12 Commits
ov2 ... ov3

2 changed files with 109 additions and 20 deletions

View File

@@ -3,7 +3,7 @@
in layout(location=0) vec3 position;
in layout(location=1) vec4 aColor;
out vec4 vColor;
uniform mat4 transform;
layout(location = 0) uniform mat4 transform;
void main() {
gl_Position = transform * vec4(position, 1.0f);

View File

@@ -163,6 +163,7 @@ fn main() {
gl::Disable(gl::MULTISAMPLE);
gl::Enable(gl::BLEND);
gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
gl::Enable(gl::PROGRAM_POINT_SIZE);
gl::Enable(gl::DEBUG_OUTPUT_SYNCHRONOUS);
gl::DebugMessageCallback(Some(util::debug_callback), ptr::null());
@@ -220,6 +221,40 @@ fn main() {
let my_vao = unsafe { create_vao(&vertices, &colors, &indices) };
let billboard_vertices = vec![
-0.5, -0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, 0.5, 0.0,
0.5, -0.5, 0.0,
];
let billboard_indices = vec![
0, 1, 2,
0, 2, 3,
];
let billboard_colors = vec![
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
];
let billboard_vao = unsafe { create_vao(&billboard_vertices, &billboard_colors, &billboard_indices) };
// Generate a grid of pointparticles
let grid_size = 200;
let mut particle_vertices = Vec::with_capacity(grid_size * grid_size * 3);
let mut particle_colors = Vec::with_capacity(grid_size * grid_size * 4);
for i in 0..grid_size {
for j in 0..grid_size {
let x = (i as f32 / grid_size as f32 - 0.5) * 20.0;
let y = (j as f32 / grid_size as f32 - 0.5) * 20.0;
let z = -5.0;
particle_vertices.extend_from_slice(&[x, y, z]);
particle_colors.extend_from_slice(&[1.0, 1.0, 1.0, 1.0]);
}
}
let particle_vao = unsafe { create_vao(&particle_vertices, &particle_colors, &Vec::new()) };
let particle_count = (grid_size * grid_size) as i32;
// == // Set up your shaders here
// Basic usage of shader helper:
@@ -242,6 +277,11 @@ fn main() {
// Used to demonstrate keyboard handling for exercise 2.
let mut _arbitrary_number = 0.0; // feel free to remove
// camera position (x, y, z) and orientation (yaw, pitch)
let mut cam_pos: glm::Vec3 = glm::vec3(0.0, 0.0, 0.0);
let mut cam_yaw: f32 = 0.0;
let mut cam_pitch: f32 = 0.0;
// The main rendering loop
let first_frame_time = std::time::Instant::now();
let mut previous_frame_time = first_frame_time;
@@ -265,23 +305,38 @@ fn main() {
}
}
// Handle keyboard input
// Handle keyboard input for camera movement and rotation
if let Ok(keys) = pressed_keys.lock() {
// movement speed
let speed = 2.5 * delta_time;
// camera direction vectors based on yaw & pitch
let front = glm::vec3(
cam_yaw.sin() * cam_pitch.cos(),
cam_pitch.sin(),
-cam_yaw.cos() * cam_pitch.cos(),
);
let right = glm::normalize(&glm::cross(&front, &glm::vec3(0.0, 1.0, 0.0)));
let up_vec = glm::normalize(&glm::cross(&right, &front));
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:
// Move relative to camera orientation
VirtualKeyCode::W => { cam_pos += front * speed; }
VirtualKeyCode::S => { cam_pos -= front * speed; }
VirtualKeyCode::A => { cam_pos -= right * speed; }
VirtualKeyCode::D => { cam_pos += right * speed; }
VirtualKeyCode::Space => { cam_pos += up_vec * speed; }
VirtualKeyCode::LShift => { cam_pos -= up_vec * speed; }
// Rotation: adjust yaw and pitch
