Struct thin_engine::ResizableDepthTexture2D

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pub struct ResizableDepthTexture2D {
    pub texture: Option<DepthTexture2d>,
    /* private fields */
}
Expand description

resizable depth texture. use with gliums SimpleFrameBuffer::WithDepthTexture() to create a texture you can draw on! usefull for things like fog.

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§texture: Option<DepthTexture2d>

Implementations§

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impl ResizableDepthTexture2D

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pub fn resize(&mut self, display: &Display, new_size: (u32, u32))

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pub fn texture(&self) -> &DepthTexture2d

borrows the texture or panics. to handle failed borrows use self.texture.as_ref() instead

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pub fn new(size: (u32, u32), display: &Display) -> Self

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pub fn resize_to_display(&mut self, display: &Display)

Examples found in repository?
examples/simple-fxaa.rs (line 91)
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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();
}

Trait Implementations§

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impl Default for ResizableDepthTexture2D

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fn default() -> ResizableDepthTexture2D

Returns the “default value” for a type. Read more

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