535 lines
14 KiB
Rust
535 lines
14 KiB
Rust
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::*;
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use std::iter::FromIterator;
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use std::str;
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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 renderable_model::RenderableModel;
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use shader::{ShaderProgram, ShaderObject};
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use shader_closure::*;
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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 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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mod uniforms {
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use iota::iota;
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iota! {
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pub const
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MVP: u32 = iota;
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, OBJECT_SPACE_LIGHT
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, OBJECT_SPACE_SKY
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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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}
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}
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fn make_object_space_vec (inverse_model_mat: &Mat4, world_space_vec: &Vec3)
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-> Vec3
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{
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let v = world_space_vec;
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let v4 = *inverse_model_mat * Vec4::from ((v.x (), v.y (), v.z (), 0.0));
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Vec3::from ((v4.x (), v4.y (), v4.z ()))
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}
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fn renderable_from_iqm_file <P> (filename: P) -> RenderableModel
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where P: AsRef <std::path::Path>
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{
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let data = load_small_file (filename, 1024 * 1024).unwrap ();
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let model = Model::from_slice (&data).unwrap ();
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RenderableModel::from_iqm (&model)
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}
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fn shader_from_files <P> (vert: P, frag: P) -> ShaderProgram
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where P: AsRef <std::path::Path>
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{
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let vert_shader = ShaderObject::from_file (gl::VERTEX_SHADER, vert).unwrap ();
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let frag_shader = ShaderObject::from_file (gl::FRAGMENT_SHADER, frag).unwrap ();
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ShaderProgram::new (&vert_shader, &frag_shader).unwrap ()
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}
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struct Arrow {
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origin: Vec3,
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direction: Vec3,
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}
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struct RenderableArrow {
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model_mat: Mat4,
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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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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 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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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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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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}
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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 shadow_mat = {
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let mut mat = Mat4::identity ();
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mat.set_z_axis ((-0.25, 0.125, 0.0, 0.0).into ());
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mat
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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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Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
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;
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let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
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let light = Vec3::from ((0.25, -0.125, 1.0)).normalize ();
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glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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glezz::enable (gl::CULL_FACE);
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let pumpkin_model_mat =
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Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
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Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
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Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
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;
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let world_model_mat = Mat4::identity ();
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let arrows = vec![
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Arrow {
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origin: (0.0, 0.0, 1.0).into (),
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direction: (0.0, 0.0, 1.0).into (),
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},
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Arrow {
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origin: (1.0, 0.0, 1.0).into (),
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direction: (1.0, 0.0, 0.0).into (),
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},
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Arrow {
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origin: (0.0, 1.0, 1.0).into (),
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direction: (0.0, 1.0, 0.0).into (),
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},
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];
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let renderable_arrows: Vec <_> = arrows.iter ().map (|arrow| {
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let d = arrow.direction;
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let up: Vec3 = if d.z () > 0.5 {
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(-1.0, 0.0, 0.0)
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}
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else if d.z () < -0.5 {
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(-1.0, 0.0, 0.0)
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}
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else {
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(0.0, 0.0, 1.0)
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}.into ();
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// These are probably all fucked
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let left = d.cross (up);
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let up = d.cross (left);
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let mut dir_mat = Mat4::identity ();
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dir_mat.set_x_axis ((left.x (), left.y (), left.z (), 0.0).into ());
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dir_mat.set_y_axis ((up.x (), up.y (), up.z (), 0.0).into ());
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dir_mat.set_z_axis ((d.x (), d.y (), d.z (), 0.0).into ());
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let model_mat =
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Mat4::from_translation (arrow.origin) *
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Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
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dir_mat;
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let inv_model_mat = model_mat.inverse ();
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RenderableArrow {
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model_mat,
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inv_model_mat,
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}
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}).collect ();
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use uniforms::*;
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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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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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mesh_pitch.draw_all (attrs, |i| {
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glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [i]);
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i != grass_index
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});
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glezz::uniform_3fv (unis [&ALBEDO], &magenta);
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for arrow in &renderable_arrows {
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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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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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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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mesh_sky.draw_all (attrs, |_| true);
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}
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});
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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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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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mesh_pitch.draw_all (attrs, |i| i != grass_index);
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for renderable_arrow in &renderable_arrows {
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let mvp = view_mat * renderable_arrow.model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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mesh_arrow.draw_all (attrs, |_| true);
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}
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});
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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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|
|
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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);
|
|
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
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|
|
|
let mvp = view_mat * world_model_mat;
|
|
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
|
|
|
glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [grass_index]);
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|
|
|
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);
|
|
});
|
|
|
|
window.gl_swap_window ();
|
|
|
|
std::thread::sleep (Duration::from_millis (15));
|
|
}
|
|
}
|
|
|
|
#[cfg (test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
#[test]
|
|
pub fn iqm () {
|
|
|
|
}
|
|
}
|