♻️ Extract GameGraphics struct
parent
1560b2d3cd
commit
1a42b60f71
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@ -149,148 +149,137 @@ struct RenderableArrow {
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inv_model_mat: Mat4,
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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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struct GameGraphics {
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shader_diffuse: ShaderClosure,
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shader_shadow: ShaderClosure,
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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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mesh_pumpkin: RenderableModel,
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mesh_sky: RenderableModel,
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mesh_pitch: RenderableModel,
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mesh_arrow: RenderableModel,
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gl::load_with (|s| {
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video_subsystem.gl_get_proc_address (s) as *const _
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});
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texture: Texture,
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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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let uniform_names = {
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use uniforms::*;
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vec! [
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(MVP, "uni_mvp"),
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(OBJECT_SPACE_LIGHT, "uni_object_space_light"),
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(OBJECT_SPACE_SKY, "uni_object_space_sky"),
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(ALBEDO, "uni_albedo"),
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(MIN_ALBEDO, "uni_min_albedo"),
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(MIN_BRIGHT, "uni_min_bright"),
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(TEXTURE, "uni_texture"),
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]
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};
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let attr_names = {
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use renderable_model::attributes::*;
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vec! [
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(POS, "attr_pos"),
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(UV, "attr_uv"),
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(NORMAL, "attr_normal"),
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]
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};
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let shader_diffuse = ShaderClosure::new (shader_from_files ("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"), &uniform_names, &attr_names);
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let shader_shadow = ShaderClosure::new (shader_from_files ("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"), &uniform_names, &attr_names);
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shader_diffuse.with (|shader_vars| {
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let attrs = shader_vars.attrs;
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use renderable_model::attributes::*;
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glezz::enable_vertex_attrib_array (attrs [POS]);
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glezz::enable_vertex_attrib_array (attrs [UV]);
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glezz::enable_vertex_attrib_array (attrs [NORMAL]);
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});
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let texture = Texture::from_file ("sky.png");
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texture.bind ();
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let mesh_pumpkin = renderable_from_iqm_file ("pumpking.iqm");
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let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
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let mesh_pitch = renderable_from_iqm_file ("pitch.iqm");
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let mesh_arrow = renderable_from_iqm_file ("arrow.iqm");
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let magenta = color_from_255 ((255.0, 0.0, 255.0));
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let orange = color_from_255 ((210.0, 125.0, 44.0));
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let green = color_from_255 ((52.0, 101.0, 36.0));
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let white = color_from_255 ((255.0, 255.0, 255.0));
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let _off_white = color_from_255 ((222.0, 238.0, 214.0));
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let black = color_from_255 ((0.0, 0.0, 0.0));
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let _off_black = color_from_255 ((20.0, 12.0, 28.0));
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let pumpkin_colors = vec! [
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orange,
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green,
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];
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let (pitch_colors, grass_index) = {
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let silver = (255.0, 255.0, 255.0);
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let wood = (133.0, 76.0, 48.0);
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pitch_colors: Vec <Vec3>,
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grass_index: usize,
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}
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impl GameGraphics {
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pub fn new () -> Self {
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let uniform_names = {
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use uniforms::*;
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vec! [
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(MVP, "uni_mvp"),
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(OBJECT_SPACE_LIGHT, "uni_object_space_light"),
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(OBJECT_SPACE_SKY, "uni_object_space_sky"),
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(ALBEDO, "uni_albedo"),
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(MIN_ALBEDO, "uni_min_albedo"),
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(MIN_BRIGHT, "uni_min_bright"),
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(TEXTURE, "uni_texture"),
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]
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};
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let color_lookup: HashMap <&str, _> = HashMap::from_iter (vec! [
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("GoalN1", silver),
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("GoalN2", silver),
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("GoalN3", silver),
