pub struct Mat3 { /* private fields */ }
Expand description
a matrix often used for transformations in glium
Implementations§
Source§impl Mat3
impl Mat3
pub const IDENTITY: Mat3
pub const fn from_colum_major_array(array: [[f32; 3]; 3]) -> Mat3
pub const fn into_column_major_array(self) -> [[f32; 3]; 3]
pub const fn from_row_major_array(array: [[f32; 3]; 3]) -> Mat3
pub const fn into_row_major_array(self) -> [[f32; 3]; 3]
pub const fn from_scale(scale: Vec3) -> Mat3
pub fn from_2d_transform(pos: Vec2, scale: Vec2, rot: f32) -> Mat3
pub fn from_transform(scale: Vec3, rot: Quat) -> Mat3
Sourcepub fn from_rot(rot: Quat) -> Mat3
pub fn from_rot(rot: Quat) -> Mat3
Examples found in repository?
examples/simple-fxaa.rs (line 169)
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 ).unwrap();
67 let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68 display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69 ).unwrap();
70
71 let program = Program::from_source(
72 display,
73 "#version 140
74 in vec3 position;
75 in vec3 normal;
76
77 out vec3 v_normal;
78
79 uniform mat4 model;
80 uniform mat4 perspective;
81 uniform mat4 camera;
82
83 void main() {
84 mat3 norm_mat = transpose(inverse(mat3(camera * model)));
85 v_normal = normalize(norm_mat * normal);
86 gl_Position = perspective * camera * model * vec4(position, 1);
87 }",
88 "#version 140
89 out vec4 colour;
90 in vec3 v_normal;
91 uniform vec3 light;
92 uniform mat4 camera;
93 uniform vec3 ambient;
94 uniform vec3 albedo;
95 uniform float shine;
96 void main() {
97 vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
98 vec3 half_dir = normalize(camera_dir + light);
99 float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
100 float light_level = max(dot(light, v_normal), 0.0);
101 colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
102 }", None
103 ).unwrap();
104 let fxaa = shaders::fxaa_shader(display).unwrap();
105 let normal = Program::from_source(
106 display,
107 "#version 140
108 in vec2 texture_coords;
109 out vec2 uv;
110 in vec3 position;
111 void main() {
112 uv = texture_coords;
113 gl_Position = vec4(position, 1);
114 }",
115 "#version 140
116 in vec2 uv;
117 uniform sampler2D tex;
118 out vec4 colour;
119 void main() {
120 colour = texture(tex, uv);
121 }", None
122 ).unwrap();
123 graphics_setup.replace(Some(Graphics {
124 screen_indices, screen_vertices, screen_uvs,
125 teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
126 program, normal, fxaa
127 }));
128 }).with_update(|input, display, _, _, _| {
129 let graphics = graphics.borrow();
130 let Graphics {
131 screen_indices, screen_vertices, screen_uvs,
132 teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
133 program, normal, fxaa
134 } = graphics.as_ref().unwrap();
135 let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
136 let screen_mesh = (screen_vertices, screen_uvs);
137
138 let delta_time = frame_start.elapsed().as_secs_f32();
139 frame_start = Instant::now();
140
141 // using a small resolution to better show the effect of fxaa.
142 let size = (380, 216);
143 display.resize(size);
144 depth.resize_to_display(&display);
145 colour.resize_to_display(&display);
146
147 // press f or gamepad north to toggle FXAA
148 if input.pressed(FXAA) { fxaa_on = !fxaa_on }
149
150 let colour = colour.texture();
151 let depth = depth.texture();
152 let mut frame = SimpleFrameBuffer::with_depth_buffer(
153 display, colour, depth
154 ).unwrap();
155
156 let perspective = Mat4::perspective_3d(size, 1.0, 1024.0, 0.1);
157
158 // set camera rotation
159 let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
160 rot += look_move.scale(delta_time * 15.0);
161 rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
162 let rx = Quat::from_y_rot(rot.x);
163 let ry = Quat::from_x_rot(-rot.y);
164 let rot = rx * ry;
165
166 // move player based on camera
167 let dir = input.dir_max_len_1(Right, Left, Forward, Back);
168 let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
169 pos += Mat3::from_rot(rx) * move_dir;
170
171 frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
172 // draw teapot
173 frame.draw(
174 teapot_mesh, teapot_indices,
175 program, &uniform! {
176 perspective: perspective,
177 model: Mat4::from_scale(Vec3::splat(0.1)),
178 camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
179 light: vec3(0.1, 0.25, -1.0).normalise(),
180 albedo: vec3(0.5, 0.1, 0.4),
181 ambient: vec3(0.0, 0.05, 0.1),
182 shine: 50.0f32,
183 },
184 &draw_parameters,
185 ).unwrap();
186
187 let mut frame = display.draw();
188 frame.draw(
189 screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
190 &shaders::fxaa_uniforms(colour), &DrawParameters::default()
191 ).unwrap();
192 frame.finish().unwrap();
193 }).build(event_loop).unwrap();
194}
Sourcepub const fn from_values(
a: f32,
b: f32,
c: f32,
d: f32,
e: f32,
f: f32,
g: f32,
h: f32,
i: f32,
) -> Mat3
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);
pub fn scale(&self, scalar: f32) -> Mat3
pub fn determinant(&self) -> f32
pub fn inverse(&self) -> Mat3
pub const fn transpose(self) -> Mat3
pub const fn column(&self, pos: usize) -> [f32; 3]
pub const fn row(&self, pos: usize) -> [f32; 3]
Trait Implementations§
Source§impl AddAssign for Mat3
impl AddAssign for Mat3
Source§fn add_assign(&mut self, rhs: Mat3)
fn add_assign(&mut self, rhs: Mat3)
Performs the
+=
operation. Read moreSource§impl AsUniformValue for Mat3
impl AsUniformValue for Mat3
Source§fn as_uniform_value(&self) -> UniformValue<'_>
fn as_uniform_value(&self) -> UniformValue<'_>
Builds a
UniformValue
.Source§impl DivAssign<f32> for Mat3
impl DivAssign<f32> for Mat3
Source§fn div_assign(&mut self, rhs: f32)
fn div_assign(&mut self, rhs: f32)
Performs the
/=
operation. Read moreSource§impl DivAssign for Mat3
impl DivAssign for Mat3
Source§fn div_assign(&mut self, rhs: Mat3)
fn div_assign(&mut self, rhs: Mat3)
Performs the
/=
operation. Read moreSource§impl MulAssign<f32> for Mat3
impl MulAssign<f32> for Mat3
Source§fn mul_assign(&mut self, rhs: f32)
fn mul_assign(&mut self, rhs: f32)
Performs the
*=
operation. Read moreSource§impl MulAssign for Mat3
impl MulAssign for Mat3
Source§fn mul_assign(&mut self, rhs: Mat3)
fn mul_assign(&mut self, rhs: Mat3)
Performs the
*=
operation. Read moreSource§impl RemAssign<f32> for Mat3
impl RemAssign<f32> for Mat3
Source§fn rem_assign(&mut self, rhs: f32)
fn rem_assign(&mut self, rhs: f32)
Performs the
%=
operation. Read moreSource§impl SubAssign for Mat3
impl SubAssign for Mat3
Source§fn sub_assign(&mut self, rhs: Mat3)
fn sub_assign(&mut self, rhs: Mat3)
Performs the
-=
operation. Read moreimpl Copy for Mat3
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> 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§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)
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)
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.