Draw the cubes using flat shading and fewer vertexes.
[mandelwow.git] / main.rs
diff --git a/main.rs b/main.rs
index 49b28b12a4c705159ffafcc57fcf246e092a12a8..c673e020c0108e9b0670063bf5b488eded231190 100644 (file)
--- a/main.rs
+++ b/main.rs
@@ -4,9 +4,8 @@ extern crate cgmath;
 #[macro_use(uniform)]
 extern crate glium;
 extern crate glutin;
-extern crate image;
 
-use cgmath::{Euler, Matrix4, Rad, Vector3, Zero};
+use cgmath::{Euler, Matrix4, Rad, SquareMatrix, Vector3, Vector4, Zero};
 use cgmath::conv::array4x4;
 use glium::{DisplayBuild, Surface};
 use glutin::ElementState::Pressed;
@@ -19,14 +18,6 @@ use std::time::{Duration, Instant};
 #[cfg(target_os = "emscripten")]
 use std::os::raw::{c_int, c_void};
 
-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 gl_info(display : &glium::Display) {
     let version = *display.get_opengl_version();
     let api = match version {
@@ -70,19 +61,23 @@ pub fn set_main_loop_callback<F>(callback : F) where F : FnMut() -> support::Act
 }
 
 fn main() {
-    let _soundplayer = sound::start();
+    let mut soundplayer = sound::start();
 
     let display = glutin::WindowBuilder::new()
         .with_dimensions(1280, 720)
+        .with_gl_profile(glutin::GlProfile::Core)
         //.with_fullscreen(glutin::get_primary_monitor())
         .with_depth_buffer(24)
         .with_vsync()
+        .with_srgb(Some(true))
         .with_title(format!("MandelWow"))
         .build_glium()
+        //.build_glium_debug(glium::debug::DebugCallbackBehavior::PrintAll)
         .unwrap();
 
     gl_info(&display);
 
+    let text = text::Text::new(&display);
     let mandelwow_program = mandelwow::program(&display);
     let bounding_box_program = bounding_box::solid_fill_program(&display);
     let shaded_program = shaded_cube::shaded_program(&display);
@@ -103,7 +98,7 @@ fn main() {
         zmax:  1.1,
     };
     let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
-    let shaded_cube = ShadedCube::new(&display, &Cube::default(), &shaded_program);
+    let shaded_cube = ShadedCube::new(&display, &shaded_program);
 
     const SEA_XSIZE: usize = 24;
     const SEA_ZSIZE: usize = 20;
@@ -132,7 +127,17 @@ fn main() {
     let mut accum_draw_time = Duration::new(0, 0);
     let mut accum_idle_time = Duration::new(0, 0);
 
+    let mut last_hit = 0.0f32;
+    let mut hit_time = 0.0f32;
     set_main_loop_callback(|| {
+        let new_hit = sound::hit_event(&mut soundplayer);
+        if new_hit != last_hit {
+            hit_time = t;
+        }
+        last_hit = new_hit;
+        let hit_delta = t - hit_time;
+        let hit_scale = 1. / (1. + hit_delta * hit_delta * 15.0) + 1.;
+
         camera.update();
         let perspview = camera.get_perspview();
 
@@ -152,8 +157,10 @@ fn main() {
         let rotation = Matrix4::from(
             Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
         let z_trans = -3.0;  // Send the model back a little bit so it fits the screen.
+        let scale =
+            Matrix4::from_diagonal(Vector4::new(hit_scale, hit_scale, hit_scale, 1.0));
         let model2 =
-            Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
+            Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation * scale;
         let model = array4x4(model2);
 
         // Draw the bounding box before the fractal, when the Z-buffer is still clear,
@@ -183,6 +190,8 @@ fn main() {
 
         mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
 
+        text.draw(&mut frame, &perspview);
+
         frame.finish().unwrap();
         let time_after_draw = Instant::now();
 
@@ -217,8 +226,8 @@ fn main() {
                             .with_depth_buffer(24)
                             .rebuild_glium(&display).unwrap();
                     } else {
-                        //glutin::WindowBuilder::new()
-                        //    .rebuild_glium(&display).unwrap();
+                        glutin::WindowBuilder::new()
+                            .rebuild_glium(&display).unwrap();
                     }
                 },
                 ev => camera.process_input(&ev),