https://github.com/glium/glium/blob/master/book/tuto-03-animated-triangle.md
이전 내용에서 그린 삼각형을 움직임
화면 내용을 변경하려면 기존 내용을 덮어씀
animation step을 나타내는 t를 생성하고 매루프 마다 업데이트
let mut t: f32 = -0.5;
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::WindowEvent { event, .. } => match event {
glutin::event::WindowEvent::CloseRequested => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
return;
},
_ => return,
},
glutin::event::Event::NewEvents(cause) => match cause {
glutin::event::StartCause::ResumeTimeReached { .. } => (),
glutin::event::StartCause::Init => (),
_ => return,
},
_ => return,
}
let next_frame_time = std::time::Instant::now() +
std::time::Duration::from_nanos(16_666_667);
*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
// we update `t`
t += 0.0002;
if t > 0.5 {
t = -0.5;
}
let vertex1 = Vertex { position: [-0.5 + t, -0.5] };
let vertex2 = Vertex { position: [ 0.0 + t, 0.5] };
let vertex3 = Vertex { position: [ 0.5 + t, -0.25] };
let shape = vec![vertex1, vertex2, vertex3];
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
let mut target = display.draw();
target.clear_color(0.0, 0.0, 1.0, 1.0);
target.draw(&vertex_buffer, &indices, &program, &glium::uniforms::EmptyUniforms,
&Default::default()).unwrap();
target.finish().unwrap();
});
vertex shader를 활용
vertex shader code 수정
let vertex_shader_src = r#"
#version 140
in vec2 position;
uniform float t;
void main() {
vec2 pos = position;
pos.x += t;
gl_Position = vec4(pos, 0.0, 1.0);
}
"#;
rendering code 수정
let vertex1 = Vertex { position: [-0.5, -0.5] };
let vertex2 = Vertex { position: [ 0.0, 0.5] };
let vertex3 = Vertex { position: [ 0.5, -0.25] };
let shape = vec![vertex1, vertex2, vertex3];
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
let mut t: f32 = -0.5;
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::WindowEvent { event, .. } => match event {
glutin::event::WindowEvent::CloseRequested => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
return;
},
_ => return,
},
glutin::event::Event::NewEvents(cause) => match cause {
glutin::event::StartCause::ResumeTimeReached { .. } => (),
glutin::event::StartCause::Init => (),
_ => return,
},
_ => return,
}
let next_frame_time = std::time::Instant::now() +
std::time::Duration::from_nanos(16_666_667);
*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
// we update `t`
t += 0.0002;
if t > 0.5 {
t = -0.5;
}
let mut target = display.draw();
target.clear_color(0.0, 0.0, 1.0, 1.0);
target.draw(&vertex_buffer, &indices, &program, &glium::uniforms::EmptyUniforms,
&Default::default()).unwrap();
target.finish().unwrap();
});