VirtualKeyCode::Left => { cam_yaw -= delta_time; }
VirtualKeyCode::Right => { cam_yaw += delta_time; }
VirtualKeyCode::Up => { cam_pitch += delta_time; }
VirtualKeyCode::Down => { cam_pitch -= delta_time; }
_ => {}
}
}
// clamp pitch to avoid flipping
let pitch_limit = std::f32::consts::FRAC_PI_2 - 0.01;
cam_pitch = cam_pitch.clamp(-pitch_limit, pitch_limit);
}
// 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() {
@@ -300,21 +355,34 @@ fn main() {
// == // Issue the necessary gl:: commands to draw your scene here
simple_shader.activate();
// build and send the transform matrix (start from identity)
let mut transform: glm::Mat4 = glm::identity();
// build Model matrix (start from identity)
let mut model: glm::Mat4 = glm::identity();
// cycle through each transform parameter (a,b,c,d,e,f) over time
let cycle_duration = 2.0;
let idx = ((elapsed / cycle_duration).floor() as usize) % 6;
let v = elapsed.sin();
match idx {
0 => transform[(0,0)] = v, // a
1 => transform[(0,1)] = v, // b
2 => transform[(0,3)] = v, // c
3 => transform[(1,0)] = v, // d
4 => transform[(1,1)] = v, // e
5 => transform[(1,3)] = v, // f
0 => model[(0,0)] = v, // a
1 => model[(0,1)] = v, // b
2 => model[(0,3)] = v, // c
3 => model[(1,0)] = v, // d
4 => model[(1,1)] = v, // e
5 => model[(1,3)] = v, // f
_ => {}
}
// model translation to initial view distance
let translation_model: glm::Mat4 = glm::translation(&glm::vec3(0.0, 0.0, -5.0));
let model = translation_model * model;
// build View matrix: translate and rotate world relative to camera
let view_translation: glm::Mat4 = glm::translation(&(-cam_pos));
let view_rot_y: glm::Mat4 = glm::rotation(-cam_yaw, &glm::vec3(0.0, 1.0, 0.0));
let view_rot_x: glm::Mat4 = glm::rotation(-cam_pitch, &glm::vec3(1.0, 0.0, 0.0));
let view: glm::Mat4 = view_rot_x * view_rot_y * view_translation;
// build Projection matrix
let projection: glm::Mat4 =
glm::perspective(window_aspect_ratio, std::f32::consts::PI / 4.0, 1.0, 100.0);
// final transform: Projection * View * Model
let transform: glm::Mat4 = projection * view * model;
gl::UniformMatrix4fv(transform_loc, 1, gl::FALSE, transform.as_ptr());
gl::BindVertexArray(my_vao);
gl::DrawElements(
@@ -323,6 +391,27 @@ fn main() {
gl::UNSIGNED_INT,
std::ptr::null(),
);
// Draw pointparticles
let transform_particles = projection * view * glm::identity();
gl::UniformMatrix4fv(transform_loc, 1, gl::FALSE, transform_particles.as_ptr());
gl::BindVertexArray(particle_vao);
gl::DrawArrays(gl::POINTS, 0, particle_count);
// Draw billboard (camera-facing quad)
let translation_bill = glm::translation(&glm::vec3(0.0, 0.0, -2.0));
let inv_rot_y = glm::rotation(cam_yaw, &glm::vec3(0.0, 1.0, 0.0));
let inv_rot_x = glm::rotation(cam_pitch, &glm::vec3(1.0, 0.0, 0.0));
let model_billboard = translation_bill * inv_rot_y * inv_rot_x;
let transform_bill = projection * view * model_billboard;
gl::UniformMatrix4fv(transform_loc, 1, gl::FALSE, transform_bill.as_ptr());
gl::BindVertexArray(billboard_vao);
gl::DrawElements(
gl::TRIANGLES,
billboard_indices.len() as i32,
gl::UNSIGNED_INT,
std::ptr::null(),
);
}
// Display the new color buffer on the display