-
Notifications
You must be signed in to change notification settings - Fork 3
/
gl.rs
279 lines (238 loc) · 8.21 KB
/
gl.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
extern crate lingo;
extern crate rscsg;
use lingo::{draw, gl, window};
use rscsg::dim3::{Csg, Vector};
use std::mem::size_of;
const SHADER_VERT: &'static str = r#"
#version 100
precision mediump float;
attribute vec3 at_loc;
attribute vec4 at_color;
uniform mat4 un_mvp;
varying vec4 va_color;
void main() {
va_color = at_color;
gl_Position = un_mvp * vec4(at_loc, 1);
}
"#;
const SHADER_FRAG: &'static str = r#"
#version 100
precision mediump float;
varying vec4 va_color;
void main() {
float delta = pow(length(va_color), 3.0);
gl_FragColor = vec4(delta, delta, delta, 1);
}
"#;
#[repr(C, packed)]
struct Vertex(f32, f32, f32, u8, u8, u8, u8);
struct Scene {
verts: draw::HwBuf<Vertex>,
pipeline: draw::Pipeline,
vertex_count: usize,
}
#[derive(Default)]
struct AppInput {
button: bool,
last_x: f32,
last_y: f32,
cam_x: f32,
cam_y: f32,
scene_id: usize,
step: i32,
}
struct Application {
win: window::Window,
prog: draw::Program,
location_mvp: draw::UniformLocation,
scene: Scene,
input: AppInput,
}
type SceneGenerator = fn(i32) -> Csg;
const SCENES: [(&str, SceneGenerator); 4] = [
("Cube", scene_cube as SceneGenerator),
("Cubes", scene_cubes as SceneGenerator),
("Cubes subtract", scene_cubes_difference as SceneGenerator),
("Cut cube", scene_cut_cube as SceneGenerator),
];
fn scene_cube(_step: i32) -> Csg {
Csg::cube(Vector(1., 1., 1.), true)
}
fn scene_cubes(step: i32) -> Csg {
let rotate = 30. + (step * 4) as f32;
Csg::union(
&Csg::cube(Vector(1., 1., 1.), true).rotate(Vector(1., 0., 0.), rotate),
&Csg::cube(Vector(1., 1., 1.), false),
)
}
fn scene_cubes_difference(step: i32) -> Csg {
let rotate = 30. + (step * 4) as f32;
Csg::subtract(
&Csg::cube(Vector(1., 1., 1.), true).rotate(Vector(1., 0., 0.), rotate),
&Csg::cube(Vector(1., 1., 1.), false),
)
}
fn scene_cut_cube(step: i32) -> Csg {
let cut_x = 1. + 0.1 * step as f32;
Csg::union(
&Csg::cube(Vector(2., 2., 2.), true),
&Csg::cube(Vector(1., 3., 3.), false).translate(Vector(cut_x, -1.5, -1.5)),
)
}
fn main() {
eprintln!(" - Rotate the view with the mouse.\n - Change between scenes by pressing the numbers [1-4].\n - Animate the scene with [j/k].");
match Application::new() {
Ok(a) => a.run(),
Err(msg) => eprintln!("Error at start: {}", msg),
}
}
fn make_scene(csg: Csg) -> Result<Scene, String> {
let triangles = csg.get_triangles();
let vertex_count = triangles.len() * 3;
let mut verts = draw::HwBuf::new(vertex_count, draw::Usage::Static)?;
for triangle in triangles {
let [p0, p1, p2] = triangle.positions;
verts.push(Vertex(p0.0, p0.1, p0.2, 1, 0, 0, 0));
verts.push(Vertex(p1.0, p1.1, p1.2, 0, 1, 0, 0));
verts.push(Vertex(p2.0, p2.1, p2.2, 0, 0, 1, 0));
}
verts.prepear_graphics();
draw::print_gl_error()?;
let mut pipeline = draw::Pipeline::new(draw::PrimitiveType::Triangles)?;
let buf_id = pipeline.push_buffer(&verts, size_of::<Vertex>());
pipeline.push_attribute(buf_id, 3, draw::DataType::F32, false);
