update: played with lighting
parent
0d4ba9455e
commit
aadc08194f
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@ -3,6 +3,7 @@
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#define highp
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#define highp
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#line 0
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#line 0
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attribute highp vec4 attr_pos;
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attribute highp vec4 attr_pos;
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attribute lowp vec3 attr_normal;
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attribute lowp vec3 attr_color;
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attribute lowp vec3 attr_color;
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uniform highp mat4 uni_mvp;
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uniform highp mat4 uni_mvp;
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@ -10,6 +11,11 @@ uniform highp mat4 uni_mvp;
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varying lowp vec3 vary_color;
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varying lowp vec3 vary_color;
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void main (void) {
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void main (void) {
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vary_color = attr_color;
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vec3 sun_dir = normalize (vec3 (1.0, 1.0, 4.0));
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vec3 sun_light = vec3 (1.0, 0.75, 0.5) * max (0.0, dot (attr_normal, sun_dir));
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vec3 sky_light = vec3 (0.0, 0.25, 0.5) * (attr_normal.z * 0.5 + 0.5);
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vary_color = sqrt (attr_color * (sun_light + sky_light));
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gl_Position = uni_mvp * attr_pos;
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gl_Position = uni_mvp * attr_pos;
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}
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}
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@ -45,6 +45,7 @@ struct GraphicsContext {
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struct ShaderLocations {
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struct ShaderLocations {
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attr_pos: u32,
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attr_pos: u32,
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attr_normal: u32,
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attr_color: u32,
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attr_color: u32,
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uni_mvp: i32,
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uni_mvp: i32,
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}
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}
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@ -56,9 +57,10 @@ impl ShaderLocations {
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let uni = |name: &str| shader_program.get_uniform_location (&CString::new (name.as_bytes ())?).try_into ().context ("Uniform location bad");
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let uni = |name: &str| shader_program.get_uniform_location (&CString::new (name.as_bytes ())?).try_into ().context ("Uniform location bad");
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Ok (Self {
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Ok (Self {
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attr_pos: attr ("attr_pos")?,
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attr_pos: attr ("attr_pos")?,
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attr_color: attr ("attr_color")?,
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attr_normal: attr ("attr_normal")?,
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uni_mvp: uni ("uni_mvp")?,
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attr_color: attr ("attr_color")?,
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uni_mvp: uni ("uni_mvp")?,
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})
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})
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}
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}
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}
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}
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@ -68,6 +70,7 @@ fn draw_graphics (ctx: &GraphicsContext, state: &GameState)
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{
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{
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let shader_locs = &ctx.shader_locations;
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let shader_locs = &ctx.shader_locations;
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let attr_pos = shader_locs.attr_pos;
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let attr_pos = shader_locs.attr_pos;
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let attr_normal = shader_locs.attr_normal;
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let attr_color = shader_locs.attr_color;
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let attr_color = shader_locs.attr_color;
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let uni_mvp = shader_locs.uni_mvp;
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let uni_mvp = shader_locs.uni_mvp;
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@ -97,15 +100,17 @@ fn draw_graphics (ctx: &GraphicsContext, state: &GameState)
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ctx.shader_program.use_program ();
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ctx.shader_program.use_program ();
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glezz::enable_vertex_attrib_array (Some (attr_pos));
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glezz::enable_vertex_attrib_array (Some (attr_pos));
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glezz::enable_vertex_attrib_array (Some (attr_color));
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glezz::enable_vertex_attrib_array (Some (attr_color));
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glezz::enable_vertex_attrib_array (Some (attr_normal));
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ctx.vertex_buffer.bind ();
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ctx.vertex_buffer.bind ();
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ctx.index_buffer.bind ();
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ctx.index_buffer.bind ();
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unsafe {
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unsafe {
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let num_quads = 64 * 64;
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let num_quads = 64 * 64;
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let stride = 4 * 6;
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let stride = 4 * 9;
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gl::VertexAttribPointer (attr_pos, 3, gl::FLOAT, 0, stride, 0 as *const u8 as *const c_void);
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gl::VertexAttribPointer (attr_pos, 3, gl::FLOAT, 0, stride, 0 as *const u8 as *const c_void);
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gl::VertexAttribPointer (attr_color, 3, gl::FLOAT, 0, stride, (4 * 3) as *const u8 as *const c_void);
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gl::VertexAttribPointer (attr_normal, 3, gl::FLOAT, 0, stride, (4 * 3) as *const u8 as *const c_void);
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gl::VertexAttribPointer (attr_color, 3, gl::FLOAT, 0, stride, (4 * 6) as *const u8 as *const c_void);
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gl::DrawRangeElements (gl::TRIANGLES, 0, num_quads * 4, num_quads as i32 * 6, gl::UNSIGNED_INT, 0 as *const u8 as *const c_void);
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gl::DrawRangeElements (gl::TRIANGLES, 0, num_quads * 4, num_quads as i32 * 6, gl::UNSIGNED_INT, 0 as *const u8 as *const c_void);
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}
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}
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@ -154,22 +159,28 @@ fn main () -> anyhow::Result <()> {
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let mut indexes = vec![];
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let mut indexes = vec![];
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let mut start_index = 0;
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let mut start_index = 0;
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let height_fn = |x, y| {
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let bump_at = |bump_x, bump_y, x, y| {
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let x = x - 32.0;
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let x = x - bump_x;
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let y = y - 32.0;
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let y = y - bump_y;
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let d = x * x + y * y;
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let d = x * x + y * y;
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f32::max (0.0, 5.0 - d * 0.125)
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f32::max (0.0, 5.0 - d * 0.125)
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};
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};
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let height_fn = |(x, y)| {
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bump_at (32.0, 32.0, x, y) +
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bump_at (64.0, 32.0, x, y) +
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bump_at (32.0, 48.0, x, y)
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};
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for y in 0..64 {
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for y in 0..64 {
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for x in 0..64 {
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for x in 0..64 {
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let (r, g, b) = if (x + y) % 2 == 0 {
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let (r, g, b) = if (x + y) % 2 == 0 {
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(0.4, 0.4, 0.4)
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(0.4, 0.4, 0.4)
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}
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}
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else {
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else {
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(0.6, 0.6, 0.6)
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(0.5, 0.5, 0.5)
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};
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};
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let x = x as f32;
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let x = x as f32;
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@ -183,9 +194,27 @@ fn main () -> anyhow::Result <()> {
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(x + 0.0, y + 1.0),
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(x + 0.0, y + 1.0),
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];
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];
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for (x, y) in &xys {
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let zs = [
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height_fn (xys [0]),
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height_fn (xys [1]),
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height_fn (xys [2]),
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height_fn (xys [3]),
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];
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let slope_x = (zs [1] + zs [2]) - (zs [0] + zs [3]);
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let slope_y = (zs [2] + zs [3]) - (zs [0] + zs [1]);
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let tangent_x = Vec3::from ((1.0, 0.0, slope_x));
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let tangent_y = Vec3::from ((0.0, 1.0, slope_y));
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let normal = Vec3::cross (tangent_x, tangent_y)
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.normalize ();
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let (nx, ny, nz) = normal.into ();
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for ((x, y), z) in xys.iter ().zip (&zs) {
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vertexes.extend (&[
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vertexes.extend (&[
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*x, *y, height_fn (*x, *y),
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*x, *y, *z,
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nx, ny, nz,
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r, g, b,
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r, g, b,
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])
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])
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}
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}
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