Struct Mat3

Source
pub struct Mat3 { /* private fields */ }
Expand description

a matrix often used for transformations in glium.

Implementations§

Source§

impl Mat3

Source

pub const IDENTITY: Mat3

Source

pub const fn from_scale(scale: Vec3) -> Mat3

Source

pub fn from_2d_transform(pos: Vec2, scale: Vec2, rot: f32) -> Mat3

Source

pub fn from_transform(scale: Vec3, rot: Quat) -> Mat3

Source

pub fn from_rot(rot: Quat) -> Mat3

Examples found in repository?
examples/simple.rs (line 93)
9fn main() {
10    use Action::*;
11    let event_loop = EventLoop::new().unwrap();
12    event_loop.set_control_flow(ControlFlow::Poll);
13    
14    let input = { use base_input_codes::*; input_map!(
15        (Jump,    Space,  GamepadInput::South),
16        (Exit,    Escape, GamepadInput::Start),
17        (Left,    ArrowLeft,  KeyA,  LeftStickLeft ),
18        (Right,   ArrowRight, KeyD,  LeftStickRight),
19        (Forward, ArrowUp,    KeyW,  LeftStickUp   ),
20        (Back,    ArrowDown,  KeyS,  LeftStickDown ),
21        (LookRight, MouseMoveRight, RightStickRight),
22        (LookLeft,  MouseMoveLeft,  RightStickLeft ),
23        (LookUp,    MouseMoveUp,    RightStickUp   ),
24        (LookDown,  MouseMoveDown,  RightStickDown )
25    )};
26
27    struct Graphics {
28        program: Program,
29        indices: IndexBuffer<u16>,
30        vertices: VertexBuffer<Vertex>,
31        normals: VertexBuffer<Normal>
32    }
33    let graphics: Rc<RefCell<Option<Graphics>>> = Rc::new(RefCell::new(None));
34    let graphics_setup = graphics.clone();
35    
36    let draw_parameters = DrawParameters {
37        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
38        ..params::alias_3d()
39    };
40
41    let mut pos = vec3(0.0, 0.0, -30.0);
42    let mut rot = vec2(0.0, 0.0);
43    let mut gravity = 0.0;
44
45    let mut frame_start = Instant::now();
46
47    thin_engine::builder(input).with_setup(|display, window, _| {
48        let _ = window.set_cursor_grab(CursorGrabMode::Confined);
49        let _ = window.set_cursor_grab(CursorGrabMode::Locked);
50        window.set_cursor_visible(false);
51        window.set_title("Walk Test");
52
53        let (indices, vertices, normals) = mesh!(
54            display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
55        );
56        let program = Program::from_source(
57            display, shaders::VERTEX,
58            "#version 140
59            out vec4 colour;
60            in vec3 v_normal;
61            uniform vec3 light;
62            const vec3 albedo = vec3(0.1, 1.0, 0.3);
63            void main(){
64                float light_level = dot(light, v_normal);
65                colour = vec4(albedo * light_level, 1.0);
66            }", None,
67        ).unwrap();
68        graphics_setup.replace(Some(Graphics { program, indices, vertices, normals }));
69    }).with_update(|input, display, _, target, _| {
70        let graphics = graphics.borrow();
71        let Graphics { vertices, indices, normals, program } = graphics.as_ref().unwrap();
72        let delta_time = frame_start.elapsed().as_secs_f32();
73        frame_start = Instant::now();
74
75        let mut frame = display.draw();
76        let view = Mat4::view_matrix_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);
77
78        //handle gravity and jump
79        gravity += delta_time * 9.5;
80        if input.pressed(Jump) { gravity = -10.0 }
81
82        //set camera rotation
83        let look_move = input.dir(LookLeft, LookRight, LookUp, LookDown);
84        rot += look_move.scale(delta_time * 20.0);
85        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
86        let rx = Quat::from_y_rot(rot.x);
87        let ry = Quat::from_x_rot(rot.y);
88        let rot = rx * ry;
89
90        //move player based on view and gravity
91        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
92        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
93        pos += move_dir.transform(&Mat3::from_rot(rx));
94        pos.y = (pos.y - gravity * delta_time).max(0.0);
95
96        if input.pressed(Exit) { target.exit() }
97
98        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
99        //draw teapot
100        frame.draw(
101            (vertices, normals), indices,
102            program, &uniform! {
103                view: view,
104                model: Mat4::from_scale(Vec3::splat(0.1)),
105                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
106                light: vec3(1.0, -0.9, -1.0).normalise()
107            },
108            &draw_parameters,
109        ).unwrap();
110
111        frame.finish().unwrap();
112    }).build(event_loop).unwrap();
113}
More examples
Hide additional examples
examples/simple-fxaa.rs (line 146)
13fn main() {
14    use Action::*;
15    let event_loop = EventLoop::new().unwrap();
16    event_loop.set_control_flow(ControlFlow::Poll);
17
18    let mut colour = ResizableTexture2d::default();
19    let mut depth = ResizableDepthTexture2d::default();
20
21    let input = { use base_input_codes::*; input_map!(
22        (Left,    ArrowLeft,  KeyA, LeftStickLeft ),
23        (Right,   ArrowRight, KeyD, LeftStickRight),
24        (Forward, ArrowUp,    KeyW, LeftStickUp   ),
25        (Back,    ArrowDown,  KeyS, LeftStickDown ),
26        (LookRight, MouseMoveRight, RightStickRight),
27        (LookLeft,  MouseMoveLeft,  RightStickLeft ),
28        (LookUp,    MouseMoveUp,    RightStickUp   ),
29        (LookDown,  MouseMoveDown,  RightStickDown ),
30        (FXAA,      KeyF,       GamepadInput::North)
31    ) };
