#[macro_use]
extern crate glium;
#[allow(unused_imports)]
use glium::{Display, Frame, Surface};
use glutin::surface::WindowSurface;
use support::{camera::CameraState, ApplicationContext, State};
mod support;
#[derive(Copy, Clone)]
struct Attr {
world_position: (f32, f32, f32),
}
implement_vertex!(Attr, world_position);
struct Application {
pub vertex_buffer: glium::vertex::VertexBufferAny,
pub teapots: Vec<((f32, f32, f32), (f32, f32, f32))>,
pub per_instance: glium::VertexBuffer<Attr>,
pub camera: CameraState,
pub program: glium::Program,
}
impl ApplicationContext for Application {
const WINDOW_TITLE:&'static str = "Glium instancing example";
fn new(display: &Display<WindowSurface>) -> Self {
let vertex_buffer = support::load_wavefront(display, include_bytes!("support/teapot.obj"));
let teapots = (0..10000)
.map(|_| {
let pos: (f32, f32, f32) = (rand::random(), rand::random(), rand::random());
let dir: (f32, f32, f32) = (rand::random(), rand::random(), rand::random());
let pos = (pos.0 * 1.5 - 0.75, pos.1 * 1.5 - 0.75, pos.2 * 1.5 - 0.75);
let dir = (dir.0 * 1.5 - 0.75, dir.1 * 1.5 - 0.75, dir.2 * 1.5 - 0.75);
(pos, dir)
})
.collect::<Vec<_>>();
let per_instance = {
let data = teapots
.iter()
.map(|_| Attr {
world_position: (0.0, 0.0, 0.0),
})
.collect::<Vec<_>>();
glium::vertex::VertexBuffer::dynamic(display, &data).unwrap()
};
let program = glium::Program::from_source(
display,
"
#version 140
in vec3 position;
in vec3 normal;
in vec3 world_position;
out vec3 v_position;
out vec3 v_normal;
out vec3 v_color;
void main() {
v_position = position;
v_normal = normal;
v_color = vec3(float(gl_InstanceID) / 10000.0, 1.0, 1.0);
gl_Position = vec4(position * 0.0005 + world_position, 1.0);
}
",
"
#version 140
in vec3 v_normal;
in vec3 v_color;
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) * v_color;
f_color = vec4(color, 1.0);
}
",
None,
)
.unwrap();
let camera = support::camera::CameraState::new();
Self {
vertex_buffer,
teapots,
per_instance,
program,
camera,
}
}
fn draw_frame(&mut self, display: &Display<WindowSurface>) {
let mut frame = display.draw();
let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::DepthTest::IfLess,
write: true,
..Default::default()
},
..Default::default()
};
frame.clear_color_and_depth((0.0, 0.0, 0.0, 0.0), 1.0);
frame
.draw(
(
&self.vertex_buffer,
self.per_instance.per_instance().unwrap(),
),
&indices,
&self.program,
&uniform! { matrix: self.camera.get_perspective() },
¶ms,
)
.unwrap();
frame.finish().unwrap();
}
fn handle_window_event(&mut self, event: &glium::winit::event::WindowEvent, _window: &glium::winit::window::Window) {
self.camera.process_input(&event);
}
fn update(&mut self) {
self.camera.update();
let mut mapping = self.per_instance.map();
for (src, dest) in self.teapots.iter_mut().zip(mapping.iter_mut()) {
(src.0).0 += (src.1).0 * 0.001;
(src.0).1 += (src.1).1 * 0.001;
(src.0).2 += (src.1).2 * 0.001;
dest.world_position = src.0;
}
}
}
fn main() {
println!(
"This example draws 10,000 instanced teapots. Each teapot gets a random position and \
direction at initialization. Then the CPU updates and uploads the positions of each \
teapot at each frame."
);
State::<Application>::run_loop();
}