X-Git-Url: https://codewiz.org/gitweb?p=mandelwow.git;a=blobdiff_plain;f=mandelwow.rs;h=8feb2b915093f5cbd39df949455246773d46100e;hp=28080feaf488322dda15a5a77e7a26329e6b58eb;hb=76fc76631cf155123b127f5bc576d2922c536ebc;hpb=fb11f5abc7d1b42246f2da48f30bbb90bde10c20 diff --git a/mandelwow.rs b/mandelwow.rs index 28080fe..8feb2b9 100644 --- a/mandelwow.rs +++ b/mandelwow.rs @@ -1,3 +1,5 @@ +// Wow. Such fractal. + #[macro_use] extern crate glium; @@ -5,18 +7,11 @@ extern crate glutin; use glium::DisplayBuild; use glium::Surface; -use glium::index::PrimitiveType; use glium::index::IndexBuffer; +use glium::index::PrimitiveType; 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, @@ -137,7 +132,6 @@ fn bounding_box(display: &glium::Display, program: &glium::Program, uniforms: &U, cube: &Cube) where U: glium::uniforms::Uniforms { - // Draw the bounding box #[derive(Copy, Clone)] struct Vertex { position: [f32; 3] } @@ -155,30 +149,48 @@ fn bounding_box(display: &glium::Display, ]; 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, &Default::default()).unwrap(); + frame.draw(&vb, &front_indices, program, uniforms, ¶ms).unwrap(); let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop, &[4, 5, 6, 7u16]).unwrap(); - frame.draw(&vb, &back_indices, program, uniforms, &Default::default()).unwrap(); + frame.draw(&vb, &back_indices, program, uniforms, ¶ms).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(); + frame.draw(&vb, &sides_indices, program, uniforms, ¶ms).unwrap(); } fn mandel(display: &glium::Display, frame: &mut glium::Frame, program: &glium::Program, uniforms: &U, + bounds: &Cube, 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; + + #[derive(Copy, Clone)] + struct Vertex { + position: [f32; 3], + color: [f32; 3], + } + implement_vertex!(Vertex, position, color); + + let xmin = bounds.xmin; + let xmax = bounds.xmax; + let ymin = bounds.ymin; + let ymax = bounds.ymax; + let width = xmax - xmin; let height = ymax - ymin; let xres: usize = 1; @@ -233,12 +245,12 @@ fn mandelwow(display: &glium::Display, program: &glium::Program, model: [[f32; 4]; 4], camera: &support::camera::CameraState, - cube: &Cube, + bounds: &Cube, mandel_w: f32) { let mut z0 = [mandel_w, 0f32]; let zres = 50; - let zmin = cube.zmin; - let zmax = cube.zmax; + let zmin = bounds.zmin; + let zmax = bounds.zmax; let zstep = (zmax - zmin) / zres as f32; let mut zy = zmin; for _ in 0..zres { @@ -252,7 +264,7 @@ fn mandelwow(display: &glium::Display, perspective: camera.get_perspective(), }; - mandel(&display, &mut frame, &program, &uniforms, z0); + mandel(&display, &mut frame, &program, &uniforms, bounds, z0); } } @@ -264,10 +276,13 @@ fn main() { .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 z = [ 0.0, 0.0f32 ]; let mut pause = false; + let mut bounding_box_enabled = true; support::start_loop(|| { camera.update(); @@ -277,18 +292,28 @@ fn main() { t += 0.01; } - // Compute a sine wave slicing the Mandelwow along its 4th dimension. + // 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 mandel_w = ((t.sin() + 1.0) / 2.0) * wsize + wmin; + let wow = (((t * 0.7).sin() + 1.0) / 2.0) * wsize + wmin; - //println!("t={} z={:?} camera={:?}", t, z, camera.get_pos()); + //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; // How far back to move the model + 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], @@ -296,26 +321,18 @@ fn main() { [ 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); + // 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); + } - 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); for ev in display.poll_events() { match ev { @@ -332,6 +349,9 @@ fn main() { glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::P)) => { pause ^= true; }, + glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::B)) => { + bounding_box_enabled ^= true; + }, ev => camera.process_input(&ev), } }