glium_sdl2 0.15.0

An SDL2 backend for Glium - a high-level OpenGL wrapper for the Rust language.
Documentation
use sdl2;

pub struct CameraState {
    aspect_ratio: f32,
    position: (f32, f32, f32),
    direction: (f32, f32, f32),

    moving_up: bool,
    moving_left: bool,
    moving_down: bool,
    moving_right: bool,
    moving_forward: bool,
    moving_backward: bool,
}

impl CameraState {
    pub fn new() -> CameraState {
        CameraState {
            aspect_ratio: 1024.0 / 768.0,
            position: (0.1, 0.1, 1.0),
            direction: (0.0, 0.0, 1.0),
            moving_up: false,
            moving_left: false,
            moving_down: false,
            moving_right: false,
            moving_forward: false,
            moving_backward: false,
        }
    }

    pub fn set_position(&mut self, pos: (f32, f32, f32)) {
        self.position = pos;
    }

    pub fn set_direction(&mut self, dir: (f32, f32, f32)) {
        self.direction = dir;
    }

    pub fn get_perspective(&self) -> [[f32; 4]; 4] {
        let fov: f32 = 3.141592 / 2.0;
        let zfar = 1024.0;
        let znear = 0.1;

        let f = 1.0 / (fov / 2.0).tan();

        // note: remember that this is column-major, so the lines of code are actually columns
        [
            [f / self.aspect_ratio,    0.0,              0.0              ,   0.0],
            [         0.0         ,     f ,              0.0              ,   0.0],
            [         0.0         ,    0.0,  (zfar+znear)/(znear-zfar)    ,  -1.0],
            [         0.0         ,    0.0,  (2.0*zfar*znear)/(znear-zfar),   0.0],
        ]
    }

    pub fn get_view(&self) -> [[f32; 4]; 4] {
        let f = {
            let f = self.direction;
            let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
            let len = len.sqrt();
            (f.0 / len, f.1 / len, f.2 / len)
        };

        let up = (0.0, 1.0, 0.0);

        let s = (f.1 * up.2 - f.2 * up.1,
                 f.2 * up.0 - f.0 * up.2,
                 f.0 * up.1 - f.1 * up.0);

        let s_norm = {
            let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
            let len = len.sqrt();
            (s.0 / len, s.1 / len, s.2 / len)
        };

        let u = (s_norm.1 * f.2 - s_norm.2 * f.1,
                 s_norm.2 * f.0 - s_norm.0 * f.2,
                 s_norm.0 * f.1 - s_norm.1 * f.0);

        let p = (-self.position.0 * s.0 - self.position.1 * s.1 - self.position.2 * s.2,
                 -self.position.0 * u.0 - self.position.1 * u.1 - self.position.2 * u.2,
                 -self.position.0 * f.0 - self.position.1 * f.1 - self.position.2 * f.2);

        // note: remember that this is column-major, so the lines of code are actually columns
        [
            [s.0, u.0, -f.0, 0.0],
            [s.1, u.1, -f.1, 0.0],
            [s.2, u.2, -f.2, 0.0],
            [p.0, p.1,  p.2, 1.0],
        ]
    }

    pub fn update(&mut self) {
        let f = {
            let f = self.direction;
            let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
            let len = len.sqrt();
            (f.0 / len, f.1 / len, f.2 / len)
        };

        let up = (0.0, 1.0, 0.0);

        let s = (f.1 * up.2 - f.2 * up.1,
                 f.2 * up.0 - f.0 * up.2,
                 f.0 * up.1 - f.1 * up.0);

        let s = {
            let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
            let len = len.sqrt();
            (s.0 / len, s.1 / len, s.2 / len)
        };

        let u = (s.1 * f.2 - s.2 * f.1,
                 s.2 * f.0 - s.0 * f.2,
                 s.0 * f.1 - s.1 * f.0);

        if self.moving_up {
            self.position.0 += u.0 * 0.01;
            self.position.1 += u.1 * 0.01;
            self.position.2 += u.2 * 0.01;
        }

        if self.moving_left {
            self.position.0 -= s.0 * 0.01;
            self.position.1 -= s.1 * 0.01;
            self.position.2 -= s.2 * 0.01;
        }

        if self.moving_down {
            self.position.0 -= u.0 * 0.01;
            self.position.1 -= u.1 * 0.01;
            self.position.2 -= u.2 * 0.01;
        }

        if self.moving_right {
            self.position.0 += s.0 * 0.01;
            self.position.1 += s.1 * 0.01;
            self.position.2 += s.2 * 0.01;
        }

        if self.moving_forward {
            // TODO: to be honest, I don't understand why this is the wrong way
            self.position.0 -= f.0 * 0.01;
            self.position.1 -= f.1 * 0.01;
            self.position.2 -= f.2 * 0.01;
        }

        if self.moving_backward {
            // TODO: to be honest, I don't understand why this is the wrong way
            self.position.0 += f.0 * 0.01;
            self.position.1 += f.1 * 0.01;
            self.position.2 += f.2 * 0.01;
        }
    }

    pub fn process_input(&mut self, event: &sdl2::event::Event) {
        use sdl2::event::Event::*;
        use sdl2::keyboard::Keycode;

        match event {
            &KeyDown { keycode: Some(Keycode::Space), .. } => { self.moving_up = true; },
            &KeyUp   { keycode: Some(Keycode::Space), .. } => { self.moving_up = false; },

            &KeyDown { keycode: Some(Keycode::Down), .. } => { self.moving_down = true; },
            &KeyUp   { keycode: Some(Keycode::Down), .. } => { self.moving_down = false; },

            &KeyDown { keycode: Some(Keycode::A), .. } => { self.moving_left = true; },
            &KeyUp   { keycode: Some(Keycode::A), .. } => { self.moving_left = false; },

            &KeyDown { keycode: Some(Keycode::D), .. } => { self.moving_right = true; },
            &KeyUp   { keycode: Some(Keycode::D), .. } => { self.moving_right = false; },

            &KeyDown { keycode: Some(Keycode::W), .. } => { self.moving_forward = true; },
            &KeyUp   { keycode: Some(Keycode::W), .. } => { self.moving_forward = false; },

            &KeyDown { keycode: Some(Keycode::S), .. } => { self.moving_backward = true; },
            &KeyUp   { keycode: Some(Keycode::S), .. } => { self.moving_backward = false; },

            _ => {}
        }
    }
}