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renderer_texture.rs
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use notan::prelude::*;
//language=glsl
const VERT: ShaderSource = notan::vertex_shader! {
r#"
#version 450
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec2 a_texcoord;
layout(location = 0) out vec2 v_texcoord;
void main() {
v_texcoord = a_texcoord;
gl_Position = vec4(a_position.x, a_position.y * -1.0, a_position.z, 1.0);
}
"#
};
//language=glsl
const FRAG: ShaderSource = notan::fragment_shader! {
r#"
#version 450
precision mediump float;
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D u_texture;
void main() {
outColor = texture(u_texture, v_texcoord);
}
"#
};
#[derive(AppState)]
struct State {
clear_options: ClearOptions,
pipeline: Pipeline,
vertex_buffer: Buffer,
index_buffer: Buffer,
texture: Texture,
}
#[notan_main]
fn main() -> Result<(), String> {
notan::init_with(setup).draw(draw).build()
}
fn setup(gfx: &mut Graphics) -> State {
let clear_options = ClearOptions::color(Color::new(0.1, 0.2, 0.3, 1.0));
let vertex_info = VertexInfo::new()
.attr(0, VertexFormat::Float32x3)
.attr(1, VertexFormat::Float32x2);
let pipeline = gfx
.create_pipeline()
.from(&VERT, &FRAG)
.with_vertex_info(&vertex_info)
.with_color_blend(BlendMode::NORMAL)
.with_texture_location(0, "u_texture")
.build()
.unwrap();
let texture = gfx
.create_texture()
.from_image(include_bytes!("assets/ferris.png"))
.build()
.unwrap();
#[rustfmt::skip]
let vertices = [
//pos //coords
0.5, 0.5, 0.0, 1.0, 1.0,
0.5, -0.5, 0.0, 1.0, 0.0,
-0.5, -0.5, 0.0, 0.0, 0.0,
-0.5, 0.5, 0.0, 0.0, 1.0
];
#[rustfmt::skip]
let indices = [
0, 1, 3,
1, 2, 3,
];
let vertex_buffer = gfx
.create_vertex_buffer()
.with_info(&vertex_info)
.with_data(&vertices)
.build()
.unwrap();
let index_buffer = gfx
.create_index_buffer()
.with_data(&indices)
.build()
.unwrap();
State {
clear_options,
pipeline,
vertex_buffer,
index_buffer,
texture,
}
}
fn draw(gfx: &mut Graphics, state: &mut State) {
let mut renderer = gfx.create_renderer();
renderer.begin(Some(state.clear_options));
renderer.set_pipeline(&state.pipeline);
renderer.bind_texture(0, &state.texture);
renderer.bind_buffers(&[&state.vertex_buffer, &state.index_buffer]);
renderer.draw(0, 6);
renderer.end();
gfx.render(&renderer);
}