880 lines
21 KiB
Rust
880 lines
21 KiB
Rust
use glam::{Mat4, Vec3, Vec4, Quat};
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use nom::{
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IResult,
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bytes::complete::{tag},
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number::complete::{le_u32},
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};
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use sdl2::event::Event;
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use sdl2::keyboard::{Keycode, Scancode};
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use std::collections::HashMap;
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use std::convert::TryInto;
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use std::ffi::{c_void, CStr, CString};
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use std::fs::File;
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use std::io::Read;
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use std::path::Path;
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use std::time::{Duration, Instant};
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mod iqm_consts {
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pub const VERSION: usize = 0;
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pub const FILESIZE: usize = 1;
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pub const FLAGS: usize = 2;
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pub const NUM_TEXT: usize = 3;
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pub const OFS_TEXT: usize = 4;
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pub const NUM_MESHES: usize = 5;
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pub const OFS_MESHES: usize = 6;
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pub const NUM_VERTEXARRAYS: usize = 7;
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pub const NUM_VERTEXES: usize = 8;
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pub const OFS_VERTEXARRAYS: usize = 9;
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pub const NUM_TRIANGLES: usize = 10;
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pub const OFS_TRIANGLES: usize = 11;
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pub const OFS_ADJACENCY: usize = 12;
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pub const NUM_JOINTS: usize = 13;
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pub const OFS_JOINTS: usize = 14;
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pub const NUM_POSES: usize = 15;
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pub const OFS_POSES: usize = 16;
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pub const NUM_ANIMS: usize = 17;
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pub const OFS_ANIMS: usize = 18;
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pub const NUM_FRAMES: usize = 19;
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pub const NUM_FRAMECHANNELS: usize = 20;
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pub const OFS_FRAMES: usize = 21;
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pub const OFS_BOUNDS: usize = 22;
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pub const NUM_COMMENT: usize = 23;
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pub const OFS_COMMENT: usize = 24;
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pub const NUM_EXTENSIONS: usize = 25;
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pub const OFS_EXTENSIONS: usize = 26;
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}
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mod iqm_types {
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pub const POSITION: u32 = 0;
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pub const TEXCOORD: u32 = 1;
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pub const NORMAL: u32 = 2;
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pub const TANGENT: u32 = 3;
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pub const BLENDINDEXES: u32 = 4;
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pub const BLENDWEIGHTS: u32 = 5;
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pub const COLOR: u32 = 6;
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pub const CUSTOM: u32 = 0x10;
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}
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mod iqm_formats {
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pub const BYTE: u32 = 0;
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pub const UBYTE: u32 = 1;
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pub const SHORT: u32 = 2;
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pub const USHORT: u32 = 3;
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pub const INT: u32 = 4;
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pub const UINT: u32 = 5;
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pub const HALF: u32 = 6;
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pub const FLOAT: u32 = 7;
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pub const DOUBLE: u32 = 8;
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}
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#[derive (Debug)]
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pub struct IqmMesh {
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name: u32,
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material: u32,
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first_vertex: u32,
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num_vertexes: u32,
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first_triangle: u32,
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num_triangles: u32,
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}
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#[derive (Debug)]
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pub struct IqmHeader {
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fields: [u32; 27],
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}
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#[derive (Debug)]
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pub struct IqmVertexArray {
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va_type: u32,
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va_flags: u32,
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va_format: u32,
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va_size: u32,
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va_offset: u32,
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}
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#[derive (Debug)]
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pub struct IqmModel <'a> {
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data: &'a [u8],
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header: IqmHeader,
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text: Vec <u8>,
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meshes: Vec <IqmMesh>,
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vertexarrays: Vec <IqmVertexArray>,
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}
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impl IqmHeader {
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pub fn from_slice (input: &[u8]) -> IResult <&[u8], IqmHeader> {
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let (input, _) = tag (b"INTERQUAKEMODEL\0")(input)?;
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let (input, version) = le_u32 (input)?;
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// I only know how to parse version 2
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assert_eq! (version, 2);
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let mut input = input;
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let mut fields = [0; 27];
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fields [0] = version;
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for index in 1..fields.len () {
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let (i, h) = le_u32 (input)?;
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input = i;
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fields [usize::from (index)] = h;
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}
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Ok ((input, IqmHeader {
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fields,
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}))
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}
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}
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impl IqmMesh {
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pub fn from_slice (input: &[u8]) -> IResult <&[u8], IqmMesh> {
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let mut result = IqmMesh {
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name: 0,
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material: 0,
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first_vertex: 0,
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num_vertexes: 0,
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first_triangle: 0,
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num_triangles: 0,
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};
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let mut input = input;
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for field in [
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&mut result.name,
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&mut result.material,
