#[macro_use(uniform)]
extern crate glium;
extern crate glutin;
-extern crate image;
-use cgmath::{Euler, Matrix4, Rad, Vector3, Zero};
+use cgmath::{Euler, Matrix4, Rad, SquareMatrix, Vector3, Vector4, Zero};
use cgmath::conv::array4x4;
use glium::{DisplayBuild, Surface};
use glutin::ElementState::Pressed;
#[cfg(target_os = "emscripten")]
use std::os::raw::{c_int, c_void};
-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 gl_info(display : &glium::Display) {
let version = *display.get_opengl_version();
let api = match version {
gl_info(&display);
+ let text = text::Text::new(&display);
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 accum_draw_time = Duration::new(0, 0);
let mut accum_idle_time = Duration::new(0, 0);
+ let mut last_hit = 0.0f32;
+ let mut hit_time = 0.0f32;
set_main_loop_callback(|| {
- let _ = sound::hit_event(&mut soundplayer);
+ let new_hit = sound::hit_event(&mut soundplayer);
+ if new_hit != last_hit {
+ hit_time = t;
+ }
+ last_hit = new_hit;
+ let hit_delta = t - hit_time;
+ let hit_scale = 1. / (1. + hit_delta * hit_delta * 15.0) + 1.;
+
camera.update();
let perspview = camera.get_perspview();
let rotation = Matrix4::from(
Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
let z_trans = -3.0; // Send the model back a little bit so it fits the screen.
+ let scale =
+ Matrix4::from_diagonal(Vector4::new(hit_scale, hit_scale, hit_scale, 1.0));
let model2 =
- Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
+ Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation * scale;
let model = array4x4(model2);
// Draw the bounding box before the fractal, when the Z-buffer is still clear,
mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
+ text.draw(&mut frame, &perspview);
+
frame.finish().unwrap();
let time_after_draw = Instant::now();