380 lines
10 KiB
Rust
380 lines
10 KiB
Rust
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use glam::{Mat4, Vec3, Vec4};
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use sdl2::event::Event;
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use sdl2::keyboard::{Keycode, Scancode};
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use std::collections::HashMap;
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use std::ffi::{c_void};
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use std::time::{Duration};
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use opengl_rust::*;
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use file::load_small_file;
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use iqm::Model;
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use shader::{ShaderProgram, ShaderObject};
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use texture::Texture;
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use timestep::TimeStep;
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pub fn color_from_255 <V> (rgb: V) -> Vec3
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where V: Into <Vec3>
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{
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let rgb: Vec3 = rgb.into ();
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Vec3::from ((
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rgb.x () / 255.0,
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rgb.y () / 255.0,
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rgb.z () / 255.0
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))
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}
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const VERT_SHADER_SRC: &str =
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"
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#define lowp
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#define mediump
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#define highp
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#line 0
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uniform highp mat4 uni_mvp;
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attribute highp vec4 attr_pos;
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attribute mediump vec2 attr_uv;
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attribute lowp vec3 attr_normal;
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varying mediump vec2 vary_uv;
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varying lowp vec3 vary_normal;
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void main (void) {
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vary_uv = attr_uv;
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lowp vec4 light_color = vec4 (1.0);
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vary_normal = attr_normal;
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gl_Position = uni_mvp * attr_pos;
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}";
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const FRAG_SHADER_SRC: &str =
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"
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#define lowp
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#define mediump
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#define highp
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#line 0
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uniform lowp sampler2D uni_texture;
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uniform lowp vec3 uni_albedo;
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uniform lowp vec3 uni_object_space_light;
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uniform lowp vec3 uni_min_bright;
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uniform lowp vec3 uni_min_albedo;
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//varying lowp vec4 vary_color;
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varying lowp vec3 vary_normal;
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varying mediump vec2 vary_uv;
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void main (void) {
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lowp vec3 normal = normalize (vary_normal);
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lowp vec3 albedo = uni_albedo * max (uni_min_albedo, texture2D (uni_texture, vary_uv).rgb);
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//lowp vec3 albedo = vec3 (vary_uv, 0.0);
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lowp float diffuse_factor = dot (normal, uni_object_space_light);
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lowp vec3 sun = max (diffuse_factor, 0.0) * vec3 (0.95, 0.9, 0.85);
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lowp vec3 sky = (diffuse_factor * 0.45 + 0.55) * vec3 (0.05, 0.1, 0.15);
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lowp vec3 diffuse_color = albedo * max (uni_min_bright, (sun + sky));
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gl_FragColor = vec4 (sqrt (diffuse_color), 1.0);
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}
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";
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fn enable_vertex_attrib_array (id: Option <u32>) {
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if let Some (id) = id {
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// Are safety checks really needed here?