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&mut result.first_vertex,
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&mut result.num_vertexes,
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&mut result.first_triangle,
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&mut result.num_triangles,
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].iter_mut () {
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let (i, f) = le_u32 (input)?;
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input = i;
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**field = f;
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}
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Ok ((input, result))
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}
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}
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impl IqmVertexArray {
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pub fn from_slice (input: &[u8]) -> IResult <&[u8], IqmVertexArray> {
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let mut result = IqmVertexArray {
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va_type: 0,
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va_flags: 0,
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va_format: 0,
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va_size: 0,
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va_offset: 0,
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};
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let mut input = input;
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for field in [
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&mut result.va_type,
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&mut result.va_flags,
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&mut result.va_format,
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&mut result.va_size,
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&mut result.va_offset,
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].iter_mut () {
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let (i, f) = le_u32 (input)?;
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input = i;
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**field = f;
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}
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Ok ((input, result))
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}
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}
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impl <'a> IqmModel <'a> {
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pub fn from_slice (data: &'a [u8]) -> IqmModel <'a> {
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let header = IqmHeader::from_slice (data).unwrap ().1;
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let text = {
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let offset: usize = header.fields [iqm_consts::OFS_TEXT].try_into ().unwrap ();
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let num: usize = header.fields [iqm_consts::NUM_TEXT].try_into ().unwrap ();
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Vec::from (&data [offset..offset + num])
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};
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let meshes = {
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let num: usize = header.fields [iqm_consts::NUM_MESHES].try_into ().unwrap ();
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let mut meshes = Vec::with_capacity (num);
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let mesh_size = 6 * 4;
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let meshes_offset: usize = header.fields [iqm_consts::OFS_MESHES].try_into ().unwrap ();
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for i in 0..num {
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let offset = meshes_offset + i * mesh_size;
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let mesh_slice = &data [offset..offset + mesh_size];
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meshes.push (IqmMesh::from_slice (mesh_slice).unwrap ().1);
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}
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meshes
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};
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//println! ("{:?}", meshes);
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let vertexarrays = {
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let num: usize = header.fields [iqm_consts::NUM_VERTEXARRAYS].try_into ().unwrap ();
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let mut vertexarrays = Vec::with_capacity (num);
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let vertexarray_size = 5 * 4;
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let vertexarrays_offset: usize = header.fields [iqm_consts::OFS_VERTEXARRAYS].try_into ().unwrap ();
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for i in 0..num {
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let offset = vertexarrays_offset + i * vertexarray_size;
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let vertexarray_slice = &data [offset..offset + vertexarray_size];
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let vertexarray = IqmVertexArray::from_slice (vertexarray_slice).unwrap ().1;
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//println! ("{:?}", vertexarray);
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vertexarrays.push (vertexarray);
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}
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vertexarrays
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};
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IqmModel {
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data,
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header,
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text,
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meshes,
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vertexarrays,
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}
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}
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pub fn get_vertex_slice (&self,
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vertexarray_index: usize
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) -> &[u8]
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{
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let vertexarray = &self.vertexarrays [vertexarray_index];
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let bytes_per_float = 4;
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let stride = bytes_per_float * vertexarray.va_size;
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//assert_eq! (stride, 12);
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let offset: usize = (vertexarray.va_offset).try_into ().unwrap ();
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let num_bytes: usize = (stride * self.header.fields [iqm_consts::NUM_VERTEXES]).try_into ().unwrap ();
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&self.data [offset..offset + num_bytes]
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}
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pub fn get_index_slice (&self, mesh_index: usize) -> &[u8] {
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let mesh = &self.meshes [mesh_index];
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let bytes_per_u32 = 4;
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let indexes_per_tri = 3;
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let stride = bytes_per_u32 * indexes_per_tri;
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let offset: usize = (self.header.fields [iqm_consts::OFS_TRIANGLES] + stride * mesh.first_triangle).try_into ().unwrap ();
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let num_bytes: usize = (stride * mesh.num_triangles).try_into ().unwrap ();
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&self.data [offset..offset + num_bytes]
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}
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}
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pub fn load_small_file <P> (name: P) -> Vec <u8>
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where P: AsRef <Path>
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{
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let mut f = File::open (name).unwrap ();
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let len = f.metadata ().unwrap ().len ();
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if len > 1024 * 1024 {
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panic! ("File is too big");
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}
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let mut data = vec! [0u8; len.try_into ().unwrap ()];
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f.read (&mut data [..]).unwrap ();
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data
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}
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pub fn ugly_load_texture <P> (name: P) -> u32
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where P: AsRef <Path>
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{
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let decoder = png::Decoder::new (File::open (name).unwrap ());
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let (info, mut reader) = decoder.read_info ().unwrap ();
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// Allocate the output buffer.
