refactor view/scene to separate modules
This commit is contained in:
218
src/bin/gl.rs
218
src/bin/gl.rs
@@ -1,218 +0,0 @@
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extern crate vrtue;
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use vrtue::{tile, vr};
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use vrtue::vr::AsMatrix4;
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extern crate env_logger;
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#[macro_use] extern crate gfx;
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extern crate gl;
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#[macro_use] extern crate log;
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extern crate nalgebra as na;
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extern crate num_traits;
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extern crate piston_window;
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use gfx::{tex, Device, Factory};
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use gfx::traits::FactoryExt;
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use na::Inverse;
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use num_traits::identities::One;
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use piston_window::{PistonWindow, Window, WindowSettings};
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pub type ColorFormat = gfx::format::Srgba8;
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pub type DepthFormat = gfx::format::DepthStencil;
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const NEAR: f32 = 0.01;
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const FAR: f32 = 1000.0;
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gfx_defines!{
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vertex Vertex {
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pos: [f32; 3] = "a_pos",
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uv: [f32; 2] = "a_uv",
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}
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constant Trans {
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matrix: [[f32; 4]; 4] = "u_matrix",
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}
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pipeline pipe {
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vbuf: gfx::VertexBuffer<Vertex> = (),
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trans: gfx::ConstantBuffer<Trans> = "b_trans",
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tiles: gfx::TextureSampler<[f32; 4]> = "t_tiles",
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pixcolor: gfx::RenderTarget<ColorFormat> = "pixcolor",
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depth: gfx::DepthTarget<DepthFormat> = gfx::preset::depth::LESS_EQUAL_WRITE,
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}
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}
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const POLYGON: [Vertex; 4] = [
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Vertex { pos: [ -0.25, -0.25, 0. ], uv: [0., 0.] },
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Vertex { pos: [ 0.25, -0.25, 0. ], uv: [1., 0.] },
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Vertex { pos: [ 0.25, 0.25, 0. ], uv: [1., 1.] },
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Vertex { pos: [ -0.25, 0.25, 0. ], uv: [0., 1.] }
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];
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const POLYGON_IDX: &'static [u16] = &[ 0, 1, 2,
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2, 3, 0 ];
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fn main() {
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env_logger::init().expect("env logger");
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let mut vr = vr::VR::new().expect("VR init");
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let render_size = vr.recommended_render_target_size();
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let mut window: PistonWindow =
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WindowSettings::new("Hello Virtual World!", [512; 2])
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.exit_on_esc(true)
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.vsync(false)
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.build().expect("Building Window");
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let pso = window.factory.create_pipeline_simple(VERTEX_SHADER_SRC,
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FRAGMENT_SHADER_SRC,
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pipe::new())
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.expect("create pipeline");
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let (tex_left, tgt_left, depth_left) = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create left renderbuffer");
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let (tex_right, tgt_right, depth_right) = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create right renderbuffer");
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let (vertex_buffer, slice) = window.factory.create_vertex_buffer_with_slice(&POLYGON, POLYGON_IDX);
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let tiles = tile::get_tiles::<_, _, ColorFormat>(&mut window.factory);
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let nn_sampler = window.factory.create_sampler(
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tex::SamplerInfo::new(tex::FilterMethod::Scale,
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tex::WrapMode::Clamp));
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let pipe_monitor = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: window.output_color.clone(),
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depth: window.output_stencil.clone(),
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};
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let pipe_left = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: tgt_left,
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depth: depth_left,
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};
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let pipe_right = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: tgt_right,
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depth: depth_right,
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};
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window.encoder.update_constant_buffer(
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&pipe_monitor.trans,
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&Trans { matrix: *na::Matrix4::one().as_ref() });
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let mut frame = 0u32;
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window.window.swap_buffers(); frame += 1; // To contain setup calls to Frame 0 in apitrace
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'main:
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//while let Some(_) = window.next() {
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loop {
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info!("Frame #{}", frame);
