[][src]Struct rustbatch::render::canvas::Canvas

pub struct Canvas { /* fields omitted */ }

Canvas is for offscreen drawing. Widow uses canvas and not direct draw calls from batches. the main advantage is that you can apply shader to canvas as a whole so you can make some post processing effects with fragment screen shader. Canvas can draw to another canvas or window.

example

use rustbatch::{Window, Batch, Vect, FPS};
use rustbatch::render::particle::system::{ParticleSystem, Initial, RandomizedProperty, Dynamic, Property};
use rustbatch::render::particle::system;
use rustbatch::math::rgba::{Graph, GraphPoint};
use std::f32::consts::PI;
use rustbatch::math::curve::Curve;
use rustbatch::render::particle::shapes::{SymmetricShape, Triangle};
use rustbatch::vect;
use rustbatch::render::program::Program;
use rustbatch::render::shader::Shader;
use std::ffi::CString;

let (mut window, mut pump, _f, _g, _r) = Window::new(|sys| sys.window("segmentation", 400, 400).opengl().resizable().build().unwrap());
window.canvas.set_program(Program::from_shaders(&[Shader::default_vertex(), Shader::from_source(
&CString::new("
            #version 330 core\n

           in vec4 color;\n
           in vec2 region;\n\n
           in vec2 texture_size_f;

           out vec4 result_color;\n\n

           uniform sampler2D sp;\n\n
           vec4 ncolor;
           void main(){\n\
               ncolor = texture(sp, region) * color;
               if (ncolor.a == 0.0) {
                   if (texture(sp, region + vec2(4.0, 0)/texture_size_f).a != 0.0) {
                       ncolor = vec4(1.0, 1.0, 1.0, 1.0);
                   }
               }
               result_color = ncolor;\n\
           }").unwrap()
, gl::FRAGMENT_SHADER).expect("compilation failed")]).unwrap());

let mut sys = system::no_texture(system::ParticleConfig {
   rotation_relative_to_spawn_direction: true,
   inverted: false,

   gravity: Vect::DOWN * 2.0,
   color: Graph::new(vec![GraphPoint::new(0.0, [0.0, 0.0, 1.0, 1.0]), GraphPoint::new(0.5, [1.0, 1.0, 0.0, 1.0]), GraphPoint::new(1.0, [0.0, 1.0, 0.0, 1.0])]),
   spread: PI,
   friction: 2.0,

   origin_attraction: 10.0,
   initial: Initial {
       velocity: RandomizedProperty::new(300.0, 150.0),
       rotation: RandomizedProperty::no_random(0.0),
       twerk: RandomizedProperty::no_random(10.0),
       live_time: RandomizedProperty::new(1.0, 0.5),
   },
   dynamic: Dynamic {
       acceleration: Property { curve: Curve::NONE, value: 0.0 },
       twerk_acceleration: Property { curve: Curve::NONE, value: 0.0 },
       scale: Property { curve: Curve::LINEAR_DECREASING, value: 20.0 }
   }
}, SymmetricShape::new(10, 0.0));

let mut fps = FPS::new(1f32);
'main: loop {
   for event in pump.poll_iter() {
       match event {
           sdl2::event::Event::Quit { .. } => break 'main,
           _ => {}
       }
   }

   let delta = fps.increase(0f32);


   window.clear();

   sys.update(delta);

   sys.spawn(1, vect!(0, 0), vect!(1, 0));

   sys.draw(&mut window.canvas);

   window.update();

}

Implementations

impl Canvas[src]

pub fn new(size: TextureSize) -> Self[src]

pub fn customized(
    size: TextureSize,
    buffer: Buffer,
    program: Program,
    config: TextureConfig
) -> Self
[src]

customizes allows greater customization of canvas

pub fn set_program(&mut self, program: Program)[src]

pub fn set_buffer(&mut self, buffer: Buffer)[src]

pub fn resize(&mut self, size: TextureSize)[src]

resize resizes canvas and erases its content

pub fn bind(&self)[src]

bind binds the canvas so you can draw on it as you would on window

pub fn unbind()[src]

unbind unbinds the current canvas. If you don't call this your draw calls will still affect this canvas and not the widow.

pub fn set_camera_matrix(&mut self, mat: Mat)[src]

set camera sets the matrix by witch are all shapes transformed so you can squeeze thinks however you like

pub fn set_camera(&mut self, position: Vect, zoom: f32)[src]

set_camera is more human readable way of setting viewport

pub fn size(&self) -> (u32, u32)[src]

size returns current size of canvas

pub fn clear(&self, color: &RGBA)[src]

clear clears the window

pub fn reset(&self)[src]

reset clears canvas with transparent color

pub fn draw<T: Target>(&mut self, other: &mut T, mat: &Mat, color: &RGBA)[src]

Trait Implementations

impl Target for Canvas[src]

Auto Trait Implementations

impl RefUnwindSafe for Canvas

impl Send for Canvas

impl Sync for Canvas

impl Unpin for Canvas

impl UnwindSafe for Canvas

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,