diff 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
line wrap: on
line diff
--- a/examples/menu.rs
+++ b/examples/menu.rs
@@ -116,7 +116,12 @@ fn main() {
     let mut surface = GlfwSurface::new(WindowDim::Windowed(640, 480), "Touhou", WindowOpt::default()).expect("GLFW window");
 
     let image = jpeg_thread.join().expect("image loading");
-    let tex = common::upload_texture_from_rgb_image(&mut surface, image).expect("image loading");
+    let background = common::upload_texture_from_rgb_image(&mut surface, image).expect("upload data to texture");
+
+    let mut background = match background {
+        LoadedTexture::Rgb(tex) => tex,
+        LoadedTexture::Rgba(tex) => unreachable!(),
+    };
 
     // set the uniform interface to our type so that we can read textures from the shader
     let program =
@@ -130,6 +135,7 @@ fn main() {
 
     let mut back_buffer = surface.back_buffer().unwrap();
     let mut resize = false;
+    let mut frame = 0;
 
     'app: loop {
         for event in surface.poll_events() {
@@ -149,21 +155,27 @@ fn main() {
             resize = false;
         }
 
+        frame += 1;
+        if frame == 60 {
+            let tl_dat = directory.join("TL.DAT");
+            let mut tl_pbg3 = pbg3::from_path_buffered(tl_dat).expect("IN.DAT present");
+            let jpeg = tl_pbg3.get_file("title00.jpg", true).expect("th06logo.jpg in IN.DAT");
+            let image = common::load_from_data(&jpeg).expect("th06logo.jpg decodable");
+            common::reupload_texture_from_rgb_image(&mut background, image).expect("upload data to texture");
+        }
+
         // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
         // and use it in the shader
         surface
             .pipeline_builder()
             .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),
-                    LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
-                };
+                let tex = pipeline.bind_texture(&background);
 
                 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);
+                    iface.color_map.update(&tex);
                     let mvp = ortho_2d(0., 640., 480., 0.);
                     // TODO: check how to pass by reference.
                     iface.mvp.update(*mvp.borrow_inner());