#[macro_use]
extern crate glium;
#[path = "../book/tuto-07-teapot.rs"]
mod teapot;
fn main() {
use glium::{DisplayBuild, Surface};
let display = glium::glutin::WindowBuilder::new().build_glium().unwrap();
let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
let indices = glium::IndexBuffer::new(&display, glium::index::PrimitiveType::TrianglesList,
&teapot::INDICES).unwrap();
let vertex_shader_src = r#"
#version 140
in vec3 position;
in vec3 normal;
out vec3 v_normal;
uniform mat4 matrix;
void main() {
v_normal = transpose(inverse(mat3(matrix))) * normal;
gl_Position = matrix * vec4(position, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec3 v_normal;
out vec4 color;
uniform vec3 u_light;
void main() {
float brightness = dot(normalize(v_normal), normalize(u_light));
vec3 dark_color = vec3(0.6, 0.0, 0.0);
vec3 regular_color = vec3(1.0, 0.0, 0.0);
color = vec4(mix(dark_color, regular_color, brightness), 1.0);
}
"#;
let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src,
None).unwrap();
loop {
let mut target = display.draw();
target.clear_color(0.0, 0.0, 1.0, 1.0);
let matrix = [
[0.01, 0.0, 0.0, 0.0],
[0.0, 0.01, 0.0, 0.0],
[0.0, 0.0, 0.01, 0.0],
[0.0, 0.0, 0.0, 1.0f32]
];
let light = [-1.0, 0.4, 0.9f32];
target.draw((&positions, &normals), &indices, &program,
&uniform! { matrix: matrix, u_light: light },
&Default::default()).unwrap();
target.finish().unwrap();
for ev in display.poll_events() {
match ev {
glium::glutin::Event::Closed => return,
_ => ()
}
}
}
}