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_1_advanced_lighting.rs
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#![allow(non_upper_case_globals)]
#![allow(non_snake_case)]
extern crate glfw;
use self::glfw::{Context, Key, Action};
extern crate gl;
use self::gl::types::*;
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::ffi::CStr;
use common::{process_events, loadTexture};
use shader::Shader;
use camera::Camera;
use camera::Camera_Movement::*;
use cgmath::{Matrix4, vec3, Deg, perspective, Point3};
use cgmath::prelude::*;
// settings
const SCR_WIDTH: u32 = 1280;
const SCR_HEIGHT: u32 = 720;
pub fn main_5_1() {
let mut blinn = false;
let mut blinnKeyPressed = false;
let mut camera = Camera {
Position: Point3::new(0.0, 0.0, 3.0),
..Camera::default()
};
let mut firstMouse = true;
let mut lastX: f32 = SCR_WIDTH as f32 / 2.0;
let mut lastY: f32 = SCR_HEIGHT as f32 / 2.0;
// timing
let mut deltaTime: f32; // time between current frame and last frame
let mut lastFrame: f32 = 0.0;
// 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_framebuffer_size_polling(true);
window.set_cursor_pos_polling(true);
window.set_scroll_polling(true);
// tell GLFW to capture our mouse
window.set_cursor_mode(glfw::CursorMode::Disabled);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (shader, planeVBO, planeVAO, floorTexture) = unsafe {
// configure global opengl state
// -----------------------------
gl::Enable(gl::DEPTH_TEST);
gl::Enable(gl::BLEND);
gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
// build and compile shaders
// ------------------------------------
let shader = Shader::new(
"src/_5_advanced_lighting/shaders/1.advanced_lighting.vs",
"src/_5_advanced_lighting/shaders/1.advanced_lighting.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
let planeVertices: [f32; 48] = [
// positions // normals // texcoords
10.0, -0.5, 10.0, 0.0, 1.0, 0.0, 10.0, 0.0,
-10.0, -0.5, 10.0, 0.0, 1.0, 0.0, 0.0, 0.0,
-10.0, -0.5, -10.0, 0.0, 1.0, 0.0, 0.0, 10.0,
10.0, -0.5, 10.0, 0.0, 1.0, 0.0, 10.0, 0.0,
-10.0, -0.5, -10.0, 0.0, 1.0, 0.0, 0.0, 10.0,
10.0, -0.5, -10.0, 0.0, 1.0, 0.0, 10.0, 10.0
];
// plane VAO
let (mut planeVAO, mut planeVBO) = (0, 0);
gl::GenVertexArrays(1, &mut planeVAO);
gl::GenBuffers(1, &mut planeVBO);
gl::BindVertexArray(planeVAO);
gl::BindBuffer(gl::ARRAY_BUFFER, planeVBO);
gl::BufferData(gl::ARRAY_BUFFER,
(planeVertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&planeVertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW);
gl::EnableVertexAttribArray(0);
let stride = 8 * mem::size_of::<GLfloat>() as GLsizei;
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(1);
gl::VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE, stride, (3 * mem::size_of::<GLfloat>()) as *const c_void);
gl::EnableVertexAttribArray(2);
gl::VertexAttribPointer(2, 2, gl::FLOAT, gl::FALSE, stride, (6 * mem::size_of::<GLfloat>()) as *const c_void);
gl::BindVertexArray(0);
// load textures
// -------------
let floorTexture = loadTexture("resources/textures/wood.png");
// shader configuration
// --------------------
shader.useProgram();
shader.setInt(c_str!("texture1"), 0);
(shader, planeVBO, planeVAO, floorTexture)
};
// lighting info
// -------------
let lightPos = vec3(0.0, 0.0, 0.0);
// render loop
// -----------
while !window.should_close() {
// per-frame time logic
// --------------------
let currentFrame = glfw.get_time() as f32;
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// events
// -----
process_events(&events, &mut firstMouse, &mut lastX, &mut lastY, &mut camera);
// input
// -----
processInput(&mut window, deltaTime, &mut camera, &mut blinn, &mut blinnKeyPressed);
// render
// ------
unsafe {
gl::ClearColor(0.1, 0.1, 0.1, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
// draw objects
shader.useProgram();
let projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32 , 0.1, 100.0);
let view = camera.GetViewMatrix();
shader.setMat4(c_str!("projection"), &projection);
shader.setMat4(c_str!("view"), &view);
// set light uniforms
shader.setVector3(c_str!("viewPos"), &camera.Position.to_vec());
shader.setVector3(c_str!("lightPos"), &lightPos);
shader.setInt(c_str!("blinn"), blinn as i32);
// floor
gl::BindVertexArray(planeVAO);
gl::ActiveTexture(gl::TEXTURE0);
gl::BindTexture(gl::TEXTURE_2D, floorTexture);
gl::DrawArrays(gl::TRIANGLES, 0, 6);
}
// 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, &planeVAO);
gl::DeleteBuffers(1, &planeVBO);
}
}
// NOTE: not the same version as in common.rs
pub fn processInput(window: &mut glfw::Window, deltaTime: f32, camera: &mut Camera, blinn: &mut bool, blinnKeyPressed: &mut bool) {
if window.get_key(Key::Escape) == Action::Press {
window.set_should_close(true)
}
if window.get_key(Key::W) == Action::Press {
camera.ProcessKeyboard(FORWARD, deltaTime);
}
if window.get_key(Key::S) == Action::Press {
camera.ProcessKeyboard(BACKWARD, deltaTime);
}
if window.get_key(Key::A) == Action::Press {
camera.ProcessKeyboard(LEFT, deltaTime);
}
if window.get_key(Key::D) == Action::Press {
camera.ProcessKeyboard(RIGHT, deltaTime);
}
if window.get_key(Key::B) == Action::Press && !(*blinnKeyPressed) {
*blinn = !(*blinn);
*blinnKeyPressed = true;
println!("{}", if *blinn { "Blinn-Phong" } else { "Phong" })
}
if window.get_key(Key::B) == Action::Release {
*blinnKeyPressed = false;
}
}