Cleanup and lots of comments

This commit is contained in:
2021-10-14 16:27:32 +02:00
parent 9aea87f7e9
commit 590e252ca6
3 changed files with 100 additions and 51 deletions

4
.gitignore vendored
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@@ -1,5 +1,5 @@
/target
/.vscode
/report/*.pdf
/report/*.html
*.pdf
*.html
source.zip

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@@ -3,12 +3,20 @@
To get started, make sure you have `git`, `cargo` and, `rustc` installed and available.
git clone https://github.com/pbsds/gloom-rs
cd gloom-rs
cargo run
## GLM
We use a variant of GLM known as [nalgebra-glm](https://docs.rs/nalgebra-glm/0.15.0/nalgebra_glm/), which differs *slightly* from the standard GLM library.
## Report
You're free to write your report any way you'd like, as long as it is delivered as a PDF file.
To spread the word of *"the one true way"*, I have included a `pandoc` report skeleton in the `report` folder.
To spread the gospel, I have included a `pandoc` report skeleton in the `report` folder.
To use pandoc, make sure you have `pandoc` installed along with a supported latex engine.
Make sure it works before using it to write your report.

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@@ -1,10 +1,11 @@
// Uncomment the following crate-wide attriutes to silence warnings of "low" interest:
// Uncomment these following global attributes to silence most warnings of "low" interest:
/*
#![allow(unused_mut)]
#![allow(dead_code)]
#![allow(unused_variables)]
#![allow(unreachable_code)]
#![allow(non_snake_case)]
#![allow(unreachable_code)]
#![allow(unused_mut)]
#![allow(unused_unsafe)]
#![allow(unused_variables)]
*/
extern crate nalgebra_glm as glm;
use std::{ mem, ptr, os::raw::c_void };
@@ -21,22 +22,27 @@ const SCREEN_W: u32 = 800;
const SCREEN_H: u32 = 600;
// == // Helper functions to make interacting with OpenGL a little bit prettier. You *WILL* need these! // == //
// The names should be pretty self explanatory
// Get the size of an arbitrary array of numbers measured in bytes
// Example usage: pointer_to_array(my_array)
fn byte_size_of_array<T>(val: &[T]) -> isize {
std::mem::size_of_val(&val[..]) as isize
}
// Get the OpenGL-compatible pointer to an arbitrary array of numbers
// Example usage: pointer_to_array(my_array)
fn pointer_to_array<T>(val: &[T]) -> *const c_void {
&val[0] as *const T as *const c_void
}
// Get the size of the given type in bytes
// Example usage: size_of::<u64>()
fn size_of<T>() -> i32 {
mem::size_of::<T>() as i32
}
// Get an offset in bytes for n units of type T
// Get an offset in bytes for n units of type T, represented as a relative pointer
// Example usage: offset::<u64>(4)
fn offset<T>(n: u32) -> *const c_void {
(n * mem::size_of::<T>() as u32) as *const T as *const c_void
}
@@ -45,9 +51,24 @@ fn offset<T>(n: u32) -> *const c_void {
// ptr::null()
// == // Generate your VAO here
unsafe fn create_vao(vertices: &Vec<f32>, indices: &Vec<u32>) -> u32 {
// Implement me!
// Also, feel free to delete comments :)
// This should:
// * Generate a VAO and bind it
// * Generate a VBO and bind it
// * Fill it with data
// * Configure a VAP for the data and enable it
// * Generate a IBO and bind it
// * Fill it with data
// * Return the ID of the VAO
0
}
// == // Modify and complete the function below for the first task
// unsafe fn FUNCTION_NAME(ARGUMENT_NAME: &Vec<f32>, ARGUMENT_NAME: &Vec<u32>) -> u32 { }
fn main() {
// Set up the necessary objects to deal with windows and event handling
@@ -75,7 +96,8 @@ fn main() {
// Spawn a separate thread for rendering, so event handling doesn't block rendering
let render_thread = thread::spawn(move || {
// Acquire the OpenGL Context and load the function pointers. This has to be done inside of the rendering thread, because
// Acquire the OpenGL Context and load the function pointers.
// This has to be done inside of the rendering thread, because
// an active OpenGL context cannot safely traverse a thread boundary
let context = unsafe {
let c = windowed_context.make_current().unwrap();
@@ -100,47 +122,59 @@ fn main() {
println!("GLSL\t: {}", util::get_gl_string(gl::SHADING_LANGUAGE_VERSION));
}
// == // Set up your VAO here
unsafe {
// == // Set up your VAO around here
}
let my_vao = unsafe { 1337 };
// == // Set up your shaders here
// Basic usage of shader helper:
// The example code below returns a shader object, which contains the field `.program_id`.
