Implement mouse panning and streamline keyboard movement.
[mandelwow.git] / main.rs
diff --git a/main.rs b/main.rs
index dac8b37cb9f0f0dfb350d9293b762c44dd08a484..5507f4a7fc09b01340f33f223c754e05ba57c79c 100644 (file)
--- a/main.rs
+++ b/main.rs
@@ -4,98 +4,32 @@
 
 extern crate glium;
 extern crate glutin;
+extern crate image;
 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 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<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, &params).unwrap();
-
-    let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
-                                        &[4, 5, 6, 7u16]).unwrap();
-    frame.draw(&vb, &back_indices, program, uniforms, &params).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, &params).unwrap();
+fn screenshot(display : &glium::Display) {
+    let image: glium::texture::RawImage2d<u8> = display.read_front_buffer();
+    let image = image::ImageBuffer::from_raw(image.width, image.height, image.data.into_owned()).unwrap();
+    let image = image::DynamicImage::ImageRgba8(image).flipv();
+    let mut output = std::fs::File::create(&std::path::Path::new("screenshot.png")).unwrap();
+    image.save(&mut output, image::ImageFormat::PNG).unwrap();
 }
 
 fn main() {
-    sound::start();
+    let _soundplayer = sound::start();
 
     let display = glium::glutin::WindowBuilder::new()
         //.with_dimensions(1024, 768)
@@ -107,7 +41,7 @@ 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 +49,16 @@ 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 +67,6 @@ 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 +94,7 @@ 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);
@@ -176,17 +110,6 @@ fn main() {
                 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;
                 },
@@ -196,6 +119,22 @@ fn main() {
                 KeyboardInput(Pressed, _, Some(VirtualKeyCode::PageDown)) => {
                     t -= 0.01;
                 },
+                KeyboardInput(Pressed, _, Some(VirtualKeyCode::F10)) => {
+                    screenshot(&display);
+                },
+                KeyboardInput(Pressed, _, Some(VirtualKeyCode::F11)) => {
+                    fullscreen ^= true;
+                    if fullscreen {
+                        // Not implemented on Linux
+                        glutin::WindowBuilder::new()
+                            .with_fullscreen(glutin::get_primary_monitor())
+                            .with_depth_buffer(24)
+                            .rebuild_glium(&display).unwrap();
+                    } else {
+                        //glutin::WindowBuilder::new()
+                        //    .rebuild_glium(&display).unwrap();
+                    }
+                },
                 ev => camera.process_input(&ev),
             }
         }