pub struct Frame { /* private fields */ }
Expand description
Implementation of Surface
, targeting the default framebuffer.
The back- and front-buffers are swapped when you call finish
.
You must call either finish
or set_finish
or else the destructor will panic.
Implementations§
Source§impl Frame
impl Frame
Sourcepub fn new(context: Rc<Context>, dimensions: (u32, u32)) -> Frame
pub fn new(context: Rc<Context>, dimensions: (u32, u32)) -> Frame
Builds a new Frame
. Use the draw
function on Display
instead of this function.
Sourcepub fn finish(self) -> Result<(), SwapBuffersError>
pub fn finish(self) -> Result<(), SwapBuffersError>
Stop drawing, swap the buffers, and consume the Frame.
See the documentation of SwapBuffersError
about what is being returned.
Examples found in repository?
More examples
examples/simple.rs (line 128)
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 // square brackets mean that all input codes must be pressed for the bind to be pressed
17 (Exit, [ControlLeft, Escape], GamepadInput::Start),
18 (Left, ArrowLeft, KeyA, LeftStickLeft ),
19 (Right, ArrowRight, KeyD, LeftStickRight),
20 (Forward, ArrowUp, KeyW, LeftStickUp ),
21 (Back, ArrowDown, KeyS, LeftStickDown ),
22 (LookRight, MouseMoveRight, RightStickRight),
23 (LookLeft, MouseMoveLeft, RightStickLeft ),
24 (LookUp, MouseMoveUp, RightStickUp ),
25 (LookDown, MouseMoveDown, RightStickDown )
26 )};
27
28 struct Graphics {
29 program: Program,
30 indices: IndexBuffer<u16>,
31 vertices: VertexBuffer<Vertex>,
32 normals: VertexBuffer<Normal>
33 }
34 let graphics: Rc<RefCell<Option<Graphics>>> = Rc::new(RefCell::new(None));
35 let graphics_setup = graphics.clone();
36
37 let draw_parameters = DrawParameters {
38 backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
39 ..params::alias_3d()
40 };
41
42 let mut pos = vec3(0.0, 0.0, -30.0);
43 let mut rot = vec2(0.0, 0.0);
44 let mut gravity = 0.0;
45
46 let mut frame_start = Instant::now();
47
48 thin_engine::builder(input).with_setup(|display, window, _| {
49 let _ = window.set_cursor_grab(CursorGrabMode::Confined);
50 let _ = window.set_cursor_grab(CursorGrabMode::Locked);
51 window.set_cursor_visible(false);
52 window.set_title("Walk Test");
53
54 let (indices, vertices, normals) = mesh!(
55 display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
56 ).unwrap();
57 let program = Program::from_source(
58 display,
59 "#version 140
60 in vec3 position;
61 in vec3 normal;
62 out vec3 v_normal;
63
64 uniform mat4 camera;
65 uniform mat4 model;
66 uniform mat4 perspective;
67
68 void main() {
69 mat3 norm_mat = transpose(inverse(mat3(camera * model)));
70 v_normal = normalize(norm_mat * normal);
71 gl_Position = perspective * camera * model * vec4(position, 1);
72 }",
73 "#version 140
74 out vec4 colour;
75 in vec3 v_normal;
76
77 uniform vec3 light;
78 const vec3 albedo = vec3(0.1, 1.0, 0.3);
79
80 void main(){
81 float light_level = dot(light, v_normal);
82 colour = vec4(albedo * light_level, 1.0);
83 }", None,
84 ).unwrap();
85 graphics_setup.replace(Some(Graphics { program, indices, vertices, normals }));
86 }).with_update(|input, display, _, target, _| {
87 let graphics = graphics.borrow();
88 let Graphics { vertices, indices, normals, program } = graphics.as_ref().unwrap();
89 let delta_time = frame_start.elapsed().as_secs_f32();
90 frame_start = Instant::now();
91
92 let mut frame = display.draw();
93 let perspective = Mat4::perspective_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);
94
95 // handle gravity and jump
96 gravity += delta_time * 9.5;
97 if input.pressed(Jump) { gravity = -10.0 }
98
99 // set camera rotation
100 let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
101 rot += look_move.scale(delta_time * 15.0);
