#[macro_use]
extern crate glium;
use glium::Surface;
use glium::glutin;
mod support;
fn main() {
use glium::DisplayBuild;
let display = glutin::WindowBuilder::new()
.with_depth_buffer(24)
.build_glium()
.unwrap();
let vertex_buffer = support::load_wavefront(&display, include_bytes!("support/teapot.obj"));
let program = program!(&display,
140 => {
vertex: "
#version 140
uniform mat4 persp_matrix;
uniform mat4 view_matrix;
in vec3 position;
in vec3 normal;
out vec3 v_position;
out vec3 v_normal;
void main() {
v_position = position;
v_normal = normal;
gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
}
",
fragment: "
#version 140
in vec3 v_normal;
out vec4 f_color;
const vec3 LIGHT = vec3(-0.2, 0.8, 0.1);
void main() {
float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
f_color = vec4(color, 1.0);
}
",
},
110 => {
vertex: "
#version 110
uniform mat4 persp_matrix;
uniform mat4 view_matrix;
attribute vec3 position;
attribute vec3 normal;
varying vec3 v_position;
varying vec3 v_normal;
void main() {
v_position = position;
v_normal = normal;
gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
}
",
fragment: "
#version 110
varying vec3 v_normal;
const vec3 LIGHT = vec3(-0.2, 0.8, 0.1);
void main() {
float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
gl_FragColor = vec4(color, 1.0);
}
",
},
100 => {
vertex: "
#version 100
uniform lowp mat4 persp_matrix;
uniform lowp mat4 view_matrix;
attribute lowp vec3 position;
attribute lowp vec3 normal;
varying lowp vec3 v_position;
varying lowp vec3 v_normal;
void main() {
v_position = position;
v_normal = normal;
gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
}
",
fragment: "
#version 100
varying lowp vec3 v_normal;
const lowp vec3 LIGHT = vec3(-0.2, 0.8, 0.1);
void main() {
lowp float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
lowp vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
gl_FragColor = vec4(color, 1.0);
}
",
},
).unwrap();
let mut camera = support::camera::CameraState::new();
support::start_loop(|| {
camera.update();
let uniforms = uniform! {
persp_matrix: camera.get_perspective(),
view_matrix: camera.get_view(),
};
let params = glium::DrawParameters {
depth_test: glium::DepthTest::IfLess,
depth_write: true,
.. Default::default()
};
let mut target = display.draw();
target.clear_color_and_depth((0.0, 0.0, 0.0, 0.0), 1.0);
target.draw(&vertex_buffer,
&glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
&program, &uniforms, ¶ms).unwrap();
target.finish();
for event in display.poll_events() {
match event {
glutin::Event::Closed => return support::Action::Stop,
ev => camera.process_input(&ev),
}
}
support::Action::Continue
});
}