pub const fn vec2(x: f32, y: f32) -> Vec2
Expand description
Creates a 2-dimensional vector.
Examples found in repository?
examples/tree.rs (line 32)
30async fn main() {
31 let camera = Camera2D {
32 zoom: vec2(1., 1.),
33 target: vec2(0.0, 0.5),
34 ..Default::default()
35 };
36
37 set_camera(&camera);
38 loop {
39 clear_background(LIGHTGRAY);
40
41 draw_circle(0., 0., 0.03, DARKGRAY);
42 tree(unsafe { get_internal_gl().quad_gl }, get_time(), 0, 1., 0.3);
43
44 next_frame().await
45 }
46}
More examples
examples/camera.rs (line 11)
4async fn main() {
5 loop {
6 clear_background(LIGHTGRAY);
7
8 // Render some primitives in camera space
9
10 set_camera(&Camera2D {
11 zoom: vec2(1., screen_width() / screen_height()),
12 ..Default::default()
13 });
14 draw_line(-0.4, 0.4, -0.8, 0.9, 0.05, BLUE);
15 draw_rectangle(-0.3, 0.3, 0.2, 0.2, GREEN);
16 draw_circle(0., 0., 0.1, YELLOW);
17
18 // Back to screen space, render some text
19
20 set_default_camera();
21 draw_text("HELLO", 30.0, 200.0, 30.0, BLACK);
22
23 next_frame().await
24 }
25}
examples/screen_texture.rs (line 27)
4async fn main() {
5 let texture: Texture2D = load_texture("examples/chess.png").await.unwrap();
6
7 let lens_material = load_material(
8 ShaderSource::Glsl {
9 vertex: LENS_VERTEX_SHADER,
10 fragment: LENS_FRAGMENT_SHADER,
11 },
12 MaterialParams {
13 uniforms: vec![UniformDesc::new("Center", UniformType::Float2)],
14 ..Default::default()
15 },
16 )
17 .unwrap();
18
19 loop {
20 clear_background(WHITE);
21 draw_texture_ex(
22 &texture,
23 0.0,
24 0.0,
25 WHITE,
26 DrawTextureParams {
27 dest_size: Some(vec2(screen_width(), screen_height())),
28 ..Default::default()
29 },
30 );
31
32 let lens_center = mouse_position();
33
34 lens_material.set_uniform("Center", lens_center);
35
36 gl_use_material(&lens_material);
37 draw_circle(lens_center.0, lens_center.1, 250.0, RED);
38 gl_use_default_material();
39
40 next_frame().await
41 }
42}
examples/exit_dialog.rs (line 19)
5async fn main() {
6 prevent_quit();
7
8 let mut show_exit_dialog = false;
9 let mut user_decided_to_exit = false;
10
11 loop {
12 clear_background(GRAY);
13
14 if is_quit_requested() {
15 show_exit_dialog = true;
16 }
17
18 if show_exit_dialog {
19 let dialog_size = vec2(200., 70.);
20 let screen_size = vec2(screen_width(), screen_height());
21 let dialog_position = screen_size / 2. - dialog_size / 2.;
22 Window::new(hash!(), dialog_position, dialog_size).ui(&mut *root_ui(), |ui| {
23 ui.label(None, "Do you really want to quit?");
24 ui.separator();
25 ui.same_line(60.);
26 if ui.button(None, "Yes") {
27 user_decided_to_exit = true;
28 }
29 ui.same_line(120.);
30 if ui.button(None, "No") {
31 show_exit_dialog = false;
32 }
33 });
34 }
35
36 if user_decided_to_exit {
37 break;
38 }
39
40 next_frame().await
41 }
42}
examples/3d.rs (line 26)
4async fn main() {
5 let rust_logo = load_texture("examples/rust.png").await.unwrap();
6 let ferris = load_texture("examples/ferris.png").await.unwrap();
7
8 loop {
9 clear_background(LIGHTGRAY);
10
11 // Going 3d!
12
13 set_camera(&Camera3D {
14 position: vec3(-20., 15., 0.),
15 up: vec3(0., 1., 0.),
16 target: vec3(0., 0., 0.),
17 ..Default::default()
18 });
19
20 draw_grid(20, 1., BLACK, GRAY);
21
22 draw_cube_wires(vec3(0., 1., -6.), vec3(2., 2., 2.), DARKGREEN);
23 draw_cube_wires(vec3(0., 1., 6.), vec3(2., 2., 2.), DARKBLUE);
24 draw_cube_wires(vec3(2., 1., 2.), vec3(2., 2., 2.), YELLOW);
25
26 draw_plane(vec3(-8., 0., -8.), vec2(5., 5.), Some(&ferris), WHITE);
27
28 draw_cube(
29 vec3(-5., 1., -2.),
30 vec3(2., 2., 2.),
31 Some(&rust_logo),
32 WHITE,
33 );
34 draw_cube(vec3(-5., 1., 2.), vec3(2., 2., 2.), Some(&ferris), WHITE);
35 draw_cube(vec3(2., 0., -2.), vec3(0.4, 0.4, 0.4), None, BLACK);
36
37 draw_sphere(vec3(-8., 0., 0.), 1., None, BLUE);
38
39 // Back to screen space, render some text
40
41 set_default_camera();
42 draw_text("WELCOME TO 3D WORLD", 10.0, 20.0, 30.0, BLACK);
43
44 next_frame().await
45 }
46}
examples/post_processing.rs (line 22)
4async fn main() {
5 let render_target = render_target(320, 150);
6 render_target.texture.set_filter(FilterMode::Nearest);
7
8 let material = load_material(
9 ShaderSource::Glsl {
10 vertex: CRT_VERTEX_SHADER,
11 fragment: CRT_FRAGMENT_SHADER,
12 },
13 Default::default(),
14 )
15 .unwrap();
16
17 loop {
18 // drawing to the texture
19
20 // 0..100, 0..100 camera
21 set_camera(&Camera2D {
22 zoom: vec2(0.01, 0.01),
23 target: vec2(0.0, 0.0),
24 render_target: Some(render_target.clone()),
25 ..Default::default()
26 });
27
28 clear_background(LIGHTGRAY);
29 draw_line(-30.0, 45.0, 30.0, 45.0, 3.0, BLUE);
30 draw_circle(-45.0, -35.0, 20.0, YELLOW);
31 draw_circle(45.0, -35.0, 20.0, GREEN);
32
33 // drawing to the screen
34
35 set_default_camera();
36
37 clear_background(WHITE);
38 gl_use_material(&material);
39 draw_texture_ex(
40 &render_target.texture,
41 0.,
42 0.,
43 WHITE,
44 DrawTextureParams {
45 dest_size: Some(vec2(screen_width(), screen_height())),
46 ..Default::default()
47 },
48 );
49 gl_use_default_material();
50
51 next_frame().await;
52 }
53}