commit
c2b85150ed
|
@ -0,0 +1,15 @@
|
|||
[package]
|
||||
name = "Dairy-Drift"
|
||||
version = "0.0.1"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
field-offset = "0.3.4"
|
||||
image = "0.24.5"
|
||||
gl = "0.14.0"
|
||||
cgmath = "0.18.0"
|
||||
tobj = "2.0.0"
|
||||
[dependencies.glfw]
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||||
version = "*"
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@ -0,0 +1,13 @@
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|||
# Blender MTL File: 'None'
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||||
# Material Count: 1
|
||||
|
||||
newmtl Car_Mat.004
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd Car_D.png
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|
@ -0,0 +1,553 @@
|
|||
# Blender v3.0.1 OBJ File: ''
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||||
# www.blender.org
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||||
mtllib CarW0.mtl
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
vn 0.0035 0.9985 0.0541
|
||||
usemtl Car_Mat.004
|
||||
s off
|
||||
f 2/1/1 36/2/1 49/3/1 26/4/1
|
||||
f 38/5/2 44/6/2 10/7/2 4/8/2
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 14/13/13 48/36/13 47/37/13 13/14/13
|
||||
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|
||||
f 13/14/15 47/37/15 36/2/15 2/1/15
|
||||
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|
||||
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|
||||
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|
||||
f 27/41/16 50/40/16 43/45/16 9/44/16
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
f 117/185/73 120/186/73 114/187/73 113/188/73
|
||||
f 111/168/74 109/167/74 120/186/74 117/185/74
|
||||
f 110/170/75 112/169/75 118/182/75 119/181/75
|
||||
f 109/167/76 110/170/76 119/180/76 120/179/76
|
||||
f 112/169/77 111/168/77 117/176/77 118/175/77
|
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|
||||
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|
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|
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|
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|
||||
f 134/203/69 133/204/69 136/205/69 135/206/69
|
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|
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|
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|
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|
||||
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|
|
@ -0,0 +1,24 @@
|
|||
# Blender MTL File: 'None'
|
||||
# Material Count: 2
|
||||
|
||||
newmtl Car_Mat.004
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd Car_D.png
|
||||
|
||||
newmtl Wheel_Mat.003
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd Wheel_D.png
|
|
@ -0,0 +1,854 @@
|
|||
# Blender v3.0.1 OBJ File: ''
|
||||
# www.blender.org
|
||||
mtllib CarW1.mtl
|
||||
o Car
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||||
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||||
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|
||||
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
v -0.208114 -0.345336 2.046885
|
||||
v 0.065750 -0.203530 2.030170
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
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|
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
usemtl Wheel_Mat.003
|
||||
s off
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 147/289/117 173/287/117 159/258/117
|
||||
f 191/290/118 175/291/118 174/292/118 192/293/118
|
||||
f 193/294/119 176/295/119 175/291/119 191/290/119
|
||||
f 194/296/120 177/297/120 176/295/120 193/294/120
|
||||
f 195/298/121 178/299/121 177/297/121 194/296/121
|
||||
f 196/300/122 179/301/122 178/299/122 195/298/122
|
||||
f 197/302/123 181/303/123 179/301/123 196/300/123
|
||||
f 198/304/124 182/305/124 181/303/124 197/302/124
|
||||
f 199/306/125 183/307/125 182/305/125 198/304/125
|
||||
f 200/308/126 184/309/126 183/307/126 199/306/126
|
||||
f 201/310/127 185/311/127 184/309/127 200/308/127
|
||||
f 202/312/128 186/313/128 185/311/128 201/310/128
|
||||
f 203/314/129 187/315/129 186/313/129 202/312/129
|
||||
f 204/316/130 188/317/130 187/315/130 203/314/130
|
||||
f 205/318/131 189/319/131 188/317/131 204/316/131
|
||||
f 206/320/132 190/321/132 189/319/132 205/318/132
|
||||
f 192/293/133 174/292/133 190/321/133 206/320/133
|
||||
f 180/322/134 191/290/134 192/293/134
|
||||
f 180/322/134 193/294/134 191/290/134
|
||||
f 180/322/134 194/296/134 193/294/134
|
||||
f 180/322/134 195/298/134 194/296/134
|
||||
f 180/322/134 196/300/134 195/298/134
|
||||
f 180/322/134 197/302/134 196/300/134
|
||||
f 180/322/134 198/304/134 197/302/134
|
||||
f 180/322/134 199/306/134 198/304/134
|
||||
f 180/322/134 200/308/134 199/306/134
|
||||
f 180/322/134 201/310/134 200/308/134
|
||||
f 180/322/134 202/312/134 201/310/134
|
||||
f 180/322/134 203/314/134 202/312/134
|
||||
f 180/322/134 204/316/134 203/314/134
|
||||
f 180/322/134 205/318/134 204/316/134
|
||||
f 180/322/134 206/320/134 205/318/134
|
||||
f 180/322/134 192/293/134 206/320/134
|
||||
f 141/256/135 174/255/135 175/230/135 142/229/135
|
|
@ -0,0 +1,24 @@
|
|||
# Blender MTL File: 'None'
|
||||
# Material Count: 2
|
||||
|
||||
newmtl Car_Mat.004
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd Car_D.png
|
||||
|
||||
newmtl Wheel_Mat.003
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd Wheel_D.png
|
File diff suppressed because it is too large
Load Diff
Binary file not shown.