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("GoalS1", silver),
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("GoalS2", silver),
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("GoalS3", silver),
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("TowerNW", wood),
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("TowerNE", wood),
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("TowerSW", wood),
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("TowerSE", wood),
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("Wall", wood),
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("Grass", (52.0, 101.0, 36.0)),
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].into_iter ());
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let attr_names = {
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use renderable_model::attributes::*;
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vec! [
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(POS, "attr_pos"),
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(UV, "attr_uv"),
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(NORMAL, "attr_normal"),
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]
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};
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let mut grass_index = None;
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let colors: Vec <_> = (0..mesh_pitch.meshes.len ()).map (|i| {
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let name = str::from_utf8 (&mesh_pitch.meshes [i].name).unwrap ();
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if name == "Grass" {
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grass_index = Some (i);
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}
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let shader_diffuse = ShaderClosure::new (shader_from_files ("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"), &uniform_names, &attr_names);
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let shader_shadow = ShaderClosure::new (shader_from_files ("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"), &uniform_names, &attr_names);
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shader_diffuse.with (|shader_vars| {
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let attrs = shader_vars.attrs;
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use renderable_model::attributes::*;
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glezz::enable_vertex_attrib_array (attrs [POS]);
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glezz::enable_vertex_attrib_array (attrs [UV]);
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glezz::enable_vertex_attrib_array (attrs [NORMAL]);
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});
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let mesh_pumpkin = renderable_from_iqm_file ("pumpking.iqm");
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let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
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let mesh_pitch = renderable_from_iqm_file ("pitch.iqm");
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let mesh_arrow = renderable_from_iqm_file ("arrow.iqm");
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let texture = Texture::from_file ("sky.png");
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texture.bind ();
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let (pitch_colors, grass_index) = {
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let silver = (255.0, 255.0, 255.0);
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let wood = (133.0, 76.0, 48.0);
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match color_lookup.get (name) {
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Some (t) => color_from_255 (*t),
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_ => (0.0, 0.0, 0.0).into (),
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}
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}).collect ();
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let color_lookup: HashMap <&str, _> = HashMap::from_iter (vec! [
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("GoalN1", silver),
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("GoalN2", silver),
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("GoalN3", silver),
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("GoalS1", silver),
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("GoalS2", silver),
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("GoalS3", silver),
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("TowerNW", wood),
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("TowerNE", wood),
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("TowerSW", wood),
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("TowerSE", wood),
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("Wall", wood),
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("Grass", (52.0, 101.0, 36.0)),
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].into_iter ());
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let mut grass_index = None;
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let colors: Vec <_> = (0..mesh_pitch.meshes.len ()).map (|i| {
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let name = str::from_utf8 (&mesh_pitch.meshes [i].name).unwrap ();
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if name == "Grass" {
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grass_index = Some (i);
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}
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match color_lookup.get (name) {
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Some (t) => color_from_255 (*t),
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_ => (0.0, 0.0, 0.0).into (),
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}
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}).collect ();
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(colors, grass_index.unwrap ())
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};
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(colors, grass_index.unwrap ())
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};
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glezz::enable (gl::DEPTH_TEST);
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glezz::enable (gl::TEXTURE_2D);
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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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Self {
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shader_diffuse,
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shader_shadow,
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mesh_pumpkin,
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mesh_sky,
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mesh_pitch,
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mesh_arrow,
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texture,
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pitch_colors,
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grass_index,
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}
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}
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pub fn draw (
