-// Wow. Such fractal.
-
-#[macro_use]
+extern crate mandelwow_lib;
+extern crate cgmath;
+#[macro_use(uniform)]
extern crate glium;
extern crate glutin;
-extern crate libxm;
-extern crate sdl2;
-use cube::Cube;
+use cgmath::{Euler, Matrix4, Rad, SquareMatrix, Vector3, Vector4, Zero};
+use cgmath::conv::array4x4;
use glium::{DisplayBuild, Surface};
-use glium::index::{IndexBuffer, PrimitiveType};
use glutin::ElementState::Pressed;
use glutin::Event::KeyboardInput;
use glutin::VirtualKeyCode;
+use mandelwow_lib::*;
+use std::f32::consts::PI;
+use timer::Timer;
+
+#[cfg(target_os = "emscripten")]
+use std::os::raw::{c_int, c_void};
+
+fn gl_info(display : &glium::Display) {
+ if cfg!(feature = "logging") {
+ let version = *display.get_opengl_version();
+ let api = match version {
+ glium::Version(glium::Api::Gl, _, _) => "OpenGL",
+ glium::Version(glium::Api::GlEs, _, _) => "OpenGL ES"
+ };
+ println!("{} context verson: {}", api, display.get_opengl_version_string());
+ }
+}
-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);
- }
- "#;
+#[cfg(target_os = "emscripten")]
+#[allow(non_camel_case_types)]
+type em_callback_func = unsafe extern fn();
+#[cfg(target_os = "emscripten")]
+extern {
+ fn emscripten_set_main_loop(func : em_callback_func, fps : c_int, simulate_infinite_loop : c_int);
+}
- let fragment_shader_src = r#"
- #version 140
+#[cfg(target_os = "emscripten")]
+thread_local!(static MAIN_LOOP_CALLBACK: std::cell::RefCell<*mut c_void> =
+ std::cell::RefCell::new(std::ptr::null_mut()));
- out vec4 color;
+#[cfg(target_os = "emscripten")]
+pub fn set_main_loop_callback<F>(callback : F) where F : FnMut() -> support::Action {
+ MAIN_LOOP_CALLBACK.with(|log| {
+ *log.borrow_mut() = &callback as *const _ as *mut c_void;
+ });
- void main() {
- color = vec4(1.0, 1.0, 1.0, 1.0);
- }
- "#;
+ unsafe { emscripten_set_main_loop(wrapper::<F>, 0, 1); }
- return glium::Program::from_source(display,
- vertex_shader_src,
- fragment_shader_src,
- None).unwrap();
+ unsafe extern "C" fn wrapper<F>() where F : FnMut() -> support::Action {
+ MAIN_LOOP_CALLBACK.with(|z| {
+ let closure = *z.borrow_mut() as *mut F;
+ (*closure)();
+ });
+ }
}
-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();
+#[cfg(not(target_os = "emscripten"))]
+pub fn set_main_loop_callback<F>(callback : F) where F : FnMut() -> support::Action {
+ support::start_loop(callback);
}
fn main() {
- let _soundplayer = sound::start();
+ let mut soundplayer = sound::start();
- let display = glium::glutin::WindowBuilder::new()
- //.with_dimensions(1024, 768)
- .with_fullscreen(glutin::get_primary_monitor())
+ let display = glutin::WindowBuilder::new()
+ .with_dimensions(1280, 720)
+ .with_gl_profile(glutin::GlProfile::Core)
+ //.with_fullscreen(glutin::get_primary_monitor())
.with_depth_buffer(24)
.with_vsync()
- .with_title(format!("MandelWow"))
+ .with_srgb(Some(true))
+ .with_title("MandelWow")
.build_glium()
+ //.build_glium_debug(glium::debug::DebugCallbackBehavior::PrintAll)
.unwrap();
+ gl_info(&display);
+
+ let mut text = text::Text::new(&display, 'A');
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 shaded_program = shaded_cube::shaded_program(&display);
+ let mut timer = Timer::new();
let mut camera = support::camera::CameraState::new();
- let mut t: f32 = 0.0;
- let mut pause = false;
let mut bounding_box_enabled = true;
let mut fullscreen = true;
- support::start_loop(|| {
- camera.update();
-
- if !pause {
- // Increment time
- 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,
+ };
+ let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
