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@ -18,11 +18,6 @@ use winit::{
mod scene;
// The coordinate system:
// * X: forward
// * Y: left
// * Z: up
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 3],
@ -117,11 +112,34 @@ fn main() {
let fs_src = include_str!("ray.f.glsl");
let program = Program::from_source(&display, vs_src, fs_src, None).unwrap();
let indices = glium::index::NoIndices(glium::index::PrimitiveType::LineLoop);
let shape = vec![
Vertex {
position: [0., 0., 0.],
},
Vertex {
position: [1., 0., 0.],
},
Vertex {
position: [0., 0., 0.],
},
Vertex {
position: [0., 1., 0.],
},
Vertex {
position: [0., 0., 0.],
},
Vertex {
position: [0., 0., 1.],
},
];
let vertex_buffer = VertexBuffer::new(&display, &shape).unwrap();
let scene = prepare_scene(&display);
let rot = Quat::from_euler(glam::EulerRot::ZYX, std::f32::consts::FRAC_PI_4, 0., 0.);
let rot = Quat::from_euler(glam::EulerRot::YXZ, std::f32::consts::FRAC_PI_4, 0., 0.);
let mut cur_pos = vec2(0., 0.);
let mut cam_pos = rot * vec3(-200., 0., 50.);
let mut cam_pos = rot * vec3(0., 1., -4.);
let mut cam_rot = DragCtl::new(rot);
let mut t1 = Instant::now();
@ -142,43 +160,43 @@ fn main() {
let ctl_right = keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyD));
let ctl_fwd = keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyW));
let ctl_bwd = keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyS));
let ctl_up = keys_pressed.contains(&PhysicalKey::Code(KeyCode::Space));
let ctl_down =
keys_pressed.contains(&PhysicalKey::Code(KeyCode::ShiftLeft));
[
(ctl_left, vec3(0., 1., 0.)),
(ctl_right, vec3(0., -1., 0.)),
(ctl_fwd, vec3(1., 0., 0.)),
(ctl_bwd, vec3(-1., 0., 0.)),
(ctl_up, vec3(0., 0., 1.)),
(ctl_down, vec3(0., 0., -1.)),
(ctl_left, vec3(-1., 0., 0.)),
(ctl_right, vec3(1., 0., 0.)),
(ctl_fwd, vec3(0., 0., 1.)),
(ctl_bwd, vec3(0., 0., -1.)),
]
.into_iter()
.filter_map(|(ctl, dir)| ctl.then_some(dir))
.sum()
};
cam_pos += 100. * dt * (cam_rot.state() * v);
cam_pos += 5. * dt * (cam_rot.state() * v);
let size = window.inner_size();
let size = vec2(size.width as f32, size.height as f32).normalize()
* std::f32::consts::SQRT_2;
let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (0.125, 1024.125));
let my_to_gl = mat4(
vec4(0., 0., 1., 0.),
vec4(-1., 0., 0., 0.),
vec4(0., 1., 0., 0.),
vec4(0., 0., 0., 1.),
);
let view = my_to_gl
* Mat4::from_quat(cam_rot.state().inverse())
let view = Mat4::from_quat(cam_rot.state().inverse())
* Mat4::from_translation(-cam_pos);
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
let mvp = proj * view;
let uniforms = uniform! {
mvp: mvp.to_cols_array_2d(),
};
target
.draw(
&vertex_buffer,
&indices,
&program,
&uniforms,
&Default::default(),
)
.unwrap();
let params = DrawParameters {
blend: glium::Blend {
color: glium::BlendingFunction::Addition {
@ -226,7 +244,7 @@ fn main() {
cur_pos = vec2(position.x as f32, position.y as f32) / size.length();
cam_rot.on_move(cur_pos, |init, off| {
window.request_redraw();
init * Quat::from_euler(glam::EulerRot::ZYX, 2. * off.x, -2. * off.y, 0.)
init * Quat::from_euler(glam::EulerRot::YXZ, -2. * off.x, -2. * off.y, 0.)
});
}