extern crate glutin;
extern crate image;
-use cgmath::{Euler, Matrix4, Rad, Vector3};
+use cgmath::{Euler, Matrix4, One, Rad, Vector3};
+use cgmath::conv::array4x4;
use glium::{DisplayBuild, Surface};
use glutin::ElementState::Pressed;
use glutin::Event::KeyboardInput;
let mandelwow_program = mandelwow::program(&display);
let bounding_box_program = bounding_box::solid_fill_program(&display);
+ let shaded_program = shaded_cube::shaded_program(&display);
let mut camera = support::camera::CameraState::new();
let mut t: f32 = 0.0;
zmax: 1.1,
};
let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
+ let shaded_cube = ShadedCube::new(&display, &Cube::default(), &shaded_program);
+
+ const SEA_XSIZE: usize = 24;
+ const SEA_ZSIZE: usize = 20;
+ let sea_xmin = -14.0f32;
+ let sea_xmax = 14.0f32;
+ let sea_zmin = -2.0f32;
+ let sea_zmax = -26.0f32;
+ let sea_xstep = (sea_xmax - sea_xmin) / (SEA_XSIZE as f32);
+ let sea_zstep = (sea_zmax - sea_zmin) / (SEA_ZSIZE as f32);
+
+ let mut sea = [[Matrix4::one(); SEA_ZSIZE]; SEA_XSIZE];
+ for x in 0..SEA_XSIZE {
+ for z in 0..SEA_ZSIZE {
+ sea[x][z] = Matrix4::from_translation(Vector3{
+ x: sea_xmin + (x as f32) * sea_xstep,
+ y: -3.0,
+ z: sea_zmin + (z as f32) * sea_zstep,
+ });
+ }
+ }
set_main_loop_callback(|| {
camera.update();
let z_trans = -2.0; // Send the model back a little bit so it fits the screen.
let model2 =
Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
- let model = cgmath::conv::array4x4(model2);
+ let model = array4x4(model2);
// Draw the bounding box before the fractal, when the Z-buffer is still clear,
// so the lines behind the semi-translucent areas will be drawn.
mandelwow_bbox.draw(&mut frame, &uniforms);
}
+ for x in 0..SEA_XSIZE {
+ for z in 0..SEA_ZSIZE {
+ let uniforms = uniform! {
+ model: array4x4(sea[x][z]),
+ view: camera.get_view(),
+ perspective: camera.get_perspective(),
+ };
+ shaded_cube.draw(&mut frame, &uniforms);
+ }
+ }
+
mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
frame.finish().unwrap();