1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115
use crate::*; pub struct AxisAllignedBoundingBox { pub min: Vec3, pub max: Vec3 } impl AxisAllignedBoundingBox { pub fn add(&self, other: &AxisAllignedBoundingBox) -> AxisAllignedBoundingBox { return AxisAllignedBoundingBox { min: vec3(f32::min(self.min.x, other.min.x), f32::min(self.min.y, other.min.y), f32::min(self.min.z, other.min.z)), max: vec3(f32::max(self.max.x, other.max.x), f32::max(self.max.y, other.max.y), f32::max(self.max.z, other.max.z)) } } } pub struct Mesh { position_buffer: VertexBuffer, normal_buffer: VertexBuffer, index_buffer: ElementBuffer, program: program::Program, aabb: AxisAllignedBoundingBox, pub color: Vec3, pub texture: Option<texture::Texture2D>, pub diffuse_intensity: f32, pub specular_intensity: f32, pub specular_power: f32 } impl Mesh { pub fn new(gl: &Gl, indices: &[u32], positions: &[f32], normals: &[f32]) -> Result<Self, Error> { let position_buffer = VertexBuffer::new_with_static_f32(gl, positions)?; let normal_buffer = VertexBuffer::new_with_static_f32(gl, normals)?; let index_buffer = ElementBuffer::new_with_u32(gl, indices)?; let program = program::Program::from_source(&gl, include_str!("shaders/mesh_shaded.vert"), include_str!("shaders/shaded.frag"))?; Ok(Mesh { index_buffer, position_buffer, normal_buffer, program, aabb: compute_aabb(positions), color: vec3(1.0, 1.0, 1.0), texture: None, diffuse_intensity: 0.5, specular_intensity: 0.2, specular_power: 6.0 }) } pub fn update_positions(&mut self, positions: &[f32]) -> Result<(), Error> { self.position_buffer.fill_with_static_f32(positions); Ok(()) } pub fn update_normals(&mut self, normals: &[f32]) -> Result<(), Error> { self.normal_buffer.fill_with_static_f32(normals); Ok(()) } pub fn render(&self, transformation: &Mat4, camera: &camera::Camera) { self.program.add_uniform_float("diffuse_intensity", &self.diffuse_intensity).unwrap(); self.program.add_uniform_float("specular_intensity", &self.specular_intensity).unwrap(); self.program.add_uniform_float("specular_power", &self.specular_power).unwrap(); if let Some(ref tex) = self.texture { self.program.add_uniform_int("use_texture", &1).unwrap(); self.program.use_texture(tex,"tex").unwrap(); } else { self.program.add_uniform_int("use_texture", &0).unwrap(); self.program.add_uniform_vec3("color", &self.color).unwrap(); } self.program.add_uniform_mat4("modelMatrix", &transformation).unwrap(); self.program.use_uniform_block(camera.matrix_buffer(), "Camera"); self.program.add_uniform_mat4("normalMatrix", &transformation.invert().unwrap().transpose()).unwrap(); self.program.use_attribute_vec3_float(&self.position_buffer, "position").unwrap(); self.program.use_attribute_vec3_float(&self.normal_buffer, "normal").unwrap(); self.program.draw_elements(&self.index_buffer); } pub fn axis_aligned_bounding_box(&self) -> &AxisAllignedBoundingBox { &self.aabb } } fn compute_aabb(positions: &[f32]) -> AxisAllignedBoundingBox { let mut aabb = AxisAllignedBoundingBox {min: vec3(std::f32::INFINITY, std::f32::INFINITY, std::f32::INFINITY), max: vec3(std::f32::NEG_INFINITY, std::f32::NEG_INFINITY, std::f32::NEG_INFINITY)}; for i in 0..positions.len() { match i%3 { 0 => { aabb.min.x = f32::min(positions[i], aabb.min.x); aabb.max.x = f32::max(positions[i], aabb.max.x); }, 1 => { aabb.min.y = f32::min(positions[i], aabb.min.y); aabb.max.y = f32::max(positions[i], aabb.max.y); }, 2 => { aabb.min.z = f32::min(positions[i], aabb.min.z); aabb.max.z = f32::max(positions[i], aabb.max.z); }, _ => {unreachable!()} }; } aabb }