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reo 2025-06-28 14:20:46 +03:00
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#[macro_use]
extern crate glium;
use glium::Surface;
mod teapot;
fn main() {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
.expect("event loop building");
let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
.with_title("Glium tutorial #3")
.build(&event_loop);
let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
let indices = glium::IndexBuffer::new(&display, glium::index::PrimitiveType::TrianglesList,
&teapot::INDICES).unwrap();
let vertex_shader_src = r#"
#version 140
in vec3 position;
in vec3 normal;
out vec3 v_normal;
uniform mat4 matrix;
uniform mat4 perspective;
void main() {
v_normal = transpose(inverse(mat3(matrix))) * normal;
gl_Position = perspective * matrix * vec4(position, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec3 v_normal;
out vec4 color;
uniform vec3 u_light;
void main() {
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);
}
"#;
let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
let light = [-1.0, 0.4, 0.9f32];
let mut t: f32 = 0.0;
#[allow(deprecated)]
event_loop.run(move |ev, window_target| {
match ev {
glium::winit::event::Event::WindowEvent { event, .. } => match event {
glium::winit::event::WindowEvent::CloseRequested => {
window_target.exit();
},
// We now need to render everyting in response to a RedrawRequested event due to the animation
glium::winit::event::WindowEvent::RedrawRequested => {
let mut target = display.draw();
target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
t += 0.01;
let x = t.sin() * 0.5;
let y = t.cos() * 0.5;
let perspective = {
let (width, height) = target.get_dimensions();
let aspect_ratio = height as f32 / width as f32;
let fov: f32 = 3.141592 / 3.0;
let zfar = 1024.0;
let znear = 0.1;
let f = 1.0 / (fov / 2.0).tan();
[
[f * aspect_ratio , 0.0, 0.0 , 0.0],
[ 0.0 , f , 0.0 , 0.0],
[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
]
};
let uniforms = uniform! {
matrix: [
[0.01, 0.0, 0.0, 0.0],
[0.0, 0.01, 0.0, 0.0],
[0.0, 0.0, 0.01, 0.0],
[x, y, 2.0, 1.0f32 ],
],
u_light: light,
perspective: perspective
};
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, &uniforms,
&params).unwrap();
target.finish().unwrap();
},
// Because glium doesn't know about windows we need to resize the display
// when the window's size has changed.
glium::winit::event::WindowEvent::Resized(window_size) => {
display.resize(window_size.into());
},
_ => (),
},
// By requesting a redraw in response to a RedrawEventsCleared event we get continuous rendering.
// For applications that only change due to user input you could remove this handler.
glium::winit::event::Event::AboutToWait => {
window.request_redraw();
},
_ => (),
}
})
.unwrap();
}

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