extern crate glutin;
extern crate image;
-use cgmath::{Euler, Matrix4, One, Rad, Vector3};
+use cgmath::{Euler, Matrix4, Rad, Vector3, Zero};
use cgmath::conv::array4x4;
use glium::{DisplayBuild, Surface};
use glutin::ElementState::Pressed;
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];
+ let mut sea = [[Vector3::zero(); SEA_ZSIZE]; SEA_XSIZE];
for x in 0..SEA_XSIZE {
for z in 0..SEA_ZSIZE {
- sea[x][z] = Matrix4::from_translation(Vector3{
+ sea[x][z] = Vector3 {
x: sea_xmin + (x as f32) * sea_xstep,
y: sea_y,
z: sea_zmin + (z as f32) * sea_zstep,
- });
+ };
}
- }
+ }
set_main_loop_callback(|| {
camera.update();
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 model = Matrix4::from_translation(sea[x][z] + Vector3 {x: 0., y: wave, z: 0.});
let uniforms = uniform! {
model: array4x4(model),
view: camera.get_view(),