// Wow. Such fractal. #[macro_use] extern crate glium; extern crate glutin; extern crate libxm; 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 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(); let display = glium::glutin::WindowBuilder::new() //.with_dimensions(1024, 768) .with_fullscreen(glutin::get_primary_monitor()) .with_depth_buffer(24) .with_vsync() .with_title(format!("MandelWow")) .build_glium() .unwrap(); let mandelwow_program = mandelwow::program(&display); let bounding_box_program = solid_fill_program(&display); let mut camera = support::camera::CameraState::new(); let mut t: f32 = 0.0; let mut pause = false; let mut bounding_box_enabled = true; let mut fullscreen = true; support::start_loop(|| { camera.update(); if !pause { // Increment time 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; let wsize = wmax - wmin; let wow = (((t * 0.7).sin() + 1.0) / 2.0) * wsize + wmin; //println!("t={} w={:?} camera={:?}", t, w, camera.get_pos()); let mut frame = display.draw(); frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0); let z_trans = -2.0; // Send the model back a little bit so it fits the screen. let model = [ [ 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] ]; // Draw the bounding box before the fractal, when the Z-buffer is still clear, // so the lines behind the semi-translucent areas will be drawn. if bounding_box_enabled { let uniforms = uniform! { model: model, view: camera.get_view(), perspective: camera.get_perspective(), }; bounding_box(&display, &mut frame, &bounding_box_program, &uniforms, &bounds); } mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow); frame.finish().unwrap(); for ev in display.poll_events() { match ev { glium::glutin::Event::Closed | KeyboardInput(Pressed, _, Some(VirtualKeyCode::Escape)) | KeyboardInput(Pressed, _, Some(VirtualKeyCode::Q)) => { return support::Action::Stop }, KeyboardInput(Pressed, _, Some(VirtualKeyCode::B)) => { bounding_box_enabled ^= true; }, KeyboardInput(Pressed, _, Some(VirtualKeyCode::F)) => { fullscreen ^= true; if fullscreen { glutin::WindowBuilder::new() .with_fullscreen(glutin::get_primary_monitor()) .rebuild_glium(&display).unwrap(); } else { glutin::WindowBuilder::new() .rebuild_glium(&display).unwrap(); } }, KeyboardInput(Pressed, _, Some(VirtualKeyCode::P)) => { pause ^= true; }, KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageUp)) => { t += 0.01; }, KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageDown)) => { t -= 0.01; }, ev => camera.process_input(&ev), } } support::Action::Continue }); }