#[cfg(feature = "image")]
extern crate image;
#[macro_use]
extern crate glium;
use glium::glutin;
#[cfg(feature = "image")]
use std::io::Cursor;
#[cfg(feature = "image")]
use glium::Surface;
mod support;
#[cfg(not(all(feature = "image", feature = "nalgebra")))]
fn main() {
println!("This example requires the `image` feature to be enabled");
}
#[cfg(all(feature = "image", feature = "nalgebra"))]
fn main() {
use glium::DisplayBuild;
let display = glutin::WindowBuilder::new()
.build_glium()
.unwrap();
let image = image::load(Cursor::new(&include_bytes!("../tests/fixture/opengl.png")[..]),
image::PNG).unwrap();
let opengl_texture = glium::texture::CompressedSrgbTexture2d::new(&display, image);
let vertex_buffer = {
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 3],
tex_coords: [f32; 2],
}
implement_vertex!(Vertex, position, tex_coords);
glium::VertexBuffer::new(&display,
vec![
Vertex { position: [-0.5, 0.5, 3.0], tex_coords: [1.0, 1.0] },
Vertex { position: [ 0.5, 0.5, 3.0], tex_coords: [0.0, 1.0] },
Vertex { position: [-0.5, -0.5, 3.0], tex_coords: [1.0, 0.0] },
Vertex { position: [ 0.5, 0.5, 3.0], tex_coords: [0.0, 1.0] },
Vertex { position: [ 0.5, -0.5, 3.0], tex_coords: [0.0, 0.0] },
Vertex { position: [-0.5, -0.5, 3.0], tex_coords: [1.0, 0.0] },
]
)
};
let program = glium::Program::new(&display,
glium::program::SourceCode {
vertex_shader: "
#version 400
in vec3 position;
in vec2 tex_coords;
out vec3 v_position;
out vec3 v_normal;
out vec2 v_tex_coords;
void main() {
v_position = position;
v_normal = vec3(0.0, 0.0, -1.0);
v_tex_coords = tex_coords;
}
",
tessellation_control_shader: Some("
#version 400
layout(vertices = 3) out;
in vec3 v_position[];
in vec3 v_normal[];
in vec2 v_tex_coords[];
out vec3 tc_position[];
out vec3 tc_normal[];
out vec2 tc_tex_coords[];
uniform float inner_level;
uniform float outer_level;
void main() {
tc_position[gl_InvocationID] = v_position[gl_InvocationID];
tc_normal[gl_InvocationID] = v_normal[gl_InvocationID];
tc_tex_coords[gl_InvocationID] = v_tex_coords[gl_InvocationID];
gl_TessLevelOuter[0] = outer_level;
gl_TessLevelOuter[1] = outer_level;
gl_TessLevelOuter[2] = outer_level;
gl_TessLevelOuter[3] = outer_level;
gl_TessLevelInner[0] = inner_level;
gl_TessLevelInner[1] = inner_level;
}
"),
tessellation_evaluation_shader: Some("
#version 400
layout(triangles, equal_spacing, ccw) in;
in vec3 tc_position[];
in vec3 tc_normal[];
in vec2 tc_tex_coords[];
out vec4 te_position;
out vec3 te_normal;
out vec2 te_tex_coords;
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform sampler2D height_texture;
uniform float elevation;
void main() {
vec3 pos = gl_TessCoord.x * tc_position[0] +
gl_TessCoord.y * tc_position[1] +
gl_TessCoord.z * tc_position[2];
vec3 normal = normalize(gl_TessCoord.x * tc_normal[0] +
gl_TessCoord.y * tc_normal[1] +
gl_TessCoord.z * tc_normal[2]);
vec2 tex_coords = gl_TessCoord.x * tc_tex_coords[0] +
gl_TessCoord.y * tc_tex_coords[1] +
gl_TessCoord.z * tc_tex_coords[2];
float height = length(texture(height_texture, tex_coords));
pos += normal * (height * elevation);
te_position = projection_matrix * view_matrix * vec4(pos, 1.0);
te_normal = vec3(view_matrix * vec4(normal, 1.0)).xyz;
te_tex_coords = tex_coords;
}
"),
geometry_shader: Some("
#version 400
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
uniform mat4 view_matrix;
in vec4 te_position[3];
in vec3 te_normal[3];
in vec2 te_tex_coords[3];
out vec3 g_normal;
out vec2 g_tex_coords;
void main() {
g_normal = te_normal[0];
g_tex_coords = te_tex_coords[0];
gl_Position = te_position[0];
EmitVertex();
g_normal = te_normal[1];
g_tex_coords = te_tex_coords[1];
gl_Position = te_position[1];
EmitVertex();
g_normal = te_normal[2];
g_tex_coords = te_tex_coords[2];
gl_Position = te_position[2];
EmitVertex();
EndPrimitive();
}
"),
fragment_shader: "
#version 400
in vec3 g_normal;
in vec2 g_tex_coords;
out vec4 o_color;
uniform sampler2D color_texture;
const vec3 LIGHT = vec3(-0.2, 0.1, 0.8);
void main() {
float lum = max(dot(normalize(g_normal), normalize(LIGHT)), 0.0);
vec3 tex_color = texture(color_texture, g_tex_coords).rgb;
vec3 color = (0.6 + 0.4 * lum) * tex_color;
o_color = vec4(1.0, 0.0, 0.0, 1.0);
}
",
}).unwrap();
let camera = support::camera::CameraState::new();
support::start_loop(|| {
let uniforms = uniform! {
inner_level: 64.0f32,
outer_level: 64.0f32,
projection_matrix: camera.get_perspective(),
view_matrix: [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0f32]
],
height_texture: &opengl_texture,
elevation: 0.3f32,
color_texture: &opengl_texture
};
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 1.0);
target.draw(&vertex_buffer,
&glium::index::NoIndices(glium::index::PrimitiveType::Patches {
vertices_per_patch: 3
}),
&program, &uniforms,
&Default::default()).unwrap();
target.finish().unwrap();
for event in display.poll_events() {
match event {
glutin::Event::Closed => return support::Action::Stop,
_ => ()
}
}
support::Action::Continue
});
}