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use crate::core::*;
pub struct ImageEffect {
program: Program,
positions: VertexBuffer,
uvs: VertexBuffer,
texture_transform: Mat3,
}
impl ImageEffect {
pub fn new(context: &Context, fragment_shader: &str) -> ThreeDResult<Self> {
let program = Program::from_source(
&context,
"
uniform mat3 textureTransform;
in vec3 position;
in vec2 uv_coordinates;
out vec2 uv;
void main()
{
uv = (textureTransform * vec3(uv_coordinates, 1.0)).xy;
gl_Position = vec4(position, 1.0);
}
",
fragment_shader,
)?;
let positions = vec![
vec3(-3.0, -1.0, 0.0),
vec3(3.0, -1.0, 0.0),
vec3(0.0, 2.0, 0.0),
];
let uvs = vec![vec2(-1.0, 0.0), vec2(2.0, 0.0), vec2(0.5, 1.5)];
let positions = VertexBuffer::new_with_data(&context, &positions).unwrap();
let uvs = VertexBuffer::new_with_data(&context, &uvs).unwrap();
Ok(Self {
program,
positions,
uvs,
texture_transform: Mat3::identity(),
})
}
pub fn texture_transform(&mut self) -> &Mat3 {
&self.texture_transform
}
pub fn set_texture_transform(&mut self, texture_transform: Mat3) {
self.texture_transform = texture_transform;
}
pub fn render(&self, render_states: RenderStates, viewport: Viewport) -> ThreeDResult<()> {
self.program
.use_vertex_attribute("position", &self.positions)?;
self.program
.use_vertex_attribute("uv_coordinates", &self.uvs)?;
self.program
.use_uniform("textureTransform", &self.texture_transform)?;
self.program.draw_arrays(render_states, viewport, 3)?;
Ok(())
}
pub fn apply(&self, render_states: RenderStates, viewport: Viewport) -> ThreeDResult<()> {
self.render(render_states, viewport)
}
}
impl std::ops::Deref for ImageEffect {
type Target = Program;
fn deref(&self) -> &Self::Target {
&self.program
}
}