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/target | ||
**/*.rs.bk | ||
Cargo.lock |
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[package] | ||
name = "miniquad" | ||
version = "0.1.0" | ||
authors = ["not-fl3 <[email protected]>"] | ||
edition = "2018" | ||
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[dependencies] | ||
sokol_app_sys = { path = "./sokol-app-sys" } | ||
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use miniquad::*; | ||
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#[repr(C)] | ||
struct Vec2 { | ||
x: f32, | ||
y: f32, | ||
} | ||
#[repr(C)] | ||
struct Vertex { | ||
pos: Vec2, | ||
uv: Vec2, | ||
} | ||
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struct Stage { | ||
pipeline: Pipeline, | ||
bindings: Bindings, | ||
} | ||
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impl Stage { | ||
pub fn new(ctx: &mut Context) -> Stage { | ||
#[rustfmt::skip] | ||
let vertices: [Vertex; 4] = [ | ||
Vertex { pos : Vec2 { x: -0.5, y: -0.5 }, uv: Vec2 { x: 0., y: 0. } }, | ||
Vertex { pos : Vec2 { x: 0.5, y: -0.5 }, uv: Vec2 { x: 1., y: 0. } }, | ||
Vertex { pos : Vec2 { x: 0.5, y: 0.5 }, uv: Vec2 { x: 1., y: 1. } }, | ||
Vertex { pos : Vec2 { x: -0.5, y: 0.5 }, uv: Vec2 { x: 0., y: 1. } }, | ||
]; | ||
let vertex_buffer = | ||
unsafe { Buffer::new(ctx, BufferType::VertexBuffer, Usage::Immutable, &vertices) }; | ||
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let indices: [u16; 6] = [0, 1, 2, 0, 2, 3]; | ||
let index_buffer = | ||
unsafe { Buffer::new(ctx, BufferType::IndexBuffer, Usage::Immutable, &indices) }; | ||
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let pixels: [u8; 4 * 4 * 4] = [ | ||
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, | ||
0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xFF, | ||
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0xFF, | ||
0xFF, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, | ||
0xFF, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, | ||
]; | ||
let texture = Texture::from_rgba8(4, 4, &pixels); | ||
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let bindings = Bindings { | ||
vertex_buffer: vertex_buffer, | ||
index_buffer: index_buffer, | ||
images: vec![texture], | ||
}; | ||
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let shader = Shader::new(ctx, shader::VERTEX, shader::FRAGMENT, shader::META); | ||
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let pipeline = Pipeline::new( | ||
ctx, | ||
VertexLayout::new(&[ | ||
(VertexAttribute::Custom("pos"), VertexFormat::Float2), | ||
(VertexAttribute::Custom("uv"), VertexFormat::Float2), | ||
]), | ||
shader, | ||
); | ||
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Stage { pipeline, bindings } | ||
} | ||
} | ||
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impl EventHandler for Stage { | ||
fn update(&mut self, _ctx: &mut Context) {} | ||
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fn draw(&mut self, ctx: &mut Context) { | ||
let t = date::now(); | ||
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ctx.begin_render_pass(); | ||
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ctx.apply_pipeline(&self.pipeline); | ||
ctx.apply_bindings(&self.bindings); | ||
for i in 0..10 { | ||
let t = t + i as f64 * 0.3; | ||
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unsafe { | ||
ctx.apply_uniforms(&shader::Uniforms { | ||
offset: (t.sin() as f32 * 0.5, (t * 3.).cos() as f32 * 0.5), | ||
}); | ||
} | ||
ctx.draw(6); | ||
} | ||
ctx.end_render_pass(); | ||
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ctx.commit_frame(); | ||
} | ||
} | ||
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fn main() { | ||
miniquad::start(conf::Conf::default(), |ctx| Box::new(Stage::new(ctx))); | ||
} | ||
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mod shader { | ||
use miniquad::*; | ||
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pub const VERTEX: &str = r#"#version 100 | ||
attribute vec2 pos; | ||
attribute vec2 uv; | ||
uniform vec2 offset; | ||
varying lowp vec2 texcoord; | ||
void main() { | ||
gl_Position = vec4(pos + offset, 0, 1); | ||
texcoord = uv; | ||
}"#; | ||
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pub const FRAGMENT: &str = r#"#version 100 | ||
varying lowp vec2 texcoord; | ||
uniform sampler2D tex; | ||
void main() { | ||
gl_FragColor = texture2D(tex, texcoord); | ||
}"#; | ||
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pub const META: ShaderMeta = ShaderMeta { | ||
images: &["tex"], | ||
uniforms: UniformBlockLayout { | ||
uniforms: &[("offset", UniformType::Float2)], | ||
}, | ||
}; | ||
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#[repr(C)] | ||
pub struct Uniforms { | ||
pub offset: (f32, f32), | ||
} | ||
} |
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use miniquad::*; | ||
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struct Stage; | ||
impl EventHandler for Stage { | ||
fn update(&mut self, _ctx: &mut Context) {} | ||
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fn draw(&mut self, _ctx: &mut Context) {} | ||
} | ||
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fn main() { | ||
miniquad::start(conf::Conf::default(), |_| Box::new(Stage)); | ||
} |
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