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let _now = std::time::SystemTime::now();
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// Get the current sensor state
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let poses = vr.poses();
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trace!("\t{:?} got pose", _now.elapsed());
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if frame % 90 == 0 {
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debug!("\t#{}: poses:", frame);
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let mut devnum = 0;
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for track in (0..poses.count).map(|pose| poses.poses[pose]) {
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match track.device_class() {
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vr::TrackedDeviceClass::Invalid => (),
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_ => debug!("\t\t#{}: {:?} = valid? {}, connected? {}\n\t\t\t{:?}\n\t\t\t{:?}",
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devnum,
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track.device_class(),
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track.is_valid,
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track.is_connected,
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track.to_device,
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track.velocity)
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}
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devnum += 1;
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}
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debug!("");
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}
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frame += 1;
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let mut hmd_mat = poses.poses[0].to_device.as_matrix4();
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hmd_mat.inverse_mut();
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for pass in [(Some((vr::Eye::Left, &tex_left)), &pipe_left),
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(Some((vr::Eye::Right, &tex_right)), &pipe_right),
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(None, &pipe_monitor),]
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.into_iter() {
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info!("\tpass for eye: {:?}", pass.0);
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window.encoder.clear(&pass.1.pixcolor, [0.1, 0.2, 0.3, 1.0]);
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window.encoder.clear_depth(&pass.1.depth, 1.0);
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// Submit eye textures
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if let Some((eye, tex)) = pass.0 {
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let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
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let eye_mat = vr.head_to_eye_transform(eye);
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for track in (0..poses.count).map(|pose| poses.poses[pose]) {
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match track.device_class() {
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vr::TrackedDeviceClass::Controller |
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vr::TrackedDeviceClass::TrackingReference => {
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let model_mat = track.to_device.as_matrix4();
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let trans = Trans { matrix: *(proj_mat * eye_mat * hmd_mat * model_mat).as_ref() };
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window.encoder.update_constant_buffer(&pass.1.trans, &trans);
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window.encoder.draw(&slice, &pso, pass.1);
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window.encoder.flush(&mut window.device);
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},
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_ => ()
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}
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}
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vr.submit(eye, tex);
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trace!("\t\t{:?} submit {:?}", _now.elapsed(), eye);
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} else {
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window.encoder.draw(&slice, &pso, pass.1);
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window.encoder.flush(&mut window.device);
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window.window.swap_buffers();
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}
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}
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window.device.cleanup();
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// handle window events
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while let Some(ev) = window.poll_event() {
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match ev {
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piston_window::Input::Text(_) => break 'main,
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_ => debug!("\t{:?}", ev)
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}
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}
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}
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debug!("shutting down");
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}
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const VERTEX_SHADER_SRC: &'static [u8] = br#"
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#version 140
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in vec3 a_pos;
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in vec2 a_uv;
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out vec3 v_color;
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out vec2 v_uv;
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uniform b_trans {
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mat4 u_matrix;
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};
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void main() {
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v_uv = a_uv;
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gl_Position = u_matrix * vec4(a_pos, 1.0);
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}
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"#;
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const FRAGMENT_SHADER_SRC: &'static [u8] = br#"
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#version 140
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in vec3 v_color;
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in vec2 v_uv;
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out vec4 pixcolor;
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uniform sampler2D t_tiles;
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void main() {
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vec2 uv = vec2(v_uv.x, 31.0 / 256 + (1.0 - v_uv.y) / 256.0);
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pixcolor = texture(t_tiles, uv);
