simplification

master
Able 2022-03-29 07:22:03 -05:00
parent 418e8671be
commit 38865501ad
Signed by: able
GPG Key ID: D164AF5F5700BE51
3 changed files with 34 additions and 87 deletions

View File

@ -1,9 +1,13 @@
#version 140
in vec3 v_normal;
out vec4 color;
uniform vec3 u_light;
void main() {
color = vec4(1.0, 0.0, 0.0, 1.0);
float brightness = dot(normalize(v_normal), normalize(u_light));
vec3 dark_color = vec3(0.6, 0.0, 0.0);
vec3 regular_color = vec3(1.0, 0.0, 0.0);
color = vec4(mix(dark_color, regular_color, brightness), 1.0);
}

View File

@ -1,10 +1,13 @@
#version 140
#version 150
in vec3 position;
in vec3 normal;
out vec3 v_normal;
uniform mat4 matrix;
void main() {
v_normal = transpose(inverse(mat3(matrix))) * normal;
gl_Position = matrix * vec4(position, 1.0);
}
}

View File

@ -1,6 +1,6 @@
#![feature(const_fn_trait_bound)]
use std::{collections::HashMap, io::Cursor};
use std::collections::HashMap;
#[macro_use]
extern crate glium;
@ -20,60 +20,19 @@ fn main() {
.with_title("Voxel Engine")
.with_resizable(true)
.with_transparent(true);
let cb = glutin::ContextBuilder::new();
let cb = glutin::ContextBuilder::new().with_depth_buffer(24);
let display = glium::Display::new(wb, cb, &event_loop).unwrap();
let image = image::load(
Cursor::new(&include_bytes!("../assets/GrassTop.png")),
image::ImageFormat::Png,
)
.unwrap()
.to_rgba8();
let image_dimensions = image.dimensions();
let image =
glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
let texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();
// let mut shaders = HashMap::new();
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
tex_coords: [f32; 2],
light_color: [f32; 4],
}
implement_vertex!(Vertex, position, tex_coords, light_color);
let vertex1 = Vertex {
position: [-0.5, -0.5],
tex_coords: [0.0, 0.0],
light_color: [1.0, 1.0, 1.0, 0.0],
};
let vertex2 = Vertex {
position: [0.0, 0.5],
tex_coords: [0.0, 1.0],
light_color: [1.0, 0.0, 0.0, 1.0],
};
let vertex3 = Vertex {
position: [0.5, -0.25],
tex_coords: [1.0, 0.0],
light_color: [0.0, 1.0, 0.0, 0.5],
};
let shape = vec![vertex1, vertex2, vertex3];
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
let vertex_shader_src = include_str!("../assets/shade.vert");
let fragment_shader_src = include_str!("../assets/shade.frag");
let vertex_shader_src = include_str!("../assets/shaders/teapot/teapot.vert");
let fragment_shader_src = include_str!("../assets/shaders/teapot/teapot.frag");
let program =
glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
.unwrap();
let mut t: f32 = -0.5;
event_loop.run(move |event, _, control_flow| {
use glutin::event::Event::*;
match event {
@ -127,45 +86,12 @@ fn main() {
std::time::Instant::now() + std::time::Duration::from_nanos(16_666_667);
*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
// we update `t`
t += 0.0002;
if t > 0.5 {
t = -0.5;
}
let mut target = display.draw();
target.clear_color(0.0, 0.0, 1.0, 1.0);
{
// draw the triangle
let uniforms = uniform! {
matrix: [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[ t , 0.0, 0.0, 1.0f32],
],
tex: &texture,
};
target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
target
.draw(
&vertex_buffer,
&indices,
&program,
&uniforms,
&Default::default(),
)
.unwrap();
}
{
// Teapot stage
let vertex_shader_src = include_str!("../assets/shaders/teapot/teapot.vert");
let fragment_shader_src = include_str!("../assets/shaders/teapot/teapot.frag");
let program =
glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
.unwrap();
let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
@ -183,17 +109,31 @@ fn main() {
[0.0, 0.0, 0.0, 1.0f32],
];
let light = [-1.0, 0.4, 0.9f32];
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
..Default::default()
},
..Default::default()
};
target
.draw(
(&positions, &normals),
&indices,
&program,
&uniform! { matrix: matrix },
&Default::default(),
&uniform! { matrix: matrix, u_light: light },
&params,
)
.unwrap();
}
{ // Water Stage
}
target.finish().unwrap();
});
}