#![feature(link_args)]
extern crate gl;
extern crate gl_helpers;
extern crate glutin;
extern crate main_loop;
extern crate mat4;
extern crate rand;
use std::f32::consts::PI;
use gl::types::*;
use glutin::{Api, GlContext, GlRequest};
use gl_helpers::*;
use rand::prelude::*;
#[cfg(target_os = "emscripten")]
#[allow(unused_attributes)]
#[link_args = "-s OFFSCREENCANVAS_SUPPORT=1"]
extern "C" {}
static TO_RADS: f32 = PI / 180f32;
const TEX_WIDTH: usize = 512;
const TEX_HEIGHT: usize = TEX_WIDTH;
const TEX_SIZE: usize = TEX_WIDTH * TEX_HEIGHT;
static SIMPLE_VERTEX_DATA: [GLfloat; 16] = [
1f32, 1f32, 1f32, 1f32, -1f32, 1f32, 0f32, 1f32, 1f32, -1f32, 1f32,
0f32, -1f32, -1f32, 0f32, 0f32,
];
static SIMPLE_VERTEX: &'static str = "
uniform mat4 projection;
uniform mat4 model_view;
uniform vec2 uv_offset;
attribute vec2 position;
attribute vec2 uv;
varying vec2 v_uv;
void main() {
gl_Position = projection * model_view * vec4(position, 0.0, 1.0);
v_uv = uv_offset + uv;
}
";
#[cfg(any(target_os = "emscripten", target_os = "android"))]
static SIMPLE_FRAGMENT: &'static str = "
precision mediump float;
uniform sampler2D diffuse;
varying vec2 v_uv;
void main() {
gl_FragColor = texture2D(diffuse, v_uv);
}
";
#[cfg(not(any(target_os = "emscripten", target_os = "android")))]
static SIMPLE_FRAGMENT: &'static str = "
uniform sampler2D diffuse;
varying vec2 v_uv;
void main() {
gl_FragColor = texture2D(diffuse, v_uv);
}
";
fn main() {
let mut screen_width = 1024_usize;
let mut screen_height = 768_usize;
let mut events_loop = glutin::EventsLoop::new();
let window = glutin::WindowBuilder::new()
.with_title("Complex")
.with_maximized(true);
let context = {
let builder = glutin::ContextBuilder::new().with_vsync(true);
if cfg!(target_os = "android") {
builder.with_gl(GlRequest::Specific(Api::OpenGlEs, (2, 0)))
} else {
builder
}
};
let gl_window = glutin::GlWindow::new(window, context, &events_loop).unwrap();
unsafe {
gl_window.make_current().unwrap();
gl::load_with(|symbol| gl_window.get_proc_address(symbol) as *const _);
}
let gl_info = GLInfo::new();
println!("{}", gl_info.version());
println!(
"OpenGL version: {:?}.{:?}, GLSL version {:?}.{:?}0",
gl_info.major(),
gl_info.minor(),
gl_info.glsl_major(),
gl_info.glsl_minor()
);
gl_set_defaults();
if let Some(logical_size) = gl_window.get_inner_size() {
let physical_size = logical_size.to_physical(gl_window.get_hidpi_factor());
screen_width = physical_size.width as usize;
screen_height = physical_size.height as usize;
gl_window.resize(physical_size);
gl_set_viewport(0, 0, screen_width, screen_height);
}
let mut data = [0xffffffffu32; TEX_SIZE];
for i in 0..TEX_SIZE {
let r = (random::<f32>() * 256f32) as u32;
let c = (0xff000000) | (r << 16) | (r << 8) | r;
data[i] = c;
}
let texture = GLTexture::new_2d(
TEX_WIDTH,
TEX_HEIGHT,
InternalFormat::RGBA,
DataFormat::RGBA,
DataKind::UnsignedByte,
FilterMode::Linear,
Wrap::Repeat,
true,
&data,
);
let program = GLProgram::new(SIMPLE_VERTEX, SIMPLE_FRAGMENT);
let buffer = GLBuffer::new(
BufferTarget::Array,
4,
Usage::StaticDraw,
&SIMPLE_VERTEX_DATA,
);
let mut vertex_array = GLVertexArray::new();
vertex_array.bind();
vertex_array.add_attribute(&buffer, program.get_attribute("position"), 0);
vertex_array.add_attribute(&buffer, program.get_attribute("uv"), 2);
vertex_array.enable_attributes();
let mut projection = mat4::new_identity::<f32>();
let mut model_view = mat4::new_identity::<f32>();
let mut camera = [0f32, 0f32, -5f32];
let mut uv_offset = [0f32, 0f32];
let mut color = [0f32, 0f32, 0f32, 1f32];
main_loop::glutin::run(&mut events_loop, move |events, ms_f64| {
let ms = ms_f64 as f32;
for event in events {
match event {
glutin::Event::WindowEvent {
event: glutin::WindowEvent::CloseRequested,
..
} => {
return main_loop::ControlFlow::Break;
}
glutin::Event::WindowEvent {
event: glutin::WindowEvent::Resized(logical_size),
..
} => {
let physical_size = logical_size.to_physical(gl_window.get_hidpi_factor());
screen_width = physical_size.width as usize;
screen_height = physical_size.height as usize;
gl_window.resize(physical_size);
gl_set_viewport(0, 0, screen_width, screen_height);
mat4::perspective(
&mut projection,
&(45f32 * TO_RADS),
&(physical_size.width as f32 / physical_size.height as f32),
&0.01f32,
&1024f32,
);
}
glutin::Event::WindowEvent {
event: glutin::WindowEvent::CursorMoved { position, .. },
..
} => {
let physical_position = position.to_physical(gl_window.get_hidpi_factor());
let x = physical_position.x as f32;
let y = physical_position.y as f32;
let w = screen_width as f32;
let h = screen_height as f32;
camera[0] = ((x - (w / 2f32)) / w) * 2f32;
camera[1] = (((h / 2f32) - y) / w) * 2f32;
}
_ => (),
}
}
color[0] = (ms * 0.000001f32).cos();
color[1] = (ms * 0.0001f32).sin();
color[2] = (ms * 0.001f32).cos();
uv_offset[0] = (ms * 0.0001f32).sin() * 0.5f32;
uv_offset[1] = (ms * 0.0001f32).cos() * 0.5f32;
mat4::set_position(&mut model_view, &camera);
gl_set_clear_color(&color);
gl_clear(true, true, true);
program.bind();
vertex_array.bind();
vertex_array.enable_attributes();
program.get_uniform("diffuse").set_sampler_2d(&texture, 0);
program.get_uniform("uv_offset").set_2f(&uv_offset);
program.get_uniform("projection").set_mat4f(&projection);
program.get_uniform("model_view").set_mat4f(&model_view);
gl_draw_arrays(DrawMode::TriangleStrip, 0, 4);
gl_window.swap_buffers().unwrap();
main_loop::ControlFlow::Continue
});
}