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@ -47,243 +47,140 @@ mod timer;
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mod input;
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mod util;
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// The container trait for all the shaders
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trait Effect: Drawable {
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fn update(&mut self, t: f32, x: f32, y: f32);
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fn name(&self) -> &str;
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fn as_drawable(&self) -> &Drawable;
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}
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// ======= LARGE MULTISPRITE SHADER DEMO ===========
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struct Edge<'t> {
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surface: RenderTexture,
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bg_sprite: Sprite<'t>,
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entities: Vec<Sprite<'t>>,
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shader: Shader<'static>,
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}
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impl<'t> Edge<'t> {
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fn new(bg_texture: &'t Texture, entity_texture: &'t Texture) -> Self {
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let mut surface = RenderTexture::new(800, 600, false).unwrap();
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surface.set_smooth(true);
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let mut bg_sprite = Sprite::with_texture(bg_texture);
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bg_sprite.set_position((0., 0.));
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let mut entities = Vec::new();
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for i in 0..6 {
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let mut entity = Sprite::with_texture(entity_texture);
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entity.set_texture_rect(&IntRect::new(96 * i, 0, 96, 96));
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entities.push(entity);
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}
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let mut shader = Shader::from_file(None, None, Some("resources/shaders/edge.frag")).unwrap();
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shader.set_uniform_current_texture("texture");
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Self {
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surface,
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bg_sprite,
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entities,
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shader,
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}
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}
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}
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impl<'t> Drawable for Edge<'t> {
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fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
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&'a self,
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target: &mut RenderTarget,
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mut states: RenderStates<'texture, 'shader, 'shader_texture>,
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) {
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states.shader = Some(&self.shader);
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target.draw_with_renderstates(&Sprite::with_texture(self.surface.texture()), states);
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}
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}
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impl<'t> Effect for Edge<'t> {
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fn update(&mut self, t: f32, x: f32, y: f32) {
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self.shader
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.set_uniform_float("edge_threshold", 1. - (x + y) / 2.);
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let entities_len = self.entities.len() as f32;
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for (i, en) in self.entities.iter_mut().enumerate() {
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let pos = (
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(0.25 * (t * i as f32 + (entities_len - i as f32))).cos() * 300. + 350.,
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(0.25 * (t * (entities_len - i as f32) + i as f32)).cos() * 200. + 250.,
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);
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en.set_position(pos);
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}
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self.surface.clear(&Color::WHITE);
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self.surface.draw(&self.bg_sprite);
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for en in &self.entities {
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self.surface.draw(en);
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}
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self.surface.display();
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}
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fn as_drawable(&self) -> &Drawable {
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self
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}
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fn name(&self) -> &str {
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"edge post-effect"
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}
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}
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// =================================================
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fn main() {
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// Create the vulkan instance, device, and device queue
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical,
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physical.supported_features(),
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&DeviceExtensions::none(),
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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println!("Device initialized");
