use glutin::Event::KeyboardInput;
use glutin::VirtualKeyCode;
use mandelwow_lib::*;
+use std::f32::consts::PI;
#[cfg(target_os = "emscripten")]
use std::os::raw::{c_int, c_void};
let _soundplayer = sound::start();
let display = glutin::WindowBuilder::new()
- .with_dimensions(600, 600)
+ .with_dimensions(1280, 720)
//.with_fullscreen(glutin::get_primary_monitor())
.with_depth_buffer(24)
.with_vsync()
const SEA_ZSIZE: usize = 20;
let sea_xmin = -14.0f32;
let sea_xmax = 14.0f32;
+ let sea_y = -2.5;
let sea_zmin = -2.0f32;
let sea_zmax = -26.0f32;
let sea_xstep = (sea_xmax - sea_xmin) / (SEA_XSIZE as f32);
for z in 0..SEA_ZSIZE {
sea[x][z] = Matrix4::from_translation(Vector3{
x: sea_xmin + (x as f32) * sea_xstep,
- y: -3.0,
+ y: sea_y,
z: sea_zmin + (z as f32) * sea_zstep,
});
}
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 z_trans = -3.0; // Send the model back a little bit so it fits the screen.
let model2 =
Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
let model = array4x4(model2);
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(
+ Vector3{x: 0., y: wave, z: 0.}) * sea[x][z];
let uniforms = uniform! {
- model: array4x4(sea[x][z]),
+ model: array4x4(model),
view: camera.get_view(),
perspective: camera.get_perspective(),
};