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bounding_box.rs
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bounding_box.rs
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use crate::cube::Cube;
use glium;
use glium::{Display, Program, Surface, implement_vertex};
use glium::index::{IndexBuffer, PrimitiveType};
use std::rc::Rc;
pub fn solid_fill_program(display: &Display) -> Program {
let vertex_shader_src = include_str!("shaders/solid.vert");
let fragment_shader_src = include_str!("shaders/solid.frag");
Program::from_source(display, vertex_shader_src, fragment_shader_src, None).unwrap()
}
#[derive(Copy, Clone)]
struct Vertex { position: [f32; 3] }
implement_vertex!(Vertex, position);
pub struct BoundingBox {
vertexes: glium::VertexBuffer<Vertex>,
program: Rc<Program>,
indices: IndexBuffer<u16>,
}
impl BoundingBox {
pub fn new(display: &Display, c: &Cube, program: Rc<Program>) -> BoundingBox {
let vertex_data = [
Vertex { position: [c.xmin, c.ymin, c.zmin] },
Vertex { position: [c.xmax, c.ymin, c.zmin] },
Vertex { position: [c.xmax, c.ymax, c.zmin] },
Vertex { position: [c.xmin, c.ymax, c.zmin] },
Vertex { position: [c.xmin, c.ymin, c.zmax] },
Vertex { position: [c.xmax, c.ymin, c.zmax] },
Vertex { position: [c.xmax, c.ymax, c.zmax] },
Vertex { position: [c.xmin, c.ymax, c.zmax] },
];
const INDICES: &[u16] = &[0, 1, 1, 2, 2, 3, 3, 0, // front
4, 5, 5, 6, 6, 7, 7, 4, // back
0, 4, 1, 5, 2, 6, 3, 7]; // sides
BoundingBox {
vertexes: glium::VertexBuffer::new(display, &vertex_data).unwrap(),
program: program,
indices: IndexBuffer::new(display, PrimitiveType::LinesList, INDICES).unwrap(),
}
}
pub fn draw<U>(&self, frame: &mut glium::Frame,
uniforms: &U) where U: glium::uniforms::Uniforms {
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
..Default::default()
},
blend: glium::Blend::alpha_blending(),
..Default::default()
};
frame.draw(&self.vertexes, &self.indices, &self.program, uniforms, ¶ms).unwrap();
}
}