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let project_root = std::env::current_dir().expect("failed to get root directory");
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let mut compute_path = project_root.clone();
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compute_path.push(PathBuf::from("resources/shaders/add.compute"));
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let shader = sr::load_compute(compute_path).expect("Failed to compile");
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let vulkano_entry = sr::parse_compute(&shader).expect("failed to parse");
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let x = unsafe {
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vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader.compute)
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}.unwrap();
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// Compile the shader and add it to a pipeline
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let pipeline = Arc::new({
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unsafe {
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ComputePipeline::new(device.clone(), &x.compute_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.compute_layout), &()
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).unwrap()
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}
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});
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// Load up the input image, determine some details
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let mut img = image::open("resources/images/test.png").unwrap();
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let mut img = image::open("resources/images/test2.png").unwrap();
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let xy = img.dimensions();
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let data_length = xy.0*xy.1*4;
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let pixel_count = img.raw_pixels().len();
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println!("Pixel count {}", pixel_count);
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let data_length = xy.0 * xy.1 * 4;
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let mut image_buffer = Vec::new();
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if pixel_count != data_length as usize {
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for i in img.raw_pixels().iter() {
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if (image_buffer.len() + 1) % 4 == 0 {
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image_buffer.push(255);
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}
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image_buffer.push(*i);
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}
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image_buffer.push(255);
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}
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else {
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image_buffer = img.raw_pixels();
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}
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println!("Buffer length {}", image_buffer.len());
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println!("Size {:?}", xy);
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println!("Allocating Buffers...");
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{
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//CpuAccessibleBuffer::from_data(device.clone(), BufferUsage::all(), image_buffer.clone()).unwrap()
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// Pull out the image data and place it in a buffer for the kernel to write to and for us to read from
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let write_buffer = {
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let mut buff = image_buffer.iter();
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let data_iter = (0..data_length).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap();
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// Create the vulkan instance, device, and device queue
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical,
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physical.supported_features(),
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&DeviceExtensions::none(),
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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println!("Device initialized");
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let project_root = std::env::current_dir().expect("failed to get root directory");
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let mut compute_path = project_root.clone();
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compute_path.push(PathBuf::from("resources/shaders/add.compute"));
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let shader = sr::load_compute(compute_path).expect("Failed to compile");
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let vulkano_entry = sr::parse_compute(&shader).expect("failed to parse");
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let x = unsafe {
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vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader.compute)
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}.unwrap();
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// Compile the shader and add it to a pipeline
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let pipeline = Arc::new({
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unsafe {
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let uninitialized =
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CpuAccessibleBuffer::raw(device, data_length as usize, BufferUsage::all(), iter::empty()).unwrap();
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ComputePipeline::new(device.clone(), &x.compute_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.compute_layout), &()
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).unwrap()
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}
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});
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{
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let mut mapping = uninitialized.write().unwrap();
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ptr::write(&mut *mapping, image_buffer.as_slice())
