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;
-use libxm::XMContext;
-use std::fs::File;
-use std::io::Read;
-
+mod sound;
mod support;
#[derive(Copy, Clone)]
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;
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
- .. Default::default()
+ ..Default::default()
},
blend: glium::Blend::alpha_blending(),
- .. Default::default()
+ ..Default::default()
};
let front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
- .. Default::default()
+ ..Default::default()
},
blend: glium::Blend::alpha_blending(),
- .. Default::default()
+ ..Default::default()
};
frame.draw(&vb, &indices, program, uniforms, ¶ms).unwrap();
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;
mandel(&display, &mut frame, &program, &uniforms, bounds, z0);
}
}
-fn play_xm(raw_xm: &[u8]) {
- let freq = 48000u32;
- let mut xm = XMContext::new(&raw_xm, freq).unwrap();
-}
fn main() {
- let mut xm = Vec::new();
- File::open("flora.xm").unwrap().read_to_end(&mut xm).unwrap();
- play_xm(&xm);
+ sound::start();
let display = glium::glutin::WindowBuilder::new()
//.with_dimensions(1024, 768)
xmax: 0.7,
ymin: -1.0,
ymax: 1.0,
- zmin: -1.2,
- zmax: 1.2,
+ zmin: -1.1,
+ zmax: 1.1,
};
// Vary the wow factor to slice the Mandelwow along its 4th dimension.
[ 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.
+ // 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,