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Implement fractal pulsing on music clap hit.
author
Bernie Innocenti
<bernie@codewiz.org>
Mon, 12 Jun 2017 01:05:27 +0000
(21:05 -0400)
committer
Bernie Innocenti
<bernie@codewiz.org>
Mon, 12 Jun 2017 01:05:27 +0000
(21:05 -0400)
main.rs
patch
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diff --git
a/main.rs
b/main.rs
index 9500a78962bd3c411db067a8d491f758f9be3648..769c16fba8774e3d6e4bb1b8fbbe36a1b9652206 100644
(file)
--- a/
main.rs
+++ b/
main.rs
@@
-6,7
+6,7
@@
extern crate glium;
extern crate glutin;
extern crate image;
extern crate glutin;
extern crate image;
-use cgmath::{Euler, Matrix4, Rad,
Vector3
, Zero};
+use cgmath::{Euler, Matrix4, Rad,
SquareMatrix, Vector3, Vector4
, Zero};
use cgmath::conv::array4x4;
use glium::{DisplayBuild, Surface};
use glutin::ElementState::Pressed;
use cgmath::conv::array4x4;
use glium::{DisplayBuild, Surface};
use glutin::ElementState::Pressed;
@@
-133,8
+133,17
@@
fn main() {
let mut accum_draw_time = Duration::new(0, 0);
let mut accum_idle_time = Duration::new(0, 0);
let mut accum_draw_time = Duration::new(0, 0);
let mut accum_idle_time = Duration::new(0, 0);
+ let mut last_hit = 0.0f32;
+ let mut hit_time = 0.0f32;
set_main_loop_callback(|| {
set_main_loop_callback(|| {
- let _ = sound::hit_event(&mut soundplayer);
+ let new_hit = sound::hit_event(&mut soundplayer);
+ if new_hit != last_hit {
+ hit_time = t;
+ }
+ last_hit = new_hit;
+ let hit_delta = t - hit_time;
+ let hit_scale = 1. / (1. + hit_delta * hit_delta * 15.0) + 1.;
+
camera.update();
let perspview = camera.get_perspview();
camera.update();
let perspview = camera.get_perspview();
@@
-154,8
+163,10
@@
fn main() {
let rotation = Matrix4::from(
Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
let z_trans = -3.0; // Send the model back a little bit so it fits the screen.
let rotation = Matrix4::from(
Euler { x: Rad(t.sin() / 3.), y: Rad(t.sin() / 2.), z: Rad(t / 1.5)});
let z_trans = -3.0; // Send the model back a little bit so it fits the screen.
+ let scale =
+ Matrix4::from_diagonal(Vector4::new(hit_scale, hit_scale, hit_scale, 1.0));
let model2 =
let model2 =
- Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation;
+ Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation
* scale
;
let model = array4x4(model2);
// Draw the bounding box before the fractal, when the Z-buffer is still clear,
let model = array4x4(model2);
// Draw the bounding box before the fractal, when the Z-buffer is still clear,