Mercurial > touhou
diff 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 |
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--- a/examples/eclrenderer.rs +++ b/examples/eclrenderer.rs @@ -137,8 +137,8 @@ fn main() { let tex = load_anm_image(&mut surface, &anm0.borrow(), anm_filename); // set the uniform interface to our type so that we can read textures from the shader - let (program, _) = - Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation"); + let program = + Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings(); let mut tess = TessBuilder::new(&mut surface) .add_vertices(vertices) @@ -146,21 +146,27 @@ fn main() { .build() .unwrap(); - let mut back_buffer = Framebuffer::back_buffer(surface.size()); + let mut back_buffer = surface.back_buffer().unwrap(); + let mut resize = false; 'app: loop { for event in surface.poll_events() { match event { WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, - WindowEvent::FramebufferSize(width, height) => { - back_buffer = Framebuffer::back_buffer([width as u32, height as u32]); + WindowEvent::FramebufferSize(..) => { + resize = true; } _ => (), } } + if resize { + back_buffer = surface.back_buffer().unwrap(); + resize = false; + } + if ecl_runner.running == false { break; } @@ -185,14 +191,14 @@ fn main() { // and use it in the shader surface .pipeline_builder() - .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| { + .pipeline(&back_buffer, [0., 0., 0., 0.], |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), LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), }; - shd_gate.shade(&program, |rdr_gate, iface| { + shd_gate.shade(&program, |iface, mut rdr_gate| { // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU // to use the texture passed as argument (no allocation or copy is performed) iface.color_map.update(&bound_tex); @@ -207,10 +213,10 @@ fn main() { let render_state = RenderState::default() .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); - rdr_gate.render(render_state, |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(&mut surface, (&tess).into()); + tess_gate.render(&tess); }); }); });