102 rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
103 let rx = Quat::from_y_rot(rot.x);
104 let ry = Quat::from_x_rot(-rot.y);
105 let rot = rx * ry;
106
107 // move player based on camera and gravity
108 let dir = input.dir_max_len_1(Right, Left, Forward, Back);
109 let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
110 pos += Mat3::from_rot(rx) * move_dir;
111 pos.y = (pos.y - gravity * delta_time).max(0.0);
112
113 if input.pressed(Exit) { target.exit() }
114
115 frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
116 //draw teapot
117 frame.draw(
118 (vertices, normals), indices,
119 program, &uniform! {
120 perspective: perspective,
121 model: Mat4::from_scale(Vec3::splat(0.1)),
122 camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
123 light: vec3(1.0, -0.9, -1.0).normalise()
124 },
125 &draw_parameters,
126 ).unwrap();
127
128 frame.finish().unwrap();
129 }).build(event_loop).unwrap();
130}
examples/simple-fxaa.rs (line 192)
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 fn set_finish(&mut self) -> Result<(), SwapBuffersError>
pub fn set_finish(&mut self) -> Result<(), SwapBuffersError>
Stop drawing, swap the buffers.
The Frame can now be dropped regularly. Calling finish()
or set_finish()
again will
cause Err(SwapBuffersError::AlreadySwapped)
to be returned.
Trait Implementations§
Source§impl Surface for Frame
impl Surface for Frame
Source§fn clear(
&mut self,
rect: Option<&Rect>,
color: Option<(f32, f32, f32, f32)>,
color_srgb: bool,
depth: Option<f32>,
stencil: Option<i32>,
)
fn clear( &mut self, rect: Option<&Rect>, color: Option<(f32, f32, f32, f32)>, color_srgb: bool, depth: Option<f32>, stencil: Option<i32>, )
Clears some attachments of the target.
Source§fn get_dimensions(&self) -> (u32, u32)
fn get_dimensions(&self) -> (u32, u32)
Returns the dimensions in pixels of the target.
Source§fn get_depth_buffer_bits(&self) -> Option<u16>
fn get_depth_buffer_bits(&self) -> Option<u16>
Returns the number of bits of each pixel of the depth buffer. Read more
Source§fn get_stencil_buffer_bits(&self) -> Option<u16>
fn get_stencil_buffer_bits(&self) -> Option<u16>
Returns the number of bits of each pixel of the stencil buffer. Read more
Source§fn draw<'a, 'b, V, I, U>(
&mut self,
vertex_buffer: V,
index_buffer: I,
program: &Program,
uniforms: &U,
draw_parameters: &DrawParameters<'_>,
) -> Result<(), DrawError>
fn draw<'a, 'b, V, I, U>( &mut self, vertex_buffer: V, index_buffer: I, program: &Program, uniforms: &U, draw_parameters: &DrawParameters<'_>, ) -> Result<(), DrawError>
Draws. Read more
Source§fn blit_color<S>(
&self,
source_rect: &Rect,
target: &S,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)where
S: Surface,
fn blit_color<S>(
&self,
source_rect: &Rect,
target: &S,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)where
S: Surface,
Copies a rectangle of pixels from this surface to another surface. Read more
Source§fn blit_buffers_from_frame(
&self,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
mask: BlitMask,
)
fn blit_buffers_from_frame( &self, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )
Blits from the default framebuffer.
Source§fn blit_buffers_from_simple_framebuffer(
&self,
source: &SimpleFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
mask: BlitMask,
)
fn blit_buffers_from_simple_framebuffer( &self, source: &SimpleFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )
Blits from a simple framebuffer.
Source§fn blit_buffers_from_multioutput_framebuffer(
&self,
source: &MultiOutputFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
mask: BlitMask,
)
fn blit_buffers_from_multioutput_framebuffer( &self, source: &MultiOutputFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, mask: BlitMask, )
Blits from a multi-output framebuffer.
