#[macro_use]
extern crate glium;
+extern crate glutin;
use glium::DisplayBuild;
use glium::Surface;
-//use glium::index::PrimitiveType;
+use glium::index::PrimitiveType;
+use glium::index::IndexBuffer;
mod support;
}
implement_vertex!(Vertex, position, color);
+#[derive(Copy, Clone)]
+struct Cube {
+ xmin: f32,
+ ymin: f32,
+ zmin: f32,
+ xmax: f32,
+ ymax: f32,
+ zmax: f32,
+}
+
+/*
fn mand(cx: f32, cy: f32) -> [f32; 3] {
- let mut maxiter = 64;
+ let maxiter = 64;
let mut iter = maxiter;
let mut zx = cx;
let mut zy = cy;
[0.0, 0.0, 0.0]
}
+*/
-fn mandel<U>(display: &glium::Display,
- frame: &mut glium::Frame,
- uniforms: &U,
- t: f32) where U: glium::uniforms::Uniforms {
- let program = program!(display,
+fn mandelwow_program(display: &glium::Display) -> glium::Program {
+ return program!(display,
140 => {
- vertex: "
+ vertex: r#"
#version 140
uniform mat4 perspective;
uniform mat4 view;
uniform mat4 model;
+ uniform vec2 z0;
in vec3 position;
- in vec3 color;
out vec2 c;
+ out vec2 z;
+
void main() {
mat4 modelview = view * model;
gl_Position = perspective * modelview * vec4(position, 1.0);
- c = vec2(gl_Position.x, gl_Position.y);
+ c = vec2(position.x, position.y);
+ z = vec2(z0.x, z0.y);
}
- ",
+ "#,
- fragment: "
+ fragment: r#"
#version 140
- precision mediump float;
+ precision highp float;
in vec2 c;
+ in vec2 z;
out vec4 f_color;
void main() {
- float zx = c.x;
- float zy = c.y;
- int iter = 64;
+ 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) {
- f_color = vec4(0, 0, 0, 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(1.0, 1.0, 1.0, 1.0);
- //f_color = vec4(vColor, 1.0);
+ 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 {
+ // Draw the bounding box
+
+ #[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 front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
+ &[0, 1, 2, 3u16]).unwrap();
+ frame.draw(&vb, &front_indices, program, uniforms, &Default::default()).unwrap();
+
+ let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
+ &[4, 5, 6, 7u16]).unwrap();
+ frame.draw(&vb, &back_indices, program, uniforms, &Default::default()).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, &Default::default()).unwrap();
+}
- let xmin = -1.3;
+fn mandel<U>(display: &glium::Display,
+ frame: &mut glium::Frame,
+ program: &glium::Program,
+ uniforms: &U,
+ z: [f32; 2]) where U: glium::uniforms::Uniforms {
+ let xmin = -2.0;
let xmax = 0.7;
let ymin = -1.0;
let ymax = 1.0;
+ let zmin = -1.2;
+ let zmax = 1.2;
let width = xmax - xmin;
let height = ymax - ymin;
- let xres: usize = 100;
- let yres: usize = 100;
- let xstep = width / xres as f32;
- let ystep = height / yres as f32;
+ let xres: usize = 1;
+ let yres: usize = 1;
+ let xstep = width / (xres as f32);
+ let ystep = height / (yres as f32);
let vb_size = (xres * 2 + 4) * yres;
let mut v : Vec<Vertex> = Vec::with_capacity(vb_size);
- v.resize(vb_size, Vertex { position: [0.0, 0.0, 1.0], color: [0.0, 0.0, 0.0] });
+ v.resize(vb_size, Vertex { position: [0.0, 0.0, -1.0], color: [0.0, 0.0, 0.0] });
let mut i: usize = 0;
let mut vy = ymin;
+ let vz = z[1];
for _ in 0..yres {
let mut vx = xmin;
- v[i] = Vertex { position: [vx, vy+ystep, 1.0], color: [0.0, 0.0, 0.0] }; i+=1;
- v[i] = Vertex { position: [vx, vy, 1.0], color: [vx, vy, 0.0] }; i+=1;
+ let c = [0.0, 0.0, 1.0];
+ v[i] = Vertex { position: [vx, vy+ystep, vz], color: c }; i += 1;
+ v[i] = Vertex { position: [vx, vy, vz], color: c }; i += 1;
for _ in 0..xres {
- let c = mand(vx, vy);
- v[i] = Vertex { position: [vx+xstep, vy+ystep, 1.0], color: c }; i += 1;
- v[i] = Vertex { position: [vx+xstep, vy , 1.0], color: c }; i += 1;
+ //let c = mand(vx, vy);
+ v[i] = Vertex { position: [vx+xstep, vy+ystep, vz], color: c }; i += 1;
+ v[i] = Vertex { position: [vx+xstep, vy, vz], color: c }; i += 1;
vx += xstep;
}
- v[i] = Vertex { position: [vx+xstep, vy, 1.0], color: [0.0, 0.0, 0.0] }; i+=1;
- v[i] = Vertex { position: [vx+xstep, vy, 1.0], color: [0.0, 0.0, 0.0] }; i+=1;
