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main.rs
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main.rs
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use cgmath::conv::array4x4;
use cgmath::{Euler, Matrix4, Rad, SquareMatrix, Vector3, Vector4, Zero};
use glium::glutin::event::{ self, Event, VirtualKeyCode, WindowEvent };
use glium::glutin::event_loop::ControlFlow;
use glium::{Display, Program, Surface, uniform};
use instant::Duration;
use mandelwow_lib::*;
use std::f32::consts::PI;
use std::rc::Rc;
#[cfg(target_os = "emscripten")]
use std::os::raw::{c_int, c_void};
fn gl_info(display: &glium::Display) {
if cfg!(feature = "logging") {
let version = *display.get_opengl_version();
let api = match version {
glium::Version(glium::Api::Gl, _, _) => "OpenGL",
glium::Version(glium::Api::GlEs, _, _) => "OpenGL ES",
};
println!(
"{} context verson: {}",
api,
display.get_opengl_version_string()
);
}
}
const SEA_XSIZE: usize = 40;
const SEA_ZSIZE: usize = 25;
struct World {
mandelwow_program: Rc<Program>,
mandelwow_bounds: Cube,
mandelwow_bbox: BoundingBox,
bounding_box_enabled: bool,
shaded_cube: ShadedCube,
text: Text,
sea: [[Vector3<f32>; SEA_ZSIZE]; SEA_XSIZE],
// For the zoom animation synchronized to the drum-hits
hit_time: f32,
last_hit: f32,
}
impl World {
pub fn new(display: &glium::Display) -> World {
let mandelwow_program = Rc::new(mandelwow::program(display));
let bounding_box_program = Rc::new(bounding_box::solid_fill_program(display));
let shaded_program = Rc::new(shaded_cube::shaded_program(display));
// These are the bounds for the 3D slice of the 4D Mandelwow
let mandelwow_bounds = Cube {
xmin: -2.0,
xmax: 0.7,
ymin: -1.0,
ymax: 1.0,
zmin: -1.1,
zmax: 1.1,
};
// Generate a wavy sea made of cubes
let sea_xmin = -20.0f32;
let sea_xmax = 20.0f32;
let sea_y = -2.5;
let sea_zmin = -2.0f32;
let sea_zmax = -27.0f32;
let sea_xstep = (sea_xmax - sea_xmin) / (SEA_XSIZE as f32);
let sea_zstep = (sea_zmax - sea_zmin) / (SEA_ZSIZE as f32);
println!("xstep={} ystep={:?}", sea_xstep, sea_zstep);
let mut sea = [[Vector3::zero(); SEA_ZSIZE]; SEA_XSIZE];
#[allow(clippy::needless_range_loop)]
for x in 0..SEA_XSIZE {
for z in 0..SEA_ZSIZE {
sea[x][z] = Vector3 {
x: sea_xmin + (x as f32) * sea_xstep,
y: sea_y,
z: sea_zmin + (z as f32) * sea_zstep,
};
}
}
World {
mandelwow_program,
mandelwow_bbox: BoundingBox::new(
display, &mandelwow_bounds, bounding_box_program),
mandelwow_bounds,
bounding_box_enabled: true,
shaded_cube: ShadedCube::new(display, shaded_program),
text: text::Text::new(display),
sea,
hit_time: 0.0,
last_hit: 0.0,
}
}
fn draw_frame(
&self,
display: &Display,
camera: &support::camera::CameraState,
t: f32,
) {
let perspview = camera.get_perspview();
let hit_delta = t - self.hit_time;
let hit_scale = 1. / (1. + hit_delta * hit_delta * 15.0) + 1.;
// Vary the wow factor to slice the Mandelwow along its 4th dimension.
let wmin = -0.8;
let wmax = 0.8;
let wsize = wmax - wmin;
let wow = (((t * 0.7).sin() + 1.0) / 2.0) * wsize + wmin;
//println!("t={} w={:?} camera={:?}", t, w, camera.get_pos());
let mut frame = display.draw();
frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
let rotation = Matrix4::from(Euler {
x: Rad(t.sin() / 3.),
y: Rad(t.sin() / 2.),
z: Rad(t / 1.5),
});
let z_trans = -3.0; // Send the model back a little bit so it fits the screen.
let scale = Matrix4::from_diagonal(Vector4::new(hit_scale, hit_scale, hit_scale, 1.0));
let model2 = Matrix4::from_translation(Vector3::unit_z() * z_trans) * rotation * scale;
let model = array4x4(model2);
// Draw the bounding box before the fractal, when the Z-buffer is still clear,
// so the lines behind the semi-translucent areas will be drawn.
