--- /dev/null
+#[macro_use]
+
+extern crate glium;
+extern crate glutin;
+
+use glium::DisplayBuild;
+use glium::Surface;
+use glium::index::PrimitiveType;
+use glium::index::IndexBuffer;
+
+mod support;
+
+#[derive(Copy, Clone)]
+struct Vertex {
+ position: [f32; 3],
+ color: [f32; 3],
+}
+implement_vertex!(Vertex, position, color);
+
+#[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<U>(display: &glium::Display,
+ frame: &mut glium::Frame,
+ program: &glium::Program,
+ uniforms: &U,
+ cube: &Cube) where U: glium::uniforms::Uniforms {
+ // Draw the bounding box
+
+ #[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 front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
+ &[0, 1, 2, 3u16]).unwrap();
+ frame.draw(&vb, &front_indices, program, uniforms, &Default::default()).unwrap();
+
+ let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
+ &[4, 5, 6, 7u16]).unwrap();
+ frame.draw(&vb, &back_indices, program, uniforms, &Default::default()).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, &Default::default()).unwrap();
+}
+
+fn mandel<U>(display: &glium::Display,
+ frame: &mut glium::Frame,
+ program: &glium::Program,
+ uniforms: &U,
+ z: [f32; 2]) where U: glium::uniforms::Uniforms {
+ let xmin = -2.0;
+ let xmax = 0.7;
+ let ymin = -1.0;
+ let ymax = 1.0;
+ let zmin = -1.2;
+ let zmax = 1.2;
+ 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<Vertex> = 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,
+ cube: &Cube,
+ mandel_w: f32) {
+ let mut z0 = [mandel_w, 0f32];
+ let zres = 50;
+ let zmin = cube.zmin;
+ let zmax = cube.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, 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 mut camera = support::camera::CameraState::new();
+ let mut t: f32 = 0.0;
+ let mut z = [ 0.0, 0.0f32 ];
+ let mut pause = false;
+
+ support::start_loop(|| {
+ camera.update();
+
+ if !pause {
+ // Increment time
+ t += 0.01;
+ }
+
+ // Compute a sine wave slicing the Mandelwow along its 4th dimension.
+ let wmin = -0.8;
+ let wmax = 0.8;
+ let wsize = wmax - wmin;
+ let mandel_w = ((t.sin() + 1.0) / 2.0) * wsize + wmin;
+
+ //println!("t={} z={:?} camera={:?}", t, z, 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; // How far back to move the model
+ 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 program = mandelwow_program(&display);
+ let bounding_box_program = solid_fill_program(&display);
+
+ let bounds = Cube {
+ xmin: -2.0,
+ xmax: 0.7,
+ ymin: -1.0,
+ ymax: 1.0,
+ zmin: -1.2,
+ zmax: 1.2,
+ };
+
+ mandelwow(&display, &mut frame, &program, model, &camera, &bounds, mandel_w);
+
+ let uniforms = uniform! {
+ model: model,
+ view: camera.get_view(),
+ perspective: camera.get_perspective(),
+ };
+ bounding_box(&display, &mut frame, &bounding_box_program, &uniforms, &bounds);
+
+ 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;
+ },
+ ev => camera.process_input(&ev),
+ }
+ }
+
+ frame.finish().unwrap();
+ support::Action::Continue
+ });
+}