comparison examples/anmrenderer.rs @ 753:a662dddd4a2b

examples: Use array textures for enemy PNGs This requires luminance 0.39.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 25 Feb 2020 21:03:44 +0100
parents 5e5e7136ac92
children
comparison
equal deleted inserted replaced
752:5e5e7136ac92 753:a662dddd4a2b
3 use luminance::pipeline::{BoundTexture, PipelineState}; 3 use luminance::pipeline::{BoundTexture, PipelineState};
4 use luminance::pixel::NormUnsigned; 4 use luminance::pixel::NormUnsigned;
5 use luminance::render_state::RenderState; 5 use luminance::render_state::RenderState;
6 use luminance::shader::program::{Program, Uniform}; 6 use luminance::shader::program::{Program, Uniform};
7 use luminance::tess::{Mode, TessBuilder}; 7 use luminance::tess::{Mode, TessBuilder};
8 use luminance::texture::{Dim2, Flat}; 8 use luminance::texture::Dim2;
9 use luminance_derive::{Semantics, Vertex, UniformInterface}; 9 use luminance_derive::{Semantics, Vertex, UniformInterface};
10 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt}; 10 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt};
11 use touhou::th06::anm0::Anm0; 11 use touhou::th06::anm0::Anm0;
12 use touhou::th06::anm0_vm::{AnmRunner, Sprite, Vertex as FakeVertex}; 12 use touhou::th06::anm0_vm::{AnmRunner, Sprite, Vertex as FakeVertex};
13 use touhou::util::math::{perspective, setup_camera}; 13 use touhou::util::math::{perspective, setup_camera};
78 } 78 }
79 79
80 #[derive(UniformInterface)] 80 #[derive(UniformInterface)]
81 struct ShaderInterface { 81 struct ShaderInterface {
82 // the 'static lifetime acts as “anything” here 82 // the 'static lifetime acts as “anything” here
83 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, NormUnsigned>>, 83 color_map: Uniform<&'static BoundTexture<'static, Dim2, NormUnsigned>>,
84 84
85 #[uniform(name = "mvp")] 85 #[uniform(name = "mvp")]
86 mvp: Uniform<[[f32; 4]; 4]>, 86 mvp: Uniform<[[f32; 4]; 4]>,
87 } 87 }
88 88
185 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { 185 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| {
186 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader 186 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
187 let bound_tex = match &tex { 187 let bound_tex = match &tex {
188 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), 188 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
189 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), 189 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
190 LoadedTexture::RgbaArray(tex) => unreachable!(),
190 }; 191 };
191 192
192 shd_gate.shade(&program, |iface, mut rdr_gate| { 193 shd_gate.shade(&program, |iface, mut rdr_gate| {
193 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU 194 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
194 // to use the texture passed as argument (no allocation or copy is performed) 195 // to use the texture passed as argument (no allocation or copy is performed)