After Width: | Height: | Size: 437 KiB |
Binary file not shown.
After Width: | Height: | Size: 162 KiB |
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture_diffuse1, TexCoords);
|
||||
}
|
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
// texture samplers
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
void main()
|
||||
{
|
||||
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 1.0);
|
||||
}
|
|
@ -0,0 +1,15 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||
}
|
|
@ -0,0 +1,136 @@
|
|||
#![allow(non_camel_case_types)]
|
||||
#![allow(non_snake_case)]
|
||||
#![allow(dead_code)]
|
||||
|
||||
use cgmath;
|
||||
use cgmath::vec3;
|
||||
use cgmath::prelude::*;
|
||||
|
||||
type Point3 = cgmath::Point3<f32>;
|
||||
type Vector3 = cgmath::Vector3<f32>;
|
||||
type Matrix4 = cgmath::Matrix4<f32>;
|
||||
|
||||
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
|
||||
#[derive(PartialEq, Clone, Copy)]
|
||||
pub enum Camera_Movement {
|
||||
FORWARD,
|
||||
BACKWARD,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
}
|
||||
use self::Camera_Movement::*;
|
||||
|
||||
// Default camera values
|
||||
const YAW: f32 = -90.0;
|
||||
const PITCH: f32 = 0.0;
|
||||
const SPEED: f32 = 2.5;
|
||||
const SENSITIVTY: f32 = 0.1;
|
||||
const ZOOM: f32 = 45.0;
|
||||
|
||||
pub struct Camera {
|
||||
// Camera Attributes
|
||||
pub Position: Point3,
|
||||
pub Front: Vector3,
|
||||
pub Up: Vector3,
|
||||
pub Right: Vector3,
|
||||
pub WorldUp: Vector3,
|
||||
// Euler Angles
|
||||
pub Yaw: f32,
|
||||
pub Pitch: f32,
|
||||
// Camera options
|
||||
pub MovementSpeed: f32,
|
||||
pub MouseSensitivity: f32,
|
||||
pub Zoom: f32,
|
||||
}
|
||||
|
||||
impl Default for Camera {
|
||||
fn default() -> Camera {
|
||||
let mut camera = Camera {
|
||||
Position: Point3::new(0.0, 0.0, 0.0),
|
||||
Front: vec3(0.0, 0.0, -1.0),
|
||||
Up: Vector3::zero(), // initialized later
|
||||
Right: Vector3::zero(), // initialized later
|
||||
WorldUp: Vector3::unit_y(),
|
||||
Yaw: YAW,
|
||||
Pitch: PITCH,
|
||||
MovementSpeed: SPEED,
|
||||
MouseSensitivity: SENSITIVTY,
|
||||
Zoom: ZOOM,
|
||||
};
|
||||
camera.updateCameraVectors();
|
||||
camera
|
||||
}
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
/// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
|
||||
pub fn GetViewMatrix(&self) -> Matrix4 {
|
||||
Matrix4::look_at(self.Position, self.Position + self.Front, self.Up)
|
||||
}
|
||||
|
||||
/// Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
|
||||
pub fn ProcessKeyboard(&mut self, direction: Camera_Movement, deltaTime: f32) {
|
||||
let velocity = self.MovementSpeed * deltaTime;
|
||||
if direction == FORWARD {
|
||||
self.Position += self.Front * velocity;
|
||||
}
|
||||
if direction == BACKWARD {
|
||||
self.Position += -(self.Front * velocity);
|
||||
}
|
||||
if direction == LEFT {
|
||||
self.Position += -(self.Right * velocity);
|
||||
}
|
||||
if direction == RIGHT {
|
||||
self.Position += self.Right * velocity;
|
||||
}
|
||||
}
|
||||
|
||||
/// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
|
||||
pub fn ProcessMouseMovement(&mut self, mut xoffset: f32, mut yoffset: f32, constrainPitch: bool) {
|
||||
xoffset *= self.MouseSensitivity;
|
||||
yoffset *= self.MouseSensitivity;
|
||||
|
||||
self.Yaw += xoffset;
|
||||
self.Pitch += yoffset;
|
||||
|
||||
// Make sure that when pitch is out of bounds, screen doesn't get flipped
|
||||
if constrainPitch {
|
||||
if self.Pitch > 89.0 {
|
||||
self.Pitch = 89.0;
|
||||
}
|
||||
if self.Pitch < -89.0 {
|
||||
self.Pitch = -89.0;
|
||||
}
|
||||
}
|
