-fn mandelwow_program(display: &glium::Display) -> glium::Program {
- return program!(display,
- 140 => {
- vertex: r#"
- #version 140
- uniform mat4 perspective;
- uniform mat4 view;
- uniform mat4 model;
- uniform vec2 z0;
- in vec3 position;
- out vec2 c;
- out vec2 z;
-
- void main() {
- mat4 modelview = view * model;
- gl_Position = perspective * modelview * vec4(position, 1.0);
- c = vec2(position.x, position.y);
- z = vec2(z0.x, z0.y);
- }
- "#,
-
- fragment: r#"
- #version 140
- precision highp float;
- in vec2 c;
- in vec2 z;
- out vec4 f_color;
-
- void main() {
- float zx = z.x;
- float zy = z.y;
- int maxiter = 64;
- int iter = maxiter;
- while (iter > 0) {
- float zx2 = zx * zx;
- float zy2 = zy * zy;
- if (zx2 * zy2 > 4.0) {
- float index = 1.0 - float(iter) / float(maxiter);
- f_color = vec4(index, index * 0.5, index, index * 0.5);
- return;
- }
- zy = zx * zy * 2.0 + c.y;
- zx = zx2 - zy2 + c.x;
- iter -= 1;
- }
- f_color = vec4((sin(z.y) + 1.0) / 2,
- (sin(c.y) + 1.0) / 2,
- (sin(c.x) + 1.0) / 2,
- 1.0);
- }
- "#
- }).unwrap();
-}
-
-fn solid_fill_program(display: &glium::Display) -> glium::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 glium::Program::from_source(display,
- vertex_shader_src,
- fragment_shader_src,
- None).unwrap();
-}
-
-fn bounding_box<U>(display: &glium::Display,
- frame: &mut glium::Frame,
- program: &glium::Program,
- uniforms: &U,
- cube: &Cube) where U: glium::uniforms::Uniforms {
-
- #[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();
-
- let params = glium::DrawParameters {
- depth: glium::Depth {
- test: glium::draw_parameters::DepthTest::IfLess,
- write: true,
- .. 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();