-// Wow. Such fractal.
-
-#[macro_use]
+extern crate mandelwow_lib;
+extern crate cgmath;
+#[macro_use(uniform)]
extern crate glium;
extern crate glutin;
extern crate image;
-extern crate libxm;
-extern crate sdl2;
-use cube::Cube;
+use cgmath::{Euler, Matrix4, One, Rad, Vector3};
+use cgmath::conv::array4x4;
use glium::{DisplayBuild, Surface};
use glutin::ElementState::Pressed;
use glutin::Event::KeyboardInput;
use glutin::VirtualKeyCode;
+use mandelwow_lib::*;
-mod bounding_box;
-mod cube;
-mod mandelwow;
-mod sound;
-mod support;
+#[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();
image.save(&mut output, image::ImageFormat::PNG).unwrap();
}
+fn gl_info(display : &glium::Display) {
+ 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());
+}
+
+#[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);
+}
+
+#[cfg(target_os = "emscripten")]
+thread_local!(static MAIN_LOOP_CALLBACK: std::cell::RefCell<*mut c_void> =
+ std::cell::RefCell::new(std::ptr::null_mut()));
+
+#[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;
+ });
+
+ unsafe { emscripten_set_main_loop(wrapper::<F>, 0, 1); }
+
+ 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)();
+ });
+ }
+}
+
+#[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 display = glium::glutin::WindowBuilder::new()
- //.with_dimensions(1024, 768)
- .with_fullscreen(glutin::get_primary_monitor())
+ let display = glutin::WindowBuilder::new()
+ .with_dimensions(600, 600)
+ //.with_fullscreen(glutin::get_primary_monitor())
.with_depth_buffer(24)
.with_vsync()
.with_title(format!("MandelWow"))
.build_glium()
.unwrap();
+ gl_info(&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 camera = support::camera::CameraState::new();
let mut t: f32 = 0.0;
zmin: -1.1,
zmax: 1.1,
};
+ let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
+ let shaded_cube = ShadedCube::new(&display, &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,
+ });
+ }
+ }
- support::start_loop(|| {
+ set_main_loop_callback(|| {
camera.update();
if !pause {
let mut frame = display.draw();
frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
+ let rotation = Matrix4::from(
+ Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
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 model2 =
+ Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
+ 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::draw(&display, &mut frame, &bounding_box_program, &uniforms, &bounds);
+ 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);
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
support::Action::Continue
});
-
}