Mercurial > touhou
diff examples/eclrenderer.rs @ 742:0a250ddfae79
examples: Update luminance.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Tue, 07 Jan 2020 00:23:15 +0100 |
parents | d5d5496e4e53 |
children | 0fed350d1778 |
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--- a/examples/eclrenderer.rs +++ b/examples/eclrenderer.rs @@ -1,6 +1,6 @@ use luminance::blending::{Equation, Factor}; use luminance::context::GraphicsContext; -use luminance::pipeline::BoundTexture; +use luminance::pipeline::{BoundTexture, PipelineState}; use luminance::pixel::NormUnsigned; use luminance::render_state::RenderState; use luminance::shader::program::{Program, Uniform}; @@ -108,7 +108,7 @@ fn main() { let buf = load_file_into_vec(anm_filename); let (_, mut anms) = Anm0::from_slice(&buf).unwrap(); let anm0 = anms.pop().unwrap(); - let anm0 = Rc::new(RefCell::new(anm0)); + let anm0 = Rc::new(RefCell::new([anm0.clone(), anm0])); if ecl.subs.len() < sub as usize { eprintln!("This ecl doesn’t contain a sub named {}.", sub); @@ -124,7 +124,7 @@ fn main() { let game = Rc::new(RefCell::new(game)); // And the enemy object. - let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); + let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, false, Rc::downgrade(&anm0), Rc::downgrade(&game)); let mut ecl_runner = EclRunner::new(&ecl, enemy.clone(), sub); assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>()); @@ -133,7 +133,7 @@ fn main() { let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap(); // Open the image atlas matching this ANM. - let tex = load_anm_image(&mut surface, &anm0.borrow(), anm_filename).expect("image loading"); + let tex = load_anm_image(&mut surface, &anm0.borrow()[0], &anm_filename).expect("image loading"); // set the uniform interface to our type so that we can read textures from the shader let program = @@ -190,7 +190,7 @@ fn main() { // and use it in the shader surface .pipeline_builder() - .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, mut shd_gate| { + .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader let bound_tex = match &tex { LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), @@ -212,7 +212,7 @@ fn main() { let render_state = RenderState::default() .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); - rdr_gate.render(render_state, |mut tess_gate| { + rdr_gate.render(&render_state, |mut tess_gate| { // render the tessellation to the surface the regular way and let the vertex shader’s // magic do the rest! tess_gate.render(&tess);