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}
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let pixel_count = img.raw_pixels().len();
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println!("Pixel count {}", pixel_count);
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uninitialized
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}
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};
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// Pull out the image data and place it in a buffer for the kernel to read from
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let read_buffer = {
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let mut buff = image_buffer.iter();
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let data_iter = (0 .. data_length).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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// let q = ImmutableBuffer::from_data(image_buffer.clone(), BufferUsage::all(), queue.clone()).unwrap();
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// q.1.flush();
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// q.0
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//CpuAccessibleBuffer::from_data(device.clone(), BufferUsage::all(), image_buffer.clone()).unwrap()
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};
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// A buffer to hold many i32 values to use as settings
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let settings_buffer = {
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let vec = vec![xy.0, xy.1];
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let mut buff = vec.iter();
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let data_iter = (0 .. 2).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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};
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println!("Done");
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// Create the data descriptor set for our previously created shader pipeline
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let mut set = PersistentDescriptorSet::start(pipeline.clone(), 0)
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.add_buffer(write_buffer.clone()).unwrap()
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.add_buffer(read_buffer.clone()).unwrap()
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.add_buffer(settings_buffer.clone()).unwrap();
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let mut set = Arc::new(set.build().unwrap());
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println!("Running Kernel...");
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// The command buffer I think pretty much serves to define what runs where for how many times
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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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.dispatch([xy.0, xy.1, 1], pipeline.clone(), set.clone(), ()).unwrap()
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.build().unwrap();
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// Create a future for running the command buffer and then just fence it
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let future = sync::now(device.clone())
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.then_execute(queue.clone(), command_buffer).unwrap()
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.then_signal_fence_and_flush().unwrap();
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// I think this is redundant and returns immediately
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future.wait(None).unwrap();
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println!("Done running kernel");
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println!("Reading output");
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// The buffer is sync'd so we can just read straight from the handle
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let data_buffer_content = write_buffer.read().unwrap();
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for y in 0 .. xy.1 {
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for x in 0 .. xy.0 {
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let r = data_buffer_content[((xy.0 * y + x) * 4 + 0) as usize] as u8;
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let g = data_buffer_content[((xy.0 * y + x) * 4 + 1) as usize] as u8;
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let b = data_buffer_content[((xy.0 * y + x) * 4 + 2) as usize] as u8;
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let a = data_buffer_content[((xy.0 * y + x) * 4 + 3) as usize] as u8;
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*image_buffer.get_mut(((xy.0 * y + x) * 4 + 0) as usize).unwrap() = r;
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*image_buffer.get_mut(((xy.0 * y + x) * 4 + 1) as usize).unwrap() = g;
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*image_buffer.get_mut(((xy.0 * y + x) * 4 + 2) as usize).unwrap() = b;
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*image_buffer.get_mut(((xy.0 * y + x) * 4 + 3) as usize).unwrap() = a;
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img.put_pixel(x, y, image::Rgba([r, g, b, a]))
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if pixel_count != data_length as usize {
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for i in img.raw_pixels().iter() {
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if (image_buffer.len() + 1) % 4 == 0 {
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image_buffer.push(255);
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}
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image_buffer.push(*i);
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}
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image_buffer.push(255);
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} else {
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image_buffer = img.raw_pixels();
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}
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}
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println!("Saving output");
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img.save(format!("output/{}.png", SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap().as_secs()));
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println!("Buffer length {}", image_buffer.len());
