X-Git-Url: https://codewiz.org/gitweb?p=mandelwow.git;a=blobdiff_plain;f=main.rs;h=e16ba9d9d86155a209d2de08427d76e6ca35d282;hp=c58cf5510201cae4949df756f3ed4ac4e6f2f869;hb=c298ca511683f329dfedd18bf9490520586cf8cf;hpb=d703c3a22e749eb1f87daed8674b0420dc837ebe diff --git a/main.rs b/main.rs index c58cf55..e16ba9d 100644 --- a/main.rs +++ b/main.rs @@ -6,7 +6,8 @@ extern crate glium; extern crate glutin; extern crate image; -use cgmath::{Euler, Matrix4, Rad, Vector3}; +use cgmath::{Euler, Matrix4, One, Rad, Vector3}; +use cgmath::conv::array4x4; use glium::{DisplayBuild, Surface}; use glutin::ElementState::Pressed; use glutin::Event::KeyboardInput; @@ -82,6 +83,7 @@ fn main() { let mandelwow_program = mandelwow::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; @@ -99,6 +101,27 @@ 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); + + 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(); @@ -124,7 +147,7 @@ fn main() { let z_trans = -2.0; // Send the model back a little bit so it fits the screen. let model2 = Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation; - let model = cgmath::conv::array4x4(model2); + 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. @@ -137,6 +160,17 @@ fn main() { 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); frame.finish().unwrap();