#![feature(link_args)]
extern crate gl;
extern crate gl_helpers;
extern crate glutin;
extern crate main_loop;
extern crate mat4;
extern crate vec3;
use gl::types::*;
use glutin::{Api, GlContext, GlRequest};
use std::f32;
use gl_helpers::*;
#[cfg(target_os = "emscripten")]
#[allow(unused_attributes)]
#[link_args = "-s OFFSCREENCANVAS_SUPPORT=1"]
extern "C" {}
static FB_DATA: [GLfloat; 16] = [
1f32, 1f32, 1f32, 1f32, -1f32, 1f32, 0f32, 1f32, 1f32, -1f32, 1f32,
0f32, -1f32, -1f32, 0f32, 0f32,
];
static CUBE_DATA: [GLfloat; 288] = [
1.0, 1.0, -1.0, 0.577349, 0.577349, -0.577349, 0.0, 0.0, 1.0, -1.0, -1.0, 0.577349, -0.577349,
-0.577349, 1.0, 0.0, -1.0, -1.0, -1.0, -0.577349, -0.577349, -0.577349, 1.0, 1.0, 1.0, 1.0,
1.0, 0.577349, 0.577349, 0.577349, 0.0, 0.0, -1.0, 1.0, 1.0, -0.577349, 0.577349, 0.577349,
1.0, 0.0, -1.0, -1.0, 1.0, -0.577349, -0.577349, 0.577349, 1.0, 1.0, 1.0, 1.0, -1.0, 0.577349,
0.577349, -0.577349, 0.0, 0.0, 1.0, 1.0, 1.0, 0.577349, 0.577349, 0.577349, 1.0, 0.0, 1.0,
-1.0, 1.0, 0.577349, -0.577349, 0.577349, 1.0, 1.0, 1.0, -1.0, -1.0, 0.577349, -0.577349,
-0.577349, 0.0, 0.0, 1.0, -1.0, 1.0, 0.577349, -0.577349, 0.577349, 1.0, 0.0, -1.0, -1.0, 1.0,
-0.577349, -0.577349, 0.577349, 1.0, 1.0, -1.0, -1.0, -1.0, -0.577349, -0.577349, -0.577349,
0.0, 0.0, -1.0, -1.0, 1.0, -0.577349, -0.577349, 0.577349, 1.0, 0.0, -1.0, 1.0, 1.0, -0.577349,
0.577349, 0.577349, 1.0, 1.0, 1.0, 1.0, 1.0, 0.577349, 0.577349, 0.577349, 0.0, 0.0, 1.0, 1.0,
-1.0, 0.577349, 0.577349, -0.577349, 1.0, 0.0, -1.0, 1.0, -1.0, -0.577349, 0.577349, -0.577349,
1.0, 1.0, -1.0, 1.0, -1.0, -0.577349, 0.577349, -0.577349, 0.0, 1.0, 1.0, 1.0, -1.0, 0.577349,
0.577349, -0.577349, 0.0, 0.0, -1.0, -1.0, -1.0, -0.577349, -0.577349, -0.577349, 1.0, 1.0,
1.0, -1.0, 1.0, 0.577349, -0.577349, 0.577349, 0.0, 1.0, 1.0, 1.0, 1.0, 0.577349, 0.577349,
0.577349, 0.0, 0.0, -1.0, -1.0, 1.0, -0.577349, -0.577349, 0.577349, 1.0, 1.0, 1.0, -1.0, -1.0,
0.577349, -0.577349, -0.577349, 0.0, 1.0, 1.0, 1.0, -1.0, 0.577349, 0.577349, -0.577349, 0.0,
0.0, 1.0, -1.0, 1.0, 0.577349, -0.577349, 0.577349, 1.0, 1.0, -1.0, -1.0, -1.0, -0.577349,
-0.577349, -0.577349, 0.0, 1.0, 1.0, -1.0, -1.0, 0.577349, -0.577349, -0.577349, 0.0, 0.0,
-1.0, -1.0, 1.0, -0.577349, -0.577349, 0.577349, 1.0, 1.0, -1.0, 1.0, -1.0, -0.577349,
0.577349, -0.577349, 0.0, 1.0, -1.0, -1.0, -1.0, -0.577349, -0.577349, -0.577349, 0.0, 0.0,
-1.0, 1.0, 1.0, -0.577349, 0.577349, 0.577349, 1.0, 1.0, -1.0, 1.0, 1.0, -0.577349, 0.577349,
0.577349, 0.0, 1.0, 1.0, 1.0, 1.0, 0.577349, 0.577349, 0.577349, 0.0, 0.0, -1.0, 1.0, -1.0,
-0.577349, 0.577349, -0.577349, 1.0, 1.0,
];
static CUBE_INDEX_DATA: [u16; 36] = [
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25,
26, 27, 28, 29, 30, 31, 32, 33, 34, 35,
];
static FB_VERTEX: &'static str = "
attribute vec2 position;
attribute vec2 uv;
varying vec2 v_uv;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
