
97 }
98 }
99
100 if let Ok(mut cmd) = gpu.begin_command() {
101 if let Ok(mut rp) = cmd.begin_renderpass() {
102 rp.set_clear_color(Color::BLACK);
103 if let Some(texture) = msaa_texture.as_ref() {
104 rp.push_msaa_texture(texture);
105 }
106
107 if let Some(mut drawing) = rp.begin_drawing() {
108 let pos1 = Vector2::new(0.0, 0.0);
109 let pos2 = Vector2::new(800.0, 0.0);
110 let pos3 = Vector2::new(400.0, 600.0);
111
112 // Draw a full triangle covering the window
113 drawing.draw_triangle_filled(pos1, pos2, pos3, Color::BLUE);
114 }
115 }
116 }
117 }
118}examples/pipeline.rs (line 123)
61fn main() {
62 let mut runner = est_render::runner::new().expect("Failed to create runner");
63 let mut window = runner
64 .create_window("Engine Example", Point2::new(800, 600))
65 .build()
66 .expect("Failed to create window");
67
68 let mut gpu = est_render::gpu::new(Some(&mut window))
69 .build()
70 .expect("Failed to create GPU");
71
72 let mut msaa_texture = gpu
73 .create_texture()
74 .set_render_target(Point2::new(800, 600), None)
75 .set_sample_count(SampleCount::SampleCount4)
76 .build()
77 .expect("Failed to create MSAA texture");
78
79 let blank_texture = gpu
80 .create_texture()
81 .set_raw_image(
82 &[255u8; 4],
83 Point2::new(1, 1),
84 TextureFormat::Bgra8Unorm,
85 )
86 .set_usage(TextureUsage::Sampler)
87 .build()
88 .expect("Failed to create blank texture");
89
90 let shader = gpu
91 .create_graphics_shader()
92 .set_vertex_code(VERTEX_DRAWING_SHADER)
93 .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94 .build()
95 .expect("Failed to create graphics shader");
96
97 let compute_shader = gpu
98 .create_compute_shader()
99 .set_source(COMPUTE_NOOP_SHADER)
100 .build()
101 .expect("Failed to create compute shader");
102
103 let pipeline = gpu
104 .create_render_pipeline()
105 .set_shader(Some(&shader))
106 .set_blend(Some(&BlendState::ALPHA_BLEND))
107 .set_attachment_texture(0, 0, Some(&blank_texture))
108 .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109 .build()
110 .expect("Failed to create render pipeline");
111
112 let compute_pipeline = gpu
113 .create_compute_pipeline()
114 .set_shader(Some(&compute_shader))
115 .build()
116 .expect("Failed to create compute pipeline");
117
118 // Triangle vertices
119 let vertices = vec![
120 Vertex {
121 position: Vector3::new(-0.5, -0.5, 0.0),
122 color: Color::new(1.0, 0.0, 0.0, 1.0),
123 texcoord: Vector2::new(0.0, 1.0),
124 },
125 Vertex {
126 position: Vector3::new(0.5, -0.5, 0.0),
127 color: Color::new(0.0, 1.0, 0.0, 1.0),
128 texcoord: Vector2::new(1.0, 1.0),
129 },
130 Vertex {
131 position: Vector3::new(0.0, 0.5, 0.0),
132 color: Color::new(0.0, 0.0, 1.0, 1.0),
133 texcoord: Vector2::new(0.5, 0.0),
134 },
135 ];
136
137 let indexes = vec![0u16, 1u16, 2u16];
138
139 let vbo = gpu
140 .create_buffer()
141 .set_data_vec(vertices)
142 .set_usage(BufferUsage::VERTEX)
143 .build()
144 .expect("Failed to create vertex buffer");
145
146 let ibo = gpu
147 .create_buffer()
148 .set_data_vec(indexes)
149 .set_usage(BufferUsage::INDEX)
150 .build()
151 .expect("Failed to create index buffer");
152
153 while runner.pool_events(PollMode::WaitDraw) {
154 for event in runner.get_events() {
155 match event {
156 Event::KeyboardInput {
157 window_id,
158 key,
159 pressed,
160 } => {
161 if *window_id == window.id() && key == "Escape" && *pressed {
162 window.quit();
163 }
164 }
165 Event::WindowResized { window_id: _, size } => {
166 if size.x <= 0 || size.y <= 0 {
167 continue; // Skip invalid sizes
168 }
169
170 msaa_texture = gpu
171 .create_texture()
172 .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173 .set_sample_count(SampleCount::SampleCount4)
174 .build()
175 .expect("Failed to resize MSAA texture");
176 }
177 Event::RedrawRequested { window_id: _ } => {
178 if let Ok(mut cmd) = gpu.begin_command() {
179 if let Ok(mut cm) = cmd.begin_computepass() {
180 cm.set_pipeline(Some(&compute_pipeline));
181 cm.dispatch(1, 1, 1);
182 }
183
184 if let Ok(mut rp) = cmd.begin_renderpass() {
185 rp.set_clear_color(Color::BLACK);
186 rp.push_msaa_texture(&msaa_texture);
187
188 rp.set_pipeline(Some(&pipeline));
189 rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190 rp.draw_indexed(0..3, 0, 1);
191 }
192 }
193
194 window.request_redraw();
195 }
196 _ => {}
197 }
198 }
199 }
200}pub fn length(&self) -> f32
pub fn normalize(&self) -> Self
pub fn dot(&self, other: &Self) -> f32
pub fn angle(&self, other: &Self) -> f32
pub fn into_vector3(&self) -> Vector3
Trait Implementations§
Source§impl AddAssign for Vector2
impl AddAssign for Vector2
Source§fn add_assign(&mut self, other: Self)
fn add_assign(&mut self, other: Self)
Performs the
+= operation. Read moreSource§impl SubAssign for Vector2
impl SubAssign for Vector2
Source§fn sub_assign(&mut self, other: Self)
fn sub_assign(&mut self, other: Self)
Performs the
-= operation. Read moreimpl Copy for Vector2
impl Eq for Vector2
impl Pod for Vector2
Auto Trait Implementations§
impl Freeze for Vector2
impl RefUnwindSafe for Vector2
impl Send for Vector2
impl Sync for Vector2
impl Unpin for Vector2
impl UnwindSafe for Vector2
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CheckedBitPattern for Twhere
T: AnyBitPattern,
impl<T> CheckedBitPattern for Twhere
T: AnyBitPattern,
Source§type Bits = T
type Bits = T
Self must have the same layout as the specified Bits except for
the possible invalid bit patterns being checked during
is_valid_bit_pattern.Source§fn is_valid_bit_pattern(_bits: &T) -> bool
fn is_valid_bit_pattern(_bits: &T) -> bool
If this function returns true, then it must be valid to reinterpret
bits
as &Self.Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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fn as_any(&self) -> &(dyn Any + 'static)
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impl<T> DowncastSync for T
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
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impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
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Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
Source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian().