update
parent
aadc08194f
commit
f98d5138ff
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@ -13,7 +13,7 @@ varying lowp vec3 vary_color;
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void main (void) {
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void main (void) {
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vec3 sun_dir = normalize (vec3 (1.0, 1.0, 4.0));
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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 sun_light = vec3 (1.0, 0.75, 0.5) * sqrt (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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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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vary_color = sqrt (attr_color * (sun_light + sky_light));
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@ -19,7 +19,10 @@ use sdl2::{
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event::Event,
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event::Event,
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keyboard::{Keycode, Scancode},
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keyboard::{Keycode, Scancode},
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};
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};
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use tracing::instrument;
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use tracing::{
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debug,
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instrument,
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};
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use opengl_rust::{
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use opengl_rust::{
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glezz,
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glezz,
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@ -66,7 +69,8 @@ impl ShaderLocations {
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}
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}
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#[instrument (level = "trace", skip (ctx, state))]
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#[instrument (level = "trace", skip (ctx, state))]
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fn draw_graphics (ctx: &GraphicsContext, state: &GameState)
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fn draw_graphics (ctx: &GraphicsContext, state: &GameState)
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-> anyhow::Result <()>
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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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@ -85,7 +89,7 @@ fn draw_graphics (ctx: &GraphicsContext, state: &GameState)
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let spin_period = 360 * 4;
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let spin_period = 360 * 8;
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let view_mat = proj_mat *
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let view_mat = proj_mat *
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -80.0))) *
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -80.0))) *
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@ -105,6 +109,19 @@ fn draw_graphics (ctx: &GraphicsContext, state: &GameState)
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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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let bump_period = 360 * 7;
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let bump_theta = (state.logic_frames % bump_period) as f32 * 3.1415926535 * 2.0 / bump_period as f32;
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let ClientArrays {
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vertexes,
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indexes,
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} = make_heightmap_arrays (&[
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(32.0, 48.0),
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(32.0 + 16.0 * bump_theta.cos (), 32.0 + 16.0 * bump_theta.sin ()),
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]);
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upload_vertexes (&vertexes)?;
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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 * 9;
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let stride = 4 * 9;
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@ -116,45 +133,16 @@ fn draw_graphics (ctx: &GraphicsContext, state: &GameState)
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}
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}
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ctx.window.gl_swap_window ();
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ctx.window.gl_swap_window ();
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Ok (())
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}
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}
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fn main () -> anyhow::Result <()> {
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struct ClientArrays {
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tracing_subscriber::fmt::fmt ()
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vertexes: Vec <f32>,
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.with_env_filter (tracing_subscriber::EnvFilter::from_default_env())
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indexes: Vec <u32>,
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.with_span_events (tracing_subscriber::fmt::format::FmtSpan::CLOSE)
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}
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.init ();
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fn make_heightmap_arrays (bumps: &[(f32, f32)]) -> ClientArrays {
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let sdl_context = sdl2::init ().map_err (|e| anyhow! ("Can't init SDL: {}", e))?;
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let video_subsystem = sdl_context.video ().map_err (|e| anyhow! ("Can't get SDL video subsystem: {}", e))?;
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let window = video_subsystem.window ("Heightmap terrain demo", 960, 540)
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.position_centered ()
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.opengl ()
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.build ()
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?;
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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 ().map_err (|e| anyhow! ("Can't create OpenGL context: {}", e))?;
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window.gl_make_current (&gl_ctx).map_err (|e| anyhow! ("Can't make OpenGL context current: {}", e))?;
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let mut time_step = TimeStep::new (60, 1000);
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let mut graphics_frames = 0;
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let controller_subsystem = sdl_context.game_controller ().unwrap ();
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let controller = controller_subsystem.open (0).ok ();
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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let shader_program = shader::shader_from_files ("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl");
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let shader_locations = ShaderLocations::new (&shader_program)?;
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let mut vertexes = vec![];
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let mut vertexes = vec![];
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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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@ -163,15 +151,22 @@ fn main () -> anyhow::Result <()> {
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let x = x - bump_x;
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let x = x - bump_x;
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let y = y - bump_y;
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let y = y - bump_y;
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let d = x * x + y * y;
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let d2: f32 = x * x + y * y;
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if d2 > 8.0 * 8.0 {
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return 0.0;
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}
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let d = d2.sqrt ();
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f32::max (0.0, 5.0 - d * 0.125)
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let t = f32::min (1.0, f32::max (0.0, (8.0 - d) / 6.0));
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let z = -2.0 * t * t + 3.0 * t * t;
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f32::max (0.0, 4.0 * z)
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};
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};
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let height_fn = |(x, y)| {
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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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bumps.iter ()
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bump_at (64.0, 32.0, x, y) +
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.map (|(bump_x, bump_y)| bump_at (bump_x, bump_y, x, y))
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bump_at (32.0, 48.0, x, y)
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.sum ()
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};
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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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@ -227,9 +222,83 @@ fn main () -> anyhow::Result <()> {
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}
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}
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}
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}
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let vertex_buffer = gpu_buffers::VertexBuffer::from_slice (&vertexes);
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ClientArrays {
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vertexes,
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indexes,
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}
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}
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fn upload_vertexes (vertexes: &[f32]) -> anyhow::Result <()> {
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unsafe {
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gl::BufferSubData (
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gl::ARRAY_BUFFER,
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0,
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(vertexes.len () * 4).try_into ()?,
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&vertexes [0] as *const f32 as *const c_void
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);
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}
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Ok (())
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}
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fn main () -> anyhow::Result <()> {
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tracing_subscriber::fmt::fmt ()
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.with_env_filter (tracing_subscriber::EnvFilter::from_default_env())
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.with_span_events (tracing_subscriber::fmt::format::FmtSpan::CLOSE)
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.init ();
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let sdl_context = sdl2::init ().map_err (|e| anyhow! ("Can't init SDL: {}", e))?;
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let video_subsystem = sdl_context.video ().map_err (|e| anyhow! ("Can't get SDL video subsystem: {}", e))?;
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let window = video_subsystem.window ("Heightmap terrain demo", 960, 540)
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.position_centered ()
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.opengl ()
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.build ()
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?;
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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 ().map_err (|e| anyhow! ("Can't create OpenGL context: {}", e))?;
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window.gl_make_current (&gl_ctx).map_err (|e| anyhow! ("Can't make OpenGL context current: {}", e))?;
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let mut time_step = TimeStep::new (60, 1000);
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let mut graphics_frames = 0;
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let controller_subsystem = sdl_context.game_controller ().unwrap ();
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let controller = controller_subsystem.open (0).ok ();
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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let shader_program = shader::shader_from_files ("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl");
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let shader_locations = ShaderLocations::new (&shader_program)?;
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let ClientArrays {
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vertexes,
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indexes,
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} = make_heightmap_arrays (&[]);
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debug! ("Floats in vertex buffer: {}", vertexes.len ());
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let vertex_buffer = gpu_buffers::VertexBuffer::streaming (vertexes.len ());
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let index_buffer = gpu_buffers::IndexBuffer::from_slice_u32 (&indexes);
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let index_buffer = gpu_buffers::IndexBuffer::from_slice_u32 (&indexes);
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upload_vertexes (&vertexes)?;
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unsafe {
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gl::BufferSubData (
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gl::ARRAY_BUFFER,
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0,
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(vertexes.len () * 4).try_into ()?,
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&vertexes [0] as *const f32 as *const c_void
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);
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}
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let graphics_ctx = GraphicsContext {
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let graphics_ctx = GraphicsContext {
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window,
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window,
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gl_ctx,
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gl_ctx,
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@ -264,7 +333,7 @@ fn main () -> anyhow::Result <()> {
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game_state.logic_frames += 1;
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game_state.logic_frames += 1;
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}
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}
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draw_graphics (&graphics_ctx, &game_state);
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draw_graphics (&graphics_ctx, &game_state)?;
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graphics_frames += 1;
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graphics_frames += 1;
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std::thread::sleep (Duration::from_millis (15));
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std::thread::sleep (Duration::from_millis (15));
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