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&self,
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state: &WorldState,
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arrows: &[RenderableArrow]
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)
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{
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let magenta = color_from_255 ((255.0, 0.0, 255.0));
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let orange = color_from_255 ((210.0, 125.0, 44.0));
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let green = color_from_255 ((52.0, 101.0, 36.0));
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let white = color_from_255 ((255.0, 255.0, 255.0));
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let _off_white = color_from_255 ((222.0, 238.0, 214.0));
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let black = color_from_255 ((0.0, 0.0, 0.0));
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let _off_black = color_from_255 ((20.0, 12.0, 28.0));
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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 pumpkin_colors = vec! [
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orange,
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green,
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];
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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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@ -326,6 +315,198 @@ fn main () {
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let world_model_mat = Mat4::identity ();
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use uniforms::*;
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glezz::enable (gl::DEPTH_TEST);
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glezz::enable (gl::TEXTURE_2D);
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self.shader_diffuse.with (|shader_vars| {
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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// Pass 1 - Draw the world except the ground plane
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glezz::disable (gl::STENCIL_TEST);
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glezz::front_face (gl::CW);
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let mvp = view_mat * pumpkin_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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let inverse_pumpkin = pumpkin_model_mat.inverse ();
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let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
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let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
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self.mesh_pumpkin.draw_all (attrs, |i| {
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glezz::uniform_3fv (unis [&ALBEDO], &pumpkin_colors [i]);
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true
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});
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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self.mesh_pitch.draw_all (attrs, |i| {
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glezz::uniform_3fv (unis [&ALBEDO], &self.pitch_colors [i]);
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i != self.grass_index
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});
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glezz::uniform_3fv (unis [&ALBEDO], &magenta);
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for arrow in arrows.iter () {
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let mvp = view_mat * arrow.model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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let object_space_light = make_object_space_vec (&arrow.inv_model_mat, &light);
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let object_space_sky = make_object_space_vec (&arrow.inv_model_mat, &Vec3::from ((0.0, 0.0, 1.0)));
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
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self.mesh_arrow.draw_all (attrs, |_| true);
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}
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let draw_sky = true;
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if draw_sky {
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self.texture.bind ();
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glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat);
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glezz::uniform_3fv (unis [&ALBEDO], &white);
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &black);
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glezz::uniform_1i (unis [&TEXTURE], 0);
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self.mesh_sky.draw_all (attrs, |_| true);
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}
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});
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self.shader_shadow.with (|shader_vars| {
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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// Pass 2: Draw shadows into stencil buffer
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glezz::front_face (gl::CCW);
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glezz::enable (gl::STENCIL_TEST);
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unsafe {
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gl::StencilFunc (gl::ALWAYS, 1, 1);
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gl::StencilOp (gl::KEEP, gl::KEEP, gl::REPLACE);
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gl::ColorMask (0, 0, 0, 0);
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gl::DepthMask (0);
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gl::StencilMask (1);
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}
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let view_mat = view_mat * shadow_mat;
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let mvp = view_mat * pumpkin_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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self.mesh_pumpkin.draw_all (attrs, |_| true);
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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self.mesh_pitch.draw_all (attrs, |i| i != self.grass_index);
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for arrow in arrows.iter () {
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let mvp = view_mat * arrow.model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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self.mesh_arrow.draw_all (attrs, |_| true);
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}
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});
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self.shader_diffuse.with (|shader_vars| {
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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// Pass 3: Draw lit ground
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unsafe {
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gl::ColorMask (255, 255, 255, 255);
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gl::DepthMask (1);
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gl::StencilFunc (gl::NOTEQUAL, 0, 1);