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let mut buf = vec! [0; info.buffer_size ()];
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// Read the next frame. Currently this function should only called once.
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// The default options
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reader.next_frame (&mut buf).unwrap ();
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unsafe {
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gl::BindTexture (gl::TEXTURE_2D, 1);
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gl::TexImage2D (gl::TEXTURE_2D, 0, gl::RGBA.try_into ().unwrap (), 1024, 1024, 0, gl::RGBA, gl::UNSIGNED_BYTE, &buf [0] as *const u8 as *const c_void);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as i32);
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}
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1
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}
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const VERT_SHADER_SRC: &str =
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"
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#define lowp
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#define mediump
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#define highp
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#line 0
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uniform highp mat4 uni_mvp;
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attribute highp vec4 attr_pos;
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attribute mediump vec2 attr_uv;
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attribute lowp vec3 attr_normal;
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varying mediump vec2 vary_uv;
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varying lowp vec3 vary_normal;
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void main (void) {
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vary_uv = attr_uv;
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lowp vec4 light_color = vec4 (1.0);
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vary_normal = attr_normal;
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gl_Position = uni_mvp * attr_pos;
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}";
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const FRAG_SHADER_SRC: &str =
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"
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#define lowp
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#define mediump
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#define highp
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#line 0
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uniform lowp sampler2D uni_texture;
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uniform lowp vec3 uni_albedo;
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uniform lowp vec3 uni_object_space_light;
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uniform lowp vec3 uni_min_bright;
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uniform lowp vec3 uni_min_albedo;
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//varying lowp vec4 vary_color;
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varying lowp vec3 vary_normal;
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varying mediump vec2 vary_uv;
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void main (void) {
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lowp vec3 normal = normalize (vary_normal);
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lowp vec3 albedo = uni_albedo * max (uni_min_albedo, texture2D (uni_texture, vary_uv).rgb);
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//lowp vec3 albedo = vec3 (vary_uv, 0.0);
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lowp float diffuse_factor = dot (normal, uni_object_space_light);
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lowp vec3 sun = max (diffuse_factor, 0.0) * vec3 (0.95, 0.9, 0.85);
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lowp vec3 sky = (diffuse_factor * 0.45 + 0.55) * vec3 (0.05, 0.1, 0.15);
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lowp vec3 diffuse_color = albedo * max (uni_min_bright, (sun + sky));
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gl_FragColor = vec4 (sqrt (diffuse_color), 1.0);
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}
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";
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pub struct ShaderObject {
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id: u32,
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}
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impl ShaderObject {
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pub fn id (&self) -> u32 {
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self.id
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}
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pub fn new (shader_type: u32, source: &str) -> Result <ShaderObject, String>
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{
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let id = unsafe {
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gl::CreateShader (shader_type)
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};
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let sources = [
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source.as_ptr () as *const i8,
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];
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let lengths = [
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source.len ().try_into ().unwrap (),
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];
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let success = unsafe {
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gl::ShaderSource (id, sources.len ().try_into ().unwrap (), sources.as_ptr (), lengths.as_ptr ());
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gl::CompileShader (id);
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let mut success = 0;
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gl::GetShaderiv (id, gl::COMPILE_STATUS, &mut success);
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success == 1
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};
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if success {
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Ok (ShaderObject {
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id,
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})
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}
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else {
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let mut info_log = vec! [0u8; 4096];
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let mut log_length = 0;
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unsafe {
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gl::GetShaderInfoLog (id, (info_log.len () - 1).try_into ().unwrap (), &mut log_length, info_log.as_mut_ptr () as *mut i8);
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}
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info_log.truncate (log_length.try_into ().unwrap ());
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let info = String::from_utf8 (info_log).unwrap ();
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Err (info)
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}
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}
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}
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impl Drop for ShaderObject {
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fn drop (&mut self) {
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unsafe {
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gl::DeleteShader (self.id);
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}
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}
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}
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pub struct ShaderProgram {
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id: u32,
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}
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impl ShaderProgram {
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pub fn new (vert: &ShaderObject, frag: &ShaderObject)
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-> Result <ShaderProgram, String>
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{
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let id = unsafe {
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gl::CreateProgram ()
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};
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unsafe {
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gl::AttachShader (id, vert.id ());
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gl::AttachShader (id, frag.id ());
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gl::LinkProgram (id);
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}
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let success = unsafe {
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let mut success = 0;
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gl::GetProgramiv (id, gl::LINK_STATUS, &mut success);
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success == 1
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};
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if success {
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Ok (ShaderProgram {
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id,
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})
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}
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else {
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let mut info_log = vec! [0u8; 4096];
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let mut log_length = 0;
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unsafe {
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gl::GetProgramInfoLog (id, (info_log.len () - 1).try_into ().unwrap (), &mut log_length, info_log.as_mut_ptr () as *mut i8);
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}
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info_log.truncate (log_length.try_into ().unwrap ());
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let info = String::from_utf8 (info_log).unwrap ();
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Err (info)
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}
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}
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pub fn get_uniform_location (&self, name: &CStr) -> i32 {
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unsafe {
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gl::UseProgram (self.id);
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gl::GetUniformLocation (self.id, name.as_ptr ())
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}
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}
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pub fn get_attribute_location (&self, name: &CStr) -> i32 {
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unsafe {
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gl::UseProgram (self.id);
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gl::GetAttribLocation (self.id, name.as_ptr ())
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}
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}
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}
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impl Drop for ShaderProgram {
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fn drop (&mut self) {
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unsafe {
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gl::DeleteProgram (self.id);
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}
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}