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unsafe {
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gl::EnableVertexAttribArray (id);
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}
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}
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}
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unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, slice: &[u8]) {
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const FALSE_U8: u8 = 0;
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const FLOAT_SIZE: i32 = 4;
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if let Some (id) = id {
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gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, &slice [0] as *const u8 as *const c_void);
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}
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}
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unsafe fn point_to_model (
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attrs: &HashMap <String, Option <u32>>,
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model: &Model
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) {
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vertex_attrib_pointer (attrs ["pos"], 3, model.get_vertex_slice (0));
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vertex_attrib_pointer (attrs ["uv"], 2, model.get_vertex_slice (1));
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vertex_attrib_pointer (attrs ["normal"], 3, model.get_vertex_slice (2));
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}
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const KEY_LEFT: usize = 0;
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const KEY_RIGHT: usize = KEY_LEFT + 1;
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const KEY_UP: usize = KEY_RIGHT + 1;
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const KEY_DOWN: usize = KEY_UP + 1;
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struct ControllerState {
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keys: Vec <bool>,
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}
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impl ControllerState {
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pub fn from_sdl_keyboard (k: &sdl2::keyboard::KeyboardState) -> Self {
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let f = |c| k.is_scancode_pressed (c);
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Self {
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keys: vec! [
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f (Scancode::Left),
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f (Scancode::Right),
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f (Scancode::Up),
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f (Scancode::Down),
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],
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}
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}
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pub fn is_pressed (&self, code: usize) -> bool {
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self.keys [code]
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}
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}
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struct WorldState {
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azimuth: f32,
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altitude: f32,
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spin_speed: i32,
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}
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impl WorldState {
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pub fn new () -> Self {
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Self {
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azimuth: 0.0,
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altitude: 0.0,
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spin_speed: 0,
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}
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}
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pub fn step (&mut self, controller: &ControllerState) {
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const SPIN_RAMP_TIME: i32 = 30;
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let spin_f = 4.0 * self.spin_speed as f32 / SPIN_RAMP_TIME as f32;
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if controller.is_pressed (KEY_LEFT) {
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self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
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self.azimuth += spin_f;
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}
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else if controller.is_pressed (KEY_RIGHT) {
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self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
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self.azimuth -= spin_f;
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}
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else if controller.is_pressed (KEY_UP) {
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self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
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self.altitude = f32::min (90.0, self.altitude + spin_f);
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}
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else if controller.is_pressed (KEY_DOWN) {
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self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
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self.altitude = f32::max (-90.0, self.altitude - spin_f);
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}
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else {
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self.spin_speed = 0;
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}
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}
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}
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fn main () {
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let sdl_context = sdl2::init ().unwrap ();
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let video_subsystem = sdl_context.video ().unwrap ();
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let window = video_subsystem.window ("OpenGL? In my Rust?", 1280, 720)
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.position_centered ()
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.opengl ()
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.build ()
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.unwrap ();
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gl::load_with (|s| {
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let result = video_subsystem.gl_get_proc_address (s) as *const _;
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//println! ("{:?}", result);
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result
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});
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assert! (gl::ClearColor::is_loaded ());
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let gl_ctx = window.gl_create_context ().unwrap ();
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window.gl_make_current (&gl_ctx).unwrap ();
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// I love how with Rust I can throw unwrap ()s everywhere
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// It's safer than C / C++'s default behavior of unchecked errors
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// It's more programmer-friendly and explicit than C#'s unchecked
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// exceptions that can appear almost anywhere at runtime with no
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// compile-time warning
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// And I'm still not actually checking errors - Just checkmarking
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// that I know where they are.
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let vert_shader = ShaderObject::new (gl::VERTEX_SHADER, VERT_SHADER_SRC).unwrap ();
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let frag_shader = ShaderObject::new (gl::FRAGMENT_SHADER, FRAG_SHADER_SRC).unwrap ();
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let shader_program = ShaderProgram::new (&vert_shader, &frag_shader).unwrap ();
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let unis = shader_program.get_uniform_locations (vec! [
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"mvp",
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"object_space_light",
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"albedo",
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"min_albedo",
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"min_bright",
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"texture",
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].into_iter ());
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let attrs = shader_program.get_attribute_locations (vec! [
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"pos",
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"uv",
