Mercurial > touhou
comparison examples/eclrenderer.rs @ 715:2b2376811f46
examples: Update luminance.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Mon, 23 Sep 2019 00:22:08 +0200 |
parents | 3954801b6299 |
children | 5016c09e5d7c |
comparison
equal
deleted
inserted
replaced
714:fcc8f736c746 | 715:2b2376811f46 |
---|---|
135 | 135 |
136 // Open the image atlas matching this ANM. | 136 // Open the image atlas matching this ANM. |
137 let tex = load_anm_image(&mut surface, &anm0.borrow(), anm_filename); | 137 let tex = load_anm_image(&mut surface, &anm0.borrow(), anm_filename); |
138 | 138 |
139 // set the uniform interface to our type so that we can read textures from the shader | 139 // set the uniform interface to our type so that we can read textures from the shader |
140 let (program, _) = | 140 let program = |
141 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation"); | 141 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings(); |
142 | 142 |
143 let mut tess = TessBuilder::new(&mut surface) | 143 let mut tess = TessBuilder::new(&mut surface) |
144 .add_vertices(vertices) | 144 .add_vertices(vertices) |
145 .set_mode(Mode::TriangleFan) | 145 .set_mode(Mode::TriangleFan) |
146 .build() | 146 .build() |
147 .unwrap(); | 147 .unwrap(); |
148 | 148 |
149 let mut back_buffer = Framebuffer::back_buffer(surface.size()); | 149 let mut back_buffer = surface.back_buffer().unwrap(); |
150 let mut resize = false; | |
150 | 151 |
151 'app: loop { | 152 'app: loop { |
152 for event in surface.poll_events() { | 153 for event in surface.poll_events() { |
153 match event { | 154 match event { |
154 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, | 155 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, |
155 | 156 |
156 WindowEvent::FramebufferSize(width, height) => { | 157 WindowEvent::FramebufferSize(..) => { |
157 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]); | 158 resize = true; |
158 } | 159 } |
159 | 160 |
160 _ => (), | 161 _ => (), |
161 } | 162 } |
163 } | |
164 | |
165 if resize { | |
166 back_buffer = surface.back_buffer().unwrap(); | |
167 resize = false; | |
162 } | 168 } |
163 | 169 |
164 if ecl_runner.running == false { | 170 if ecl_runner.running == false { |
165 break; | 171 break; |
166 } | 172 } |
183 | 189 |
184 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU | 190 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU |
185 // and use it in the shader | 191 // and use it in the shader |
186 surface | 192 surface |
187 .pipeline_builder() | 193 .pipeline_builder() |
188 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| { | 194 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, mut shd_gate| { |
189 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader | 195 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader |
190 let bound_tex = match &tex { | 196 let bound_tex = match &tex { |
191 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), | 197 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), |
192 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), | 198 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), |
193 }; | 199 }; |
194 | 200 |
195 shd_gate.shade(&program, |rdr_gate, iface| { | 201 shd_gate.shade(&program, |iface, mut rdr_gate| { |
196 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU | 202 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU |
197 // to use the texture passed as argument (no allocation or copy is performed) | 203 // to use the texture passed as argument (no allocation or copy is performed) |
198 iface.color_map.update(&bound_tex); | 204 iface.color_map.update(&bound_tex); |
199 //let mvp = ortho_2d(0., 384., 448., 0.); | 205 //let mvp = ortho_2d(0., 384., 448., 0.); |
200 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.); | 206 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.); |
205 iface.mvp.update(*mvp.borrow_inner()); | 211 iface.mvp.update(*mvp.borrow_inner()); |
206 | 212 |
207 let render_state = RenderState::default() | 213 let render_state = RenderState::default() |
208 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); | 214 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); |
209 | 215 |
210 rdr_gate.render(render_state, |tess_gate| { | 216 rdr_gate.render(render_state, |mut tess_gate| { |
211 // render the tessellation to the surface the regular way and let the vertex shader’s | 217 // render the tessellation to the surface the regular way and let the vertex shader’s |
212 // magic do the rest! | 218 // magic do the rest! |
213 tess_gate.render(&mut surface, (&tess).into()); | 219 tess_gate.render(&tess); |
214 }); | 220 }); |
215 }); | 221 }); |
216 }); | 222 }); |
217 | 223 |
218 surface.swap_buffers(); | 224 surface.swap_buffers(); |