Mercurial > touhou
comparison examples/menu.rs @ 747:8a022334a4c4
menu: Load the title image at frame 60.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Sat, 18 Jan 2020 19:47:44 +0100 |
parents | 0ebf6467e4ff |
children | 31897f650d2d |
comparison
equal
deleted
inserted
replaced
746:0ebf6467e4ff | 747:8a022334a4c4 |
---|---|
114 }); | 114 }); |
115 | 115 |
116 let mut surface = GlfwSurface::new(WindowDim::Windowed(640, 480), "Touhou", WindowOpt::default()).expect("GLFW window"); | 116 let mut surface = GlfwSurface::new(WindowDim::Windowed(640, 480), "Touhou", WindowOpt::default()).expect("GLFW window"); |
117 | 117 |
118 let image = jpeg_thread.join().expect("image loading"); | 118 let image = jpeg_thread.join().expect("image loading"); |
119 let tex = common::upload_texture_from_rgb_image(&mut surface, image).expect("image loading"); | 119 let background = common::upload_texture_from_rgb_image(&mut surface, image).expect("upload data to texture"); |
120 | |
121 let mut background = match background { | |
122 LoadedTexture::Rgb(tex) => tex, | |
123 LoadedTexture::Rgba(tex) => unreachable!(), | |
124 }; | |
120 | 125 |
121 // set the uniform interface to our type so that we can read textures from the shader | 126 // set the uniform interface to our type so that we can read textures from the shader |
122 let program = | 127 let program = |
123 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings(); | 128 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings(); |
124 | 129 |
128 .build() | 133 .build() |
129 .unwrap(); | 134 .unwrap(); |
130 | 135 |
131 let mut back_buffer = surface.back_buffer().unwrap(); | 136 let mut back_buffer = surface.back_buffer().unwrap(); |
132 let mut resize = false; | 137 let mut resize = false; |
138 let mut frame = 0; | |
133 | 139 |
134 'app: loop { | 140 'app: loop { |
135 for event in surface.poll_events() { | 141 for event in surface.poll_events() { |
136 match event { | 142 match event { |
137 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, | 143 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, |
147 if resize { | 153 if resize { |
148 back_buffer = surface.back_buffer().unwrap(); | 154 back_buffer = surface.back_buffer().unwrap(); |
149 resize = false; | 155 resize = false; |
150 } | 156 } |
151 | 157 |
158 frame += 1; | |
159 if frame == 60 { | |
160 let tl_dat = directory.join("TL.DAT"); | |
161 let mut tl_pbg3 = pbg3::from_path_buffered(tl_dat).expect("IN.DAT present"); | |
162 let jpeg = tl_pbg3.get_file("title00.jpg", true).expect("th06logo.jpg in IN.DAT"); | |
163 let image = common::load_from_data(&jpeg).expect("th06logo.jpg decodable"); | |
164 common::reupload_texture_from_rgb_image(&mut background, image).expect("upload data to texture"); | |
165 } | |
166 | |
152 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU | 167 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU |
153 // and use it in the shader | 168 // and use it in the shader |
154 surface | 169 surface |
155 .pipeline_builder() | 170 .pipeline_builder() |
156 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { | 171 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { |
157 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader | 172 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader |
158 let bound_tex = match &tex { | 173 let tex = pipeline.bind_texture(&background); |
159 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), | |
160 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), | |
161 }; | |
162 | 174 |
163 shd_gate.shade(&program, |iface, mut rdr_gate| { | 175 shd_gate.shade(&program, |iface, mut rdr_gate| { |
164 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU | 176 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU |
165 // to use the texture passed as argument (no allocation or copy is performed) | 177 // to use the texture passed as argument (no allocation or copy is performed) |
166 iface.color_map.update(&bound_tex); | 178 iface.color_map.update(&tex); |
167 let mvp = ortho_2d(0., 640., 480., 0.); | 179 let mvp = ortho_2d(0., 640., 480., 0.); |
168 // TODO: check how to pass by reference. | 180 // TODO: check how to pass by reference. |
169 iface.mvp.update(*mvp.borrow_inner()); | 181 iface.mvp.update(*mvp.borrow_inner()); |
170 | 182 |
171 let render_state = RenderState::default() | 183 let render_state = RenderState::default() |