Add a sea shaded cubes, just because. No big deal (yet).
[mandelwow.git] / main.rs
diff --git a/main.rs b/main.rs
index dac8b37cb9f0f0dfb350d9293b762c44dd08a484..e16ba9d9d86155a209d2de08427d76e6ca35d282 100644 (file)
--- a/main.rs
+++ b/main.rs
-// Wow. Such fractal.
-
-#[macro_use]
+extern crate mandelwow_lib;
 
+extern crate cgmath;
+#[macro_use(uniform)]
 extern crate glium;
 extern crate glutin;
-extern crate libxm;
-extern crate sdl2;
+extern crate image;
 
-use cube::Cube;
+use cgmath::{Euler, Matrix4, One, Rad, Vector3};
+use cgmath::conv::array4x4;
 use glium::{DisplayBuild, Surface};
-use glium::index::{IndexBuffer, PrimitiveType};
 use glutin::ElementState::Pressed;
 use glutin::Event::KeyboardInput;
 use glutin::VirtualKeyCode;
+use mandelwow_lib::*;
 
-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
+#[cfg(target_os = "emscripten")]
+use std::os::raw::{c_int, c_void};
 
-        out vec4 color;
+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();
+}
 
-        void main() {
-            color = vec4(1.0, 1.0, 1.0, 1.0);
-        }
-    "#;
+fn gl_info(display : &glium::Display) {
+    let version = *display.get_opengl_version();
+    let api = match version {
+        glium::Version(glium::Api::Gl, _, _) => "OpenGL",
+        glium::Version(glium::Api::GlEs, _, _) => "OpenGL ES"
+    };
+    println!("{} context verson: {}", api, display.get_opengl_version_string());
+}
 
-    return glium::Program::from_source(display,
-                                       vertex_shader_src,
-                                       fragment_shader_src,
-                                       None).unwrap();
+#[cfg(target_os = "emscripten")]
+#[allow(non_camel_case_types)]
+type em_callback_func = unsafe extern fn();
+#[cfg(target_os = "emscripten")]
+extern {
+    fn emscripten_set_main_loop(func : em_callback_func, fps : c_int, simulate_infinite_loop : c_int);
 }
 
-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()
-    };
+#[cfg(target_os = "emscripten")]
+thread_local!(static MAIN_LOOP_CALLBACK: std::cell::RefCell<*mut c_void> =
+              std::cell::RefCell::new(std::ptr::null_mut()));
 
-    let front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
-                                         &[0, 1, 2, 3u16]).unwrap();
-    frame.draw(&vb, &front_indices, program, uniforms, &params).unwrap();
+#[cfg(target_os = "emscripten")]
+pub fn set_main_loop_callback<F>(callback : F) where F : FnMut() -> support::Action {
+    MAIN_LOOP_CALLBACK.with(|log| {
+            *log.borrow_mut() = &callback as *const _ as *mut c_void;
+            });
 
-    let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
-                                        &[4, 5, 6, 7u16]).unwrap();
-    frame.draw(&vb, &back_indices, program, uniforms, &params).unwrap();
+    unsafe { emscripten_set_main_loop(wrapper::<F>, 0, 1); }
+
+    unsafe extern "C" fn wrapper<F>() where F : FnMut() -> support::Action {
+        MAIN_LOOP_CALLBACK.with(|z| {
+            let closure = *z.borrow_mut() as *mut F;
+            (*closure)();
+        });
+    }
+}
 
-    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();
+#[cfg(not(target_os = "emscripten"))]
+pub fn set_main_loop_callback<F>(callback : F) where F : FnMut() -> support::Action {
+    support::start_loop(callback);
 }
 
 fn main() {
-    sound::start();
+    let _soundplayer = sound::start();
 
-    let display = glium::glutin::WindowBuilder::new()
-        //.with_dimensions(1024, 768)
-        .with_fullscreen(glutin::get_primary_monitor())
+    let display = glutin::WindowBuilder::new()
+        .with_dimensions(600, 600)
+        //.with_fullscreen(glutin::get_primary_monitor())
         .with_depth_buffer(24)
         .with_vsync()
         .with_title(format!("MandelWow"))
         .build_glium()
         .unwrap();
 
+    gl_info(&display);
+
     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 shaded_program = shaded_cube::shaded_program(&display);
 
     let mut camera = support::camera::CameraState::new();
     let mut t: f32 = 0.0;
@@ -115,7 +91,39 @@ fn main() {
     let mut bounding_box_enabled = true;
     let mut fullscreen = true;
 
-    support::start_loop(|| {
+    // 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,
+    };
+    let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
+    let shaded_cube = ShadedCube::new(&display, &Cube::default(), &shaded_program);
+
+    const SEA_XSIZE: usize = 24;
+    const SEA_ZSIZE: usize = 20;
+    let sea_xmin = -14.0f32;
+    let sea_xmax =  14.0f32;
+    let sea_zmin =  -2.0f32;
+    let sea_zmax = -26.0f32;
+    let sea_xstep = (sea_xmax - sea_xmin) / (SEA_XSIZE as f32);
+    let sea_zstep = (sea_zmax - sea_zmin) / (SEA_ZSIZE as f32);
+
+    let mut sea = [[Matrix4::one(); SEA_ZSIZE]; SEA_XSIZE];
+    for x in 0..SEA_XSIZE {
+        for z in 0..SEA_ZSIZE {
+            sea[x][z] = Matrix4::from_translation(Vector3{
+                x: sea_xmin + (x as f32) * sea_xstep,
+                y: -3.0,
+                z: sea_zmin + (z as f32) * sea_zstep,
+            });
+        }
+     }
+
+    set_main_loop_callback(|| {
         camera.update();
 
         if !pause {
@@ -123,16 +131,6 @@ 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;
@@ -144,13 +142,12 @@ fn main() {
         let mut frame = display.draw();
         frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
 
+        let rotation = Matrix4::from(
+            Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
         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]
-        ];
+        let model2 =
+            Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
+        let model = array4x4(model2);
 
         // 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.
@@ -160,7 +157,18 @@ fn main() {
                 view:  camera.get_view(),
                 perspective: camera.get_perspective(),
             };
-            bounding_box(&display, &mut frame, &bounding_box_program, &uniforms, &bounds);
+            mandelwow_bbox.draw(&mut frame, &uniforms);
+        }
+
+        for x in 0..SEA_XSIZE {
+            for z in 0..SEA_ZSIZE {
+                let uniforms = uniform! {
+                    model: array4x4(sea[x][z]),
+                    view:  camera.get_view(),
+                    perspective: camera.get_perspective(),
+                };
+                shaded_cube.draw(&mut frame, &uniforms);
+            }
         }
 
         mandelwow::draw(&display, &mut frame, &mandelwow_program, model, &camera, &bounds, wow);
@@ -168,7 +176,7 @@ fn main() {
 
         for ev in display.poll_events() {
             match ev {
-                glium::glutin::Event::Closed |
+                glutin::Event::Closed |
                 KeyboardInput(Pressed, _, Some(VirtualKeyCode::Escape)) |
                 KeyboardInput(Pressed, _, Some(VirtualKeyCode::Q)) => {
                     return support::Action::Stop
@@ -176,17 +184,6 @@ 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;
                 },
@@ -196,11 +193,26 @@ 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),
             }
         }
 
         support::Action::Continue
     });
-
 }