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_3_1_materials.rs
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_3_1_materials.rs
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#![allow(non_upper_case_globals)]
#![allow(non_snake_case)]
extern crate glfw;
use self::glfw::Context;
extern crate gl;
use self::gl::types::*;
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::ffi::CStr;
use common::{process_events, processInput};
use shader::Shader;
use camera::Camera;
use cgmath::{Matrix4, Vector3, vec3, Point3, Deg, perspective};
use cgmath::prelude::*;
// settings
const SCR_WIDTH: u32 = 800;
const SCR_HEIGHT: u32 = 600;
pub fn main_2_3_1() {
let mut camera = Camera {
Position: Point3::new(0.0, 0.0, 3.0),
..Camera::default()
};
let mut firstMouse = true;
let mut lastX: f32 = SCR_WIDTH as f32 / 2.0;
let mut lastY: f32 = SCR_HEIGHT as f32 / 2.0;
// timing
let mut deltaTime: f32; // time between current frame and last frame
let mut lastFrame: f32 = 0.0;
// lighting
let lightPos = vec3(1.2, 1.0, 2.0);
// glfw: initialize and configure
// ------------------------------
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
#[cfg(target_os = "macos")]
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
// glfw window creation
// --------------------
let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", glfw::WindowMode::Windowed)
.expect("Failed to create GLFW window");
window.make_current();
window.set_framebuffer_size_polling(true);
window.set_cursor_pos_polling(true);
window.set_scroll_polling(true);
// tell GLFW to capture our mouse
window.set_cursor_mode(glfw::CursorMode::Disabled);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (lightingShader, lampShader, VBO, cubeVAO, lightVAO) = unsafe {
// configure global opengl state
// -----------------------------
gl::Enable(gl::DEPTH_TEST);
// build and compile our shader program
// ------------------------------------
let lightingShader = Shader::new(
"src/_2_lighting/shaders/3.1.materials.vs",
"src/_2_lighting/shaders/3.1.materials.fs");
let lampShader = Shader::new(
"src/_2_lighting/shaders/3.1.lamp.vs",
"src/_2_lighting/shaders/3.1.lamp.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
let vertices: [f32; 216] = [
-0.5, -0.5, -0.5, 0.0, 0.0, -1.0,
0.5, -0.5, -0.5, 0.0, 0.0, -1.0,
0.5, 0.5, -0.5, 0.0, 0.0, -1.0,
0.5, 0.5, -0.5, 0.0, 0.0, -1.0,
-0.5, 0.5, -0.5, 0.0, 0.0, -1.0,
-0.5, -0.5, -0.5, 0.0, 0.0, -1.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0,
0.5, -0.5, 0.5, 0.0, 0.0, 1.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, 0.5, 0.5, -1.0, 0.0, 0.0,
-0.5, 0.5, -0.5, -1.0, 0.0, 0.0,
-0.5, -0.5, -0.5, -1.0, 0.0, 0.0,
-0.5, -0.5, -0.5, -1.0, 0.0, 0.0,
-0.5, -0.5, 0.5, -1.0, 0.0, 0.0,
-0.5, 0.5, 0.5, -1.0, 0.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0, 0.0,
0.5, 0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0, 0.0,
-0.5, -0.5, -0.5, 0.0, -1.0, 0.0,
0.5, -0.5, -0.5, 0.0, -1.0, 0.0,
0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
-0.5, -0.5, 0.5, 0.0, -1.0, 0.0,
-0.5, -0.5, -0.5, 0.0, -1.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0,
0.5, 0.5, -0.5, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 1.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0
];
// first, configure the cube's VAO (and VBO)
let (mut VBO, mut cubeVAO) = (0, 0);
gl::GenVertexArrays(1, &mut cubeVAO);
gl::GenBuffers(1, &mut VBO);
gl::BindVertexArray(cubeVAO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
gl::BufferData(gl::ARRAY_BUFFER,
(vertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW);
let stride = 6 * mem::size_of::<GLfloat>() as GLsizei;
// position attribute
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(0);
// normal attribute
gl::VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE, stride, (3 * mem::size_of::<GLfloat>()) as *const c_void);
gl::EnableVertexAttribArray(1);
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
let mut lightVAO = 0;
gl::GenVertexArrays(1, &mut lightVAO);
gl::BindVertexArray(lightVAO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
// note that we update the lamp's position attribute's stride to reflect the updated buffer data
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(0);
(lightingShader, lampShader, VBO, cubeVAO, lightVAO)
};
// render loop
// -----------
while !window.should_close() {
// per-frame time logic
// --------------------
let currentFrame = glfw.get_time() as f32;
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// events
// -----
process_events(&events, &mut firstMouse, &mut lastX, &mut lastY, &mut camera);
// input
// -----
processInput(&mut window, deltaTime, &mut camera);
// render
// ------
unsafe {
gl::ClearColor(0.1, 0.1, 0.1, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
// be sure to activate shader when setting uniforms/drawing objects
lightingShader.useProgram();
lightingShader.setVector3(c_str!("light.position"), &lightPos);
lightingShader.setVector3(c_str!("viewPos"), &camera.Position.to_vec());
// light properties
let time = glfw.get_time() as f32;
let lightColor = Vector3 {
x: (time * 2.0).sin(),
y: (time * 0.7).sin(),
z: (time * 1.3).sin(),
};
let diffuseColor = lightColor * 0.5;
let ambientColor = diffuseColor * 0.2;
lightingShader.setVector3(c_str!("light.ambient"), &ambientColor);
lightingShader.setVector3(c_str!("light.diffuse"), &diffuseColor);
lightingShader.setVec3(c_str!("light.specular"), 1.0, 1.0, 1.0);
// material properties
lightingShader.setVec3(c_str!("material.ambient"), 1.0, 0.5, 0.31);
lightingShader.setVec3(c_str!("material.diffuse"), 1.0, 0.5, 0.31);
lightingShader.setVec3(c_str!("material.specular"), 0.5, 0.5, 0.5); // specular lighting doesn't have full effect on this object's material
lightingShader.setFloat(c_str!("material.shininess"), 32.0);
// view/projection transformations
let projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
let view = camera.GetViewMatrix();
lightingShader.setMat4(c_str!("projection"), &projection);
lightingShader.setMat4(c_str!("view"), &view);
// world transformation
let mut model = Matrix4::<f32>::identity();
lightingShader.setMat4(c_str!("model"), &model);
// render the cube
gl::BindVertexArray(cubeVAO);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
// also draw the lamp object
lampShader.useProgram();
lampShader.setMat4(c_str!("projection"), &projection);
lampShader.setMat4(c_str!("view"), &view);
model = Matrix4::from_translation(lightPos);
model = model * Matrix4::from_scale(0.2); // a smaller cube
lampShader.setMat4(c_str!("model"), &model);
gl::BindVertexArray(lightVAO);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
window.swap_buffers();
glfw.poll_events();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
unsafe {
gl::DeleteVertexArrays(1, &cubeVAO);
gl::DeleteVertexArrays(1, &lightVAO);
gl::DeleteBuffers(1, &VBO);
}
}