comparison examples/eclrenderer.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::{Sprite, Vertex as FakeVertex}; 12 use touhou::th06::anm0_vm::{Sprite, Vertex as FakeVertex};
13 use touhou::th06::ecl::{Ecl, Rank}; 13 use touhou::th06::ecl::{Ecl, Rank};
80 } 80 }
81 81
82 #[derive(UniformInterface)] 82 #[derive(UniformInterface)]
83 struct ShaderInterface { 83 struct ShaderInterface {
84 // the 'static lifetime acts as “anything” here 84 // the 'static lifetime acts as “anything” here
85 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, NormUnsigned>>, 85 color_map: Uniform<&'static BoundTexture<'static, Dim2, NormUnsigned>>,
86 86
87 #[uniform(name = "mvp")] 87 #[uniform(name = "mvp")]
88 mvp: Uniform<[[f32; 4]; 4]>, 88 mvp: Uniform<[[f32; 4]; 4]>,
89 } 89 }
90 90
196 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { 196 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| {
197 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader 197 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
198 let bound_tex = match &tex { 198 let bound_tex = match &tex {
199 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), 199 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
200 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), 200 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
201 LoadedTexture::RgbaArray(tex) => unreachable!(),
201 }; 202 };
202 203
203 shd_gate.shade(&program, |iface, mut rdr_gate| { 204 shd_gate.shade(&program, |iface, mut rdr_gate| {
204 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU 205 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
205 // to use the texture passed as argument (no allocation or copy is performed) 206 // to use the texture passed as argument (no allocation or copy is performed)