-
Notifications
You must be signed in to change notification settings - Fork 70
/
Copy path_7_1_camera_circle.rs
274 lines (238 loc) · 11.4 KB
/
_7_1_camera_circle.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
#![allow(non_upper_case_globals)]
extern crate glfw;
use self::glfw::{Context, Key, Action};
extern crate gl;
use self::gl::types::*;
use std::sync::mpsc::Receiver;
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::path::Path;
use std::ffi::CStr;
use shader::Shader;
use image;
use image::GenericImage;
use cgmath::{Matrix4, Vector3, vec3, Deg, perspective, Point3};
use cgmath::prelude::*;
// settings
const SCR_WIDTH: u32 = 800;
const SCR_HEIGHT: u32 = 600;
#[allow(non_snake_case)]
pub fn main_1_7_1() {
// glfw: initialize and configure
// ------------------------------
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
#[cfg(target_os = "macos")]
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
// glfw window creation
// --------------------
let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", glfw::WindowMode::Windowed)
.expect("Failed to create GLFW window");
window.make_current();
window.set_key_polling(true);
window.set_framebuffer_size_polling(true);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (ourShader, VBO, VAO, texture1, texture2, cubePositions) = unsafe {
// configure global opengl state
// -----------------------------
gl::Enable(gl::DEPTH_TEST);
// build and compile our shader program
// ------------------------------------
let ourShader = Shader::new(
"src/_1_getting_started/shaders/7.1.camera.vs",
"src/_1_getting_started/shaders/7.1.camera.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
let vertices: [f32; 180] = [
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0,
0.5, 0.5, -0.5, 1.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, 0.5, -0.5, 1.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0,
0.5, -0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 0.0, 1.0,
0.5, -0.5, 0.5, 0.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 1.0, 1.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
0.5, 0.5, -0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0
];
// world space positions of our cubes
let cubePositions: [Vector3<f32>; 10] = [vec3(0.0, 0.0, 0.0),
vec3(2.0, 5.0, -15.0),
vec3(-1.5, -2.2, -2.5),
vec3(-3.8, -2.0, -12.3),
vec3(2.4, -0.4, -3.5),
vec3(-1.7, 3.0, -7.5),
vec3(1.3, -2.0, -2.5),
vec3(1.5, 2.0, -2.5),
vec3(1.5, 0.2, -1.5),
vec3(-1.3, 1.0, -1.5)];
let (mut VBO, mut VAO) = (0, 0);
gl::GenVertexArrays(1, &mut VAO);
gl::GenBuffers(1, &mut VBO);
gl::BindVertexArray(VAO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
gl::BufferData(gl::ARRAY_BUFFER,
(vertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW);
let stride = 5 * mem::size_of::<GLfloat>() as GLsizei;
// position attribute
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(0);
// texture coord attribute
gl::VertexAttribPointer(1, 2, gl::FLOAT, gl::FALSE, stride, (3 * mem::size_of::<GLfloat>()) as *const c_void);
gl::EnableVertexAttribArray(1);
// load and create a texture
// -------------------------
let (mut texture1, mut texture2) = (0, 0);
// texture 1
// ---------
gl::GenTextures(1, &mut texture1);
gl::BindTexture(gl::TEXTURE_2D, texture1);
// set the texture wrapping parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32); // set texture wrapping to gl::REPEAT (default wrapping method)
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32);
// set texture filtering parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
// load image, create texture and generate mipmaps
let img = image::open(&Path::new("resources/textures/container.jpg")).expect("Failed to load texture");
let data = img.raw_pixels();
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RGB as i32,
img.width() as i32,
img.height() as i32,
0,
gl::RGB,
gl::UNSIGNED_BYTE,
&data[0] as *const u8 as *const c_void);
gl::GenerateMipmap(gl::TEXTURE_2D);
// texture 2
// ---------
gl::GenTextures(1, &mut texture2);
gl::BindTexture(gl::TEXTURE_2D, texture2);
// set the texture wrapping parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32); // set texture wrapping to gl::REPEAT (default wrapping method)
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32);
// set texture filtering parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
// load image, create texture and generate mipmaps
let img = image::open(&Path::new("resources/textures/awesomeface.png")).expect("Failed to load texture");
let img = img.flipv(); // flip loaded texture on the y-axis.
let data = img.raw_pixels();
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RGB as i32,
img.width() as i32,
img.height() as i32,
0,
gl::RGBA,
gl::UNSIGNED_BYTE,
&data[0] as *const u8 as *const c_void);
gl::GenerateMipmap(gl::TEXTURE_2D);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.useProgram();
ourShader.setInt(c_str!("texture1"), 0);
ourShader.setInt(c_str!("texture2"), 1);
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
// -----------------------------------------------------------------------------------------------------------
let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
ourShader.setMat4(c_str!("projection"), &projection);
(ourShader, VBO, VAO, texture1, texture2, cubePositions)
};
// render loop
// -----------
while !window.should_close() {
// events
// -----
process_events(&mut window, &events);
// render
// ------
unsafe {
gl::ClearColor(0.2, 0.3, 0.3, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
// bind textures on corresponding texture units
gl::ActiveTexture(gl::TEXTURE0);
gl::BindTexture(gl::TEXTURE_2D, texture1);
gl::ActiveTexture(gl::TEXTURE1);
gl::BindTexture(gl::TEXTURE_2D, texture2);
// activate shader
ourShader.useProgram();
// camera/view transformation
let radius: f32 = 10.0;
let camX = glfw.get_time().sin() as f32 * radius;
let camZ = glfw.get_time().cos() as f32 * radius;
let view: Matrix4<f32> =
Matrix4::look_at(Point3::new(camX, 0.0, camZ), Point3::new(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
ourShader.setMat4(c_str!("view"), &view);
// render boxes
gl::BindVertexArray(VAO);
for (i, position) in cubePositions.iter().enumerate() {
// calculate the model matrix for each object and pass it to shader before drawing
let mut model: Matrix4<f32> = Matrix4::from_translation(*position);
let angle = 20.0 * i as f32;
model = model * Matrix4::from_axis_angle(vec3(1.0, 0.3, 0.5).normalize(), Deg(angle));
ourShader.setMat4(c_str!("model"), &model);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
}
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
window.swap_buffers();
glfw.poll_events();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
unsafe {
gl::DeleteVertexArrays(1, &VAO);
gl::DeleteBuffers(1, &VBO);
}
}
// NOTE: not the same version as in common.rs!
fn process_events(window: &mut glfw::Window, events: &Receiver<(f64, glfw::WindowEvent)>) {
for (_, event) in glfw::flush_messages(events) {
match event {
glfw::WindowEvent::FramebufferSize(width, height) => {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
unsafe { gl::Viewport(0, 0, width, height) }
}
glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) => window.set_should_close(true),
_ => {}
}
}
}