if self.bounding_box_enabled {
let uniforms = uniform! {
model: model,
view: camera.get_view(),
perspective: camera.get_perspective(),
};
self.mandelwow_bbox.draw(&mut frame, &uniforms);
}
let text_rot = Matrix4::from_angle_x(cgmath::Deg(-90.0f32));
let text_pos = Matrix4::from_translation(Vector3 {
x: 0.0,
y: 0.501,
z: 0.0f32,
}) * text_rot;
for x in 0..SEA_XSIZE {
for z in 0..SEA_ZSIZE {
let wave = ((x as f32 / SEA_XSIZE as f32 * PI * 5.0 + t * 2.0).sin()
+ (z as f32 / SEA_ZSIZE as f32 * PI * 3.0 + t * 3.0).sin())
* 0.3;
let model = Matrix4::from_translation(
self.sea[x][z]
+ Vector3 {
x: 0.,
y: wave,
z: 0.,
},
);
let uniforms = uniform! {
model: array4x4(model),
perspview: perspview,
col: [0., (1. - wave).abs() * 0.5, wave.abs()],
};
self.shaded_cube.draw(&mut frame, &uniforms);
let model = model * text_pos;
let c = (x + z * SEA_XSIZE) as u8 as char;
self.text.draw(&mut frame, c, &model, &perspview);
}
}
mandelwow::draw(
&display,
&mut frame,
&self.mandelwow_program,
model,
&camera,
&self.mandelwow_bounds,
wow,
);
frame.finish().unwrap();
}
}
#[cfg(target_os = "emscripten")]
#[allow(non_camel_case_types)]
type em_callback_func = unsafe extern "C" fn();
#[cfg(target_os = "emscripten")]
extern "C" {
fn emscripten_set_main_loop(func: em_callback_func, fps: c_int, simulate_infinite_loop: c_int);
}
#[cfg(target_os = "emscripten")]
thread_local!(static MAIN_LOOP_CALLBACK: std::cell::RefCell<*mut c_void> =
std::cell::RefCell::new(std::ptr::null_mut()));
#[cfg(target_os = "emscripten")]
pub fn set_main_loop_callback<F>(callback: F)
where
F: FnMut() -> support::Action,
{
MAIN_LOOP_CALLBACK.with(|log| {
*log.borrow_mut() = &callback as *const _ as *mut c_void;
});
unsafe {
emscripten_set_main_loop(wrapper::<F>, 0, 1);
}
unsafe extern "C" fn wrapper<F>()
where
F: FnMut() -> support::Action,
{
MAIN_LOOP_CALLBACK.with(|z| {
let closure = *z.borrow_mut() as *mut F;
(*closure)();
});
}
}
#[cfg(not(target_os = "emscripten"))]
pub fn set_main_loop_callback<F>(callback: F)
where
F: FnMut() -> support::Action,
{
support::start_loop(callback);
}
//extern crate gleam;
/*
extern "C" {
fn emscripten_GetProcAddress(
name: *const ::std::os::raw::c_char,
) -> *const ::std::os::raw::c_void;
}
*/
fn main() {
/*
let gl = gleam::gl::GlesFns::load_with(|addr| {
let addr = std::ffi::CString::new(addr).unwrap();
emscripten_GetProcAddress(addr.into_raw() as *const _) as *const _
});
gl.glGetInternalformativ(0, 0, 0, 0, 0);
*/
let mut soundplayer = sound::start();
let event_loop = glutin::event_loop::EventLoop::new();
let window = glutin::window::WindowBuilder::new()
//.with_dimensions(1280, 720)
.with_title("MandelWow");
let context = glutin::ContextBuilder::new()
//.with_gl_profile(glutin::GlProfile::Core)
//.with_gl(glutin::GlRequest::Specific(glutin::Api::WebGl, (2, 0)))
.with_gl(glutin::GlRequest::Specific(
glutin::Api::OpenGlEs,
(3, 0),
))
//.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (4, 0)))
//.with_depth_buffer(24)
.with_vsync(true);
let display = glium::Display::new(window, context, &event_loop).unwrap();
gl_info(&display);
let mut world = World::new(&display);
let mut timer = Timer::new();
let mut camera = support::camera::CameraState::new();
let mut fullscreen = false;
event_loop.run(move |event, _, control_flow| {
let t = timer.t;
let new_hit = sound::hit_event(&mut soundplayer);
if new_hit > world.last_hit {
world.hit_time = t;
}
world.last_hit = new_hit;
camera.update();
*control_flow = ControlFlow::WaitUntil(timer.now + Duration::from_nanos(16_666_667));
match event {
Event::MainEventsCleared => {
timer.update();
world.draw_frame(&display, &camera, t);
}
Event::NewEvents(cause) => {
match cause {
event::StartCause::ResumeTimeReached { .. } | event::StartCause::Init => {
// FIXME
},
_ => {}
}
}
Event::WindowEvent { event, .. } => {
camera.process_input(&event);
match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput { input, .. } => {
if input.state == event::ElementState::Pressed {
if let Some(key) = input.virtual_keycode {
match key {
VirtualKeyCode::Escape | VirtualKeyCode::Q => {
*control_flow = ControlFlow::Exit;
}
VirtualKeyCode::B => world.bounding_box_enabled ^= true,
VirtualKeyCode::P => timer.pause ^= true,
VirtualKeyCode::PageUp => timer.t += 0.1,
VirtualKeyCode::PageDown => timer.t -= 0.2,
VirtualKeyCode::F10 => screenshot::take_screenshot(&display),
VirtualKeyCode::F11 | VirtualKeyCode::Return => {
fullscreen ^= true;
let fs = if fullscreen {
// let monitor_handle = display.gl_window().window()
// .available_monitors().next().unwrap();
Some(glium::glutin::window::Fullscreen::Borderless(None))
} else {
None
};
display.gl_window().window().set_fullscreen(fs);
}
_ => (),
}
}
}
}
_ => (),
}
},
_ => (),
}
});
}