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println!("Size {:?}", xy);
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println!("Allocating Buffers...");
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{
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// Pull out the image data and place it in a buffer for the kernel to write to and for us to read from
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let write_buffer = {
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let mut buff = image_buffer.iter();
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let data_iter = (0..data_length).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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};
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// Pull out the image data and place it in a buffer for the kernel to read from
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let read_buffer = {
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let mut buff = image_buffer.iter();
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let data_iter = (0..data_length).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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};
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// A buffer to hold many i32 values to use as settings
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let settings_buffer = {
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let vec = vec![xy.0, xy.1];
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|
let mut buff = vec.iter();
|
|
|
|
|
let data_iter = (0..2).map(|n| *(buff.next().unwrap()));
|
|
|
|
|
CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
|
|
|
|
|
};
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|
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|
|
|
|
println!("Done");
|
|
|
|
|
// Create the data descriptor set for our previously created shader pipeline
|
|
|
|
|
let mut set = PersistentDescriptorSet::start(pipeline.clone(), 0)
|
|
|
|
|
.add_buffer(write_buffer.clone()).unwrap()
|
|
|
|
|
.add_buffer(read_buffer.clone()).unwrap()
|
|
|
|
|
.add_buffer(settings_buffer.clone()).unwrap();
|
|
|
|
|
|
|
|
|
|
let mut set = Arc::new(set.build().unwrap());
|
|
|
|
|
|
|
|
|
|
println!("Running Kernel...");
|
|
|
|
|
// The command buffer I think pretty much serves to define what runs where for how many times
|
|
|
|
|
let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
|
|
|
|
|
.dispatch([xy.0, xy.1, 1], pipeline.clone(), set.clone(), ()).unwrap()
|
|
|
|
|
.build().unwrap();
|
|
|
|
|
|
|
|
|
|
// Create a future for running the command buffer and then just fence it
|
|
|
|
|
let future = sync::now(device.clone())
|
|
|
|
|
.then_execute(queue.clone(), command_buffer).unwrap()
|
|
|
|
|
.then_signal_fence_and_flush().unwrap();
|
|
|
|
|
|
|
|
|
|
// I think this is redundant and returns immediately
|
|
|
|
|
future.wait(None).unwrap();
|
|
|
|
|
|
|
|
|
|
println!("Done running kernel");
|
|
|
|
|
|
|
|
|
|
// The buffer is sync'd so we can just read straight from the handle
|
|
|
|
|
let mut data_buffer_content = write_buffer.read().unwrap();
|
|
|
|
|
|
|
|
|
|
println!("Reading output");
|
|
|
|
|
|
|
|
|
|
for y in 0..xy.1 {
|
|
|
|
|
for x in 0..xy.0 {
|
|
|
|
|
let r = data_buffer_content[((xy.0 * y + x) * 4 + 0) as usize] as u8;
|
|
|
|
|
let g = data_buffer_content[((xy.0 * y + x) * 4 + 1) as usize] as u8;
|
|
|
|
|
let b = data_buffer_content[((xy.0 * y + x) * 4 + 2) as usize] as u8;
|
|
|
|
|
let a = data_buffer_content[((xy.0 * y + x) * 4 + 3) as usize] as u8;
|
|
|
|
|
|
|
|
|
|
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 0) as usize).unwrap() = r;
|
|
|
|
|
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 1) as usize).unwrap() = g;
|
|
|
|
|
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 2) as usize).unwrap() = b;
|
|
|
|
|
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 3) as usize).unwrap() = a;
|
|
|
|
|
|
|
|
|
|
img.put_pixel(x, y, image::Rgba([r, g, b, a]))
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}// Currently bringing all this start shit outta scope to see if it stops my gpu from screaming
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
println!("Saving output");
|
|
|
|
|
img.save(format!("output/{}.png", SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap().as_secs()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let mut window = RenderWindow::new(
|
|
|
|
|
(900, 900),
|
|
|
|
@ -292,32 +189,16 @@ fn main() {
|
|
|
|
|
&Default::default(),
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let mut timer = Timer::new();
|
|
|
|
|
let mut input = Input::new();
|
|
|
|
|
|
|
|
|
|
//==========================================
|
|
|
|
|
let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let mut bg_texture = Texture::new(xy.0, xy.1).unwrap();
|
|
|
|
|
bg_texture.update_from_pixels(image_buffer.as_slice(), xy.0, xy.1, 0, 0);
|
|
|
|
|
//let mut bg_texture = Texture::from_file("resources/images/sfml.png").unwrap();
|
|
|
|
|
//bg_texture.set_smooth(true);
|
|
|
|
|
|
|
|
|
|
let mut entity_texture = Texture::from_file("resources/images/devices.png").unwrap();
|
|
|
|
|
entity_texture.set_smooth(true);
|
|
|
|
|
|
|
|
|
|
let mut effects: [Box<Effect>; 1] = [
|
|
|
|
|
Box::new(Edge::new(&bg_texture, &entity_texture)),
|
|
|
|
|
];
|
|
|
|
|
let mut current = 0;
|
|
|
|
|
|
|
|
|
|
let text_bg_texture = Texture::from_file("resources/images/text-background.png").unwrap();
|
|
|
|
|
let mut text_bg = Sprite::with_texture(&text_bg_texture);
|
|
|
|
|
text_bg.set_position((0., 520.));
|
|
|
|
|
text_bg.set_color(&Color::rgba(255, 255, 255, 200));
|
|
|
|
|
//==========================================
|
|
|
|
|
let mut background_sprite = Sprite::with_texture(&bg_texture);
|
|
|
|
|
background_sprite.set_position((0., 0.));
|
|
|
|
|
|
|
|
|
|
let mut slider = Slider::new(40.0, None);
|
|
|
|
|
|
|
|
|
@ -363,13 +244,9 @@ fn main() {
|
|
|
|
|
accumulator_time -= step_size;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let x = 0.;//window.mouse_position().x as f32 / window.size().x as f32;
|
|
|
|
|
let y = 0.;//window.mouse_position().y as f32 / window.size().y as f32;
|
|
|
|
|
effects[current].update(elapsed_time*1.0, x, y);
|
|
|
|
|
|
|
|
|
|
window.clear(&Color::BLACK);
|
|
|
|
|
|
|
|
|
|
window.draw(effects[current].as_drawable());
|
|
|
|
|
window.draw(&background_sprite);
|
|
|
|
|
window.draw(&slider);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|