v_uv = uv;
}
";
#[cfg(any(target_os = "emscripten", target_os = "android"))]
static FB_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 FB_FRAGMENT: &'static str = "
uniform sampler2D diffuse;
varying vec2 v_uv;
void main() {
gl_FragColor = texture2D(diffuse, v_uv);
}
";
static CUBE_VERTEX: &'static str = "
uniform mat4 projection;
uniform mat4 model_view;
uniform vec3 light;
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
varying vec3 v_light;
varying vec3 v_normal;
varying vec2 v_uv;
void main() {
gl_Position = projection * model_view * vec4(position, 1.0);
v_light = normalize(light - position);
v_normal = normal;
v_uv = uv;
}
";
#[cfg(any(target_os = "emscripten", target_os = "android"))]
static CUBE_FRAGMENT: &'static str = "
precision mediump float;
varying vec3 v_light;
varying vec3 v_normal;
varying vec2 v_uv;
void main() {
vec3 light_dir = v_light;
vec3 color = vec3(v_uv, 0.5);
vec3 intensity = vec3(0.75, 0.75, 0.75);
float dprod = dot(light_dir, v_normal);
if (dprod > 0.75) {
intensity = vec3(1.0, 1.0, 1.0);
} else if (dprod > 0.25) {
intensity = vec3(0.8, 0.8, 0.8);
}
gl_FragColor = vec4(color * intensity, 1.0);
}
";
#[cfg(not(any(target_os = "emscripten", target_os = "android")))]
static CUBE_FRAGMENT: &'static str = "
varying vec3 v_light;
varying vec3 v_normal;
varying vec2 v_uv;
void main() {
vec3 light_dir = v_light;
vec3 color = vec3(v_uv, 0.5);
vec3 intensity = vec3(0.75, 0.75, 0.75);
float dprod = dot(light_dir, v_normal);
if (dprod > 0.75) {
intensity = vec3(1.0, 1.0, 1.0);
} else if (dprod > 0.25) {
intensity = vec3(0.8, 0.8, 0.8);
}
gl_FragColor = vec4(color * intensity, 1.0);
}
";
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("Cube")
.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);
}
static SIZE: usize = 8_usize;
let fb_program = GLProgram::new(FB_VERTEX, FB_FRAGMENT);
let mut fb_texture = GLTexture::new_null_2d(
screen_width / SIZE,
screen_height / SIZE,
InternalFormat::RGBA,
DataFormat::RGBA,
DataKind::UnsignedByte,
FilterMode::None,
Wrap::Clamp,
false,
);
let fb_framebuffer = GLFramebuffer::new(&fb_texture, &[Attachment::Color(0)], 0);
let fb_renderbuffer = GLRenderbuffer::new(
InternalFormat::DepthComponent16,
Attachment::Depth,
screen_width / SIZE,
screen_height / SIZE,
);
let mut fb_vertex_array = GLVertexArray::new();
fb_vertex_array.bind();
let fb_buffer = GLBuffer::new(BufferTarget::Array, 4, Usage::StaticDraw, &FB_DATA);
fb_buffer.bind();
fb_vertex_array.add_attribute(&fb_buffer, fb_program.get_attribute("position"), 0);
fb_vertex_array.add_attribute(&fb_buffer, fb_program.get_attribute("uv"), 2);
let cube_program = GLProgram::new(CUBE_VERTEX, CUBE_FRAGMENT);
let mut cube_vertex_array = GLVertexArray::new();
cube_vertex_array.bind();
let cube_buffer = GLBuffer::new(BufferTarget::Array, 8, Usage::StaticDraw, &CUBE_DATA);
let cube_index_buffer = GLBuffer::new(
