use glium::index::{IndexBuffer, PrimitiveType};
pub fn solid_fill_program(display: &Display) -> Program {
- let vertex_shader_src = r#"
- #version 140
- in vec3 position;
- uniform mat4 perspective;
- uniform mat4 view;
- uniform mat4 model;
-
- void main() {
- mat4 modelview = view * model;
- gl_Position = perspective * modelview * vec4(position, 1.0);
- }
- "#;
-
- let fragment_shader_src = r#"
- #version 140
-
- out vec4 color;
-
- void main() {
- color = vec4(1.0, 1.0, 1.0, 1.0);
- }
- "#;
-
- return Program::from_source(display, vertex_shader_src, fragment_shader_src, None).unwrap();
+ let vertex_shader_src = include_str!("shaders/solid.vert");
+ let fragment_shader_src = include_str!("shaders/solid.frag");
+ Program::from_source(display, vertex_shader_src, fragment_shader_src, None).unwrap()
}
-pub fn draw<U>(display: &Display,
- frame: &mut glium::Frame,
- program: &Program,
- uniforms: &U,
- cube: &Cube) where U: glium::uniforms::Uniforms {
+#[derive(Copy, Clone)]
+struct Vertex { position: [f32; 3] }
+implement_vertex!(Vertex, position);
- #[derive(Copy, Clone)]
- struct Vertex { position: [f32; 3] }
- implement_vertex!(Vertex, position);
-
- let cube = [
- Vertex { position: [cube.xmin, cube.ymin, cube.zmin] },
- Vertex { position: [cube.xmax, cube.ymin, cube.zmin] },
- Vertex { position: [cube.xmax, cube.ymax, cube.zmin] },
- Vertex { position: [cube.xmin, cube.ymax, cube.zmin] },
- Vertex { position: [cube.xmin, cube.ymin, cube.zmax] },
- Vertex { position: [cube.xmax, cube.ymin, cube.zmax] },
- Vertex { position: [cube.xmax, cube.ymax, cube.zmax] },
- Vertex { position: [cube.xmin, cube.ymax, cube.zmax] },
- ];
- let vb = glium::VertexBuffer::new(display, &cube).unwrap();
+pub struct BoundingBox<'a> {
+ vertexes: glium::VertexBuffer<Vertex>,
+ program: &'a Program,
+ indices: IndexBuffer<u16>,
+}
- let params = glium::DrawParameters {
- depth: glium::Depth {
- test: glium::draw_parameters::DepthTest::IfLess,
- write: true,
+impl<'a> BoundingBox<'a> {
+ pub fn new(display: &Display, c: &Cube, program: &'a Program) -> BoundingBox<'a> {
+ let vertex_data = [
+ Vertex { position: [c.xmin, c.ymin, c.zmin] },
+ Vertex { position: [c.xmax, c.ymin, c.zmin] },
+ Vertex { position: [c.xmax, c.ymax, c.zmin] },
+ Vertex { position: [c.xmin, c.ymax, c.zmin] },
+ Vertex { position: [c.xmin, c.ymin, c.zmax] },
+ Vertex { position: [c.xmax, c.ymin, c.zmax] },
+ Vertex { position: [c.xmax, c.ymax, c.zmax] },
+ Vertex { position: [c.xmin, c.ymax, c.zmax] },
+ ];
+
+ const INDICES: &[u16] = &[0, 1, 1, 2, 2, 3, 3, 0, // front
+ 4, 5, 5, 6, 6, 7, 7, 4, // back
+ 0, 4, 1, 5, 2, 6, 3, 7]; // sides
+
+ BoundingBox {
+ vertexes: glium::VertexBuffer::new(display, &vertex_data).unwrap(),
+ program: program,
+ indices: IndexBuffer::new(display, PrimitiveType::LinesList, INDICES).unwrap(),
+ }
+ }
+
+ pub fn draw<U>(&self, frame: &mut glium::Frame,
+ uniforms: &U) where U: glium::uniforms::Uniforms {
+ let params = glium::DrawParameters {
+ depth: glium::Depth {
+ test: glium::draw_parameters::DepthTest::IfLess,
+ write: true,
+ ..Default::default()
+ },
+ blend: glium::Blend::alpha_blending(),
..Default::default()
- },
- blend: glium::Blend::alpha_blending(),
- ..Default::default()
- };
-
- let front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
- &[0, 1, 2, 3u16]).unwrap();
- frame.draw(&vb, &front_indices, program, uniforms, ¶ms).unwrap();
-
- let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
- &[4, 5, 6, 7u16]).unwrap();
- frame.draw(&vb, &back_indices, program, uniforms, ¶ms).unwrap();
-
- let sides_indices = IndexBuffer::new(display, PrimitiveType::LinesList,
- &[0, 4, 1, 5, 2, 6, 3, 7u16]).unwrap();
- frame.draw(&vb, &sides_indices, program, uniforms, ¶ms).unwrap();
+ };
+ frame.draw(&self.vertexes, &self.indices, self.program, uniforms, ¶ms).unwrap();
+ }
}