||||
|
||||
// Update Front, Right and Up Vectors using the updated Eular angles
|
||||
self.updateCameraVectors();
|
||||
}
|
||||
|
||||
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
|
||||
pub fn ProcessMouseScroll(&mut self, yoffset: f32) {
|
||||
if self.Zoom >= 1.0 && self.Zoom <= 45.0 {
|
||||
self.Zoom -= yoffset;
|
||||
}
|
||||
if self.Zoom <= 1.0 {
|
||||
self.Zoom = 1.0;
|
||||
}
|
||||
if self.Zoom >= 45.0 {
|
||||
self.Zoom = 45.0;
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the front vector from the Camera's (updated) Eular Angles
|
||||
fn updateCameraVectors(&mut self) {
|
||||
// Calculate the new Front vector
|
||||
let front = Vector3 {
|
||||
x: self.Yaw.to_radians().cos() * self.Pitch.to_radians().cos(),
|
||||
y: self.Pitch.to_radians().sin(),
|
||||
z: self.Yaw.to_radians().sin() * self.Pitch.to_radians().cos(),
|
||||
};
|
||||
self.Front = front.normalize();
|
||||
// Also re-calculate the Right and Up vector
|
||||
self.Right = self.Front.cross(self.WorldUp).normalize(); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
|
||||
self.Up = self.Right.cross(self.Front).normalize();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,175 @@
|
|||
use std::convert::TryInto;
|
||||
use glfw;
|
||||
use glfw::{Action, Context, Key};
|
||||
use cgmath::{Matrix4, vec3, Point3, Deg, perspective};
|
||||
use cgmath::prelude::*;
|
||||
const SCR_WIDTH: u32 = 1600;
|
||||
const SCR_HEIGHT: u32 = 900;
|
||||
const TITLE: &str = "GLFWtest";
|
||||
|
||||
|
||||
use std::sync::mpsc::Receiver;
|
||||
use std::ptr;
|
||||
use std::mem;
|
||||
use std::os::raw::c_void;
|
||||
use std::path::Path;
|
||||
use std::ffi::{CString, CStr};
|
||||
mod shader;
|
||||
mod model;
|
||||
mod camera;
|
||||
fn main() {
|
||||
|
||||
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));
|
||||
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
|
||||
glfw.window_hint(glfw::WindowHint::Resizable(false));
|
||||
glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(true));
|
||||
glfw.window_hint(glfw::WindowHint::Decorated(false));
|
||||
|
||||
let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, TITLE, glfw::WindowMode::Windowed).unwrap();
|
||||
|
||||
let (screen_width, screen_height) = window.get_framebuffer_size();
|
||||
|
||||
|
||||
window.make_current();
|
||||
window.set_key_polling(true);
|
||||
window.set_framebuffer_size_polling(true);
|
||||
window.set_cursor_pos_polling(true);
|
||||
window.set_cursor_mode(glfw::CursorMode::Disabled);
|
||||
|
||||
|
||||
let mut camera = camera::Camera {
|
||||
Position: Point3::new(0.0, 0.25, 1.0),
|
||||
Pitch: -20.0,
|
||||
..camera::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;
|
||||
|
||||
gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
|
||||
|
||||
unsafe{
|
||||
gl::Enable(gl::DEPTH_TEST);
|
||||
gl::DepthFunc(gl::LESS);
|
||||
gl::Enable(gl::STENCIL_TEST);
|
||||
gl::StencilFunc(gl::NOTEQUAL, 1, 0xFF);
|
||||
gl::StencilOp(gl::KEEP, gl::KEEP, gl::REPLACE);
|
||||
};
|
||||
|
||||
let (ourshader, ourModel) = unsafe {
|
||||
gl::Enable(gl::DEPTH_TEST);
|
||||
|
||||
let ourShader = shader::shader::new("model");
|
||||
|
||||
let ourModel = model::Model::new("resources/models/TestCarModel/CarW4.obj");
|
||||
|
||||
(ourShader, ourModel)
|
||||
};
|
||||
|
||||
|
||||
|
||||
let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32/ SCR_HEIGHT as f32, 0.1, 100.0);
|
||||
println!("entering main loop");
|
||||
while !window.should_close() {
|
||||
let currentFrame = glfw.get_time() as f32;
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
