Struct thin_engine::prelude::Frame
source · 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§
source§impl Frame
impl Frame
sourcepub fn new(context: Rc<Context>, dimensions: (u32, u32)) -> Frame
pub fn new(context: Rc<Context>, dimensions: (u32, u32)) -> Frame
Builds a new Frame
. Use the draw
function on Display
instead of this function.
sourcepub fn finish(self) -> Result<(), SwapBuffersError>
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
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();
}
sourcepub fn set_finish(&mut self) -> Result<(), SwapBuffersError>
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§
source§impl Surface for Frame
impl Surface for Frame
source§fn clear(
&mut self,
rect: Option<&Rect>,
color: Option<(f32, f32, f32, f32)>,
color_srgb: bool,
depth: Option<f32>,
stencil: Option<i32>,
)
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.
source§fn get_dimensions(&self) -> (u32, u32)
fn get_dimensions(&self) -> (u32, u32)
Returns the dimensions in pixels of the target.
source§fn get_depth_buffer_bits(&self) -> Option<u16>
fn get_depth_buffer_bits(&self) -> Option<u16>
Returns the number of bits of each pixel of the depth buffer. Read more
source§fn get_stencil_buffer_bits(&self) -> Option<u16>
fn get_stencil_buffer_bits(&self) -> Option<u16>
Returns the number of bits of each pixel of the stencil buffer. Read more
source§fn draw<'a, 'b, V, I, U>(
&mut self,
vertex_buffer: V,
index_buffer: I,
program: &Program,
uniforms: &U,
draw_parameters: &DrawParameters<'_>,
) -> Result<(), DrawError>
fn draw<'a, 'b, V, I, U>( &mut self, vertex_buffer: V, index_buffer: I, program: &Program, uniforms: &U, draw_parameters: &DrawParameters<'_>, ) -> Result<(), DrawError>
Draws. Read more
source§fn blit_color<S>(
&self,
source_rect: &Rect,
target: &S,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)where
S: Surface,
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
source§fn blit_buffers_from_frame(
&self,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
mask: BlitMask,
)
fn blit_buffers_from_frame( &self, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )
Blits from the default framebuffer.
source§fn blit_buffers_from_simple_framebuffer(
&self,
source: &SimpleFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
mask: BlitMask,
)
fn blit_buffers_from_simple_framebuffer( &self, source: &SimpleFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )
Blits from a simple framebuffer.
source§fn blit_buffers_from_multioutput_framebuffer(
&self,
source: &MultiOutputFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
mask: BlitMask,
)
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.
source§fn clear_color(&mut self, red: f32, green: f32, blue: f32, alpha: f32)
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.
source§fn clear_color_srgb(&mut self, red: f32, green: f32, blue: f32, alpha: f32)
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.
source§fn clear_depth(&mut self, value: f32)
fn clear_depth(&mut self, value: f32)
Clears the depth attachment of the target.
source§fn clear_stencil(&mut self, value: i32)
fn clear_stencil(&mut self, value: i32)
Clears the stencil attachment of the target.
source§fn clear_color_and_depth(&mut self, color: (f32, f32, f32, f32), depth: f32)
fn clear_color_and_depth(&mut self, color: (f32, f32, f32, f32), depth: f32)
Clears the color and depth attachments of the target.
source§fn clear_color_srgb_and_depth(
&mut self,
color: (f32, f32, f32, f32),
depth: f32,
)
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.
source§fn clear_color_and_stencil(&mut self, color: (f32, f32, f32, f32), stencil: i32)
fn clear_color_and_stencil(&mut self, color: (f32, f32, f32, f32), stencil: i32)
Clears the color and stencil attachments of the target.
source§fn clear_color_srgb_and_stencil(
&mut self,
color: (f32, f32, f32, f32),
stencil: i32,
)
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.
source§fn clear_depth_and_stencil(&mut self, depth: f32, stencil: i32)
fn clear_depth_and_stencil(&mut self, depth: f32, stencil: i32)
Clears the depth and stencil attachments of the target.
source§fn clear_all(&mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32)
fn clear_all(&mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32)
Clears the color, depth and stencil attachments of the target.
source§fn clear_all_srgb(
&mut self,
color: (f32, f32, f32, f32),
depth: f32,
stencil: i32,
)
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.
source§fn has_depth_buffer(&self) -> bool
fn has_depth_buffer(&self) -> bool
Returns true if the surface has a depth buffer available.
source§fn has_stencil_buffer(&self) -> bool
fn has_stencil_buffer(&self) -> bool
Returns true if the surface has a stencil buffer available.
source§fn blit_from_frame(
&self,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)
fn blit_from_frame( &self, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
Blits from the default framebuffer.
source§fn blit_from_simple_framebuffer(
&self,
source: &SimpleFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)
fn blit_from_simple_framebuffer( &self, source: &SimpleFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
Blits from a simple framebuffer.
source§fn blit_from_multioutput_framebuffer(
&self,
source: &MultiOutputFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)
fn blit_from_multioutput_framebuffer( &self, source: &MultiOutputFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
Blits from a multi-output framebuffer.
source§fn blit_whole_color_to<S>(
&self,
target: &S,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)where
S: Surface,
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
.Auto Trait Implementations§
impl Freeze for Frame
impl !RefUnwindSafe for Frame
impl !Send for Frame
impl !Sync for Frame
impl Unpin for Frame
impl !UnwindSafe for Frame
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> 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>
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
.source§fn as_any(&self) -> &(dyn Any + 'static)
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.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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.