pub fn builder<'a, H: Hash + Eq + Copy>(
input_map: InputMap<H>,
) -> ThinBuilder<'a, H>
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examples/simple.rs (line 47)
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}
examples/simple-fxaa.rs (line 58)
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}