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#[macro_use]
extern crate glium;
#[path = "../book/tuto-07-teapot.rs"]
mod teapot;
fn main() {
#[allow(unused_imports)]
use glium::{glutin, Surface};
let event_loop = glutin::event_loop::EventLoop::new();
let wb = glutin::window::WindowBuilder::new();
let cb = glutin::ContextBuilder::new().with_depth_buffer(24);
let display = glium::Display::new(wb, cb, &event_loop).unwrap();
let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
let indices = glium::IndexBuffer::new(&display, glium::index::PrimitiveType::TrianglesList,
&teapot::INDICES).unwrap();
let vertex_shader_src = r#"
#version 150
in vec3 position;
in vec3 normal;
out vec3 v_normal;
uniform mat4 perspective;
uniform mat4 matrix;
void main() {
v_normal = transpose(inverse(mat3(matrix))) * normal;
gl_Position = perspective * matrix * vec4(position, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 150
in vec3 v_normal;
out vec4 color;
uniform vec3 u_light;
void main() {
float brightness = dot(normalize(v_normal), normalize(u_light));
vec3 dark_color = vec3(0.6, 0.0, 0.0);
vec3 regular_color = vec3(1.0, 0.0, 0.0);
color = vec4(mix(dark_color, regular_color, brightness), 1.0);
}
"#;
let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src,
None).unwrap();
event_loop.run(move |event, _, control_flow| {
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);
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 mut target = display.draw();
target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
let matrix = [
[0.01, 0.0, 0.0, 0.0],
[0.0, 0.01, 0.0, 0.0],
[0.0, 0.0, 0.01, 0.0],
[0.0, 0.0, 2.0, 1.0f32]
];
let perspective = {
let (width, height) = target.get_dimensions();
let aspect_ratio = height as f32 / width as f32;
let fov: f32 = 3.141592 / 3.0;
let zfar = 1024.0;
let znear = 0.1;
let f = 1.0 / (fov / 2.0).tan();
[
[f * aspect_ratio , 0.0, 0.0 , 0.0],
[ 0.0 , f , 0.0 , 0.0],
[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
]
};
let light = [-1.0, 0.4, 0.9f32];
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
.. Default::default()
},
.. Default::default()
};
target.draw((&positions, &normals), &indices, &program,
&uniform! { matrix: matrix, perspective: perspective, u_light: light },
&params).unwrap();
target.finish().unwrap();
});
}
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