glutin = "0.7.4"
genmesh = "0.4.1"
image = { version = "0.13.0", features = ["png_codec"] }
-obj = { version = "0.5", features = ["usegenmesh"] }
libxm = "1.0.0"
+obj = { version = "0.5", features = ["usegenmesh"] }
+rand = "*"
sdl2 = "*"
#[replace]
#"glutin:0.7.4" = { path = "/home/bernie/src/glutin" }
#"glium:0.16.0" = { path = "/home/bernie/src/glium" }
+[target.armv7-linux-androideabi]
+ar = "$ANDROID_NDK_HOME/arm/bin/arm-linux-androideabi-ar"
+linker = "$ANDROID_NDK_HOME/arm/bin/arm-linux-androideabi-clang"
+
[lib]
name = "mandelwow_lib"
path = "lib.rs"
let mut frame_cnt = 0;
let mut last_report_time = Instant::now();
let mut last_report_frame_cnt = 0;
+ let mut accum_draw_time = Duration::new(0, 0);
+ let mut accum_idle_time = Duration::new(0, 0);
set_main_loop_callback(|| {
camera.update();
let perspview = camera.get_perspview();
- if !pause {
- // Increment time
- t += 0.01;
- }
-
// Vary the wow factor to slice the Mandelwow along its 4th dimension.
let wmin = -0.8;
let wmax = 0.8;
//println!("t={} w={:?} camera={:?}", t, w, camera.get_pos());
+ let time_before_swap = Instant::now();
let mut frame = display.draw();
frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
+ let time_before_draw = Instant::now();
let rotation = Matrix4::from(
Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
let uniforms = uniform! {
model: array4x4(model),
perspview: perspview,
+ col: [0., (1. - wave).abs() * 0.5, wave.abs()],
};
shaded_cube.draw(&mut frame, &uniforms);
}
}
mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
+
frame.finish().unwrap();
+ let time_after_draw = Instant::now();
for ev in display.poll_events() {
match ev {
}
}
- frame_cnt += 1;
let now = Instant::now();
- if now - last_report_time > Duration::from_secs(10) {
- let fps = (frame_cnt - last_report_frame_cnt) as f32 /
- (now - last_report_time).as_secs() as f32;
- println!("fps={}", fps);
+ frame_cnt += 1;
+ accum_idle_time += time_before_draw - time_before_swap;
+ accum_draw_time += time_after_draw - time_before_draw;
+ if now - last_report_time > Duration::from_secs(5) {
+ fn millis(d : Duration) -> f32 {
+ d.as_secs() as f32 * 1e3 + d.subsec_nanos() as f32 / 1e6
+ }
+ let frames_done = frame_cnt - last_report_frame_cnt;
+ let fps = frames_done as f32 / (now - last_report_time).as_secs() as f32;
+ let avg_draw_time = millis(accum_draw_time / frames_done);
+ let avg_idle_time = millis(accum_idle_time / frames_done);
+ println!("fps={:.1} draw={:.1}ms idle={:.1}ms", fps, avg_draw_time, avg_idle_time);
+
last_report_time = now;
last_report_frame_cnt = frame_cnt;
+ accum_draw_time = Duration::new(0, 0);
+ accum_idle_time = Duration::new(0, 0);
+ }
+
+ if !pause {
+ // Increment time
+ t += 0.01;
}
support::Action::Continue
in vec3 position;
in vec3 normal;
-out vec4 color;
+out vec4 color; // Shaded color
uniform mat4 model;
uniform mat4 perspview;
+uniform vec3 col;
void main() {
mat4 m = perspview * model;
- vec3 dark = vec3(0.0, 0.0, 0.1);
- vec3 bright = vec3(0.0, 0.0, 0.9);
+ vec3 dark = col * 0.1;
vec3 u_light = vec3(-0.5, -0.7, -0.6);
vec3 v_normal = transpose(inverse(mat3(model))) * normal;
- float brightness = max(dot(normalize(v_normal), normalize(u_light)), 0.0);
- color = vec4(mix(dark, bright, brightness), 1.0);
+
+ float distance = model[3][2];
+ float attenuation = 1. / (1. + distance * distance * 0.05);
+ float brightness = max(dot(normalize(v_normal), normalize(u_light)) * attenuation, 0.0);
+ color = vec4(mix(dark, col, brightness), 1.0);
+
gl_Position = m * vec4(position, 1.0);
}