BufferTarget::ElementArray,
0,
Usage::StaticDraw,
&CUBE_INDEX_DATA,
);
cube_buffer.bind();
cube_vertex_array.add_attribute(&cube_buffer, cube_program.get_attribute("position"), 0);
cube_vertex_array.add_attribute(&cube_buffer, cube_program.get_attribute("normal"), 3);
cube_vertex_array.add_attribute(&cube_buffer, cube_program.get_attribute("uv"), 5);
cube_index_buffer.bind();
let fov = 45_f32 * (f32::consts::PI / 180_f32);
let origin = vec3::new(0_f32, 0_f32, 0_f32);
let up = vec3::new(0_f32, 0_f32, 1_f32);
let mut camera = mat4::new_identity::<f32>();
let mut camera_position = vec3::new(6_f32, 6_f32, 4_f32);
let mut light_position = vec3::new(2_f32, 2_f32, 2_f32);
let mut projection = mat4::new_identity::<f32>();
mat4::perspective(
&mut projection,
&fov,
&(screen_width as f32 / screen_height as f32),
&0.0001_f32,
&1024_f32,
);
let mut model_view = mat4::new_identity::<f32>();
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());
gl_window.resize(physical_size);
screen_width = physical_size.width as usize;
screen_height = physical_size.height as usize;
fb_texture.resize_null_2d(screen_width / SIZE, screen_height / SIZE);
fb_framebuffer.set(&fb_texture, &[Attachment::Color(0)], 0);
fb_renderbuffer.set(
InternalFormat::DepthComponent16,
Attachment::Depth,
screen_width / SIZE,
screen_height / SIZE,
);
mat4::perspective(
&mut projection,
&fov,
&(screen_width as f32 / screen_height as f32),
&0.0001_f32,
&1024_f32,
);
}
_ => (),
}
}
light_position[0] = (ms * 0.001f32).sin() * 6_f32;
light_position[1] = (ms * 0.001f32).cos() * 6_f32;
light_position[2] = (ms * 0.001f32).sin() * 6_f32;
camera_position[0] = (ms * 0.001f32).sin() * 6_f32;
camera_position[1] = (ms * 0.001f32).cos() * 6_f32;
camera_position[2] = 3.5_f32 + ((ms * 0.001f32).sin() * 3_f32);
mat4::look_at(&mut camera, &camera_position, &origin, &up);
mat4::set_position(&mut camera, &camera_position);
mat4::inv(&mut model_view, &camera);
fb_framebuffer.bind();
fb_renderbuffer.bind();
gl_set_viewport(0, 0, screen_width / SIZE, screen_height / SIZE);
gl_set_clear_color(&[0.3, 0.3, 0.3, 1.0]);
gl_clear(true, true, true);
cube_program.bind();
cube_vertex_array.bind();
cube_vertex_array.enable_attributes();
cube_program
.get_uniform("projection")
.set_mat4f(&projection);
cube_program
.get_uniform("model_view")
.set_mat4f(&model_view);
cube_program.get_uniform("light").set_3f(&light_position);
gl_draw_elements(DrawMode::Triangles, 36, IndexKind::UnsignedShort, 0);
fb_framebuffer.unbind();
fb_renderbuffer.unbind();
gl_set_viewport(0, 0, screen_width, screen_height);
gl_set_clear_color(&[0.3, 0.3, 0.3, 1.0]);
gl_clear(true, true, true);
fb_program.bind();
fb_vertex_array.bind();
fb_vertex_array.enable_attributes();
fb_program
.get_uniform("diffuse")
.set_sampler_2d(&fb_texture, 0);
gl_draw_arrays(DrawMode::TriangleStrip, 0, 4);
gl_window.swap_buffers().unwrap();
main_loop::ControlFlow::Continue
});
}