process_events(&events, &mut firstMouse, &mut lastX, &mut lastY, &mut camera);
|
||||
|
||||
processInput(&mut window, deltaTime, &mut camera);
|
||||
|
||||
unsafe {
|
||||
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
|
||||
gl::ClearColor(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
|
||||
ourshader.Use();
|
||||
let Projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
|
||||
let view = camera.GetViewMatrix();
|
||||
ourshader.setMat4(&CString::new("projection").unwrap(), &projection);
|
||||
ourshader.setMat4(&CString::new("view").unwrap(), &view);
|
||||
|
||||
|
||||
let mut model = Matrix4::<f32>::from_translation(vec3(0.0, -0.3, 0.0));
|
||||
model = model * Matrix4::from_scale(0.2);
|
||||
ourshader.setMat4(&CString::new("model").unwrap(), &model);
|
||||
gl::StencilFunc(gl::NOTEQUAL, 1, 0xFF);
|
||||
gl::StencilMask(0x00);
|
||||
//gl::Disable(gl::DEPTH_TEST);
|
||||
ourModel.Draw(&ourshader);
|
||||
gl::Enable(gl::DEPTH_TEST);
|
||||
|
||||
}
|
||||
|
||||
|
||||
window.swap_buffers();
|
||||
glfw.poll_events();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
fn processInput(window: &mut glfw::Window, deltaTime: f32, camera: &mut camera::Camera) {
|
||||
if window.get_key(Key::Escape) == Action::Press {
|
||||
window.set_should_close(true)
|
||||
}
|
||||
|
||||
if window.get_key(Key::W) == Action::Press {
|
||||
camera.ProcessKeyboard(camera::Camera_Movement::FORWARD, deltaTime);
|
||||
}
|
||||
if window.get_key(Key::S) == Action::Press {
|
||||
camera.ProcessKeyboard(camera::Camera_Movement::BACKWARD, deltaTime);
|
||||
}
|
||||
if window.get_key(Key::A) == Action::Press {
|
||||
camera.ProcessKeyboard(camera::Camera_Movement::LEFT, deltaTime);
|
||||
}
|
||||
if window.get_key(Key::D) == Action::Press {
|
||||
camera.ProcessKeyboard(camera::Camera_Movement::RIGHT, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(events: &Receiver<(f64, glfw::WindowEvent)>,
|
||||
firstMouse: &mut bool,
|
||||
lastX: &mut f32,
|
||||
lastY: &mut f32,
|
||||
camera: &mut camera::Camera) {
|
||||
for (_, event) in glfw::flush_messages(events) {
|
||||
match event {
|
||||
glfw::WindowEvent::FramebufferSize(width, height) => {
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
unsafe { gl::Viewport(0, 0, width, height) }
|
||||
}
|
||||
glfw::WindowEvent::CursorPos(xpos, ypos) => {
|
||||
let (xpos, ypos) = (xpos as f32, ypos as f32);
|
||||
if *firstMouse {
|
||||
*lastX = xpos;
|
||||
*lastY = ypos;
|
||||
*firstMouse = false;
|
||||
}
|
||||
|
||||
let xoffset = xpos - *lastX;
|
||||
let yoffset = *lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
*lastX = xpos;
|
||||
*lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset, true);
|
||||
}
|
||||
glfw::WindowEvent::Scroll(_xoffset, yoffset) => {
|
||||
camera.ProcessMouseScroll(yoffset as f32);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,144 @@
|
|||
#![allow(non_snake_case)]
|
||||
#![allow(dead_code)]
|
||||
|
||||
use std::os::raw::c_void;
|
||||
use std::path::Path;
|
||||
|
||||
use cgmath::{vec2, vec3};
|
||||
use gl;
|
||||
use image;
|
||||
use image::DynamicImage::*;
|
||||
use image::GenericImage;
|
||||
use tobj;
|
||||
mod mesh;
|
||||
use mesh::{ Mesh, Texture, Vertex };
|
||||
use crate::shader::shader;
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct Model {
|
||||
/* Model Data */
|
||||
pub meshes: Vec<Mesh>,
|
||||
pub textures_loaded: Vec<Texture>, // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
|
||||
directory: String,
|
||||
}
|
||||
|
||||
impl Model {
|
||||
/// constructor, expects a filepath to a 3D model.
