extern crate glium;
extern crate glutin;
+extern crate image;
extern crate libxm;
extern crate sdl2;
use cube::Cube;
use glium::{DisplayBuild, Surface};
-use glium::index::{IndexBuffer, PrimitiveType};
use glutin::ElementState::Pressed;
use glutin::Event::KeyboardInput;
use glutin::VirtualKeyCode;
+mod bounding_box;
mod cube;
mod mandelwow;
mod sound;
mod support;
-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();
+fn screenshot(display : &glium::Display) {
+ let image: glium::texture::RawImage2d<u8> = display.read_front_buffer();
+ let image = image::ImageBuffer::from_raw(image.width, image.height, image.data.into_owned()).unwrap();
+ let image = image::DynamicImage::ImageRgba8(image).flipv();
+ let mut output = std::fs::File::create(&std::path::Path::new("screenshot.png")).unwrap();
+ image.save(&mut output, image::ImageFormat::PNG).unwrap();
}
fn main() {
- sound::start();
+ let _soundplayer = sound::start();
let display = glium::glutin::WindowBuilder::new()
//.with_dimensions(1024, 768)
.unwrap();
let mandelwow_program = mandelwow::program(&display);
- let bounding_box_program = solid_fill_program(&display);
+ let bounding_box_program = bounding_box::solid_fill_program(&display);
let mut camera = support::camera::CameraState::new();
let mut t: f32 = 0.0;
let mut bounding_box_enabled = true;
let mut fullscreen = true;
+ // These are the bounds of the 3D Mandelwow section which we render in 3-space.
+ let bounds = Cube {
+ xmin: -2.0,
+ xmax: 0.7,
+ ymin: -1.0,
+ ymax: 1.0,
+ zmin: -1.1,
+ zmax: 1.1,
+ };
+
support::start_loop(|| {
camera.update();
t += 0.01;
}
- // These are the bounds of the 3D Mandelwow section which we render in 3-space.
- let bounds = Cube {
- xmin: -2.0,
- xmax: 0.7,
- ymin: -1.0,
- ymax: 1.0,
- zmin: -1.1,
- zmax: 1.1,
- };
-
// Vary the wow factor to slice the Mandelwow along its 4th dimension.
let wmin = -0.8;
let wmax = 0.8;
view: camera.get_view(),
perspective: camera.get_perspective(),
};
- bounding_box(&display, &mut frame, &bounding_box_program, &uniforms, &bounds);
+ bounding_box::draw(&display, &mut frame, &bounding_box_program, &uniforms, &bounds);
}
mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
KeyboardInput(Pressed, _, Some(VirtualKeyCode::B)) => {
bounding_box_enabled ^= true;
},
- KeyboardInput(Pressed, _, Some(VirtualKeyCode::F)) => {
- fullscreen ^= true;
- if fullscreen {
- glutin::WindowBuilder::new()
- .with_fullscreen(glutin::get_primary_monitor())
- .rebuild_glium(&display).unwrap();
- } else {
- glutin::WindowBuilder::new()
- .rebuild_glium(&display).unwrap();
- }
- },
KeyboardInput(Pressed, _, Some(VirtualKeyCode::P)) => {
pause ^= true;
},
KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageDown)) => {
t -= 0.01;
},
+ KeyboardInput(Pressed, _, Some(VirtualKeyCode::F10)) => {
+ screenshot(&display);
+ },
+ KeyboardInput(Pressed, _, Some(VirtualKeyCode::F11)) => {
+ fullscreen ^= true;
+ if fullscreen {
+ // Not implemented on Linux
+ glutin::WindowBuilder::new()
+ .with_fullscreen(glutin::get_primary_monitor())
+ .with_depth_buffer(24)
+ .rebuild_glium(&display).unwrap();
+ } else {
+ //glutin::WindowBuilder::new()
+ // .rebuild_glium(&display).unwrap();
+ }
+ },
ev => camera.process_input(&ev),
}
}