From: Bernie Innocenti Date: Sat, 8 Apr 2017 19:23:14 +0000 (-0400) Subject: Split bounding_box to its own module. X-Git-Tag: v0.5.0~6 X-Git-Url: https://codewiz.org/gitweb?a=commitdiff_plain;h=e1501d87592aa1657d604f33814dc891047ab16c;p=mandelwow.git Split bounding_box to its own module. --- diff --git a/bounding_box.rs b/bounding_box.rs new file mode 100644 index 0000000..657b206 --- /dev/null +++ b/bounding_box.rs @@ -0,0 +1,76 @@ +use cube::Cube; +use glium; +use glium::{Display, Program, Surface}; +use glium::index::{IndexBuffer, PrimitiveType}; + +pub fn solid_fill_program(display: &Display) -> 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 Program::from_source(display, vertex_shader_src, fragment_shader_src, None).unwrap(); +} + +pub fn draw(display: &Display, + frame: &mut glium::Frame, + program: &Program, + uniforms: &U, + cube: &Cube) where U: glium::uniforms::Uniforms { + + #[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 params = glium::DrawParameters { + depth: glium::Depth { + test: glium::draw_parameters::DepthTest::IfLess, + write: true, + ..Default::default() + }, + blend: glium::Blend::alpha_blending(), + ..Default::default() + }; + + let front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop, + &[0, 1, 2, 3u16]).unwrap(); + frame.draw(&vb, &front_indices, program, uniforms, ¶ms).unwrap(); + + let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop, + &[4, 5, 6, 7u16]).unwrap(); + frame.draw(&vb, &back_indices, program, uniforms, ¶ms).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, ¶ms).unwrap(); +} diff --git a/main.rs b/main.rs index 1b33688..71495b4 100644 --- a/main.rs +++ b/main.rs @@ -9,91 +9,16 @@ extern crate sdl2; use cube::Cube; use glium::{DisplayBuild, Surface}; -use glium::index::{IndexBuffer, PrimitiveType}; use glutin::ElementState::Pressed; use glutin::Event::KeyboardInput; use glutin::VirtualKeyCode; +mod bounding_box; mod cube; mod mandelwow; mod sound; mod support; -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(display: &glium::Display, - frame: &mut glium::Frame, - program: &glium::Program, - uniforms: &U, - cube: &Cube) where U: glium::uniforms::Uniforms { - - #[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 params = glium::DrawParameters { - depth: glium::Depth { - test: glium::draw_parameters::DepthTest::IfLess, - write: true, - ..Default::default() - }, - blend: glium::Blend::alpha_blending(), - ..Default::default() - }; - - let front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop, - &[0, 1, 2, 3u16]).unwrap(); - frame.draw(&vb, &front_indices, program, uniforms, ¶ms).unwrap(); - - let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop, - &[4, 5, 6, 7u16]).unwrap(); - frame.draw(&vb, &back_indices, program, uniforms, ¶ms).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, ¶ms).unwrap(); -} - fn main() { let _soundplayer = sound::start(); @@ -107,7 +32,7 @@ fn main() { .unwrap(); let mandelwow_program = mandelwow::program(&display); - let bounding_box_program = solid_fill_program(&display); + let bounding_box_program = bounding_box::solid_fill_program(&display); let mut camera = support::camera::CameraState::new(); let mut t: f32 = 0.0; @@ -115,6 +40,16 @@ fn main() { let mut bounding_box_enabled = true; let mut fullscreen = true; + // These are the bounds of the 3D Mandelwow section which we render in 3-space. + let bounds = Cube { + xmin: -2.0, + xmax: 0.7, + ymin: -1.0, + ymax: 1.0, + zmin: -1.1, + zmax: 1.1, + }; + support::start_loop(|| { camera.update(); @@ -123,16 +58,6 @@ fn main() { t += 0.01; } - // These are the bounds of the 3D Mandelwow section which we render in 3-space. - let bounds = Cube { - xmin: -2.0, - xmax: 0.7, - ymin: -1.0, - ymax: 1.0, - zmin: -1.1, - zmax: 1.1, - }; - // Vary the wow factor to slice the Mandelwow along its 4th dimension. let wmin = -0.8; let wmax = 0.8; @@ -160,7 +85,7 @@ fn main() { view: camera.get_view(), perspective: camera.get_perspective(), }; - bounding_box(&display, &mut frame, &bounding_box_program, &uniforms, &bounds); + bounding_box::draw(&display, &mut frame, &bounding_box_program, &uniforms, &bounds); } mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);