Modularize a bit more: split mandelwow and cube to separate files.
[mandelwow.git] / mandelwow.rs
index 4c5d25e74bdd7fb7098a185287ab57952a74c1ed..76ca54e4cb5572a421d9aab8b1c18f961528ee77 100644 (file)
@@ -1,30 +1,11 @@
 // Wow. Such fractal.
 
-#[macro_use]
+use cube::Cube;
+use glium;
+use glium::index::PrimitiveType;
+use glium::Surface;
+use support;
 
-extern crate glium;
-extern crate glutin;
-extern crate libxm;
-extern crate sdl2;
-
-use glium::{DisplayBuild, Surface};
-use glium::index::{IndexBuffer, PrimitiveType};
-use glutin::ElementState::Pressed;
-use glutin::Event::KeyboardInput;
-use glutin::VirtualKeyCode;
-
-mod sound;
-mod support;
-
-#[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] {
@@ -47,7 +28,7 @@ fn mand(cx: f32, cy: f32) -> [f32; 3] {
 }
 */
 
-fn mandelwow_program(display: &glium::Display) -> glium::Program {
+pub fn program(display: &glium::Display) -> glium::Program {
     return program!(display,
         140 => {
             vertex: r#"
@@ -84,8 +65,8 @@ fn mandelwow_program(display: &glium::Display) -> glium::Program {
                         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);
+                          float index = float(iter) / float(maxiter);
+                          f_color = vec4(index, 0.1, 0.5 - index / 2, 0.8 - index);
                           return;
                         }
                         zy = zx * zy * 2.0 + c.y;
@@ -101,81 +82,6 @@ fn mandelwow_program(display: &glium::Display) -> glium::Program {
         }).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 {
-
-    #[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 mandel<U>(display: &glium::Display,
           frame: &mut glium::Frame,
           program: &glium::Program,
@@ -226,8 +132,8 @@ fn mandel<U>(display: &glium::Display,
     //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::index::NoIndices(PrimitiveType::TriangleStrip);
+    //let indices = glium::index::NoIndices(PrimitiveType::LineStrip);
     //let indices = glium::IndexBuffer::new(display, PrimitiveType::TrianglesList,
     //                                      &[0u16, 1, 2]).unwrap();
 
@@ -244,7 +150,7 @@ fn mandel<U>(display: &glium::Display,
     frame.draw(&vb, &indices, program, uniforms, &params).unwrap();
 }
 
-fn mandelwow(display: &glium::Display,
+pub fn draw(display: &glium::Display,
              mut frame: &mut glium::Frame,
              program: &glium::Program,
              model: [[f32; 4]; 4],
@@ -252,12 +158,13 @@ fn mandelwow(display: &glium::Display,
              bounds: &Cube,
              mandel_w: f32) {
     let mut z0 = [mandel_w, 0f32];
-    let zres = 50;
+    let zres = 30;
     let zmin = bounds.zmin;
     let zmax = bounds.zmax;
     let zstep = (zmax - zmin) / zres as f32;
     let mut zy = zmin;
-    for _ in 0..zres {
+    // zres + 1 to reach the other face of the cube (fencepost error)
+    for _ in 0..(zres + 1) {
         z0[1] = zy;
         zy += zstep;
 
@@ -271,114 +178,3 @@ fn mandelwow(display: &glium::Display,
         mandel(&display, &mut frame, &program, &uniforms, bounds, z0);
     }
 }
-
-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 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: -1.2,
-            zmax:  1.2,
-        };
-
-        // 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(&display, &mut frame, &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
-    });
-
-}