// The snippet is not enough to do the assignment, and will need to be modified (outside of
// just using the correct path), but it only needs to be called once
//
// shader::ShaderBuilder::new()
// .attach_file("./path/to/shader.file")
// .link();
unsafe {
// The example code below creates a 'shader' object.
// It which contains the field `.program_id` and the method `.activate()`.
// The `.` in the path is relative to `Cargo.toml`.
// This snippet is not enough to do the assignment, and will need to be modified (outside
// of just using the correct path), but it only needs to be called once
}
/*
let simple_shader = unsafe {
shader::ShaderBuilder::new()
.attach_file("./path/to/simple/shader.file")
.link()
};
*/
// Used to demonstrate keyboard handling for assignment 2.
let mut _arbitrary_number = 0.0; // feel free to remove
// Used to demonstrate keyboard handling -- feel free to remove
let mut _arbitrary_number = 0.0;
let first_frame_time = std::time::Instant::now();
let mut last_frame_time = first_frame_time;
// The main rendering loop
let first_frame_time = std::time::Instant::now();
let mut prevous_frame_time = first_frame_time;
loop {
// Compute time passed since the previous frame and since the start of the program
let now = std::time::Instant::now();
let elapsed = now.duration_since(first_frame_time).as_secs_f32();
let delta_time = now.duration_since(last_frame_time).as_secs_f32();
last_frame_time = now;
let delta_time = now.duration_since(prevous_frame_time).as_secs_f32();
prevous_frame_time = now;
// Handle keyboard input
if let Ok(keys) = pressed_keys.lock() {
for key in keys.iter() {
match key {
// The `VirtualKeyCode` enum is defined here:
// https://docs.rs/winit/0.25.0/winit/event/enum.VirtualKeyCode.html
VirtualKeyCode::A => {
_arbitrary_number += delta_time;
},
}
VirtualKeyCode::D => {
_arbitrary_number -= delta_time;
},
}
// default handler:
_ => { }
}
}
@@ -148,27 +182,38 @@ fn main() {
// Handle mouse movement. delta contains the x and y movement of the mouse since last frame in pixels
if let Ok(mut delta) = mouse_delta.lock() {
// == // Optionally access the acumulated mouse movement between
// == // frames here with `delta.0` and `delta.1`
*delta = (0.0, 0.0);
*delta = (0.0, 0.0); // reset when done
}
// == // Please compute camera transforms here (assignment 2 & 3)
unsafe {
gl::ClearColor(0.76862745, 0.71372549, 0.94901961, 1.0); // moon raker, full opacity
// Clear the color and depth buffers
gl::ClearColor(0.035, 0.046, 0.078, 1.0); // night sky, full opacity
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
// Issue the necessary commands to draw your scene here
// == // Issue the necessary gl:: commands to draw your scene here
}
context.swap_buffers().unwrap();
// Display the new color buffer on the display
context.swap_buffers().unwrap(); // we use "double buffering" to avoid artifacts
}
});
// == //
// == // From here on down there are only internals.
// == //
// Keep track of the health of the rendering thread
let render_thread_healthy = Arc::new(RwLock::new(true));
let render_thread_watchdog = Arc::clone(&render_thread_healthy);
@@ -181,7 +226,7 @@ fn main() {
}
});
// Start the event loop -- This is where window events get handled
// Start the event loop -- This is where window events are initially handled
el.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Wait;
@@ -195,10 +240,10 @@ fn main() {
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit;
},
}
// Keep track of currently pressed keys to send to the rendering thread
Event::WindowEvent { event: WindowEvent::KeyboardInput {
input: KeyboardInput { state: key_state, virtual_keycode: Some(keycode), .. }, .. }, .. } => {
input: KeyboardInput { state: key_state, virtual_keycode: Some(keycode), .. }, .. }, .. } => {
if let Ok(mut keys) = arc_pressed_keys.lock() {
match key_state {
@@ -216,23 +261,19 @@ fn main() {
}
}
// Handle escape separately
// Handle Escape and Q keys separately
match keycode {
Escape => {
*control_flow = ControlFlow::Exit;
},
Q => {
*control_flow = ControlFlow::Exit;
}
_ => { }
Escape => { *control_flow = ControlFlow::Exit; }
Q => { *control_flow = ControlFlow::Exit; }
_ => { }
}
},
}
Event::DeviceEvent { event: DeviceEvent::MouseMotion { delta }, .. } => {
// Accumulate mouse movement
if let Ok(mut position) = arc_mouse_delta.lock() {
*position = (position.0 + delta.0 as f32, position.1 + delta.1 as f32);
}
},
}
_ => { }
}
});