Struct thin_engine::prelude::Frame

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pub struct Frame { /* private fields */ }
Expand description

Implementation of Surface, targeting the default framebuffer.

The back- and front-buffers are swapped when you call finish.

You must call either finish or set_finish or else the destructor will panic.

Implementations§

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impl Frame

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pub fn new(context: Rc<Context>, dimensions: (u32, u32)) -> Frame

Builds a new Frame. Use the draw function on Display instead of this function.

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pub fn finish(self) -> Result<(), SwapBuffersError>

Stop drawing, swap the buffers, and consume the Frame.

See the documentation of SwapBuffersError about what is being returned.

Examples found in repository?
examples/simple.rs (line 95)
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fn main() {
    use Action::*;
    let (event_loop, window, display) = thin_engine::set_up().unwrap();
    window.set_title("Walk Test");
    let _ = window.set_cursor_grab(CursorGrabMode::Locked);
    window.set_cursor_visible(false);

    let mut input = InputMap::new([
        (vec![Input::keycode(KeyCode::Space)], Jump),
        (vec![Input::keycode(KeyCode::ArrowLeft), Input::keycode(KeyCode::KeyA)], Left),
        (vec![Input::keycode(KeyCode::ArrowRight), Input::keycode(KeyCode::KeyD)], Right),
        (vec![Input::keycode(KeyCode::ArrowUp), Input::keycode(KeyCode::KeyW)], Forward),
        (vec![Input::keycode(KeyCode::ArrowDown), Input::keycode(KeyCode::KeyS)], Back)
    ]);

    let (indices, verts, norms) = mesh!(
        &display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
    );
    let draw_parameters = DrawParameters {
        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
        ..params::alias_3d()
    };
    let program = Program::from_source(
        &display, shaders::VERTEX,
        "#version 140
        out vec4 colour;
        in vec3 v_normal;
        uniform vec3 light;

        const vec3 albedo = vec3(0.1, 1.0, 0.3);
        void main(){
            float light_level = dot(light, v_normal);
            colour = vec4(albedo * light_level, 1.0);
        }", None,
    ).unwrap();

    let mut pos = vec3(0.0, 0.0, -30.0);
    let mut rot = vec2(0.0, 0.0);
    let mut gravity = 0.0;

    const DELTA: f32 = 0.016;

    thin_engine::run(event_loop, &mut input, |input| {
        display.resize(window.inner_size().into());
        let mut frame = display.draw();
        let view = Mat4::view_matrix_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);

        //handle gravity and jump
        gravity += DELTA * 9.5;
        if input.pressed(Jump) {
            gravity = -10.0;
        }

        //set camera rotation
        rot += input.mouse_move.scale(DELTA * 2.0);
        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
        let rx = Quaternion::from_y_rotation(rot.x);
        let ry = Quaternion::from_x_rotation(rot.y);
        let rot = rx * ry;

        //move player based on view and gravity
        let x = input.axis(Right, Left);
        let y = input.axis(Forward, Back);
        let move_dir = vec3(x, 0.0, y).normalise();
        pos += move_dir.transform(&Mat3::from_rot(rx)).scale(5.0 * DELTA);
        pos.y = (pos.y - gravity * DELTA).max(0.0);

        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
        //draw teapot
        frame.draw(
            (&verts, &norms), &indices,
            &program, &uniform! {
                view: view,
                model: Mat4::from_scale(Vec3::splat(0.1)),
                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
                light: vec3(1.0, -0.9, -1.0).normalise()
            },
            &draw_parameters,
        ).unwrap();

        frame.finish().unwrap();
        thread::sleep(Duration::from_millis(16));
    }).unwrap();
}
More examples
Hide additional examples
examples/simple-fxaa.rs (line 138)
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fn main() {
    use Action::*;
    let (event_loop, window, display) = thin_engine::set_up().unwrap();
    window.set_title("FXAA Test");
    let _ = window.set_cursor_grab(CursorGrabMode::Locked);
    window.set_cursor_visible(false);

    let mut colour = ResizableTexture2D::default();
    let mut depth = ResizableDepthTexture2D::default();