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}
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"#;
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40
src/bin/vrtue.rs
Normal file
40
src/bin/vrtue.rs
Normal file
@@ -0,0 +1,40 @@
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extern crate vrtue;
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use vrtue::{view, vr};
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extern crate env_logger;
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extern crate gfx_device_gl;
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#[macro_use] extern crate log;
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extern crate piston_window;
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use self::piston_window::{PistonWindow, Window, WindowSettings};
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pub fn main() {
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env_logger::init().expect("env logger");
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let mut vr = vr::VR::new().expect("VR init");
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let mut window: PistonWindow =
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WindowSettings::new("Hello Virtual World!", [512; 2])
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.exit_on_esc(true)
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.vsync(false)
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.build().expect("Building Window");
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let view = view::ViewRoot::<gfx_device_gl::Device,
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view::ColorFormat,
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view::DepthFormat>::create_view(&mut window, &mut vr);
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'main:
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//while let Some(_) = window.next() {
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loop {
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view.draw(&mut window, &mut vr);
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// handle window events
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while let Some(ev) = window.poll_event() {
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match ev {
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piston_window::Input::Text(_) => break 'main,
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_ => debug!("\t{:?}", ev)
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}
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}
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}
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debug!("shutting down");
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}
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@@ -1,11 +1,15 @@
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#![feature(conservative_impl_trait)]
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#[macro_use] extern crate gfx;
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#[macro_use] extern crate log;
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pub mod arena;
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pub mod ega;
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pub mod scene;
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pub mod scenes;
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pub mod tile;
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pub mod town;
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pub mod view;
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pub mod vr;
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pub mod world;
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15
src/scene.rs
Normal file
15
src/scene.rs
Normal file
@@ -0,0 +1,15 @@
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use view;
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extern crate gfx;
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extern crate gfx_device_gl;
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extern crate piston_window;
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pub trait Scene<D: gfx::Device,
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F: gfx::Factory<D::Resources>> {
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fn update(&mut self);
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fn render(&self,
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factory: &mut F,
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encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>,
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target: &gfx::handle::RenderTargetView<D::Resources, view::ColorFormat>,
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depth: &gfx::handle::DepthStencilView<D::Resources, view::DepthFormat>);
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}
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1
src/scenes/mod.rs
Normal file
1
src/scenes/mod.rs
Normal file
@@ -0,0 +1 @@
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pub mod world;
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123
src/scenes/world.rs
Normal file
123
src/scenes/world.rs
Normal file
@@ -0,0 +1,123 @@
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use scene;
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use tile;
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use view;
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extern crate gfx;
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extern crate piston_window;
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use std::marker::PhantomData;
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use gfx::tex;
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use gfx::traits::FactoryExt;
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gfx_defines! {
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vertex Vertex {
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pos: [f32; 3] = "a_pos",
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uv: [f32; 2] = "a_uv",
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tileidx: u32 = "a_tileidx",
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}
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pipeline pipe {
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vbuf: gfx::VertexBuffer<Vertex> = (),
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trans: gfx::ConstantBuffer<::view::Trans> = "b_trans",
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atlas: gfx::TextureSampler<[f32; 4]> = "t_atlas",
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pixcolor: gfx::RenderTarget<::view::ColorFormat> = "pixcolor",
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depth: gfx::DepthTarget<::view::DepthFormat> = gfx::preset::depth::LESS_EQUAL_WRITE,
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}
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}
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fn get_model(/*x: u16, y: u16,*/ tile: &tile::Tile) -> ([Vertex; 4], [u16; 6]) {
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let tileidx = tile.val as u32;
