thin_engine

Struct Settings

Source
pub struct Settings {
    pub gamepads: Option<Gilrs>,
    pub min_frame_duration: Option<Duration>,
}
Expand description

run time settings for thin engine including gamepad settings (through gilrs) and fps settings. when running default() the gamepads may fail to initialise and the program will continue running after printing the error. if this is undesirable use with_gamepads() instead.

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§gamepads: Option<Gilrs>§min_frame_duration: Option<Duration>

Implementations§

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impl Settings

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pub fn new( gamepads: Option<Gilrs>, min_frame_duration: Option<Duration>, ) -> Self

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pub fn from_fps(fps: u32) -> Self

creates settings with the minimum frame duration set to 1/fps.

Examples found in repository?
examples/simple.rs (line 58)
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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 input = {
        use thin_engine::input_map_setup::*;
        input_map!(
            (Jump,    Space,  GamepadButton::South),
            (Exit,    Escape, GamepadButton::Start),
            (Left,    ArrowLeft,  KeyA,  Axis(LeftStickX,  Neg)),
            (Right,   ArrowRight, KeyD,  Axis(LeftStickX,  Pos)),
            (Forward, ArrowUp,    KeyW,  Axis(LeftStickY,  Neg)),
            (Back,    ArrowDown,  KeyS,  Axis(LeftStickY,  Pos)),
            (LookRight, MouseMoveX(Pos), Axis(RightStickX, Pos)),
            (LookLeft,  MouseMoveX(Neg), Axis(RightStickX, Neg)),
            (LookUp,    MouseMoveY(Pos), Axis(RightStickY, Neg)),
            (LookDown,  MouseMoveY(Neg), Axis(RightStickY, Pos))
        )
    };

    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;

    let mut frame_start = Instant::now();

    thin_engine::run(event_loop, input, Settings::from_fps(60), |input, _settings, target| {
        let delta_time = frame_start.elapsed().as_secs_f32();
        frame_start = Instant::now();

        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_time * 9.5;
        if input.pressed(Jump) {
            gravity = -10.0;
        }

        //set camera rotation
        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
        rot += look_move.scale(delta_time * 7.0);
        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
        let rx = Quat::from_y_rot(rot.x);
        let ry = Quat::from_x_rot(rot.y);
        let rot = rx * ry;

        //move player based on view and gravity
        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
        pos += move_dir.transform(&Mat3::from_rot(rx));
        pos.y = (pos.y - gravity * delta_time).max(0.0);

        if input.pressed(Exit) { target.exit() }

        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();
    }).unwrap();
}
More examples
Hide additional examples
examples/simple-fxaa.rs (line 82)
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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 input = { use thin_engine::input_map_setup::*; input_map!(
        (Left,      ArrowLeft, KeyA, Axis(LeftStickX,  Neg)),
        (Right,     ArrowRight,KeyD, Axis(LeftStickX,  Pos)),
        (Forward,   ArrowUp,   KeyW, Axis(LeftStickY,  Neg)),
        (Back,      ArrowDown, KeyS, Axis(LeftStickY,  Pos)),
        (LookRight, MouseMoveX(Pos), Axis(RightStickX, Pos)),
        (LookLeft,  MouseMoveX(Neg), Axis(RightStickX, Neg)),
        (LookUp,    MouseMoveY(Pos), Axis(RightStickY, Pos)),
        (LookDown,  MouseMoveY(Neg), Axis(RightStickY, Neg)),
        (FXAA,      KeyF,            GamepadButton::North  )
    ) };
    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 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 fxaa = shaders::fxaa_shader(&display).unwrap();
    
    let mut pos = vec3(0.0, 0.0, -30.0);
    let mut rot = vec2(0.0, 0.0);
    
    let mut frame_start = Instant::now();

    thin_engine::run(event_loop, input, Settings::from_fps(60), |input, _, _| {
        let delta_time = frame_start.elapsed().as_secs_f32();
        frame_start = Instant::now();

        // using a small resolution to better show the effect of fxaa.
        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
        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
        rot += look_move.scale(delta_time * 2.0);
        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
        let rx = Quat::from_y_rot(rot.x);
        let ry = Quat::from_x_rot(rot.y);
        let rot = rx * ry;

        //move player based on view
        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
        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: 50.0f32,
            },
            &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();
}
Source

pub fn with_gamepads() -> Result<Self, Error>

guarantees gamepads will be set instead of printing an error and moving on.

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pub fn set_target_fps(&mut self, target_fps: Option<u32>)

sets the minimum frame duration to 1/fps or none if inputed.

Trait Implementations§

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impl Default for Settings

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fn default() -> Self

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

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