ResizableDepthTexture2d

Struct ResizableDepthTexture2d 

Source
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

Source

pub fn resize(&mut self, display: &Display, new_size: (u32, u32))

Source

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}
Source

pub fn new(size: (u32, u32), display: &Display) -> Self

Source

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

Source§

fn default() -> ResizableDepthTexture2d

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

Auto Trait Implementations§

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> 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> 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, 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