annotate examples/anmrenderer.rs @ 705:ed65f9412bc0

anmrenderer: split common loading functions in another module.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 23 Aug 2019 19:29:00 +0200
parents 84af5bedbde4
children bca515da9047
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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::framebuffer::Framebuffer;
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4 use luminance::pipeline::BoundTexture;
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5 use luminance::pixel::Floating;
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6 use luminance::render_state::RenderState;
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7 use luminance::shader::program::{Program, Uniform};
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8 use luminance::tess::{Mode, TessBuilder};
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9 use luminance::texture::{Dim2, Flat};
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10 use luminance_derive::{Semantics, Vertex, UniformInterface};
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11 use luminance_glfw::event::{Action, Key, WindowEvent};
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12 use luminance_glfw::surface::{GlfwSurface, Surface, WindowDim, WindowOpt};
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13 use touhou::th06::anm0::Anm0;
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14 use touhou::th06::anm0_vm::{AnmRunner, Sprite, Vertex as FakeVertex};
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15 use touhou::util::math::{perspective, setup_camera};
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16 use touhou::util::prng::Prng;
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17 use std::cell::RefCell;
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18 use std::rc::Rc;
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19 use std::env;
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20 use std::path::Path;
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21
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22 #[path = "common.rs"]
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23 mod common;
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24
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25 use common::{load_file_into_vec, load_rgb_png, load_rgb_a_pngs, LoadedTexture};
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26
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27 const VS: &str = r#"
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28 in ivec3 in_position;
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29 in vec2 in_texcoord;
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30 in vec4 in_color;
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31
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32 uniform mat4 mvp;
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33
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34 out vec2 texcoord;
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35 out vec4 color;
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36
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37 void main()
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38 {
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39 gl_Position = mvp * vec4(vec3(in_position), 1.0);
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40 texcoord = vec2(in_texcoord);
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41
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42 // It’s already normalized from the u8 being passed.
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43 color = in_color;
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44 }
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45 "#;
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46
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47 const FS: &str = r#"
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48 in vec2 texcoord;
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49 in vec4 color;
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50
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51 uniform sampler2D color_map;
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52
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53 out vec4 frag_color;
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54
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55 void main()
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56 {
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57 frag_color = texture(color_map, texcoord) * color;
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58 }
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59 "#;
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60
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61 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
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62 pub enum Semantics {
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63 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
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64 Position,
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65
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66 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
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67 Texcoord,
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68
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69 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
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70 Color,
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71 }
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72
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73 #[repr(C)]
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74 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
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75 #[vertex(sem = "Semantics")]
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76 struct Vertex {
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77 pos: VertexPosition,
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78 uv: VertexTexcoord,
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79 #[vertex(normalized = "true")]
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80 rgba: VertexColor,
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81 }
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82
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83 #[derive(UniformInterface)]
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84 struct ShaderInterface {
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85 // the 'static lifetime acts as “anything” here
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86 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, Floating>>,
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87
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88 #[uniform(name = "mvp")]
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89 mvp: Uniform<[[f32; 4]; 4]>,
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90 }
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91
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92 fn fill_vertices_ptr(sprite: Rc<RefCell<Sprite>>, vertices: *mut Vertex) {
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93 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
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94 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
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95 }
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96
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97 fn fill_vertices(sprite: Rc<RefCell<Sprite>>, vertices: &mut [Vertex; 4]) {
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98 let mut fake_vertices = unsafe { std::mem::transmute::<&mut [Vertex; 4], &mut [FakeVertex; 4]>(vertices) };
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99 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
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100 }
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101
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102 fn main() {
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103 // Parse arguments.
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104 let args: Vec<_> = env::args().collect();
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105 if args.len() != 3 {
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106 eprintln!("Usage: {} <ANM file> <script number>", args[0]);
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107 return;
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108 }
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109 let anm_filename = Path::new(&args[1]);
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110 let script: u8 = args[2].parse().expect("number");
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111
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112 // Open the ANM file.
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113 let buf = load_file_into_vec(anm_filename);
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114 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
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115 let anm0 = anms.pop().unwrap();
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116
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117 if !anm0.scripts.contains_key(&script) {
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118 eprintln!("This anm0 doesn’t contain a script named {}.", script);
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119 return;
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120 }
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121
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122 // Create the sprite.
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123 let sprite = Rc::new(RefCell::new(Sprite::new()));
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124
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125 // TODO: seed this PRNG with a valid seed.
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126 let prng = Rc::new(RefCell::new(Prng::new(0)));
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127
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128 // Create the AnmRunner from the ANM and the sprite.
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129 let mut anm_runner = AnmRunner::new(&anm0, script, sprite.clone(), Rc::downgrade(&prng), 0);
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130
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131 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
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132 let mut vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() };
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133 fill_vertices(sprite.clone(), &mut vertices);
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134
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135 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
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136
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137 // Open the image atlas matching this ANM.
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138 let png_filename = anm_filename.with_file_name(Path::new(&anm0.png_filename).file_name().unwrap());
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139 let tex = match anm0.alpha_filename {
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140 Some(ref filename) => {
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141 let alpha_filename = anm_filename.with_file_name(Path::new(filename).file_name().unwrap());
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142 load_rgb_a_pngs(&mut surface, &png_filename, &alpha_filename).expect("texture loading")
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143 },
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144 None => {
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145 load_rgb_png(&mut surface, &png_filename).expect("texture loading")
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146 }
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147 };
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148
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149 // set the uniform interface to our type so that we can read textures from the shader
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150 let (program, _) =
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151 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation");
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152
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153 let mut tess = TessBuilder::new(&mut surface)
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154 .add_vertices(vertices)
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155 .set_mode(Mode::TriangleFan)
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156 .build()
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157 .unwrap();
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158
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159 let mut back_buffer = Framebuffer::back_buffer(surface.size());
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160
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161 'app: loop {
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162 for event in surface.poll_events() {
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163 match event {
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164 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
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165
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166 WindowEvent::FramebufferSize(width, height) => {
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167 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]);
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168 }
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169
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170 _ => (),
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171 }
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172 }
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173
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174 {
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175 let mut slice = tess
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176 .as_slice_mut()
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177 .unwrap();
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178
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179 anm_runner.run_frame();
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180 fill_vertices_ptr(sprite.clone(), slice.as_mut_ptr());
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181 }
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182
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183 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
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184 // and use it in the shader
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185 surface
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186 .pipeline_builder()
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187 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| {
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188 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
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189 let bound_tex = match &tex {
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190 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
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191 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
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192 };
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193
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194 shd_gate.shade(&program, |rdr_gate, iface| {
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195 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
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196 // to use the texture passed as argument (no allocation or copy is performed)
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197 iface.color_map.update(&bound_tex);
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198 //let mvp = ortho_2d(0., 384., 448., 0.);
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199 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
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200 let view = setup_camera(0., 0., 1.);
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201 let mvp = view * proj;
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202 //println!("{:#?}", mvp);
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203 // TODO: check how to pass by reference.
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204 iface.mvp.update(*mvp.borrow_inner());
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205
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206 let render_state = RenderState::default()
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207 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
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208
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209 rdr_gate.render(render_state, |tess_gate| {
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210 // render the tessellation to the surface the regular way and let the vertex shader’s
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211 // magic do the rest!
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212 tess_gate.render(&mut surface, (&tess).into());
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213 });
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214 });
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215 });
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216
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217 surface.swap_buffers();
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218 }
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219 }