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}
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fn enable_vertex_attrib_array (id: Option <u32>) {
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match id {
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Some (id) => unsafe {
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gl::EnableVertexAttribArray (id);
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},
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_ => (),
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}
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}
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unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, slice: &[u8]) {
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const FALSE_U8: u8 = 0;
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const FLOAT_SIZE: i32 = 4;
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match id {
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Some (id) => {
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gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, &slice [0] as *const u8 as *const c_void);
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},
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_ => (),
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}
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}
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unsafe fn point_to_model (
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attrs: &HashMap <String, Option <u32>>,
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model: &IqmModel
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) {
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vertex_attrib_pointer (attrs ["pos"], 3, model.get_vertex_slice (0));
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vertex_attrib_pointer (attrs ["uv"], 2, model.get_vertex_slice (1));
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vertex_attrib_pointer (attrs ["normal"], 3, model.get_vertex_slice (2));
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}
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const KEY_LEFT: usize = 0;
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const KEY_RIGHT: usize = KEY_LEFT + 1;
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const KEY_UP: usize = KEY_RIGHT + 1;
|
|
const KEY_DOWN: usize = KEY_UP + 1;
|
|
const KEY_COUNT: usize = KEY_DOWN + 1;
|
|
|
|
struct ControllerState {
|
|
keys: Vec <bool>,
|
|
}
|
|
|
|
impl ControllerState {
|
|
pub fn from_sdl_keyboard (k: &sdl2::keyboard::KeyboardState) -> Self {
|
|
let f = |c| k.is_scancode_pressed (c);
|
|
|
|
Self {
|
|
keys: vec! [
|
|
f (Scancode::Left),
|
|
f (Scancode::Right),
|
|
f (Scancode::Up),
|
|
f (Scancode::Down),
|
|
],
|
|
}
|
|
}
|
|
|
|
pub fn is_pressed (&self, code: usize) -> bool {
|
|
self.keys [code]
|
|
}
|
|
}
|
|
|
|
struct WorldState {
|
|
azimuth: f32,
|
|
altitude: f32,
|
|
spin_speed: i32,
|
|
}
|
|
|
|
impl WorldState {
|
|
pub fn new () -> Self {
|
|
Self {
|
|
azimuth: 0.0,
|
|
altitude: 0.0,
|
|
spin_speed: 0,
|
|
}
|
|
}
|
|
|
|
pub fn step (&mut self, controller: &ControllerState) {
|
|
const SPIN_RAMP_TIME: i32 = 30;
|
|
|
|
let spin_f = 4.0 * self.spin_speed as f32 / SPIN_RAMP_TIME as f32;
|
|
|
|
if controller.is_pressed (KEY_LEFT) {
|
|
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
|
|
self.azimuth += spin_f;
|
|
}
|
|
else if controller.is_pressed (KEY_RIGHT) {
|
|
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
|
|
self.azimuth -= spin_f;
|
|
}
|
|
else if controller.is_pressed (KEY_UP) {
|
|
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
|
|
self.altitude = f32::min (90.0, self.altitude + spin_f);
|
|
}
|
|
else if controller.is_pressed (KEY_DOWN) {
|
|
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
|
|
self.altitude = f32::max (-90.0, self.altitude - spin_f);
|
|
}
|
|
else {
|
|
self.spin_speed = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
struct TimeStep {
|
|
last_frame_time: Instant,
|
|
// Milliseconds
|
|
accum: u128,
|
|
fps_num: u16,
|
|
fps_den: u16,
|
|
}
|
|
|
|
impl TimeStep {
|
|
pub fn new (fps_num: u16, fps_den: u16) -> Self {
|
|
Self {
|
|
last_frame_time: Instant::now (),
|
|
accum: 0,
|
|
fps_num,
|
|
fps_den,
|
|
}
|
|
}
|
|
|
|
// Automatically gets monotonic system time from Instant
|
|
// If you need something fancy just rewrite this.
|
|
// Returns: How many logics steps to run. Typically 0 or 1.
|
|
|
|
pub fn step (&mut self) -> u16 {
|
|
let frame_time = Instant::now ();
|
|
|
|
let fps_num_128: u128 = self.fps_num.into ();
|
|
let fps_den_128: u128 = self.fps_den.into ();
|
|
|
|
self.accum += (frame_time - self.last_frame_time).as_millis () * fps_num_128;
|
|
|
|
let mut result = 0;
|
|
const MAX_FRAMES: u16 = 4;
|
|
|
|
for _ in 0..MAX_FRAMES {
|
|
if self.accum > fps_den_128 {
|
|
result += 1;
|
|
self.accum -= fps_den_128;
|
|
}
|
|
else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
self.last_frame_time = frame_time;
|
|
result
|
|
}
|
|
}
|
|
|
|
unsafe fn draw_world (world: &WorldState) {
|
|
|
|
}
|
|
|
|
fn main () {
|
|
let sdl_context = sdl2::init ().unwrap ();
|
|
let video_subsystem = sdl_context.video ().unwrap ();
|
|
|
|
let window = video_subsystem.window ("OpenGL? In my Rust?", 1280, 720)
|
|
.position_centered ()
|
|
.opengl ()
|
|
.build ()
|
|
.unwrap ();
|
|
|
|
gl::load_with (|s| {
|
|
let result = video_subsystem.gl_get_proc_address (s) as *const _;
|
|
//println! ("{:?}", result);
|
|
|
|
result
|
|
});
|
|
|
|
assert! (gl::ClearColor::is_loaded ());
|
|
|
|
let gl_ctx = window.gl_create_context ().unwrap ();
|
|
|
|
window.gl_make_current (&gl_ctx).unwrap ();
|
|
|
|
// I love how with Rust I can throw unwrap ()s everywhere
|
|
// It's safer than C / C++'s default behavior of unchecked errors
|
|
// It's more programmer-friendly and explicit than C#'s unchecked
|
|
// exceptions that can appear almost anywhere at runtime with no
|
|
// compile-time warning
|
|
// And I'm still not actually checking errors - Just checkmarking
|
|
// that I know where they are.
