mirror of
https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-22 23:41:30 +11:00
02b3b62520
Upgrades glutin, docs, and adds a few other features (including multi window support). But not the readme. That comes next.
124 lines
3.6 KiB
Rust
124 lines
3.6 KiB
Rust
extern crate mini_gl_fb;
|
|
|
|
/// Geometry shaders allow you to procedurally generate new geometry from the vertex data.
|
|
///
|
|
/// This shader takes the two triangles submitted by mini_gl_fb and turns them into a circle!
|
|
const GEOMETRY_SOURCE: &str = r"
|
|
#version 330 core
|
|
|
|
layout (triangles) in;
|
|
layout (triangle_strip, max_vertices = 8) out;
|
|
|
|
in vec2 v_uv[];
|
|
|
|
out vec2 g_uv;
|
|
|
|
vec2 midpoint(vec2 a, vec2 b) {
|
|
return (a + b) / 2.0;
|
|
}
|
|
|
|
void main() {
|
|
// n.b., the way we do this relies almost entirely on what we know about the internals of
|
|
// mini_gl_fb, so you will need to refer to the source if you want to play with this stuff.
|
|
|
|
vec4 center = vec4(0.0, 0.0, 0.0, 1.0);
|
|
// for the first triangle, the second (index 1) vertex is the top left
|
|
// for the second triangle, it is the bottom right. we will treat that like a direction!
|
|
vec2 dir = gl_in[1].gl_Position.xy;
|
|
|
|
// we are turning each triangle into 4 triangles, which we output in triangle strips
|
|
// (remember this shader will get run twice, once for each input triangle)
|
|
|
|
vec4 top_left = vec4(normalize(vec2(dir.x, -dir.y)), 0.0, 1.0);
|
|
vec4 left = vec4(sign(dir.x), 0.0, 0.0, 1.0);
|
|
vec4 bottom_left = vec4(normalize(dir), 0.0, 1.0);
|
|
vec4 bottom = vec4(0.0, sign(dir.y), 0.0, 1.0);
|
|
vec4 bottom_right = vec4(normalize(vec2(-dir.x, dir.y)), 0.0, 1.0);
|
|
|
|
gl_Position = top_left;
|
|
g_uv = v_uv[0];
|
|
EmitVertex();
|
|
|
|
gl_Position = left;
|
|
g_uv = midpoint(v_uv[0], v_uv[1]);
|
|
EmitVertex();
|
|
|
|
gl_Position = center;
|
|
g_uv = midpoint(v_uv[0], v_uv[2]);
|
|
EmitVertex();
|
|
|
|
gl_Position = bottom_left;
|
|
g_uv = v_uv[1];
|
|
EmitVertex();
|
|
|
|
EndPrimitive();
|
|
|
|
gl_Position = bottom_left;
|
|
g_uv = v_uv[1];
|
|
EmitVertex();
|
|
|
|
gl_Position = bottom;
|
|
g_uv = midpoint(v_uv[1], v_uv[2]);
|
|
EmitVertex();
|
|
|
|
gl_Position = center;
|
|
g_uv = midpoint(v_uv[0], v_uv[2]);
|
|
EmitVertex();
|
|
|
|
gl_Position = bottom_right;
|
|
g_uv = v_uv[2];
|
|
EmitVertex();
|
|
|
|
EndPrimitive();
|
|
}
|
|
";
|
|
|
|
const FRAGMENT_SOURCE: &str = r"
|
|
#version 330 core
|
|
|
|
in vec2 g_uv;
|
|
|
|
out vec4 frag_color;
|
|
|
|
// this is the texture uploaded by calls to `update_buffer`
|
|
uniform sampler2D u_tex0;
|
|
|
|
void main() {
|
|
vec4 sample = texture(u_tex0, g_uv);
|
|
vec4 color;
|
|
if (sample.r == 1.0) {
|
|
color = sample;
|
|
} else {
|
|
// render the uv coords as color otherwise
|
|
color = vec4(g_uv, 0.0, 1.0);
|
|
}
|
|
frag_color = color;
|
|
}
|
|
";
|
|
|
|
extern crate gl;
|
|
|
|
fn main() {
|
|
let width = 800.0;
|
|
let height = 600.0;
|
|
|
|
let (mut event_loop, mut fb) = mini_gl_fb::gotta_go_fast("Hello shaders!", width, height);
|
|
|
|
let mut buffer = vec![[128u8, 0, 0, 255]; (width * height) as usize];
|
|
// let's write a red line into the buffer roughly along the diagonal (misses many pixels)
|
|
for i in 0..100 {
|
|
let j = i as f64 / 100.0;
|
|
let index = (width * j * (height + 1.0)).floor() as usize;
|
|
buffer[index] = [255, 0, 0, 255];
|
|
}
|
|
|
|
// Let's keep using the default vertex shader
|
|
// fb.internal.use_vertex_shader(...);
|
|
fb.internal.fb.use_geometry_shader(GEOMETRY_SOURCE);
|
|
fb.internal.fb.use_fragment_shader(FRAGMENT_SOURCE);
|
|
|
|
fb.update_buffer(&buffer);
|
|
|
|
fb.persist_and_redraw(&mut event_loop, true);
|
|
}
|