annotate examples/anmrenderer.rs @ 675:6be3320a1cb3

Use the same RenderState as PyTouhou in anmrenderer, and normalize color, thanks phaazon!
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 15 Aug 2019 00:26:01 +0200
parents 988e5130fb00
children ccb739c5b66c
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1 use image::GenericImageView;
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2 use luminance::blending::{Equation, Factor};
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3 use luminance::context::GraphicsContext;
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4 use luminance::framebuffer::Framebuffer;
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5 use luminance::pipeline::BoundTexture;
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6 use luminance::pixel::{NormRGB8UI, Floating};
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7 use luminance::render_state::RenderState;
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8 use luminance::shader::program::{Program, Uniform};
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9 use luminance::tess::{Mode, TessBuilder};
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10 use luminance::texture::{Dim2, Flat, Sampler, Texture, GenMipmaps};
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11 use luminance_derive::{Semantics, Vertex, UniformInterface};
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12 use luminance_glfw::event::{Action, Key, WindowEvent};
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13 use luminance_glfw::surface::{GlfwSurface, Surface, WindowDim, WindowOpt};
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14 use touhou::th06::anm0::Anm0;
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15 use touhou::th06::anm0_vm::{AnmRunner, Sprite, Vertex as FakeVertex};
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16 use touhou::util::math::{perspective, setup_camera};
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17 use touhou::util::prng::Prng;
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18 use std::cell::RefCell;
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19 use std::fs::File;
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20 use std::io::{BufReader, Read};
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21 use std::rc::Rc;
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22 use std::env;
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23 use std::path::Path;
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24
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25 const VS: &str = r#"
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26 in ivec3 in_position;
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27 in vec2 in_texcoord;
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28 in vec4 in_color;
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29
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30 uniform mat4 mvp;
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31
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32 out vec2 texcoord;
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33 out vec4 color;
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34
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35 void main()
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36 {
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37 gl_Position = mvp * vec4(vec3(in_position), 1.0);
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38 texcoord = vec2(in_texcoord);
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39
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40 // It’s already normalized from the u8 being passed.
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41 color = in_color;
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42 }
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43 "#;
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44
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45 const FS: &str = r#"
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46 in vec2 texcoord;
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47 in vec4 color;
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48
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49 uniform sampler2D color_map;
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50
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51 out vec4 frag_color;
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52
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53 void main()
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54 {
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55 frag_color = texture(color_map, texcoord) * color;
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56 }
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57 "#;
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58
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59 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
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60 pub enum Semantics {
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61 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
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62 Position,
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63
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64 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
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65 Texcoord,
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66
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67 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
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68 Color,
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69 }
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70
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71 #[repr(C)]
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72 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
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73 #[vertex(sem = "Semantics")]
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74 struct Vertex {
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75 pos: VertexPosition,
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76 uv: VertexTexcoord,
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77 #[vertex(normalized = "true")]
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78 rgba: VertexColor,
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79 }
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80
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81 #[derive(UniformInterface)]
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82 struct ShaderInterface {
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83 // the 'static lifetime acts as “anything” here
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84 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, Floating>>,
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85
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86 #[uniform(name = "mvp")]
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87 mvp: Uniform<[[f32; 4]; 4]>,
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88 }
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89
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90 fn main() {
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91 // Parse arguments.
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92 let args: Vec<_> = env::args().collect();
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93 if args.len() != 4 {
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94 eprintln!("Usage: {} <ANM file> <PNG file> <script number>", args[0]);
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95 return;
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96 }
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97 let anm_filename = &args[1];
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98 let png_filename = &args[2];
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99 let script: u8 = args[3].parse().expect("number");
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100
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101 // Open the ANM file.
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102 let file = File::open(anm_filename).unwrap();
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103 let mut file = BufReader::new(file);
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104 let mut buf = vec![];
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105 file.read_to_end(&mut buf).unwrap();
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106 let anm0 = Anm0::from_slice(&buf).unwrap();
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107
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108 if !anm0.scripts.contains_key(&script) {
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109 eprintln!("This anm0 doesn’t contain a script named {}.", script);
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110 return;
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111 }
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112
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113 // Create the sprite.
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114 let sprite = Rc::new(RefCell::new(Sprite::new()));
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115
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116 // TODO: seed this PRNG with a valid seed.
