Struct thin_engine::prelude::Mat4
source · pub struct Mat4 { /* private fields */ }
Expand description
a matrix often used for transformations in glium.
Implementations§
source§impl Mat4
impl Mat4
pub const IDENTITY: Mat4 = _
sourcepub const fn from_scale(scale: Vec3) -> Mat4
pub const fn from_scale(scale: Vec3) -> Mat4
Examples found in repository?
examples/simple.rs (line 88)
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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 123)
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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();
}
pub fn from_transform(pos: Vec3, scale: Vec3, rot: Quaternion) -> Mat4
sourcepub fn from_inverse_transform(pos: Vec3, scale: Vec3, rot: Quaternion) -> Mat4
pub fn from_inverse_transform(pos: Vec3, scale: Vec3, rot: Quaternion) -> Mat4
Examples found in repository?
examples/simple.rs (line 89)
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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 124)
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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();
}
pub fn from_pos_and_rot(pos: Vec3, rot: Quaternion) -> Mat4
pub const fn from_pos_and_scale(pos: Vec3, scale: Vec3) -> Mat4
pub fn from_scale_and_rot(scale: Vec3, rot: Quaternion) -> Mat4
pub const fn from_pos(pos: Vec3) -> Mat4
pub fn from_rot(rot: Quaternion) -> Mat4
pub fn tranpose(self) -> Mat4
sourcepub fn view_matrix_3d(
window_dimesnsions: (u32, u32),
fov: f32,
zfar: f32,
znear: f32,
) -> Mat4
pub fn view_matrix_3d( window_dimesnsions: (u32, u32), fov: f32, zfar: f32, znear: f32, ) -> Mat4
creates a 3d perspective matrix. known as view
in the vertex shader.
Examples found in repository?
examples/simple.rs (line 60)
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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 103)
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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 view_matrix_2d(window_dimesnsions: (u32, u32)) -> Mat4
pub fn view_matrix_2d(window_dimesnsions: (u32, u32)) -> Mat4
creates a 2d perspective matrix. known as view
in the vertex shader.
sourcepub const fn from_values(
a: f32,
b: f32,
c: f32,
d: f32,
e: f32,
f: f32,
g: f32,
h: f32,
i: f32,
j: f32,
k: f32,
l: f32,
m: f32,
n: f32,
o: f32,
p: f32,
) -> Mat4
pub const fn from_values( a: f32, b: f32, c: f32, d: f32, e: f32, f: f32, g: f32, h: f32, i: f32, j: f32, k: f32, l: f32, m: f32, n: f32, o: f32, p: f32, ) -> Mat4
creates a matrix with the following values.
use glium_types::matrices::Mat4;
let new_matrix = Mat4::from_values(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
assert!(new_matrix == Mat4::IDENTITY);
pub const fn column(&self, pos: usize) -> [f32; 4]
pub const fn row(&self, pos: usize) -> [f32; 4]
pub fn position(&self) -> Vec3
Trait Implementations§
source§impl AddAssign for Mat4
impl AddAssign for Mat4
source§fn add_assign(&mut self, rhs: Mat4)
fn add_assign(&mut self, rhs: Mat4)
Performs the
+=
operation. Read moresource§impl AsUniformValue for Mat4
impl AsUniformValue for Mat4
source§fn as_uniform_value(&self) -> UniformValue<'_>
fn as_uniform_value(&self) -> UniformValue<'_>
Builds a
UniformValue
.source§impl From<Quaternion> for Mat4
impl From<Quaternion> for Mat4
source§fn from(value: Quaternion) -> Mat4
fn from(value: Quaternion) -> Mat4
Converts to this type from the input type.
source§impl MulAssign for Mat4
impl MulAssign for Mat4
source§fn mul_assign(&mut self, rhs: Mat4)
fn mul_assign(&mut self, rhs: Mat4)
Performs the
*=
operation. Read moresource§impl PartialEq for Mat4
impl PartialEq for Mat4
source§impl SubAssign for Mat4
impl SubAssign for Mat4
source§fn sub_assign(&mut self, rhs: Mat4)
fn sub_assign(&mut self, rhs: Mat4)
Performs the
-=
operation. Read moreimpl Copy for Mat4
impl StructuralPartialEq for Mat4
Auto Trait Implementations§
impl Freeze for Mat4
impl RefUnwindSafe for Mat4
impl Send for Mat4
impl Sync for Mat4
impl Unpin for Mat4
impl UnwindSafe for Mat4
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> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)source§impl<T> CloneToUninit for Twhere
T: Copy,
impl<T> CloneToUninit for Twhere
T: Copy,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)source§impl<T> Content for Twhere
T: Copy,
impl<T> Content for Twhere
T: Copy,
source§unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
Prepares an output buffer, then turns this buffer into an
Owned
.
User-provided closure F
must only write to and not read from &mut Self
.source§fn get_elements_size() -> usize
fn get_elements_size() -> usize
Returns the size of each element.
source§fn to_void_ptr(&self) -> *const ()
fn to_void_ptr(&self) -> *const ()
Produces a pointer to the data.
source§fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T>
fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T>
Builds a pointer to this type from a raw pointer.
source§fn is_size_suitable(size: usize) -> bool
fn is_size_suitable(size: usize) -> bool
Returns true if the size is suitable to store a type like this.
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)
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(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)
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Convert
&mut Trait
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) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.