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 128)
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}
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 121)
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}
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)
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.