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117 let prng = Rc::new(RefCell::new(Prng::new(0)));
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118
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119 // Create the AnmRunner from the ANM and the sprite.
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120 let mut anm_runner = AnmRunner::new(&anm0, script, sprite.clone(), Rc::downgrade(&prng), 0);
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121
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122 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
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123 let mut vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() };
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124 fill_vertices(sprite.clone(), &mut vertices);
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125
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126 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
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127
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128 // Open the image atlas matching this ANM.
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129 println!("{} {}", anm0.first_name, png_filename);
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130 let tex = load_from_disk(&mut surface, Path::new(png_filename)).expect("texture loading");
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131
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132 // set the uniform interface to our type so that we can read textures from the shader
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133 let (program, _) =
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134 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation");
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135
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136 let mut tess = TessBuilder::new(&mut surface)
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137 .add_vertices(vertices)
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138 .set_mode(Mode::TriangleFan)
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139 .build()
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140 .unwrap();
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141
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142 let mut back_buffer = Framebuffer::back_buffer(surface.size());
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143
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144 'app: loop {
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145 for event in surface.poll_events() {
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146 match event {
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147 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
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148
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149 WindowEvent::FramebufferSize(width, height) => {
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150 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]);
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151 }
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152
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153 _ => (),
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154 }
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155 }
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156
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157 {
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158 let mut slice = tess
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159 .as_slice_mut()
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160 .unwrap();
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161
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162 anm_runner.run_frame();
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163 fill_vertices_ptr(sprite.clone(), slice.as_mut_ptr());
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164 }
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165
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166 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
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167 // and use it in the shader
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168 surface
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169 .pipeline_builder()
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170 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| {
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171 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
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172 let bound_tex = pipeline.bind_texture(&tex);
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173
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174 shd_gate.shade(&program, |rdr_gate, iface| {
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175 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
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176 // to use the texture passed as argument (no allocation or copy is performed)
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177 iface.color_map.update(&bound_tex);
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178 //let mvp = ortho_2d(0., 384., 448., 0.);
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179 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
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180 let view = setup_camera(0., 0., 1.);
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181 let mvp = view * proj;
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182 //println!("{:#?}", mvp);
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183 // TODO: check how to pass by reference.
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184 iface.mvp.update(*mvp.borrow_inner());
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185
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186 let render_state = RenderState::default()
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187 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
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188
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189 rdr_gate.render(render_state, |tess_gate| {
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190 // render the tessellation to the surface the regular way and let the vertex shader’s
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191 // magic do the rest!
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192 tess_gate.render(&mut surface, (&tess).into());
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193 });
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194 });
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195 });
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196
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197 surface.swap_buffers();
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198 }
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199 }
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200
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201 fn fill_vertices_ptr(sprite: Rc<RefCell<Sprite>>, vertices: *mut Vertex) {
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202 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
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203 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
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204 }
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205
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206 fn fill_vertices(sprite: Rc<RefCell<Sprite>>, vertices: &mut [Vertex; 4]) {
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207 let mut fake_vertices = unsafe { std::mem::transmute::<&mut [Vertex; 4], &mut [FakeVertex; 4]>(vertices) };
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208 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
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209 }
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210
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211 fn load_from_disk(surface: &mut GlfwSurface, path: &Path) -> Option<Texture<Flat, Dim2, NormRGB8UI>> {
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212 // load the texture into memory as a whole bloc (i.e. no streaming)
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213 match image::open(&path) {
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214 Ok(img) => {
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215 let (width, height) = img.dimensions();
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216 let texels = img
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217 .pixels()
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218 .map(|(x, y, rgb)| (rgb[0], rgb[1], rgb[2]))
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219 .collect::<Vec<_>>();
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220
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221 // create the luminance texture; the third argument is the number of mipmaps we want (leave it
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222 // to 0 for now) and the latest is a the sampler to use when sampling the texels in the
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223 // shader (we’ll just use the default one)
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224 let tex =
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225 Texture::new(surface, [width, height], 0, &Sampler::default()).expect("luminance texture creation");
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226
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227 // the first argument disables mipmap generation (we don’t care so far)
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228 tex.upload(GenMipmaps::No, &texels);
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229
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230 Some(tex)
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231 }
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232
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233 Err(e) => {
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234 eprintln!("cannot open image {}: {}", path.display(), e);
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235 None
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236 }
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237 }
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238 }