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.
Fields§
§gamepads: Option<Gilrs>
§min_frame_duration: Option<Duration>
Implementations§
Source§impl Settings
impl Settings
pub fn new( gamepads: Option<Gilrs>, min_frame_duration: Option<Duration>, ) -> Self
Sourcepub fn from_fps(fps: u32) -> Self
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
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();
}
Sourcepub fn with_gamepads() -> Result<Self, Error>
pub fn with_gamepads() -> Result<Self, Error>
guarantees gamepads will be set instead of printing an error and moving on.
Sourcepub fn set_target_fps(&mut self, target_fps: Option<u32>)
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§
Auto Trait Implementations§
impl Freeze for Settings
impl RefUnwindSafe for Settings
impl Send for Settings
impl !Sync for Settings
impl Unpin for Settings
impl UnwindSafe for Settings
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>
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(where Trait: Downcast
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. 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>
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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
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