simplification
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6b9869cd37
commit
d995d62b89
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@ -1,9 +1,13 @@
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#version 140
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in vec3 v_normal;
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out vec4 color;
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uniform vec3 u_light;
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void main() {
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color = vec4(1.0, 0.0, 0.0, 1.0);
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float brightness = dot(normalize(v_normal), normalize(u_light));
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vec3 dark_color = vec3(0.6, 0.0, 0.0);
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vec3 regular_color = vec3(1.0, 0.0, 0.0);
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color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}
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@ -1,10 +1,13 @@
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#version 140
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#version 150
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in vec3 position;
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in vec3 normal;
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out vec3 v_normal;
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uniform mat4 matrix;
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void main() {
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v_normal = transpose(inverse(mat3(matrix))) * normal;
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gl_Position = matrix * vec4(position, 1.0);
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}
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}
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106
src/main.rs
106
src/main.rs
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@ -1,6 +1,6 @@
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#![feature(const_fn_trait_bound)]
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use std::{collections::HashMap, io::Cursor};
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use std::collections::HashMap;
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#[macro_use]
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extern crate glium;
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@ -20,60 +20,19 @@ fn main() {
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.with_title("Voxel Engine")
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.with_resizable(true)
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.with_transparent(true);
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let cb = glutin::ContextBuilder::new();
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let cb = glutin::ContextBuilder::new().with_depth_buffer(24);
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let display = glium::Display::new(wb, cb, &event_loop).unwrap();
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let image = image::load(
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Cursor::new(&include_bytes!("../assets/GrassTop.png")),
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image::ImageFormat::Png,
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)
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.unwrap()
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.to_rgba8();
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let image_dimensions = image.dimensions();
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let image =
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glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
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let texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();
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// let mut shaders = HashMap::new();
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#[derive(Copy, Clone)]
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struct Vertex {
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position: [f32; 2],
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tex_coords: [f32; 2],
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light_color: [f32; 4],
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}
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implement_vertex!(Vertex, position, tex_coords, light_color);
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let vertex1 = Vertex {
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position: [-0.5, -0.5],
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tex_coords: [0.0, 0.0],
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light_color: [1.0, 1.0, 1.0, 0.0],
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};
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let vertex2 = Vertex {
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position: [0.0, 0.5],
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tex_coords: [0.0, 1.0],
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light_color: [1.0, 0.0, 0.0, 1.0],
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};
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let vertex3 = Vertex {
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position: [0.5, -0.25],
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tex_coords: [1.0, 0.0],
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light_color: [0.0, 1.0, 0.0, 0.5],
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};
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let shape = vec![vertex1, vertex2, vertex3];
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
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let vertex_shader_src = include_str!("../assets/shade.vert");
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let fragment_shader_src = include_str!("../assets/shade.frag");
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let vertex_shader_src = include_str!("../assets/shaders/teapot/teapot.vert");
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let fragment_shader_src = include_str!("../assets/shaders/teapot/teapot.frag");
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let program =
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glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
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.unwrap();
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let mut t: f32 = -0.5;
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event_loop.run(move |event, _, control_flow| {
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use glutin::event::Event::*;
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match event {
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@ -127,45 +86,12 @@ fn main() {
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std::time::Instant::now() + std::time::Duration::from_nanos(16_666_667);
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*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
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// we update `t`
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t += 0.0002;
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if t > 0.5 {
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t = -0.5;
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}
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let mut target = display.draw();
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target.clear_color(0.0, 0.0, 1.0, 1.0);
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{
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// draw the triangle
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let uniforms = uniform! {
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matrix: [
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[1.0, 0.0, 0.0, 0.0],
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[0.0, 1.0, 0.0, 0.0],
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[0.0, 0.0, 1.0, 0.0],
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[ t , 0.0, 0.0, 1.0f32],
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],
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tex: &texture,
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};
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target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
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target
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.draw(
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&vertex_buffer,
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&indices,
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&program,
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&uniforms,
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&Default::default(),
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)
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.unwrap();
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}
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{
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// Teapot stage
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let vertex_shader_src = include_str!("../assets/shaders/teapot/teapot.vert");
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let fragment_shader_src = include_str!("../assets/shaders/teapot/teapot.frag");
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let program =
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glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
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.unwrap();
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let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
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let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
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@ -183,17 +109,31 @@ fn main() {
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[0.0, 0.0, 0.0, 1.0f32],
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];
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let light = [-1.0, 0.4, 0.9f32];
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let params = glium::DrawParameters {
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depth: glium::Depth {
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test: glium::draw_parameters::DepthTest::IfLess,
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write: true,
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..Default::default()
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},
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..Default::default()
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};
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target
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.draw(
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(&positions, &normals),
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&indices,
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&program,
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&uniform! { matrix: matrix },
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&Default::default(),
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&uniform! { matrix: matrix, u_light: light },
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¶ms,
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)
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.unwrap();
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}
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{ // Water Stage
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}
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target.finish().unwrap();
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});
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}
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