extern crate pretty_env_logger;
extern crate mazth;
use std::collections::HashMap;
use std::vec::Vec;
use std::any::Any;
use interface::i_renderobj;
use interface::i_ele;
use interface::i_component;
use self::mazth::mat::*;
use implement::math;
#[derive(Clone, PartialEq, Eq, Hash)]
pub enum PropKey {
Fov,
Aspect,
Near,
Far,
Pos,
Up,
Focus,
}
#[derive(Clone)]
pub enum PropVal {
Fov(f32),
Aspect(f32),
Near(f32),
Far(f32),
Pos(Mat3x1< f32 >),
Up(Mat3x1< f32 >),
Focus(Mat3x1< f32 >),
}
#[derive(Clone)]
pub struct Cam {
pub _id: u64,
pub _proj_xform: Mat4< f32 >,
pub _fov: f32,
pub _aspect: f32,
pub _near: f32,
pub _far: f32,
pub _view_xform: Mat4< f32 >,
pub _pos: Mat3x1< f32 >,
pub _pos_orig: Mat3x1< f32 >,
pub _up: Mat3x1< f32 >,
pub _focus: Mat3x1< f32 >,
}
impl Cam {
pub fn init( id: u64, fov: f32, aspect: f32, near: f32, far: f32, pos: Mat3x1< f32 >, focus: Mat3x1< f32 >, up: Mat3x1< f32 > ) -> Cam {
Cam {
_id: id,
_fov: fov,
_aspect: aspect,
_near: near,
_far: far,
_pos: pos,
_pos_orig: pos,
_up: up,
_focus: focus,
_proj_xform: math::util::perspective( fov, aspect, near, far ),
_view_xform: math::util::look_at( pos, focus, up ),
}
}
pub fn update_pos( & mut self, pos: Mat3x1< f32 >, focus: Mat3x1< f32 > ) {
self._pos = pos;
self._focus = focus;
self._view_xform = math::util::look_at( pos, self._focus, self._up );
}
}
impl i_ele::IObjImpl for Cam {
fn as_any( & self ) -> & Any {
self
}
fn update_components( & mut self, components: & mut Vec< Box< i_component::IComponent > > ) -> Result< (), & 'static str > {
{
let model_transform = Mat4::<f32> { _val: [ 1f32, 0f32, 0f32, 0f32,
0f32, 1f32, 0f32, 0f32,
0f32, 0f32, 1f32, 0f32,
0f32, 0f32, 0f32, 1f32 ],
_is_row_major: true };
let mvp_transform = self._proj_xform.mul( &self._view_xform ).unwrap().mul( &model_transform ).unwrap();
let model_view_transform = self._view_xform.mul( &model_transform ).unwrap();
let normal_inv_transpose = model_view_transform.submat_mat3().inverse().unwrap().transpose();
trace!( "mv: {:?}", model_view_transform );
trace!( "mv submat3: {:?}", model_view_transform.submat_mat3() );
trace!( "mvp: {:?}", mvp_transform );
trace!( "normal matrix: {:?}", normal_inv_transpose );
let data_map_mat4f : HashMap< String, Vec<f32> > = [ ( String::from("ModelViewMatrix\0"), &model_view_transform._val[..] ),
( String::from("ProjectionMatrix\0"), &self._proj_xform._val[..] ),
( String::from("MVP\0"), &mvp_transform._val[..] ),
].into_iter().map(|&( ref k, ref v)| ( k.clone(), v[..].to_vec() ) ).collect();
let data_map_mat3f : HashMap< String, Vec<f32> > = [ ( String::from("NormalMatrix\0"), &normal_inv_transpose._val[..] ),
].into_iter().map(|&( ref k, ref v)| ( k.clone(), v[..].to_vec() ) ).collect();
let uniform_group_id = 1;
let data_group : HashMap< u64, Vec<String> > = [ ( uniform_group_id, [ String::from("ModelViewMatrix\0"), String::from("NormalMatrix\0"), String::from("ProjectionMatrix\0"), String::from("MVP\0") ] ),
].into_iter().map(|&( ref k, ref v)| ( k.clone(), v[..].to_vec() ) ).collect();
let c = i_component::ComponentRenderUniform {
_data_dict_mat4f: data_map_mat4f,
_data_dict_mat3f: data_map_mat3f,
_data_uniform_group: data_group,
..Default::default()
};
components.push( Box::new(c) );
trace!( "load into render buffer: uniform: camera" );
}
Ok( () )
}
}
impl i_renderobj::ObjPos for Cam {
fn get_pos( & self ) -> Mat3x1< f32 > {
self._pos
}
}