--- /dev/null
+// 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<U>(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() {
+ 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
+ });
+
+}