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renderer_render_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 {
pipeline: Pipeline,
vertex_buffer: Buffer,
index_buffer: Buffer,
texture: Texture,
render_texture: RenderTexture,
render_texture2: RenderTexture,
texture_initiated: bool,
}
#[notan_main]
fn main() -> Result<(), String> {
notan::init_with(setup).draw(draw).build()
}
fn setup(gfx: &mut Graphics) -> State {
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();
let (width, height) = (texture.width() as _, texture.height() as _);
let render_texture = gfx.create_render_texture(width, height).build().unwrap();
let render_texture2 = gfx.create_render_texture(width, height).build().unwrap();
#[rustfmt::skip]
let vertices = [
//pos //coords
0.9, 0.9, 0.0, 1.0, 1.0,
0.9, -0.9, 0.0, 1.0, 0.0,
-0.9, -0.9, 0.0, 0.0, 0.0,
-0.9, 0.9, 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 {
pipeline,
vertex_buffer,
index_buffer,
texture,
render_texture,
render_texture2,
texture_initiated: false,
}
}
// create an effect of infinite loop
fn draw(gfx: &mut Graphics, state: &mut State) {
// drawing the render textures
if !state.texture_initiated {
for i in 0..30 {
// the first pass will draw the texture to the rt1
let tex = if i == 0 {
&state.texture
} else {
&state.render_texture
};
// draw rt1 to rt2
let image_on_rt2 = render_texture(gfx, state, tex, None);
gfx.render_to(&state.render_texture2, &image_on_rt2);
// draw rt2 to rt1
let rt1_on_rt2 = render_texture(gfx, state, &state.render_texture2, None);
gfx.render_to(&state.render_texture, &rt1_on_rt2);
// swap render target to draw on the next frame on a different rt
std::mem::swap(&mut state.render_texture, &mut state.render_texture2);
}
// avoid to do this on each frame
state.texture_initiated = true;
}
// draw to screen the rt1
let rt_to_screen = render_texture(gfx, state, &state.render_texture, Some(Color::ORANGE));
gfx.render(&rt_to_screen);
}
fn render_texture(
gfx: &mut Graphics,
state: &State,
texture: &Texture,
clear_color: Option<Color>,
) -> Renderer {
let mut renderer = gfx.create_renderer();
renderer.begin(Some(ClearOptions {
color: clear_color,
..Default::default()
}));
renderer.set_pipeline(&state.pipeline);
renderer.bind_texture(0, texture);
renderer.bind_buffers(&[&state.vertex_buffer, &state.index_buffer]);
renderer.draw(0, 6);
renderer.end();
renderer
}