|
|
|
|
let vert_shader = ShaderObject::new (gl::VERTEX_SHADER, VERT_SHADER_SRC).unwrap ();
|
|
let frag_shader = ShaderObject::new (gl::FRAGMENT_SHADER, FRAG_SHADER_SRC).unwrap ();
|
|
|
|
let shader_program = ShaderProgram::new (&vert_shader, &frag_shader).unwrap ();
|
|
|
|
let unis: HashMap <_, _> = vec! [
|
|
"mvp",
|
|
"object_space_light",
|
|
"albedo",
|
|
"min_albedo",
|
|
"min_bright",
|
|
"texture",
|
|
].iter ()
|
|
.map (|name| {
|
|
let mut s = String::from ("uni_");
|
|
s.push_str (name);
|
|
|
|
let c_str = CString::new (s.as_bytes ()).unwrap ();
|
|
let loc = shader_program.get_uniform_location (&c_str);
|
|
|
|
println! ("Uni {} --> {}", name, loc);
|
|
|
|
(String::from (*name), loc)
|
|
})
|
|
.collect ();
|
|
|
|
let attrs: HashMap <_, Option <u32>> = vec! [
|
|
"pos",
|
|
"uv",
|
|
"normal",
|
|
].iter ()
|
|
.map (|name| {
|
|
let mut s = String::from ("attr_");
|
|
s.push_str (name);
|
|
|
|
let c_str = CString::new (s.as_bytes ()).unwrap ();
|
|
let loc = shader_program.get_attribute_location (&c_str);
|
|
let loc = match loc.try_into () {
|
|
Ok (i) => Some (i),
|
|
_ => {
|
|
println! ("Attribute {} not found - Optimized out?", name);
|
|
None
|
|
},
|
|
};
|
|
|
|
(String::from (*name), loc)
|
|
})
|
|
.collect ();
|
|
|
|
let texture = ugly_load_texture ("sky.png");
|
|
|
|
let model_data = load_small_file ("pumpking.iqm");
|
|
let model = IqmModel::from_slice (&model_data [..]);
|
|
|
|
let sky_data = load_small_file ("sky-sphere.iqm");
|
|
let sky_model = IqmModel::from_slice (&sky_data [..]);
|
|
|
|
const FALSE_U8: u8 = 0;
|
|
|
|
unsafe {
|
|
enable_vertex_attrib_array (attrs ["pos"]);
|
|
enable_vertex_attrib_array (attrs ["uv"]);
|
|
enable_vertex_attrib_array (attrs ["normal"]);
|
|
|
|
gl::Enable (gl::DEPTH_TEST);
|
|
gl::Enable (gl::TEXTURE);
|
|
|
|
let num_coords = 3;
|
|
let stride = 4 * num_coords;
|
|
}
|
|
|
|
let mut time_step = TimeStep::new (60, 1000);
|
|
let mut state = WorldState::new ();
|
|
|
|
let mut event_pump = sdl_context.event_pump ().unwrap ();
|
|
'running: loop {
|
|
let frames_to_do = time_step.step ();
|
|
|
|
let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
|
|
|
|
for _ in 0..frames_to_do {
|
|
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
|
|
},
|
|
_ => (),
|
|
}
|
|
}
|
|
|
|
window.gl_make_current (&gl_ctx).unwrap ();
|
|
|
|
let longitude = state.azimuth.to_radians ();
|
|
let latitude = (state.altitude - 90.0).to_radians ();
|
|
|
|
let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
|
|
|
|
let model_mat =
|
|
Mat4::from_translation (Vec3::from ((0.0, 0.0, -2.7 * 0.5)))
|
|
;
|
|
|
|
let view_mat = proj_mat *
|
|
Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
|
|
Mat4::from_rotation_x (latitude) *
|
|
Mat4::from_rotation_z (longitude)
|
|
;
|
|
|
|
let mvp_mat = view_mat * model_mat;
|
|
|
|
let sky_mvp_mat = view_mat * Mat4::from_scale (Vec3::from ((16.0, 16.0, 16.0)));