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gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
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}
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glezz::front_face (gl::CW);
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let inverse_pumpkin = pumpkin_model_mat.inverse ();
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let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
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let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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glezz::uniform_3fv (unis [&ALBEDO], &self.pitch_colors [self.grass_index]);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
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self.mesh_pitch.draw (attrs, self.grass_index);
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// Pass 4: Draw shadowed ground
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unsafe {
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gl::StencilFunc (gl::EQUAL, 0, 1);
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gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
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}
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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self.mesh_pitch.draw (attrs, self.grass_index);
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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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video_subsystem.gl_get_proc_address (s) as *const _
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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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let mut time_step = TimeStep::new (60, 1000);
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let mut state = WorldState::new ();
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let graphics = GameGraphics::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);
|
||||
}
|
||||
|
||||
let _mouse = event_pump.mouse_state ();
|
||||
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit {..} |
|
||||
Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
|
||||
break 'running
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
|
||||
let arrows = vec![
|
||||
Arrow {
|
||||
origin: (0.0, 0.0, 1.0).into (),
|
||||
|
@ -378,144 +559,9 @@ fn main () {
|
|||
}
|
||||
}).collect ();
|
||||
|
||||
use uniforms::*;
|
||||
window.gl_make_current (&gl_ctx).unwrap ();
|
||||
|
||||
shader_diffuse.with (|shader_vars| {
|
||||
let unis = shader_vars.unis;
|
||||
let attrs = shader_vars.attrs;
|
||||
|
||||
// Pass 1 - Draw the world except the ground plane
|
||||
glezz::disable (gl::STENCIL_TEST);
|
||||
glezz::front_face (gl::CW);
|
||||
|
||||
let mvp = view_mat * pumpkin_model_mat;
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
||||
|
||||
let inverse_pumpkin = pumpkin_model_mat.inverse ();
|
||||
|
||||
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
|
||||
|
||||
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
|
||||
|
||||
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
|
||||
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
|
||||
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
|
||||
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
|
||||
|
||||
mesh_pumpkin.draw_all (attrs, |i| {
|
||||
glezz::uniform_3fv (unis [&ALBEDO], &pumpkin_colors [i]);
|
||||
true
|
||||
});
|
||||
|
||||
let mvp = view_mat * world_model_mat;
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
||||
|
||||
mesh_pitch.draw_all (attrs, |i| {
|
||||
glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [i]);
|
||||
i != grass_index
|
||||
});
|
||||
|
||||
glezz::uniform_3fv (unis [&ALBEDO], &magenta);
|
||||
for arrow in &renderable_arrows {
|
||||
let mvp = view_mat * arrow.model_mat;
|
||||
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
||||
let object_space_light = make_object_space_vec (&arrow.inv_model_mat, &light);
|
||||
let object_space_sky = make_object_space_vec (&arrow.inv_model_mat, &Vec3::from ((0.0, 0.0, 1.0)));
|
||||
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
|
||||
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
|
||||
|
||||
mesh_arrow.draw_all (attrs, |_| true);
|
||||
}
|
||||
|
||||
let draw_sky = true;
|
||||
if draw_sky {
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat);
|
||||
glezz::uniform_3fv (unis [&ALBEDO], &white);
|
||||
glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
|
||||
glezz::uniform_3fv (unis [&MIN_ALBEDO], &black);
|
||||
glezz::uniform_1i (unis [&TEXTURE], 0);
|
||||
|
||||
mesh_sky.draw_all (attrs, |_| true);
|
||||
}
|
||||
});
|
||||
|
||||
shader_shadow.with (|shader_vars| {
|
||||
let unis = shader_vars.unis;
|
||||
let attrs = shader_vars.attrs;
|
||||
|
||||
// Pass 2: Draw shadows into stencil buffer
|
||||
glezz::front_face (gl::CCW);
|
||||
glezz::enable (gl::STENCIL_TEST);
|
||||
unsafe {
|
||||
gl::StencilFunc (gl::ALWAYS, 1, 1);
|
||||
gl::StencilOp (gl::KEEP, gl::KEEP, gl::REPLACE);
|
||||
|
||||
gl::ColorMask (0, 0, 0, 0);
|
||||
gl::DepthMask (0);
|
||||
gl::StencilMask (1);
|
||||
}
|
||||
|
||||
let view_mat = view_mat * shadow_mat;
|
||||
|
||||
let mvp = view_mat * pumpkin_model_mat;
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
||||
|
||||
mesh_pumpkin.draw_all (attrs, |_| true);
|
||||
|
||||
let mvp = view_mat * world_model_mat;
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
||||
|
||||
mesh_pitch.draw_all (attrs, |i| i != grass_index);
|
||||
|
||||
for renderable_arrow in &renderable_arrows {
|
||||
let mvp = view_mat * renderable_arrow.model_mat;
|
||||
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
||||
mesh_arrow.draw_all (attrs, |_| true);
|
||||
}
|
||||
});
|
||||
|
||||
shader_diffuse.with (|shader_vars| {
|
||||
let unis = shader_vars.unis;
|
||||
let attrs = shader_vars.attrs;
|
||||
|
||||
// Pass 3: Draw lit ground
|
||||
unsafe {
|
||||
gl::ColorMask (255, 255, 255, 255);
|
||||
gl::DepthMask (1);
|
||||
gl::StencilFunc (gl::NOTEQUAL, 0, 1);
|
||||
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
|
||||
}
|
||||
|
||||
glezz::front_face (gl::CW);
|
||||
|
||||
let inverse_pumpkin = pumpkin_model_mat.inverse ();
|
||||
|
||||
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
|
||||
|
||||
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
|
||||
|
||||
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
|
||||
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
|
||||
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
|
||||
|
||||
let mvp = view_mat * world_model_mat;
|
||||
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
||||
|
||||
glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [grass_index]);
|
||||
|
||||
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
|
||||
mesh_pitch.draw (attrs, grass_index);
|
||||
|
||||
// Pass 4: Draw shadowed ground
|
||||
unsafe {
|
||||
gl::StencilFunc (gl::EQUAL, 0, 1);
|
||||
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
|
||||
}
|
||||
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
|
||||
mesh_pitch.draw (attrs, grass_index);
|
||||
});
|
||||
graphics.draw (&state, &renderable_arrows);
|
||||
|
||||
window.gl_swap_window ();
|
||||
|
||||
|
|
Loading…
Reference in New Issue