made it rotate
parent
c2b85150ed
commit
074c58231a
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@ -22,7 +22,7 @@ use self::Camera_Movement::*;
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// Default camera values
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const YAW: f32 = -90.0;
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const PITCH: f32 = 0.0;
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const PITCH: f32 = -20.0;
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const SPEED: f32 = 2.5;
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const SENSITIVTY: f32 = 0.1;
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const ZOOM: f32 = 45.0;
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30
src/main.rs
30
src/main.rs
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@ -41,7 +41,7 @@ fn main() {
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let mut camera = camera::Camera {
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Position: Point3::new(0.0, 0.25, 1.0),
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Position: Point3::new(0.0, 0.40, 1.0),
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Pitch: -20.0,
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..camera::Camera::default()
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};
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@ -56,14 +56,6 @@ fn main() {
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gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
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unsafe{
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gl::Enable(gl::DEPTH_TEST);
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gl::DepthFunc(gl::LESS);
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gl::Enable(gl::STENCIL_TEST);
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gl::StencilFunc(gl::NOTEQUAL, 1, 0xFF);
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gl::StencilOp(gl::KEEP, gl::KEEP, gl::REPLACE);
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};
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let (ourshader, ourModel) = unsafe {
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gl::Enable(gl::DEPTH_TEST);
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@ -78,19 +70,21 @@ fn main() {
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let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32/ SCR_HEIGHT as f32, 0.1, 100.0);
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println!("entering main loop");
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unsafe {gl::StencilOp(gl::KEEP, gl::KEEP, gl::REPLACE);}
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while !window.should_close() {
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let currentFrame = glfw.get_time() as f32;
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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process_events(&events, &mut firstMouse, &mut lastX, &mut lastY, &mut camera);
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processInput(&mut window, deltaTime, &mut camera);
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unsafe {
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gl::Enable(gl::DEPTH_TEST);
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gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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gl::ClearColor(1.0, 1.0, 1.0, 1.0);
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gl::ClearColor(0.0, 0.0, 0.0, 0.0);
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// outline
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ourshader.Use();
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let Projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
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@ -99,14 +93,13 @@ fn main() {
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ourshader.setMat4(&CString::new("view").unwrap(), &view);
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let mut model = Matrix4::<f32>::from_translation(vec3(0.0, -0.3, 0.0));
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//let mut model = Matrix4::<f32>::from_translation(vec3(0.0, -0.3, 0.0));
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let mut model: Matrix4<f32> = Matrix4::from_axis_angle(vec3(0.0, -1.0, 0.0).normalize(),
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cgmath::Rad(glfw.get_time() as f32));
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model = model * Matrix4::from_scale(0.2);
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ourshader.setMat4(&CString::new("model").unwrap(), &model);
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gl::StencilFunc(gl::NOTEQUAL, 1, 0xFF);
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gl::StencilMask(0x00);
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//gl::Disable(gl::DEPTH_TEST);
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ourModel.Draw(&ourshader);
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gl::Enable(gl::DEPTH_TEST);
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}
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@ -123,7 +116,7 @@ fn main() {
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if window.get_key(Key::Escape) == Action::Press {
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window.set_should_close(true)
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}
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/*
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if window.get_key(Key::W) == Action::Press {
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camera.ProcessKeyboard(camera::Camera_Movement::FORWARD, deltaTime);
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}
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@ -136,6 +129,7 @@ fn main() {
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if window.get_key(Key::D) == Action::Press {
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camera.ProcessKeyboard(camera::Camera_Movement::RIGHT, deltaTime);
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}
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*/
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}
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fn process_events(events: &Receiver<(f64, glfw::WindowEvent)>,
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