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 and fxaa.
Fields§
§texture: Option<DepthTexture2d>
Implementations§
Source§impl ResizableDepthTexture2d
impl ResizableDepthTexture2d
pub fn resize(&mut self, display: &Display, new_size: (u32, u32))
Sourcepub fn texture(&self) -> &DepthTexture2d
pub fn texture(&self) -> &DepthTexture2d
borrows the texture or panics. to handle failed borrows use self.texture.as_ref()
instead
Examples found in repository?
examples/simple-fxaa.rs (line 151)
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}
pub fn new(size: (u32, u32), display: &Display) -> Self
Sourcepub fn resize_to_display(&mut self, display: &Display)
pub fn resize_to_display(&mut self, display: &Display)
Examples found in repository?
examples/simple-fxaa.rs (line 144)
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}
Trait Implementations§
Source§impl Default for ResizableDepthTexture2d
impl Default for ResizableDepthTexture2d
Source§fn default() -> ResizableDepthTexture2d
fn default() -> ResizableDepthTexture2d
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl !Freeze for ResizableDepthTexture2d
impl !RefUnwindSafe for ResizableDepthTexture2d
impl !Send for ResizableDepthTexture2d
impl !Sync for ResizableDepthTexture2d
impl Unpin for ResizableDepthTexture2d
impl !UnwindSafe for ResizableDepthTexture2d
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>
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)
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) to &Any
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generate &Any
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Convert
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