32    struct Graphics {
33        screen_indices: IndexBuffer<u32>,
34        screen_vertices: VertexBuffer<Vertex>,
35        screen_uvs: VertexBuffer<TextureCoords>,
36
37        teapot_indices: IndexBuffer<u16>,
38        teapot_vertices: VertexBuffer<Vertex>,
39        teapot_uvs: VertexBuffer<TextureCoords>,
40        teapot_normals: VertexBuffer<Normal>,
41
42        fxaa: Program, normal: Program, program: Program
43    }
44    let graphics: Rc<RefCell<Option<Graphics>>> = Rc::default();
45    let graphics_setup = graphics.clone();
46
47    let draw_parameters = DrawParameters {
48        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
49        ..params::alias_3d()
50    };
51    let mut fxaa_on = true;
52    
53    let mut pos = vec3(0.0, 0.0, -30.0);
54    let mut rot = vec2(0.0, 0.0);
55    
56    let mut frame_start = Instant::now();
57
58    thin_engine::builder(input).with_setup(|display, window, _| {
59        window.set_title("FXAA Test");
60        let _ = window.set_cursor_grab(CursorGrabMode::Confined);
61        let _ = window.set_cursor_grab(CursorGrabMode::Locked);
62        window.set_cursor_visible(false);
63
64        let (screen_indices, screen_vertices, screen_uvs) = mesh!(
65            display, &screen::INDICES, &screen::VERTICES, &screen::UVS
66        );
67        let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68            display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69        );
70
71        let program = Program::from_source(
72            display, shaders::VERTEX,
73            "#version 140
74            out vec4 colour;
75            in vec3 v_normal;
76            uniform vec3 light;
77            uniform mat4 camera;
78            uniform vec3 ambient;
79            uniform vec3 albedo;
80            uniform float shine;
81            void main() {
82                vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
83                vec3 half_dir = normalize(camera_dir + light);
84                float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
85                float light_level = max(dot(light, v_normal), 0.0);
86                colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
87            }", None
88        ).unwrap();
89        let fxaa = shaders::fxaa_shader(display).unwrap();
90        let normal = Program::from_source(
91            display, shaders::SCREEN_VERTEX, 
92            "#version 140
93            in vec2 uv;
94            uniform sampler2D tex;
95            out vec4 colour;
96            void main() {
97                colour = texture(tex, uv);
98            }", None
99        ).unwrap();
100        graphics_setup.replace(Some(Graphics {
101            screen_indices, screen_vertices, screen_uvs,
102            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
103            program, normal, fxaa
104        }));
105    }).with_update(|input, display, _, _, _| {
106        let graphics = graphics.borrow();
107        let Graphics {
108            screen_indices, screen_vertices, screen_uvs,
109            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
110            program, normal, fxaa
111        } = graphics.as_ref().unwrap();
112        let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
113        let screen_mesh = (screen_vertices, screen_uvs);
114
115        let delta_time = frame_start.elapsed().as_secs_f32();
116        frame_start = Instant::now();
117
118        // using a small resolution to better show the effect of fxaa.
119        let size = (380, 216);
120        display.resize(size);
121        depth.resize_to_display(&display);
122        colour.resize_to_display(&display);
123
124        // press f to toggle FXAA
125        if input.pressed(FXAA) { fxaa_on = !fxaa_on }
126
127        let colour = colour.texture();
128        let depth = depth.texture();
129        let mut frame = SimpleFrameBuffer::with_depth_buffer(
130            display, colour, depth
131        ).unwrap();
132
133        let view = Mat4::view_matrix_3d(size, 1.0, 1024.0, 0.1);
134
135        // set camera rotation
136        let look_move = input.dir(LookLeft, LookRight, LookUp, LookDown);
137        rot += look_move.scale(delta_time * 20.0);
138        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
139        let rx = Quat::from_y_rot(rot.x);
140        let ry = Quat::from_x_rot(rot.y);
141        let rot = rx * ry;
142
143        // move player based on view
144        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
145        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
146        pos += move_dir.transform(&Mat3::from_rot(rx));
147
148        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
149        // draw teapot
150        frame.draw(
151            teapot_mesh, teapot_indices,
152            program, &uniform! {
153                view: view,
154                model: Mat4::from_scale(Vec3::splat(0.1)),
155                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
156                light:   vec3(0.1, 0.25, -1.0).normalise(),
157                albedo:  vec3(0.5, 0.1,   0.4),
158                ambient: vec3(0.0, 0.05,  0.1),
159                shine: 50.0f32,
160            },
161            &draw_parameters,
162        ).unwrap();
163
164        let mut frame = display.draw();
165        frame.draw(
166            screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
167            &shaders::fxaa_uniforms(colour), &DrawParameters::default()
168        ).unwrap();
169        frame.finish().unwrap();
170    }).build(event_loop).unwrap();
171}
Source