    let mut input = InputMap::new([
        (vec![Input::keycode(KeyCode::ArrowLeft), Input::keycode(KeyCode::KeyA)], Left),
        (vec![Input::keycode(KeyCode::ArrowRight), Input::keycode(KeyCode::KeyD)], Right),
        (vec![Input::keycode(KeyCode::ArrowUp), Input::keycode(KeyCode::KeyW)], Forward),
        (vec![Input::keycode(KeyCode::ArrowDown), Input::keycode(KeyCode::KeyS)], Back),
        (vec![Input::keycode(KeyCode::KeyF)], FXAA),
        (vec![Input::keycode(KeyCode::Space)], Jump)
    ]);
    let (screen_indices, verts, uvs) = mesh!(
        &display, &screen::INDICES, &screen::VERTICES, &screen::UVS
    );
    let screen_mesh = (&verts, &uvs);
    let (indices, verts, norms) = mesh!(
        &display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
    );
    let teapot_mesh = (&verts, &norms);
    let draw_parameters = DrawParameters {
        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
        ..params::alias_3d()
    };
    let mut fxaa_on = true;
    let program = Program::from_source(
        &display, shaders::VERTEX,
        "#version 140
        out vec4 colour;
        in vec3 v_normal;
        uniform vec3 light;
        uniform mat4 camera;
        uniform vec3 ambient;
        uniform vec3 albedo;
        uniform float shine;
        void main() {
            vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
            vec3 half_dir = normalize(camera_dir + light);
            float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
            float light_level = max(dot(light, v_normal), 0.0);
            colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
        }", None
    ).unwrap();
    let fxaa = shaders::fxaa_shader(&display).unwrap();
    let normal = Program::from_source(
        &display, shaders::SCREEN_VERTEX, 
        "#version 140
        in vec2 uv;
        uniform sampler2D tex;
        out vec4 colour;
        void main() {
            colour = texture(tex, uv);
        }", None
    ).unwrap();

    let mut pos = vec3(0.0, 0.0, -30.0);
    let mut rot = vec2(0.0, 0.0);
    const DELTA: f32 = 0.016;

    thin_engine::run(event_loop, &mut input, |input| {
        // using a small resolution to show the effect.
        // `let size = window.inner_size().into();` 
        // can be used isntead to set resolution to window size
        let size = (380, 216);
        display.resize(size);
        depth.resize_to_display(&display);
        colour.resize_to_display(&display);

        //press f to toggle FXAA
        if input.pressed(FXAA) { fxaa_on = !fxaa_on }

        let colour = colour.texture.as_ref().unwrap();
        let depth = depth.texture.as_ref().unwrap();
        let mut frame = SimpleFrameBuffer::with_depth_buffer(
            &display, colour, depth
        ).unwrap();

        let view = Mat4::view_matrix_3d(size, 1.0, 1024.0, 0.1);        
        //set camera rotation
        rot += input.mouse_move.scale(DELTA * 2.0);
        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
        let rx = Quaternion::from_y_rotation(rot.x);
        let ry = Quaternion::from_x_rotation(rot.y);
        let rot = rx * ry;

        //move player based on view
        let x = input.axis(Right, Left);
        let y = input.axis(Forward, Back);
        let move_dir = vec3(x, 0.0, y).normalise().scale(5.0*DELTA);
        pos += move_dir.transform(&Mat3::from_rot(rx));

        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
        //draw teapot
        frame.draw(
            teapot_mesh, &indices,
            &program, &uniform! {
                view: view,
                model: Mat4::from_scale(Vec3::splat(0.1)),
                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
                light: vec3(0.1, 0.25, -1.0).normalise(),
                albedo: vec3(0.5, 0.1, 0.4),
                ambient: vec3(0.0, 0.05, 0.1),
                shine: 10.0f32,
            },
            &draw_parameters,
        ).unwrap();

        let mut frame = display.draw();
        frame.draw(
            screen_mesh, &screen_indices, if fxaa_on { &fxaa } else { &normal },
            &shaders::fxaa_uniforms(colour), &DrawParameters::default()
        ).unwrap();
        frame.finish().unwrap();
        thread::sleep(Duration::from_millis(16));
    }).unwrap();
}
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pub fn set_finish(&mut self) -> Result<(), SwapBuffersError>

Stop drawing, swap the buffers.

