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tutorial_13.rs
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141 lines (113 loc) · 3.91 KB
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#[macro_use]
extern crate glium;
extern crate cgmath;
extern crate ogldev;
use glium::{DisplayBuild, Surface, VertexBuffer, Program};
use glium::glutin::{Event, WindowBuilder};
use glium::index::{IndexBuffer, PrimitiveType};
use glium::backend::glutin_backend::GlutinFacade;
use cgmath::{Vector3};
use ogldev::Pipeline;
const WINDOW_WIDTH: u32 = 1024;
const WINDOW_HEIGHT: u32 = 768;
// Represent a 3D vertex
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 3]
}
// Let glium implement Vertex for us
implement_vertex!(Vertex, position);
fn create_vertex_buffer(display: &GlutinFacade) -> VertexBuffer<Vertex> {
let vertices = vec![
Vertex { position: [-1.0, -1.0, 0.0] },
Vertex { position: [0.0, -1.0, 1.0] },
Vertex { position: [1.0, -1.0, 0.0] },
Vertex { position: [0.0, 1.0, 0.0] }
];
let vertex_buffer = VertexBuffer::new(display, &vertices).unwrap();
vertex_buffer
}
fn create_index_buffer(display: &GlutinFacade) -> IndexBuffer<u32> {
let indcies = vec![
0, 3, 1,
1, 3, 2,
2, 3, 0,
0, 1, 2
];
let index_buffer = IndexBuffer::new(display, PrimitiveType::TrianglesList, &indcies).unwrap();
index_buffer
}
fn create_shaders(display: &GlutinFacade) -> Program {
let vertex_shader_src = r#"
#version 330
layout (location = 0) in vec3 position;
uniform mat4 gWVP;
out vec4 color;
void main() {
gl_Position = gWVP * vec4(position, 1.0);
color = vec4(clamp(position, 0.0, 1.0), 1.0);
}
"#;
let fragment_shader_src = r#"
#version 330
in vec4 color;
out vec4 fragColor;
void main() {
fragColor = color;
}
"#;
Program::from_source(display,
vertex_shader_src, fragment_shader_src, None).unwrap()
}
fn render_scene(display: &GlutinFacade, vertex_buffer: &VertexBuffer<Vertex>,
index_buffer: &IndexBuffer<u32>, program: &Program, scale: f32) {
// Create a Pipeline
let mut pipeline = Pipeline::new();
pipeline.rotate(0.0, scale, 0.0);
pipeline.world_pos(0.0, 0.0, 3.0);
let camera_pos = Vector3::new(0.0, 0.0, -3.0);
let camera_target = Vector3::new(0.0, 0.0, 2.0);
let camera_up = Vector3::new(0.0, 1.0, 0.0);
pipeline.set_camera(camera_pos, camera_target, camera_up);
pipeline.set_perspective_proj(60.0, WINDOW_WIDTH as f32, WINDOW_HEIGHT as f32, 1.0, 100.0);
// Set the uniform matrix
let wvp: [[f32; 4]; 4] = pipeline.get_wvp_trans().into();
let uniform = uniform!{ gWVP: wvp };
// Drawing
let mut frame = display.draw();
frame.clear_color(0.0, 0.0, 0.0, 0.0);
frame.draw(vertex_buffer, index_buffer, program,
&uniform, &Default::default()).unwrap();
frame.finish().unwrap();
}
fn main() {
// Set up and create a window
let display = WindowBuilder::new()
.with_dimensions(WINDOW_WIDTH, WINDOW_HEIGHT)
.with_srgb(Some(true))
.with_title("Tutorial 13")
.build_glium()
.unwrap();
// Create a vertex buffer and indices
let vertex_buffer = create_vertex_buffer(&display);
let index_buffer = create_index_buffer(&display);
// Create a shader program
let program = create_shaders(&display);
// Main loop
let mut scale: f32 = 0.0;
loop {
// Change the scale
// (I use a smaller factor than the one used in the original source code
// since the original factor is too large in my case)
scale += 0.01;
// Render
render_scene(&display, &vertex_buffer, &index_buffer, &program, scale);
// Handle events
for event in display.poll_events() {
match event {
Event::Closed => return,
_ => ()
}
}
}
}