|
|
|
|
let light = Vec3::from ((2.0, 0.0, 5.0)).normalize ();
|
|
let object_space_light = model_mat.inverse () * Vec4::from ((light.x (), light.y (), light.z (), 0.0));
|
|
|
|
let orange = Vec3::from ((255.0 / 255.0, 154.0 / 255.0, 0.0 / 255.0));
|
|
let green = Vec3::from ((14.0 / 255.0, 127.0 / 255.0, 24.0 / 255.0));
|
|
let white = Vec3::from ((1.0, 1.0, 1.0));
|
|
let black = Vec3::from ((0.0, 0.0, 0.0));
|
|
|
|
let orange = orange * orange;
|
|
let green = green * green;
|
|
|
|
unsafe {
|
|
gl::ClearColor (1.0f32, 1.0f32, 1.0f32, 1.0f32);
|
|
gl::Clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
|
|
gl::Disable (gl::CULL_FACE);
|
|
|
|
gl::Uniform3fv (unis ["min_bright"], 1, &black as *const Vec3 as *const f32);
|
|
gl::Uniform3fv (unis ["min_albedo"], 1, &white as *const Vec3 as *const f32);
|
|
|
|
gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &mvp_mat as *const Mat4 as *const f32);
|
|
gl::Uniform3fv (unis ["object_space_light"], 1, &object_space_light as *const Vec4 as *const f32);
|
|
|
|
gl::Uniform3fv (unis ["albedo"], 1, &orange as *const Vec3 as *const f32);
|
|
|
|
point_to_model (&attrs, &model);
|
|
|
|
gl::DrawElements (gl::TRIANGLES, (model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (0) [0] as *const u8 as *const c_void);
|
|
|
|
if true {
|
|
gl::Uniform3fv (unis ["albedo"], 1, &green as *const Vec3 as *const f32);
|
|
|
|
gl::DrawElements (gl::TRIANGLES, (model.meshes [1].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (1) [0] as *const u8 as *const c_void);
|
|
}
|
|
|
|
let draw_sky = true;
|
|
if draw_sky {
|
|
//println! ("Drawing sky");
|
|
|
|
gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &sky_mvp_mat as *const Mat4 as *const f32);
|
|
|
|
gl::Uniform3fv (unis ["albedo"], 1, &white as *const Vec3 as *const f32);
|
|
gl::Uniform3fv (unis ["min_bright"], 1, &white as *const Vec3 as *const f32);
|
|
gl::Uniform3fv (unis ["min_albedo"], 1, &black as *const Vec3 as *const f32);
|
|
gl::Uniform1i (unis ["texture"], 0);
|
|
|
|
point_to_model (&attrs, &sky_model);
|
|
|
|
gl::DrawElements (gl::TRIANGLES, (sky_model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &sky_model.get_index_slice (0) [0] as *const u8 as *const c_void);
|
|
}
|
|
}
|
|
|
|
window.gl_swap_window ();
|
|
|
|
::std::thread::sleep (Duration::from_millis (15));
|
|
}
|
|
}
|
|
|
|
#[cfg (test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
#[test]
|
|
pub fn iqm () {
|
|
let data = load_small_file ("pumpking.iqm");
|
|
|
|
{
|
|
let model = IqmHeader::from_slice (&data [..]).unwrap ().1;
|
|
|
|
assert_eq! (model.fields [1], 90368);
|
|
assert_eq! (model.fields [2], 0);
|
|
assert_eq! (model.fields [iqm_consts::VERSION], 2);
|
|
}
|
|
|
|
{
|
|
let model = IqmModel::from_slice (&data [..]);
|
|
|
|
println! ("{:?}", model.meshes);
|
|
println! ("{:?}", model.vertexarrays);
|
|
}
|
|
}
|
|
}
|