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outlines.rs
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outlines.rs
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//! Demonstrates outline rendering.
use itertools::Itertools;
use re_renderer::{
renderer::MeshInstance,
view_builder::{Projection, TargetConfiguration, ViewBuilder},
OutlineConfig, OutlineMaskPreference,
};
use winit::event::ElementState;
mod framework;
struct Outlines {
is_paused: bool,
seconds_since_startup: f32,
model_mesh_instances: Vec<MeshInstance>,
}
struct MeshProperties {
outline_mask_ids: OutlineMaskPreference,
position: glam::Vec3,
rotation: glam::Quat,
}
impl framework::Example for Outlines {
fn title() -> &'static str {
"Outlines"
}
fn new(re_ctx: &re_renderer::RenderContext) -> Self {
Outlines {
is_paused: false,
seconds_since_startup: 0.0,
model_mesh_instances: crate::framework::load_rerun_mesh(re_ctx),
}
}
fn draw(
&mut self,
re_ctx: &re_renderer::RenderContext,
resolution: [u32; 2],
time: &framework::Time,
pixels_from_point: f32,
) -> Vec<framework::ViewDrawResult> {
if !self.is_paused {
self.seconds_since_startup += time.last_frame_duration.as_secs_f32();
}
let seconds_since_startup = self.seconds_since_startup;
// TODO(#1426): unify camera logic between examples.
let camera_position = glam::vec3(1.0, 3.5, 7.0);
let mut view_builder = ViewBuilder::new(
re_ctx,
TargetConfiguration {
name: "OutlinesDemo".into(),
resolution_in_pixel: resolution,
view_from_world: macaw::IsoTransform::look_at_rh(
camera_position,
glam::Vec3::ZERO,
glam::Vec3::Y,
)
.unwrap(),
projection_from_view: Projection::Perspective {
vertical_fov: 70.0 * std::f32::consts::TAU / 360.0,
near_plane_distance: 0.01,
aspect_ratio: resolution[0] as f32 / resolution[1] as f32,
},
pixels_from_point,
outline_config: Some(OutlineConfig {
outline_radius_pixel: (seconds_since_startup * 2.0).sin().abs() * 10.0 + 2.0,
color_layer_a: re_renderer::Rgba::from_rgb(1.0, 0.6, 0.0),
color_layer_b: re_renderer::Rgba::from_rgba_unmultiplied(0.25, 0.3, 1.0, 0.5),
}),
..Default::default()
},
);
let outline_mask_large_mesh = match ((seconds_since_startup * 0.5) as u64) % 5 {
0 => OutlineMaskPreference::NONE,
1 => OutlineMaskPreference::some(1, 0), // Same as the y spinning mesh.
2 => OutlineMaskPreference::some(2, 0), // Different than both meshes, outline A.
3 => OutlineMaskPreference::some(0, 1), // Same as the x spinning mesh.
4 => OutlineMaskPreference::some(0, 2), // Different than both meshes, outline B.
_ => unreachable!(),
};
let mesh_properties = [
MeshProperties {
outline_mask_ids: outline_mask_large_mesh,
position: glam::Vec3::ZERO,
rotation: glam::Quat::IDENTITY,
},
MeshProperties {
outline_mask_ids: OutlineMaskPreference::some(1, 0),
position: glam::vec3(2.0, 0.0, -3.0),
rotation: glam::Quat::from_rotation_y(seconds_since_startup),
},
MeshProperties {
outline_mask_ids: OutlineMaskPreference::some(0, 1),
position: glam::vec3(-2.0, 1.0, 3.0),
rotation: glam::Quat::from_rotation_x(seconds_since_startup),
},
];
let instances = mesh_properties
.into_iter()
.flat_map(|props| {
self.model_mesh_instances
.iter()
.map(move |instance| MeshInstance {
gpu_mesh: instance.gpu_mesh.clone(),
mesh: None,
world_from_mesh: glam::Affine3A::from_rotation_translation(
props.rotation,
props.position,
) * instance.world_from_mesh,
outline_mask_ids: props.outline_mask_ids,
..Default::default()
})
})
.collect_vec();
view_builder.queue_draw(re_renderer::renderer::GenericSkyboxDrawData::new(
re_ctx,
Default::default(),
));
view_builder
.queue_draw(re_renderer::renderer::MeshDrawData::new(re_ctx, &instances).unwrap());
let command_buffer = view_builder
.draw(re_ctx, re_renderer::Rgba::TRANSPARENT)
.unwrap();
vec![framework::ViewDrawResult {
view_builder,
command_buffer,
target_location: glam::Vec2::ZERO,
}]
}
fn on_key_event(&mut self, input: winit::event::KeyEvent) {
if input.state == ElementState::Pressed
&& input.logical_key == winit::keyboard::Key::Named(winit::keyboard::NamedKey::Space)
{
self.is_paused ^= true;
}
}
}
fn main() {
framework::start::<Outlines>();
}