1 extern crate mandelwow_lib;
9 use cgmath::{Euler, Matrix4, One, Rad, Vector3};
10 use cgmath::conv::array4x4;
11 use glium::{DisplayBuild, Surface};
12 use glutin::ElementState::Pressed;
13 use glutin::Event::KeyboardInput;
14 use glutin::VirtualKeyCode;
17 #[cfg(target_os = "emscripten")]
18 use std::os::raw::{c_int, c_void};
20 fn screenshot(display : &glium::Display) {
21 let image: glium::texture::RawImage2d<u8> = display.read_front_buffer();
22 let image = image::ImageBuffer::from_raw(image.width, image.height, image.data.into_owned()).unwrap();
23 let image = image::DynamicImage::ImageRgba8(image).flipv();
24 let mut output = std::fs::File::create(&std::path::Path::new("screenshot.png")).unwrap();
25 image.save(&mut output, image::ImageFormat::PNG).unwrap();
28 fn gl_info(display : &glium::Display) {
29 let version = *display.get_opengl_version();
30 let api = match version {
31 glium::Version(glium::Api::Gl, _, _) => "OpenGL",
32 glium::Version(glium::Api::GlEs, _, _) => "OpenGL ES"
34 println!("{} context verson: {}", api, display.get_opengl_version_string());
37 #[cfg(target_os = "emscripten")]
38 #[allow(non_camel_case_types)]
39 type em_callback_func = unsafe extern fn();
40 #[cfg(target_os = "emscripten")]
42 fn emscripten_set_main_loop(func : em_callback_func, fps : c_int, simulate_infinite_loop : c_int);
45 #[cfg(target_os = "emscripten")]
46 thread_local!(static MAIN_LOOP_CALLBACK: std::cell::RefCell<*mut c_void> =
47 std::cell::RefCell::new(std::ptr::null_mut()));
49 #[cfg(target_os = "emscripten")]
50 pub fn set_main_loop_callback<F>(callback : F) where F : FnMut() -> support::Action {
51 MAIN_LOOP_CALLBACK.with(|log| {
52 *log.borrow_mut() = &callback as *const _ as *mut c_void;
55 unsafe { emscripten_set_main_loop(wrapper::<F>, 0, 1); }
57 unsafe extern "C" fn wrapper<F>() where F : FnMut() -> support::Action {
58 MAIN_LOOP_CALLBACK.with(|z| {
59 let closure = *z.borrow_mut() as *mut F;
65 #[cfg(not(target_os = "emscripten"))]
66 pub fn set_main_loop_callback<F>(callback : F) where F : FnMut() -> support::Action {
67 support::start_loop(callback);
71 let _soundplayer = sound::start();
73 let display = glutin::WindowBuilder::new()
74 .with_dimensions(600, 600)
75 //.with_fullscreen(glutin::get_primary_monitor())
76 .with_depth_buffer(24)
78 .with_title(format!("MandelWow"))
84 let mandelwow_program = mandelwow::program(&display);
85 let bounding_box_program = bounding_box::solid_fill_program(&display);
86 let shaded_program = shaded_cube::shaded_program(&display);
88 let mut camera = support::camera::CameraState::new();
90 let mut pause = false;
91 let mut bounding_box_enabled = true;
92 let mut fullscreen = true;
94 // These are the bounds of the 3D Mandelwow section which we render in 3-space.
103 let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
104 let shaded_cube = ShadedCube::new(&display, &Cube::default(), &shaded_program);
106 const SEA_XSIZE: usize = 24;
107 const SEA_ZSIZE: usize = 20;
108 let sea_xmin = -14.0f32;
109 let sea_xmax = 14.0f32;
110 let sea_zmin = -2.0f32;
111 let sea_zmax = -26.0f32;
112 let sea_xstep = (sea_xmax - sea_xmin) / (SEA_XSIZE as f32);
113 let sea_zstep = (sea_zmax - sea_zmin) / (SEA_ZSIZE as f32);
115 let mut sea = [[Matrix4::one(); SEA_ZSIZE]; SEA_XSIZE];
116 for x in 0..SEA_XSIZE {
117 for z in 0..SEA_ZSIZE {
118 sea[x][z] = Matrix4::from_translation(Vector3{
119 x: sea_xmin + (x as f32) * sea_xstep,
121 z: sea_zmin + (z as f32) * sea_zstep,
126 set_main_loop_callback(|| {
134 // Vary the wow factor to slice the Mandelwow along its 4th dimension.
137 let wsize = wmax - wmin;
138 let wow = (((t * 0.7).sin() + 1.0) / 2.0) * wsize + wmin;
140 //println!("t={} w={:?} camera={:?}", t, w, camera.get_pos());
142 let mut frame = display.draw();
143 frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
145 let rotation = Matrix4::from(
146 Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
147 let z_trans = -2.0; // Send the model back a little bit so it fits the screen.
149 Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
150 let model = array4x4(model2);
152 // Draw the bounding box before the fractal, when the Z-buffer is still clear,
153 // so the lines behind the semi-translucent areas will be drawn.
154 if bounding_box_enabled {
155 let uniforms = uniform! {
157 view: camera.get_view(),
158 perspective: camera.get_perspective(),
160 mandelwow_bbox.draw(&mut frame, &uniforms);
163 for x in 0..SEA_XSIZE {
164 for z in 0..SEA_ZSIZE {
165 let uniforms = uniform! {
166 model: array4x4(sea[x][z]),
167 view: camera.get_view(),
168 perspective: camera.get_perspective(),
170 shaded_cube.draw(&mut frame, &uniforms);
174 mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
175 frame.finish().unwrap();
177 for ev in display.poll_events() {
179 glutin::Event::Closed |
180 KeyboardInput(Pressed, _, Some(VirtualKeyCode::Escape)) |
181 KeyboardInput(Pressed, _, Some(VirtualKeyCode::Q)) => {
182 return support::Action::Stop
184 KeyboardInput(Pressed, _, Some(VirtualKeyCode::B)) => {
185 bounding_box_enabled ^= true;
187 KeyboardInput(Pressed, _, Some(VirtualKeyCode::P)) => {
190 KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageUp)) => {
193 KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageDown)) => {
196 KeyboardInput(Pressed, _, Some(VirtualKeyCode::F10)) => {
197 screenshot(&display);
199 KeyboardInput(Pressed, _, Some(VirtualKeyCode::F11)) => {
202 // Not implemented on Linux
203 glutin::WindowBuilder::new()
204 .with_fullscreen(glutin::get_primary_monitor())
205 .with_depth_buffer(24)
206 .rebuild_glium(&display).unwrap();
208 //glutin::WindowBuilder::new()
209 // .rebuild_glium(&display).unwrap();
212 ev => camera.process_input(&ev),
216 support::Action::Continue