pub const fn from_values( a: f32, b: f32, c: f32, d: f32, e: f32, f: f32, g: f32, h: f32, i: f32, ) -> Mat3

creates a matrix with the following values.

use glium_types::matrices::Mat3;
let new_matrix = Mat3::from_values(
    1.0, 0.0, 0.0,
    0.0, 1.0, 0.0,
    0.0, 0.0, 1.0
);
assert!(new_matrix == Mat3::IDENTITY);
Source

pub fn scale(&self, scalar: f32) -> Mat3

Source

pub fn determinant(&self) -> f32

Source

pub fn inverse(&self) -> Mat3

Source

pub fn transpose(self) -> Mat3

Source

pub const fn column(&self, pos: usize) -> [f32; 3]

Source

pub const fn row(&self, pos: usize) -> [f32; 3]

Trait Implementations§

Source§

impl Add for Mat3

Source§

type Output = Mat3

The resulting type after applying the + operator.
Source§

fn add(self, rhs: Mat3) -> <Mat3 as Add>::Output

Performs the + operation. Read more
Source§

impl AddAssign for Mat3

Source§

fn add_assign(&mut self, rhs: Mat3)

Performs the += operation. Read more
Source§

impl AsUniformValue for Mat3

Source§

fn as_uniform_value(&self) -> UniformValue<'_>

Builds a UniformValue.
Source§

impl Clone for Mat3

Source§

fn clone(&self) -> Mat3

Returns a duplicate of the value. Read more
1.0.0 · Source§

const fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for Mat3

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
Source§

impl Default for Mat3

Source§

fn default() -> Mat3

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

impl From<Mat2> for Mat3

Source§

fn from(value: Mat2) -> Mat3

Converts to this type from the input type.
Source§

impl From<Mat3> for Mat4

Source§

fn from(value: Mat3) -> Mat4

Converts to this type from the input type.
Source§

impl From<Mat4> for Mat3

Source§

fn from(value: Mat4) -> Mat3

Converts to this type from the input type.
Source§

impl From<Quat> for Mat3

Source§

fn from(value: Quat) -> Mat3

Converts to this type from the input type.
Source§

impl Index<usize> for Mat3

Source§

type Output = [f32; 3]

The returned type after indexing.
Source§

fn index(&self, index: usize) -> &<Mat3 as Index<usize>>::Output

Performs the indexing (container[index]) operation. Read more
Source§

impl IndexMut<usize> for Mat3

Source§

fn index_mut(&mut self, index: usize) -> &mut <Mat3 as Index<usize>>::Output

Performs the mutable indexing (container[index]) operation. Read more
Source§

impl Mul for Mat3

Source§

type Output = Mat3

The resulting type after applying the * operator.
Source§

fn mul(self, rhs: Mat3) -> <Mat3 as Mul>::Output

Performs the * operation. Read more
Source§

impl MulAssign for Mat3

Source§

fn mul_assign(&mut self, rhs: Mat3)

Performs the *= operation. Read more
Source§

impl PartialEq for Mat3

Source§

fn eq(&self, other: &Mat3) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

const fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
Source§

impl Sub for Mat3

Source§

type Output = Mat3

The resulting type after applying the - operator.
Source§

fn sub(self, rhs: Mat3) -> <Mat3 as Sub>::Output

Performs the - operation. Read more
Source§

impl SubAssign for Mat3

Source§

fn sub_assign(&mut self, rhs: Mat3)

Performs the -= operation. Read more
Source§

impl Copy for Mat3

Source§

impl StructuralPartialEq for Mat3

Auto Trait Implementations§

§

impl Freeze for Mat3

§

impl RefUnwindSafe for Mat3

§

impl Send for Mat3

§

impl Sync for Mat3

§

impl Unpin for Mat3

§

impl UnwindSafe for Mat3

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> Content for T
where T: Copy,

Source§

type Owned = T

A type that holds a sized version of the content.
Source§

unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
where F: FnOnce(&mut T) -> Result<(), 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

Returns the size of each element.
Source§

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>

Builds a pointer to this type from a raw pointer.
Source§

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 T
where T: Any,

Source§

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>

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)

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)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
Source§

impl<T> DowncastSync for T
where T: Any + Send + Sync,

Source§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T> Instrument for T

Source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
Source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> WithSubscriber for T

Source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more