Source§fn clear_color(&mut self, red: f32, green: f32, blue: f32, alpha: f32)
fn clear_color(&mut self, red: f32, green: f32, blue: f32, alpha: f32)
Clears the color attachment of the target. The color is converted to sRGB when the target has sRGB format.
Source§fn clear_color_srgb(&mut self, red: f32, green: f32, blue: f32, alpha: f32)
fn clear_color_srgb(&mut self, red: f32, green: f32, blue: f32, alpha: f32)
Clears the color attachment of the target. The color is in sRGB format and is not converted in the target.
Source§fn clear_depth(&mut self, value: f32)
fn clear_depth(&mut self, value: f32)
Clears the depth attachment of the target.
Source§fn clear_stencil(&mut self, value: i32)
fn clear_stencil(&mut self, value: i32)
Clears the stencil attachment of the target.
Source§fn clear_color_and_depth(&mut self, color: (f32, f32, f32, f32), depth: f32)
fn clear_color_and_depth(&mut self, color: (f32, f32, f32, f32), depth: f32)
Clears the color and depth attachments of the target.
Source§fn clear_color_srgb_and_depth(
&mut self,
color: (f32, f32, f32, f32),
depth: f32,
)
fn clear_color_srgb_and_depth( &mut self, color: (f32, f32, f32, f32), depth: f32, )
Clears the color and depth attachments of the target. The color is in sRGB format.
Source§fn clear_color_and_stencil(&mut self, color: (f32, f32, f32, f32), stencil: i32)
fn clear_color_and_stencil(&mut self, color: (f32, f32, f32, f32), stencil: i32)
Clears the color and stencil attachments of the target.
Source§fn clear_color_srgb_and_stencil(
&mut self,
color: (f32, f32, f32, f32),
stencil: i32,
)
fn clear_color_srgb_and_stencil( &mut self, color: (f32, f32, f32, f32), stencil: i32, )
Clears the color and stencil attachments of the target. The color is in sRGB format.
Source§fn clear_depth_and_stencil(&mut self, depth: f32, stencil: i32)
fn clear_depth_and_stencil(&mut self, depth: f32, stencil: i32)
Clears the depth and stencil attachments of the target.
Source§fn clear_all(&mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32)
fn clear_all(&mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32)
Clears the color, depth and stencil attachments of the target.
Source§fn clear_all_srgb(
&mut self,
color: (f32, f32, f32, f32),
depth: f32,
stencil: i32,
)
fn clear_all_srgb( &mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32, )
Clears the color, depth and stencil attachments of the target. The color is in sRGB format.
Source§fn has_depth_buffer(&self) -> bool
fn has_depth_buffer(&self) -> bool
Returns true if the surface has a depth buffer available.
Source§fn has_stencil_buffer(&self) -> bool
fn has_stencil_buffer(&self) -> bool
Returns true if the surface has a stencil buffer available.
Source§fn blit_from_frame(
&self,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)
fn blit_from_frame( &self, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
Blits from the default framebuffer.
Source§fn blit_from_simple_framebuffer(
&self,
source: &SimpleFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)
fn blit_from_simple_framebuffer( &self, source: &SimpleFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
Blits from a simple framebuffer.
Source§fn blit_from_multioutput_framebuffer(
&self,
source: &MultiOutputFrameBuffer<'_>,
source_rect: &Rect,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)
fn blit_from_multioutput_framebuffer( &self, source: &MultiOutputFrameBuffer<'_>, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter, )
Blits from a multi-output framebuffer.
Source§fn blit_whole_color_to<S>(
&self,
target: &S,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)where
S: Surface,
fn blit_whole_color_to<S>(
&self,
target: &S,
target_rect: &BlitTarget,
filter: MagnifySamplerFilter,
)where
S: Surface,
Copies the entire surface to a target surface. See
blit_color
.Auto Trait Implementations§
impl Freeze for Frame
impl !RefUnwindSafe for Frame
impl !Send for Frame
impl !Sync for Frame
impl Unpin for Frame
impl !UnwindSafe for Frame
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)
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.