changing glium example to draw a few colored triangles, not the teapot

This commit is contained in:
Dustin Carlino 2019-01-22 13:17:22 -08:00
parent 87b885fcd7
commit 6064aa10af
8 changed files with 129 additions and 2213 deletions

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@ -65,6 +65,5 @@
## Switch to OpenGL (for speed)
- simpler geometry, with color per object
- render text
- switch ezgui (could make it generic and have piston or glium support, but maybe not worth it)
- render text

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@ -5,7 +5,5 @@ authors = ["Dustin Carlino <dabreegster@gmail.com>"]
edition = "2018"
[dependencies]
genmesh = "0.6.2"
glium = "0.23.0"
glutin = "0.19.0"
obj = { version = "0.9", features = ["genmesh"] }

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@ -1,4 +1,5 @@
use glutin;
use std::f32;
pub struct CameraState {
aspect_ratio: f32,
@ -29,7 +30,7 @@ impl CameraState {
}
pub fn get_perspective(&self) -> [[f32; 4]; 4] {
let fov: f32 = 3.141592 / 2.0;
let fov = f32::consts::PI / 2.0;
let zfar = 1024.0;
let znear = 0.1;

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@ -0,0 +1,8 @@
#version 140
in vec4 pass_color;
out vec4 f_color;
void main() {
f_color = pass_color;
}

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@ -1,11 +1,9 @@
use glium::vertex::VertexBufferAny;
use glium::{glutin, program, uniform, Surface};
use glium::{glutin, implement_vertex, uniform, Surface};
use std::thread;
use std::time::{Duration, Instant};
use std::{env, process};
mod camera;
mod support;
fn main() {
// DPI is broken on my system; force the old behavior.
@ -18,44 +16,62 @@ fn main() {
let context = glutin::ContextBuilder::new().with_depth_buffer(24);
let display = glium::Display::new(window, context, &events_loop).unwrap();
// TODO The geometry...
let vertex_buffer = support::load_wavefront(&display, include_bytes!("teapot.obj"));
let program = program!(&display,
140 => {
vertex: "
#version 140
uniform mat4 persp_matrix;
uniform mat4 view_matrix;
in vec3 position;
in vec3 normal;
out vec3 v_position;
out vec3 v_normal;
void main() {
v_position = position;
v_normal = normal;
gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
}
",
fragment: "
#version 140
in vec3 v_normal;
out vec4 f_color;
const vec3 LIGHT = vec3(-0.2, 0.8, 0.1);
void main() {
float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
f_color = vec4(color, 1.0);
}
",
let red_triangle = {
let red = [1.0, 0.0, 0.0, 1.0];
let vb = glium::VertexBuffer::new(
&display,
&[
Vertex {
position: [0.0, 0.5],
color: red,
},
Vertex {
position: [0.0, 0.0],
color: red,
},
Vertex {
position: [0.5, 0.0],
color: red,
},
],
)
.unwrap();
Drawable {
vb,
indices: glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
}
};
let green_triangle = {
let green = [0.0, 1.0, 0.0, 1.0];
let vb = glium::VertexBuffer::new(
&display,
&[
Vertex {
position: [-0.5, 0.0],
color: green,
},
Vertex {
position: [0.0, 0.0],
color: green,
},
Vertex {
position: [0.0, -0.5],
color: green,
},
],
)
.unwrap();
Drawable {
vb,
indices: glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
}
};
let program = glium::Program::from_source(
&display,
include_str!("vertex.glsl"),
include_str!("fragment.glsl"),
None,
)
.unwrap();
@ -65,14 +81,19 @@ fn main() {
let mut previous_clock = Instant::now();
loop {
draw(&camera, &display, &program, &vertex_buffer);
draw(
&camera,
&display,
&program,
vec![&red_triangle, &green_triangle],
);
handle_events(&mut camera, &mut events_loop);
let now = Instant::now();
accumulator += now - previous_clock;
previous_clock = now;
let fixed_time_stamp = Duration::new(0, 16666667);
let fixed_time_stamp = Duration::new(0, 16_666_667);
while accumulator >= fixed_time_stamp {
accumulator -= fixed_time_stamp;
// TODO send off an update event
@ -86,7 +107,7 @@ fn draw(
camera: &camera::CameraState,
display: &glium::Display,
program: &glium::Program,
vertex_buffer: &VertexBufferAny,
stuff: Vec<&Drawable>,
) {
let uniforms = uniform! {
persp_matrix: camera.get_perspective(),
@ -103,22 +124,25 @@ fn draw(
};
let mut target = display.draw();
target.clear_color_and_depth((0.0, 0.0, 0.0, 0.0), 1.0);
target.clear_color_and_depth((1.0, 1.0, 1.0, 0.0), 1.0);
for triangle in stuff {
target
.draw(
vertex_buffer,
&glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
&triangle.vb,
&triangle.indices,
&program,
&uniforms,
&params,
)
.unwrap();
}
target.finish().unwrap();
}
fn handle_events(camera: &mut camera::CameraState, events_loop: &mut glutin::EventsLoop) {
events_loop.poll_events(|event| match event {
glutin::Event::WindowEvent { event, .. } => match event {
events_loop.poll_events(|event| {
if let glutin::Event::WindowEvent { event, .. } = event {
match event {
glutin::WindowEvent::CloseRequested => {
process::exit(0);
}
@ -130,7 +154,21 @@ fn handle_events(camera: &mut camera::CameraState, events_loop: &mut glutin::Eve
camera.process_input(input);
}
_ => {}
},
_ => {}
};
}
});
}
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
// TODO Maybe pass color as a uniform instead
color: [f32; 4],
}
implement_vertex!(Vertex, position, color);
struct Drawable {
vb: glium::VertexBuffer<Vertex>,
indices: glium::index::NoIndices,
}

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@ -1,53 +0,0 @@
use genmesh;
use glium::vertex::VertexBufferAny;
use glium::{self, implement_vertex, Display};
use obj;
/// Returns a vertex buffer that should be rendered as `TrianglesList`.
pub fn load_wavefront(display: &Display, data: &[u8]) -> VertexBufferAny {
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 3],
normal: [f32; 3],
texture: [f32; 2],
}
implement_vertex!(Vertex, position, normal, texture);
let mut data = ::std::io::BufReader::new(data);
let data = obj::Obj::load_buf(&mut data).unwrap();
let mut vertex_data = Vec::new();
for object in data.objects.iter() {
for polygon in object.groups.iter().flat_map(|g| g.polys.iter()) {
match polygon {
&genmesh::Polygon::PolyTri(genmesh::Triangle {
x: v1,
y: v2,
z: v3,
}) => {
for v in [v1, v2, v3].iter() {
let position = data.position[v.0];
let texture = v.1.map(|index| data.texture[index]);
let normal = v.2.map(|index| data.normal[index]);
let texture = texture.unwrap_or([0.0, 0.0]);
let normal = normal.unwrap_or([0.0, 0.0, 0.0]);
vertex_data.push(Vertex {
position: position,
normal: normal,
texture: texture,
})
}
}
_ => unimplemented!(),
}
}
}
glium::vertex::VertexBuffer::new(display, &vertex_data)
.unwrap()
.into_vertex_buffer_any()
}

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15
tmp_gfx/src/vertex.glsl Normal file
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@ -0,0 +1,15 @@
#version 140
uniform mat4 persp_matrix;
uniform mat4 view_matrix;
in vec2 position;
in vec4 color;
out vec4 pass_color;
void main() {
pass_color = color;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = persp_matrix * view_matrix * vec4(position, 0.0, 1.0);
}