pipeline.push_attribute(buf_id, 4, draw::DataType::U8, false);
draw::print_gl_error()?;
Ok(Scene {
verts,
pipeline,
vertex_count,
})
}
impl Application {
pub fn new() -> Result<Application, String> {
// Make window
let win = window::WindowBuilder::new()
.with_title("dialog".to_string())
.build()?;
draw::print_gl_error()?;
// Make shader
let prog = draw::Program::from_static(SHADER_VERT, SHADER_FRAG, &["at_loc", "at_color"])?;
draw::print_gl_error()?;
let scene = make_scene(scene_cube(0))?;
// Make uniform location
let location_mvp = prog.get_uniform_location("un_mvp");
draw::print_gl_error()?;
Ok(Application {
win,
prog,
location_mvp,
scene,
input: Default::default(),
})
}
pub fn run(mut self) {
'gameloop: loop {
self.win.poll_events();
while let Some(c) = self.win.next_command() {
match c {
window::Command::Quit => break 'gameloop,
window::Command::TypeCharacter(ch) => {
if ch >= '1' && (ch as usize) < ('1' as usize + SCENES.len()) {
let id = (ch as usize - '1' as usize) as usize;
self.load_scene(id);
} else {
match ch {
'q' => break 'gameloop,
'j' => {
self.input.step += 1;
let scene_id = self.input.scene_id;
self.load_scene(scene_id);
}
'k' => {
self.input.step -= 1;
let scene_id = self.input.scene_id;
self.load_scene(scene_id);
}
_ => (),
};
}
}
_ => (),
}
}
while let Some(p) = self.win.next_peripheral() {
match p.event {
window::PeripheralEvent::MousePosition(x, y) => {
if self.input.button {
let dx = x - self.input.last_x;
let dy = y - self.input.last_y;
self.input.cam_x += dx * 0.01;
self.input.cam_y += dy * 0.01;
const Y_LIMIT: f32 = std::f32::consts::PI / 2.0 - 0.01;
if self.input.cam_y > Y_LIMIT {
self.input.cam_y = Y_LIMIT;
} else if self.input.cam_y < -Y_LIMIT {
self.input.cam_y = -Y_LIMIT;
}
}
self.input.last_x = x;
self.input.last_y = y;
}
window::PeripheralEvent::Button(id, press) => {
if let window::ButtonId::Mouse(_) = id {
self.input.button = press;
}
}
_ => (),
}
}
unsafe {
gl::Enable(gl::DEPTH_TEST);
gl::ClearColor(0.3, 0.4, 0.5, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
}
self.update_camera();
self.scene.verts.bind();
self.scene.pipeline.draw(self.scene.vertex_count);
self.win.swap_buffers();
draw::print_gl_error().unwrap();
}
}
fn change_csg(&mut self, csg: Csg) {
self.scene = make_scene(csg).unwrap();
}
fn load_scene(&mut self, id: usize) {
let (name, generator) = &SCENES[id];
let step = self.input.step;
let csg = generator(step);
let triangle_count = csg.get_triangles_count();
println!(
"Loading scene \"{}\", with step {} and {} triangles",
name, step, triangle_count
);
self.change_csg(csg);
self.input.scene_id = id;
}
fn update_camera(&mut self) {
let mut mat = draw::Matrix4x4::new();
let z_mul = self.input.cam_y.cos();
mat.camera_3d(
1.3f32,
1.3333f32,
0.1f32,
20f32,
draw::Vec3(
4.0 * self.input.cam_x.cos() * z_mul,
4.0 * self.input.cam_x.sin() * z_mul,
4.0 * self.input.cam_y.sin(),
), // Eye
draw::Vec3(0., 0., 0.), // At
draw::Vec3(0f32, 0f32, 1f32), // Center
);
self.prog.use_program();
self.prog.set_uniform(&self.location_mvp, |loc| unsafe {
gl::UniformMatrix4fv(loc, 1, gl::FALSE, mat.values.as_ptr());
});
}
}