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([Vertex { pos: [ 0., 0., 0. ], uv: [0., 0.], tileidx: tileidx },
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Vertex { pos: [ 1., 0., 0. ], uv: [1., 0.], tileidx: tileidx },
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Vertex { pos: [ 1., 0., 1. ], uv: [1., 1.], tileidx: tileidx },
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Vertex { pos: [ 0., 0., 1. ], uv: [0., 1.], tileidx: tileidx },],
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[ 0, 1, 2,
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2, 3, 0 ])
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}
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pub struct WorldScene<D: gfx::Device,
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F: gfx::Factory<D::Resources>> {
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pso: gfx::PipelineState<D::Resources, pipe::Meta>,
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trans: gfx::handle::Buffer<D::Resources, view::Trans>,
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atlas: gfx::handle::ShaderResourceView<D::Resources,
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<view::ColorFormat as gfx::format::Formatted>::View>,
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sampler: gfx::handle::Sampler<D::Resources>,
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f: PhantomData<F>
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}
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impl<D: gfx::Device, F: gfx::Factory<D::Resources>> WorldScene<D, F> {
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pub fn new(factory: &mut F, trans: &gfx::handle::Buffer<D::Resources, view::Trans>) -> WorldScene<D, F> {
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WorldScene {
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pso: factory.create_pipeline_simple(VERTEX_SHADER_SRC,
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FRAGMENT_SHADER_SRC,
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pipe::new())
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.expect("create pipeline"),
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trans: trans.clone(),
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atlas: tile::get_tiles::<_, _, view::ColorFormat>(factory),
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sampler: factory.create_sampler(tex::SamplerInfo::new(tex::FilterMethod::Scale,
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tex::WrapMode::Clamp)),
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f: PhantomData,
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}
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}
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}
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impl<D: gfx::Device,
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F: gfx::Factory<D::Resources>> scene::Scene<D, F> for WorldScene<D, F> {
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fn update(&mut self) {
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}
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fn render(&self,
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factory: &mut F,
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encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>,
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target: &gfx::handle::RenderTargetView<D::Resources, view::ColorFormat>,
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depth: &gfx::handle::DepthStencilView<D::Resources, view::DepthFormat>) {
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let (model, model_idx) = get_model(&tile::Tile { val: 31 });
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let (vertex_buffer, slice) =
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factory.create_vertex_buffer_with_slice(&model, &model_idx[..]);
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let pipe = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: self.trans.clone(),
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atlas: (self.atlas.clone(), self.sampler.clone()),
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pixcolor: target.clone(),
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depth: depth.clone(),
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};
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encoder.draw(&slice, &self.pso, &pipe);
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}
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}
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const VERTEX_SHADER_SRC: &'static [u8] = br#"
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#version 150
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in vec3 a_pos;
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in vec2 a_uv;
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in uint a_tileidx;
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out vec2 v_uv;
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flat out uint v_tileidx;
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uniform b_trans {
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mat4 u_matrix;
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};
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void main() {
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v_uv = a_uv;
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v_tileidx = a_tileidx;
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gl_Position = u_matrix * vec4(a_pos, 1.0);
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}
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"#;
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const FRAGMENT_SHADER_SRC: &'static [u8] = br#"
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#version 150
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in vec2 v_uv;
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flat in uint v_tileidx;
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out vec4 pixcolor;
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uniform sampler2D t_atlas;
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void main() {
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vec2 uv = vec2(v_uv.x, float(v_tileidx) / 256.0 + (1.0 - v_uv.y) / 256.0);
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pixcolor = texture(t_atlas, uv);
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}
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"#;
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@@ -8,9 +8,10 @@ use std::path::Path;
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use self::gfx::tex;
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#[repr(C)]
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#[derive(Clone, Copy)]
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pub struct Tile {
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val: u8,
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pub val: u8,
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}
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pub fn get_tiles<R, F, T>(factory: &mut F) -> (//gfx::handle::Texture<R, T::Surface>,