+ let shaded_cube = ShadedCube::new(&display, &shaded_program);
+
+ const SEA_XSIZE: usize = 40;
+ const SEA_ZSIZE: usize = 25;
+ let sea_xmin = -20.0f32;
+ let sea_xmax = 20.0f32;
+ let sea_y = -2.5;
+ let sea_zmin = -2.0f32;
+ let sea_zmax = -27.0f32;
+ let sea_xstep = (sea_xmax - sea_xmin) / (SEA_XSIZE as f32);
+ let sea_zstep = (sea_zmax - sea_zmin) / (SEA_ZSIZE as f32);
+ println!("xstep={} ystep={:?}", sea_xstep, sea_zstep);
+
+ let mut sea = [[Vector3::zero(); SEA_ZSIZE]; SEA_XSIZE];
+ for x in 0..SEA_XSIZE {
+ for z in 0..SEA_ZSIZE {
+ sea[x][z] = Vector3 {
+ x: sea_xmin + (x as f32) * sea_xstep,
+ y: sea_y,
+ z: sea_zmin + (z as f32) * sea_zstep,
+ };
}
+ }
+
+ let mut last_hit = 0.0f32;
+ let mut hit_time = 0.0f32;
+ set_main_loop_callback(|| {
+ let t = timer.t;
+ 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.;
- // 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,
- };
+ camera.update();
+ let perspview = camera.get_perspview();
// Vary the wow factor to slice the Mandelwow along its 4th dimension.
let wmin = -0.8;
let mut frame = display.draw();
frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
- let z_trans = -2.0; // Send the model back a little bit so it fits the screen.
- let model = [
- [ t.cos(), t.sin(), 0.0, 0.0],
- [-t.sin(), t.cos(), 0.0, 0.0],
- [ 0.0, 0.0, 1.0, 0.0],
- [ 0.0, 0.0, z_trans, 1.0f32]
- ];
+ 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 * scale;
+ 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.
view: camera.get_view(),
perspective: camera.get_perspective(),
};
- bounding_box(&display, &mut frame, &bounding_box_program, &uniforms, &bounds);
+ mandelwow_bbox.draw(&mut frame, &uniforms);
+ }
+
+ let text_rot = Matrix4::from_angle_x(cgmath::Deg(-90.0f32));
+ let text_pos = Matrix4::from_translation(Vector3 { x: 0.0, y: 0.501, z: 0.0f32}) * text_rot;
+ for x in 0..SEA_XSIZE {
+ for z in 0..SEA_ZSIZE {
+ let wave = ((x as f32 / SEA_XSIZE as f32 * PI * 5.0 + t * 2.0).sin() +
+ (z as f32 / SEA_ZSIZE as f32 * PI * 3.0 + t * 3.0).sin()) * 0.3;
+ let model = Matrix4::from_translation(
+ sea[x][z] + Vector3 {x: 0., y: wave, z: 0.});
+ let uniforms = uniform! {
+ model: array4x4(model),
+ perspview: perspview,
+ col: [0., (1. - wave).abs() * 0.5, wave.abs()],
+ };
+ shaded_cube.draw(&mut frame, &uniforms);
+ text.model = model * text_pos;
+ text.character = (x + z * SEA_XSIZE) as u8 as char;
+ text.draw(&mut frame, &perspview);
+ }
}
mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
+
frame.finish().unwrap();
for ev in display.poll_events() {
match ev {
- glium::glutin::Event::Closed |
+ glutin::Event::Closed |
KeyboardInput(Pressed, _, Some(VirtualKeyCode::Escape)) |
KeyboardInput(Pressed, _, Some(VirtualKeyCode::Q)) => {
return support::Action::Stop
KeyboardInput(Pressed, _, Some(VirtualKeyCode::B)) => {
bounding_box_enabled ^= true;
},
- KeyboardInput(Pressed, _, Some(VirtualKeyCode::F)) => {
+ KeyboardInput(Pressed, _, Some(VirtualKeyCode::P)) => {
+ timer.pause ^= true;
+ },
+ KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageUp)) => {
+ timer.t += 0.01;
+ },
+ KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageDown)) => {
+ timer.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();
}
},
- KeyboardInput(Pressed, _, Some(VirtualKeyCode::P)) => {
- pause ^= true;
- },
- KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageUp)) => {
- t += 0.01;
- },
- KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageDown)) => {
- t -= 0.01;
- },
ev => camera.process_input(&ev),
}
}
+ timer.update();
+
support::Action::Continue
});
-
}