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"normal",
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].into_iter ());
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let texture = Texture::from_file ("sky.png");
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texture.bind ();
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let model_data = load_small_file ("pumpking.iqm", 1024 * 1024);
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let model = Model::from_slice (&model_data [..]);
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let sky_data = load_small_file ("sky-sphere.iqm", 1024 * 1024);
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let sky_model = Model::from_slice (&sky_data [..]);
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const FALSE_U8: u8 = 0;
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unsafe {
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enable_vertex_attrib_array (attrs ["pos"]);
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enable_vertex_attrib_array (attrs ["uv"]);
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enable_vertex_attrib_array (attrs ["normal"]);
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gl::Enable (gl::DEPTH_TEST);
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gl::Enable (gl::TEXTURE);
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}
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let mut time_step = TimeStep::new (60, 1000);
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let mut state = WorldState::new ();
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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'running: loop {
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let frames_to_do = time_step.step ();
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let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
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for _ in 0..frames_to_do {
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state.step (&controller);
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}
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let _mouse = event_pump.mouse_state ();
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for event in event_pump.poll_iter() {
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match event {
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Event::Quit {..} |
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Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
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break 'running
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},
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_ => (),
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}
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}
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window.gl_make_current (&gl_ctx).unwrap ();
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let longitude = state.azimuth.to_radians ();
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let latitude = (state.altitude - 90.0).to_radians ();
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
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let model_mat =
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -2.7 * 0.5)))
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;
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let view_mat = proj_mat *
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
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Mat4::from_rotation_x (latitude) *
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Mat4::from_rotation_z (longitude)
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;
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let mvp_mat = view_mat * model_mat;
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let sky_mvp_mat = view_mat * Mat4::from_scale (Vec3::from ((16.0, 16.0, 16.0)));
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let light = Vec3::from ((2.0, 0.0, 5.0)).normalize ();
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let object_space_light = model_mat.inverse () * Vec4::from ((light.x (), light.y (), light.z (), 0.0));
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let orange = color_from_255 ((255.0, 154.0, 0.0));
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let green = color_from_255 ((14.0, 127.0, 24.0));
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let white = Vec3::from ((1.0, 1.0, 1.0));
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let black = Vec3::from ((0.0, 0.0, 0.0));
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let orange = orange * orange;
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let green = green * green;
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unsafe {
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gl::ClearColor (1.0f32, 1.0f32, 1.0f32, 1.0f32);
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gl::Clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
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gl::Disable (gl::CULL_FACE);
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gl::Uniform3fv (unis ["min_bright"], 1, &black as *const Vec3 as *const f32);
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gl::Uniform3fv (unis ["min_albedo"], 1, &white as *const Vec3 as *const f32);
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gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &mvp_mat as *const Mat4 as *const f32);
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gl::Uniform3fv (unis ["object_space_light"], 1, &object_space_light as *const Vec4 as *const f32);
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gl::Uniform3fv (unis ["albedo"], 1, &orange as *const Vec3 as *const f32);
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point_to_model (&attrs, &model);
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gl::DrawElements (gl::TRIANGLES, (model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (0) [0] as *const u8 as *const c_void);
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if true {
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gl::Uniform3fv (unis ["albedo"], 1, &green as *const Vec3 as *const f32);
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gl::DrawElements (gl::TRIANGLES, (model.meshes [1].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (1) [0] as *const u8 as *const c_void);
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}
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let draw_sky = true;
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if draw_sky {
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//println! ("Drawing sky");
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gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &sky_mvp_mat as *const Mat4 as *const f32);
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gl::Uniform3fv (unis ["albedo"], 1, &white as *const Vec3 as *const f32);
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gl::Uniform3fv (unis ["min_bright"], 1, &white as *const Vec3 as *const f32);
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gl::Uniform3fv (unis ["min_albedo"], 1, &black as *const Vec3 as *const f32);
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gl::Uniform1i (unis ["texture"], 0);
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point_to_model (&attrs, &sky_model);
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gl::DrawElements (gl::TRIANGLES, (sky_model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &sky_model.get_index_slice (0) [0] as *const u8 as *const c_void);
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}
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}
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window.gl_swap_window ();
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::std::thread::sleep (Duration::from_millis (15));
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}
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}
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#[cfg (test)]
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mod tests {
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use super::*;
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#[test]
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pub fn iqm () {
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let data = load_small_file ("pumpking.iqm");
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{
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let model = eader::from_slice (&data [..]).unwrap ().1;
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assert_eq! (model.fields [1], 90368);
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assert_eq! (model.fields [2], 0);
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assert_eq! (model.fields [consts::VERSION], 2);
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}
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{
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let model = Model::from_slice (&data [..]);
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println! ("{:?}", model.meshes);
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println! ("{:?}", model.vertexarrays);
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}
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}
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}
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