The Frame can now be dropped regularly. Calling finish() or set_finish() again will cause Err(SwapBuffersError::AlreadySwapped) to be returned.

Trait Implementations§

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impl Drop for Frame

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl Surface for Frame

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fn clear( &mut self, rect: Option<&Rect>, color: Option<(f32, f32, f32, f32)>, color_srgb: bool, depth: Option<f32>, stencil: Option<i32>, )

Clears some attachments of the target.
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fn get_dimensions(&self) -> (u32, u32)

Returns the dimensions in pixels of the target.
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fn get_depth_buffer_bits(&self) -> Option<u16>

Returns the number of bits of each pixel of the depth buffer. Read more
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fn get_stencil_buffer_bits(&self) -> Option<u16>

Returns the number of bits of each pixel of the stencil buffer. Read more
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fn draw<'a, 'b, V, I, U>( &mut self, vertex_buffer: V, index_buffer: I, program: &Program, uniforms: &U, draw_parameters: &DrawParameters<'_>, ) -> Result<(), DrawError>
where I: Into<IndicesSource<'a>>, U: Uniforms, V: MultiVerticesSource<'b>,

Draws. Read more
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fn blit_color<S>( &self, source_rect: &Rect, target: &S, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
where S: Surface,

Copies a rectangle of pixels from this surface to another surface. Read more
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fn blit_buffers_from_frame( &self, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )

Blits from the default framebuffer.
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fn blit_buffers_from_simple_framebuffer( &self, source: &SimpleFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )

Blits from a simple framebuffer.
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fn blit_buffers_from_multioutput_framebuffer( &self, source: &MultiOutputFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )

Blits from a multi-output framebuffer.
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fn clear_color(&mut self, red: f32, green: f32, blue: f32, alpha: f32)

Clears the color attachment of the target. The color is converted to sRGB when the target has sRGB format.
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fn clear_color_srgb(&mut self, red: f32, green: f32, blue: f32, alpha: f32)

Clears the color attachment of the target. The color is in sRGB format and is not converted in the target.
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fn clear_depth(&mut self, value: f32)

Clears the depth attachment of the target.
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fn clear_stencil(&mut self, value: i32)

Clears the stencil attachment of the target.
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fn clear_color_and_depth(&mut self, color: (f32, f32, f32, f32), depth: f32)

Clears the color and depth attachments of the target.
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fn clear_color_srgb_and_depth( &mut self, color: (f32, f32, f32, f32), depth: f32, )

Clears the color and depth attachments of the target. The color is in sRGB format.
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fn clear_color_and_stencil(&mut self, color: (f32, f32, f32, f32), stencil: i32)

Clears the color and stencil attachments of the target.
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fn clear_color_srgb_and_stencil( &mut self, color: (f32, f32, f32, f32), stencil: i32, )

Clears the color and stencil attachments of the target. The color is in sRGB format.
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fn clear_depth_and_stencil(&mut self, depth: f32, stencil: i32)

Clears the depth and stencil attachments of the target.
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fn clear_all(&mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32)

Clears the color, depth and stencil attachments of the target.
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fn clear_all_srgb( &mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32, )

Clears the color, depth and stencil attachments of the target. The color is in sRGB format.
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fn has_depth_buffer(&self) -> bool

Returns true if the surface has a depth buffer available.
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fn has_stencil_buffer(&self) -> bool

Returns true if the surface has a stencil buffer available.
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fn blit_from_frame( &self, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )

Blits from the default framebuffer.
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fn blit_from_simple_framebuffer( &self, source: &SimpleFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )

Blits from a simple framebuffer.
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fn blit_from_multioutput_framebuffer( &self, source: &MultiOutputFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )

Blits from a multi-output framebuffer.
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fn blit_whole_color_to<S>( &self, target: &S, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
where S: Surface,

Copies the entire surface to a target surface. See blit_color.
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fn fill<S>(&self, target: &S, filter: MagnifySamplerFilter)
where S: Surface,

Copies the entire surface to the entire target. See blit_color.

Auto Trait Implementations§

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impl Freeze for Frame

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impl !RefUnwindSafe for Frame

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impl !Send for Frame

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impl !Sync for Frame

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impl Unpin for Frame

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impl !UnwindSafe for Frame

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for T
where T: Any,

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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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more