+ v[i] = Vertex { position: [vx, vy, vz], color: c }; i += 1;
+ v[i] = Vertex { position: [xmin, vy, vz], color: c }; i += 1;
vy += ystep;
}
+
//let vb = glium::VertexBuffer::empty_persistent(display, width*height*3).unwrap();
let vb = glium::VertexBuffer::new(display, &v).unwrap();
- //let indices = glium::index::NoIndices(glium::index::PrimitiveType::TriangleStrip);
- let indices = glium::index::NoIndices(glium::index::PrimitiveType::LineStrip);
+ let indices = glium::index::NoIndices(glium::index::PrimitiveType::TriangleStrip);
+ //let indices = glium::index::NoIndices(glium::index::PrimitiveType::LineStrip);
//let indices = glium::IndexBuffer::new(display, PrimitiveType::TrianglesList,
// &[0u16, 1, 2]).unwrap();
write: true,
.. Default::default()
},
+ blend: glium::Blend::alpha_blending(),
.. Default::default()
};
- //let mut s = display.draw();
- frame.draw(&vb, &indices, &program, uniforms, ¶ms).unwrap();
+ frame.draw(&vb, &indices, program, uniforms, ¶ms).unwrap();
}
-fn main() {
+fn mandelwow(display: &glium::Display,
+ mut frame: &mut glium::Frame,
+ program: &glium::Program,
+ model: [[f32; 4]; 4],
+ camera: &support::camera::CameraState,
+ cube: &Cube,
+ mandel_w: f32) {
+ let mut z0 = [mandel_w, 0f32];
+ let zres = 50;
+ let zmin = cube.zmin;
+ let zmax = cube.zmax;
+ let zstep = (zmax - zmin) / zres as f32;
+ let mut zy = zmin;
+ for _ in 0..zres {
+ z0[1] = zy;
+ zy += zstep;
+
+ let uniforms = uniform! {
+ z0: z0,
+ model: model,
+ view: camera.get_view(),
+ perspective: camera.get_perspective(),
+ };
+
+ mandel(&display, &mut frame, &program, &uniforms, z0);
+ }
+}
+fn main() {
let display = glium::glutin::WindowBuilder::new()
.with_dimensions(1024, 768)
.with_depth_buffer(24)
- .with_title(format!("Mandel"))
+ .with_title(format!("MandelWow"))
.build_glium()
.unwrap();
let mut camera = support::camera::CameraState::new();
-
- //let mut t: f32 = -0.5;
let mut t: f32 = 0.0;
+ let mut z = [ 0.0, 0.0f32 ];
+ let mut pause = false;
+
support::start_loop(|| {
camera.update();
- //t += 0.002;
- //println!("t={}", t);
+ if !pause {
+ // Increment time
+ t += 0.01;
+ }
+
+ // Compute a sine wave slicing the Mandelwow along its 4th dimension.
+ let wmin = -0.8;
+ let wmax = 0.8;
+ let wsize = wmax - wmin;
+ let mandel_w = ((t.sin() + 1.0) / 2.0) * wsize + wmin;
+
+ //println!("t={} z={:?} camera={:?}", t, z, camera.get_pos());
let mut frame = display.draw();
- frame.clear_color_and_depth((0.0, 0.0, 0.5, 1.0), 1.0);
+ frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
+ let z_trans = -2.0; // How far back to move the model
let model = [
- [ (t*5.0).cos(), (t*3.0).sin(), 0.0, 0.0],
- [-t.sin(), -t.cos(), 0.0, 0.0],
- [ 0.0, 0.0, 1.0, 0.0],
- [ t, 0.0, 0.0, 1.0f32]
+ [ 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 program = mandelwow_program(&display);
+ let bounding_box_program = solid_fill_program(&display);
+
+ let bounds = Cube {
+ xmin: -2.0,
+ xmax: 0.7,
+ ymin: -1.0,
+ ymax: 1.0,
+ zmin: -1.2,
+ zmax: 1.2,
+ };
+
+ mandelwow(&display, &mut frame, &program, model, &camera, &bounds, mandel_w);
+
let uniforms = uniform! {
model: model,
- view: camera.get_view(), // view_matrix(&[2.0, -1.0, 1.0], &[-2.0, 1.0, 1.0], &[0.0, 1.0, 0.0]),
- perspective: camera.get_perspective(), // perspective,
+ view: camera.get_view(),
+ perspective: camera.get_perspective(),
};
-
- mandel(&display, &mut frame, &uniforms, t);
+ bounding_box(&display, &mut frame, &bounding_box_program, &uniforms, &bounds);
for ev in display.poll_events() {
match ev {
- glium::glutin::Event::Closed => return support::Action::Stop,
+ glium::glutin::Event::Closed => {
+ frame.finish().unwrap();
+ return support::Action::Stop
+ },
+ glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::PageUp)) => {
+ t += 0.01;
+ },
+ glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::PageDown)) => {
+ t -= 0.01;
+ },
+ glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::P)) => {
+ pause ^= true;
+ },
ev => camera.process_input(&ev),
}
}