// Wow. Such fractal. #[macro_use] extern crate glium; extern crate glutin; use glium::DisplayBuild; use glium::Surface; use glium::index::IndexBuffer; use glium::index::PrimitiveType; mod support; #[derive(Copy, Clone)] struct Cube { xmin: f32, ymin: f32, zmin: f32, xmax: f32, ymax: f32, zmax: f32, } /* fn mand(cx: f32, cy: f32) -> [f32; 3] { let maxiter = 64; let mut iter = maxiter; let mut zx = cx; let mut zy = cy; while iter > 0 { let zx2 = zx * zx; let zy2 = zy * zy; if zx2 + zy2 > 4.0 { return [iter as f32 / maxiter as f32, 1.0, 1.0]; } zy = zx * zy * 2.0 + cy; zx = zx2 - zy2 + cx; iter -= 1; } [0.0, 0.0, 0.0] } */ fn mandelwow_program(display: &glium::Display) -> glium::Program { return program!(display, 140 => { vertex: r#" #version 140 uniform mat4 perspective; uniform mat4 view; uniform mat4 model; uniform vec2 z0; in vec3 position; out vec2 c; out vec2 z; void main() { mat4 modelview = view * model; gl_Position = perspective * modelview * vec4(position, 1.0); c = vec2(position.x, position.y); z = vec2(z0.x, z0.y); } "#, fragment: r#" #version 140 precision highp float; in vec2 c; in vec2 z; out vec4 f_color; void main() { float zx = z.x; float zy = z.y; int maxiter = 64; int iter = maxiter; while (iter > 0) { float zx2 = zx * zx; float zy2 = zy * zy; if (zx2 * zy2 > 4.0) { float index = 1.0 - float(iter) / float(maxiter); f_color = vec4(index, index * 0.5, index, index * 0.5); return; } zy = zx * zy * 2.0 + c.y; zx = zx2 - zy2 + c.x; iter -= 1; } f_color = vec4((sin(z.y) + 1.0) / 2, (sin(c.y) + 1.0) / 2, (sin(c.x) + 1.0) / 2, 1.0); } "# }).unwrap(); } 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 mandel(display: &glium::Display, frame: &mut glium::Frame, program: &glium::Program, uniforms: &U, bounds: &Cube, z: [f32; 2]) where U: glium::uniforms::Uniforms { #[derive(Copy, Clone)] struct Vertex { position: [f32; 3], color: [f32; 3], } implement_vertex!(Vertex, position, color); let xmin = bounds.xmin; let xmax = bounds.xmax; let ymin = bounds.ymin; let ymax = bounds.ymax; let width = xmax - xmin; let height = ymax - ymin; let xres: usize = 1; let yres: usize = 1; let xstep = width / (xres as f32); let ystep = height / (yres as f32); let vb_size = (xres * 2 + 4) * yres; let mut v : Vec = Vec::with_capacity(vb_size); v.resize(vb_size, Vertex { position: [0.0, 0.0, -1.0], color: [0.0, 0.0, 0.0] }); let mut i: usize = 0; let mut vy = ymin; let vz = z[1]; for _ in 0..yres { let mut vx = xmin; let c = [0.0, 0.0, 1.0]; v[i] = Vertex { position: [vx, vy+ystep, vz], color: c }; i += 1; v[i] = Vertex { position: [vx, vy, vz], color: c }; i += 1; for _ in 0..xres { //let c = mand(vx, vy); v[i] = Vertex { position: [vx+xstep, vy+ystep, vz], color: c }; i += 1; v[i] = Vertex { position: [vx+xstep, vy, vz], color: c }; i += 1; vx += xstep; } v[i] = Vertex { position: [vx, vy, vz], color: c }; i += 1; v[i] = Vertex { position: [xmin, vy, vz], color: c }; i += 1; vy += ystep; } //let vb = glium::VertexBuffer::empty_persistent(display, width*height*3).unwrap(); let vb = glium::VertexBuffer::new(display, &v).unwrap(); let indices = glium::index::NoIndices(glium::index::PrimitiveType::TriangleStrip); //let indices = glium::index::NoIndices(glium::index::PrimitiveType::LineStrip); //let indices = glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, // &[0u16, 1, 2]).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() }; frame.draw(&vb, &indices, program, uniforms, ¶ms).unwrap(); } fn mandelwow(display: &glium::Display, mut frame: &mut glium::Frame, program: &glium::Program, model: [[f32; 4]; 4], camera: &support::camera::CameraState, bounds: &Cube, mandel_w: f32) { let mut z0 = [mandel_w, 0f32]; let zres = 50; let zmin = bounds.zmin; let zmax = bounds.zmax; let zstep = (zmax - zmin) / zres as f32; let mut zy = zmin; for _ in 0..zres { z0[1] = zy; zy += zstep; let uniforms = uniform! { z0: z0, model: model, view: camera.get_view(), perspective: camera.get_perspective(), }; mandel(&display, &mut frame, &program, &uniforms, bounds, z0); } } fn main() { let display = glium::glutin::WindowBuilder::new() .with_dimensions(1024, 768) .with_depth_buffer(24) .with_title(format!("MandelWow")) .build_glium() .unwrap(); let 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; 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: -1.2, zmax: 1.2, }; // 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(&display, &mut frame, &program, model, &camera, &bounds, wow); for ev in display.poll_events() { match ev { glium::glutin::Event::Closed => { frame.finish().unwrap(); return support::Action::Stop }, glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::PageUp)) => { t += 0.01; }, glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::PageDown)) => { t -= 0.01; }, glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::P)) => { pause ^= true; }, glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::B)) => { bounding_box_enabled ^= true; }, ev => camera.process_input(&ev), } } frame.finish().unwrap(); support::Action::Continue }); }