annotate examples/anmrenderer.rs @ 741:3555845f8cf4

Make it so we can use more than a single anm0 in an EclRunner.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 07 Jan 2020 00:06:18 +0100
parents d5d5496e4e53
children 0a250ddfae79
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1 use luminance::blending::{Equation, Factor};
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2 use luminance::context::GraphicsContext;
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3 use luminance::pipeline::BoundTexture;
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4 use luminance::pixel::NormUnsigned;
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5 use luminance::render_state::RenderState;
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6 use luminance::shader::program::{Program, Uniform};
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7 use luminance::tess::{Mode, TessBuilder};
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8 use luminance::texture::{Dim2, Flat};
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9 use luminance_derive::{Semantics, Vertex, UniformInterface};
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10 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt};
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11 use touhou::th06::anm0::Anm0;
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12 use touhou::th06::anm0_vm::{AnmRunner, Sprite, Vertex as FakeVertex};
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13 use touhou::util::math::{perspective, setup_camera};
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14 use touhou::util::prng::Prng;
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15 use std::cell::RefCell;
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16 use std::rc::Rc;
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17 use std::env;
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18 use std::path::Path;
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19
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20 #[path = "common.rs"]
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21 mod common;
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22 use common::{load_file_into_vec, load_anm_image, LoadedTexture};
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23
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24 const VS: &str = r#"
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25 in ivec3 in_position;
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26 in vec2 in_texcoord;
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27 in vec4 in_color;
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28
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29 uniform mat4 mvp;
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30
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31 out vec2 texcoord;
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32 out vec4 color;
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33
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34 void main()
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35 {
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36 gl_Position = mvp * vec4(vec3(in_position), 1.0);
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37 texcoord = vec2(in_texcoord);
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38
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39 // It’s already normalized from the u8 being passed.
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40 color = in_color;
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41 }
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42 "#;
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43
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44 const FS: &str = r#"
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45 in vec2 texcoord;
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46 in vec4 color;
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47
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48 uniform sampler2D color_map;
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49
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50 out vec4 frag_color;
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51
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52 void main()
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53 {
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54 frag_color = texture(color_map, texcoord) * color;
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55 }
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56 "#;
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57
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58 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
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59 pub enum Semantics {
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60 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
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61 Position,
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62
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63 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
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64 Texcoord,
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65
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66 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
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67 Color,
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68 }
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69
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70 #[repr(C)]
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71 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
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72 #[vertex(sem = "Semantics")]
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73 struct Vertex {
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74 pos: VertexPosition,
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75 uv: VertexTexcoord,
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76 #[vertex(normalized = "true")]
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77 rgba: VertexColor,
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78 }
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79
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80 #[derive(UniformInterface)]
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81 struct ShaderInterface {
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82 // the 'static lifetime acts as “anything” here
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83 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, NormUnsigned>>,
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84
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85 #[uniform(name = "mvp")]
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86 mvp: Uniform<[[f32; 4]; 4]>,
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87 }
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88
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89 fn fill_vertices_ptr(sprite: Rc<RefCell<Sprite>>, vertices: *mut Vertex) {
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90 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
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91 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
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92 }
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93
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94 fn fill_vertices(sprite: Rc<RefCell<Sprite>>, vertices: &mut [Vertex; 4]) {
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95 let mut fake_vertices = unsafe { std::mem::transmute::<&mut [Vertex; 4], &mut [FakeVertex; 4]>(vertices) };
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96 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
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97 }
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98
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99 fn main() {
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100 // Parse arguments.
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101 let args: Vec<_> = env::args().collect();
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102 if args.len() != 3 {
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103 eprintln!("Usage: {} <ANM file> <script number>", args[0]);
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104 return;
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105 }
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106 let anm_filename = Path::new(&args[1]);
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107 let script: u8 = args[2].parse().expect("number");
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108
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109 // Open the ANM file.
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110 let buf = load_file_into_vec(anm_filename);
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111 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
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112 let anm0 = anms.pop().unwrap();
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113
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114 if !anm0.scripts.contains_key(&script) {
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115 eprintln!("This anm0 doesn’t contain a script named {}.", script);
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116 return;
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117 }
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118
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119 // Create the sprite.
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120 let sprite = Rc::new(RefCell::new(Sprite::new()));
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121
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122 // TODO: seed this PRNG with a valid seed.
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123 let prng = Rc::new(RefCell::new(Prng::new(0)));
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124
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125 // Create the AnmRunner from the ANM and the sprite.
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126 let mut anm_runner = AnmRunner::new(&anm0, script, sprite.clone(), Rc::downgrade(&prng), 0);
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127
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128 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
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129 let mut vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() };
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130 fill_vertices(sprite.clone(), &mut vertices);
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131
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132 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
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133
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134 // Open the image atlas matching this ANM.
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135 let tex = load_anm_image(&mut surface, &anm0, anm_filename).expect("image loading");
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136
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137 // set the uniform interface to our type so that we can read textures from the shader
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138 let program =
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139 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings();
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140
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141 let mut tess = TessBuilder::new(&mut surface)
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142 .add_vertices(vertices)
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143 .set_mode(Mode::TriangleFan)
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144 .build()
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145 .unwrap();
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146
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147 let mut back_buffer = surface.back_buffer().unwrap();
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148 let mut resize = false;
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149
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150 'app: loop {
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151 for event in surface.poll_events() {
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152 match event {
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153 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
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154
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155 WindowEvent::FramebufferSize(..) => {
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156 resize = true;
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157 }
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158
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159 _ => (),
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160 }
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161 }
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162
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163 if resize {
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164 back_buffer = surface.back_buffer().unwrap();
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165 resize = false;
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166 }
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167
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168 {
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169 let mut slice = tess
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170 .as_slice_mut()
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171 .unwrap();
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172
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173 anm_runner.run_frame();
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174 fill_vertices_ptr(sprite.clone(), slice.as_mut_ptr());
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175 }
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176
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177 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
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178 // and use it in the shader
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179 surface
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180 .pipeline_builder()
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181 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, mut shd_gate| {
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182 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
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183 let bound_tex = match &tex {
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184 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
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185 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
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186 };
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187
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188 shd_gate.shade(&program, |iface, mut rdr_gate| {
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189 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
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190 // to use the texture passed as argument (no allocation or copy is performed)
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191 iface.color_map.update(&bound_tex);
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192 //let mvp = ortho_2d(0., 384., 448., 0.);
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193 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
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194 let view = setup_camera(0., 0., 1.);
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195 let mvp = view * proj;
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196 //println!("{:#?}", mvp);
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197 // TODO: check how to pass by reference.
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198 iface.mvp.update(*mvp.borrow_inner());
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199
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200 let render_state = RenderState::default()
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201 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
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202
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203 rdr_gate.render(render_state, |mut tess_gate| {
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204 tess_gate.render(&tess);
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205 });
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206 });
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207 });
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208
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209 surface.swap_buffers();
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210 }
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211 }