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@@ -31,6 +32,8 @@ pub fn get_tiles<R, F, T>(factory: &mut F) -> (//gfx::handle::Texture<R, T::Surf
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tex.1
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}
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impl Tile {
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pub fn as_char(&self) -> char {
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match self.val {
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111
src/view.rs
Normal file
111
src/view.rs
Normal file
@@ -0,0 +1,111 @@
|
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use scenes;
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use vr;
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use vr::{AsMatrix4, VR};
|
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|
||||
extern crate gfx_device_gl;
|
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extern crate nalgebra as na;
|
||||
extern crate num_traits;
|
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extern crate piston_window;
|
||||
|
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use gfx;
|
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use gfx::Device;
|
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use gfx::traits::FactoryExt;
|
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use self::na::Inverse;
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use self::num_traits::identities::One;
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use self::piston_window::{PistonWindow, Window};
|
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pub type ColorFormat = gfx::format::Srgba8;
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pub type DepthFormat = gfx::format::DepthStencil;
|
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|
||||
const NEAR: f32 = 0.01;
|
||||
const FAR: f32 = 1000.0;
|
||||
|
||||
gfx_constant_struct! {
|
||||
Trans {
|
||||
matrix: [[f32; 4]; 4] = "u_matrix",
|
||||
}
|
||||
}
|
||||
|
||||
pub struct ViewRoot<Dev, T, D>
|
||||
where Dev: gfx::Device,
|
||||
T: gfx::format::RenderFormat + gfx::format::TextureFormat,
|
||||
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
|
||||
|
||||
left: vr::EyeBuffer<T, D>,
|
||||
right: vr::EyeBuffer<T, D>,
|
||||
trans: gfx::handle::Buffer<Dev::Resources, Trans>,
|
||||
scene: Box<::scene::Scene<Dev, gfx_device_gl::Factory>>,
|
||||
}
|
||||
|
||||
impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
|
||||
pub fn create_view(window: &mut PistonWindow, vr: &VR)
|
||||
-> ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
|
||||
|
||||
let render_size = vr.recommended_render_target_size();
|
||||
let left = vr::create_eyebuffer(&mut window.factory, render_size)
|
||||
.expect("create left renderbuffer");
|
||||
let right = vr::create_eyebuffer(&mut window.factory, render_size)
|
||||
.expect("create right renderbuffer");
|
||||
let trans = window.factory.create_constant_buffer(1);
|
||||
|
||||
window.window.swap_buffers(); // To contain setup calls to Frame 0 in apitrace
|
||||
|
||||
ViewRoot::<gfx_device_gl::Device, ColorFormat, DepthFormat> {
|
||||
left: left,
|
||||
right: right,
|
||||
trans: trans.clone(),
|
||||
scene: Box::new(scenes::world::WorldScene::new(&mut window.factory, &trans)),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(&self,
|
||||
window: &mut PistonWindow,
|
||||
vr: &mut vr::VR) {
|
||||
// Get the current sensor state
|
||||
let poses = vr.poses();
|
||||
|
||||
let mut hmd_mat = poses.poses[0].to_device.as_matrix4();
|
||||
hmd_mat.inverse_mut();
|
||||
|
||||
for &(eye, buffers) in [(vr::Eye::Left, &self.left),
|
||||
(vr::Eye::Right, &self.right)].into_iter() {
|
||||
window.encoder.clear(&buffers.target, [0.1, 0.2, 0.3, 1.0]);
|
||||
|
||||
window.encoder.clear_depth(&buffers.depth, 1.0);
|
||||
|
||||
// Submit eye textures
|
||||
let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
|
||||
let eye_mat = vr.head_to_eye_transform(eye);
|
||||
for track in (0..poses.count).map(|pose| poses.poses[pose]) {
|
||||
match track.device_class() {
|
||||
vr::TrackedDeviceClass::Controller |
|
||||
vr::TrackedDeviceClass::TrackingReference => {
|
||||
let model_mat = track.to_device.as_matrix4();
|
||||
|
||||
let trans = Trans { matrix: *(proj_mat * eye_mat * hmd_mat * model_mat).as_ref() };
|
||||
window.encoder.update_constant_buffer(&self.trans, &trans);
|
||||
|
||||
self.scene.render(&mut window.factory,
|
||||
&mut window.encoder,
|
||||
&buffers.target,
|
||||
&buffers.depth);
|
||||
},
|
||||
_ => ()
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
// draw monitor window
|
||||
window.encoder.update_constant_buffer(&self.trans,
|
||||
&Trans { matrix: *na::Matrix4::one().as_ref() });
|
||||
window.encoder.clear(&window.output_color, [0.1, 0.2, 0.3, 1.0]);
|
||||
window.encoder.clear_depth(&window.output_stencil, 1.0);
|
||||
self.scene.render(&mut window.factory, &mut window.encoder, &window.output_color, &window.output_stencil);
|
||||
|
||||
window.encoder.flush(&mut window.device);
|
||||
vr.submit(vr::Eye::Left, &self.left.tex);
|
||||
vr.submit(vr::Eye::Right, &self.right.tex);
|
||||
window.window.swap_buffers();
|
||||
window.device.cleanup();
|
||||
}
|
||||
}
|
||||
16
src/vr.rs
16
src/vr.rs
@@ -87,12 +87,18 @@ impl<N: Copy> AsMatrix4<N> for [[N; 4]; 4] {
|
||||
}
|
||||
}
|
||||
|
||||
pub struct EyeBuffer<T, D>
|
||||
where T: gfx::format::RenderFormat + gfx::format::TextureFormat,
|
||||
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
|
||||
|
||||
pub tex: gfx::handle::Texture<GLResources, T::Surface>,
|
||||
pub target: gfx::handle::RenderTargetView<GLResources, T>,
|
||||
pub depth: gfx::handle::DepthStencilView<GLResources, D>,
|
||||
}
|
||||
|
||||
pub fn create_eyebuffer<T, D>(factory: &mut gfx_device_gl::Factory,
|
||||
size: vr::common::Size)
|
||||
-> Result<(gfx::handle::Texture<GLResources, T::Surface>,
|
||||
gfx::handle::RenderTargetView<GLResources, T>,
|
||||
gfx::handle::DepthStencilView<GLResources, D>),
|
||||
gfx::CombinedError>
|
||||
-> Result<EyeBuffer<T, D>, gfx::CombinedError>
|
||||
where T: gfx::format::RenderFormat + gfx::format::TextureFormat,
|
||||
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
|
||||
let tex = try!(factory.create_texture(
|
||||
@@ -104,5 +110,5 @@ pub fn create_eyebuffer<T, D>(factory: &mut gfx_device_gl::Factory,
|
||||
let tgt = try!(factory.view_texture_as_render_target(&tex, 0, None));
|
||||
let depth = try!(factory.create_depth_stencil_view_only(size.width as tex::Size,
|
||||
size.height as tex::Size));
|
||||
Ok((tex, tgt, depth))
|
||||
Ok(EyeBuffer { tex: tex, target: tgt, depth: depth })
|
||||
}
|
||||
|
||||
@@ -21,6 +21,7 @@ pub trait HasMap {
|
||||
const CHUNKDIM: usize = 32;
|
||||
pub type ChunkRow = [Tile; CHUNKDIM];
|
||||
pub type ChunkRect = [ChunkRow; CHUNKDIM];
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct Chunk {
|
||||
pub rect: ChunkRect,
|
||||
@@ -53,6 +54,7 @@ impl<'a> IntoIterator for &'a Chunk {
|
||||
const WORLDDIM: usize = 8;
|
||||
pub type WorldRow = [Chunk; WORLDDIM];
|
||||
pub type WorldRect = [WorldRow; WORLDDIM];
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct World {
|
||||
pub rect: WorldRect,
|
||||
|
||||
Reference in New Issue
Block a user