|
||||
pub fn new(path: &str) -> Model {
|
||||
let mut model = Model::default();
|
||||
model.loadModel(path);
|
||||
model
|
||||
}
|
||||
|
||||
pub fn Draw(&self, shader: &shader) {
|
||||
for mesh in &self.meshes {
|
||||
unsafe { mesh.Draw(shader); }
|
||||
}
|
||||
}
|
||||
|
||||
// loads a model from file and stores the resulting meshes in the meshes vector.
|
||||
fn loadModel(&mut self, path: &str) {
|
||||
let path = Path::new(path);
|
||||
|
||||
// retrieve the directory path of the filepath
|
||||
self.directory = path.parent().unwrap_or_else(|| Path::new("")).to_str().unwrap().into();
|
||||
let obj = tobj::load_obj(path, true/*, &tobj::LoadOptions::default()*/);
|
||||
|
||||
let (models, materials) = obj.unwrap();
|
||||
for model in models {
|
||||
let mesh = &model.mesh;
|
||||
let num_vertices = mesh.positions.len() / 3;
|
||||
|
||||
// data to fill
|
||||
let mut vertices: Vec<Vertex> = Vec::with_capacity(num_vertices);
|
||||
let indices: Vec<u32> = mesh.indices.clone();
|
||||
|
||||
println!("num vertices = {}", num_vertices);
|
||||
println!("num normals = {}", &mesh.normals.len());
|
||||
println!("num TexCoords = {}", &mesh.texcoords.len());
|
||||
let (p, n, t) = (&mesh.positions, &mesh.normals, &mesh.texcoords);
|
||||
for i in 0..num_vertices {
|
||||
vertices.push(Vertex {
|
||||
Position: vec3(p[i*3], p[i*3+1], p[i*3+2]),
|
||||
Normal: vec3(n[i*3], n[i*3+1], n[i*3+2]),
|
||||
TexCoords: vec2(t[i*2], t[i*2+1]),
|
||||
..Vertex::default()
|
||||
})
|
||||
}
|
||||
|
||||
// process material
|
||||
let mut textures = Vec::new();
|
||||
if let Some(material_id) = mesh.material_id {
|
||||
let material = &materials[material_id];
|
||||
|
||||
// 1. diffuse map
|
||||
if !material.diffuse_texture.is_empty() {
|
||||
let texture = self.loadMaterialTexture(&material.diffuse_texture, "texture_diffuse");
|
||||
textures.push(texture);
|
||||
}
|
||||
// 2. specular map
|
||||
if !material.specular_texture.is_empty() {
|
||||
let texture = self.loadMaterialTexture(&material.specular_texture, "texture_specular");
|
||||
textures.push(texture);
|
||||
}
|
||||
// 3. normal map
|
||||
if !material.normal_texture.is_empty() {
|
||||
let texture = self.loadMaterialTexture(&material.normal_texture, "texture_normal");
|
||||
textures.push(texture);
|
||||
}
|
||||
// NOTE: no height maps
|
||||
}
|
||||
|
||||
self.meshes.push(Mesh::new(vertices, indices, textures));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
fn loadMaterialTexture(&mut self, path: &str, typeName: &str) -> Texture {
|
||||
{
|
||||
let texture = self.textures_loaded.iter().find(|t| t.path == path);
|
||||
if let Some(texture) = texture {
|
||||
return texture.clone();
|
||||
}
|
||||
}
|
||||
|
||||
let texture = Texture {
|
||||
id: unsafe { TextureFromFile(path, &self.directory) },
|
||||
type_: typeName.into(),
|
||||
path: path.into()
|
||||
};
|
||||
self.textures_loaded.push(texture.clone());
|
||||
texture
|
||||
}
|
||||
}
|
||||
|
||||
unsafe fn TextureFromFile(path: &str, directory: &str) -> u32 {
|
||||
let filename = format!("{}/{}", directory, path);
|
||||
|
||||
let mut textureID = 0;
|
||||
gl::GenTextures(1, &mut textureID);
|
||||
|
||||
let img = image::open(&Path::new(&filename)).expect("Texture failed to load");
|
||||
let img = img.flipv();
|
||||
let format = match img {
|
||||
ImageLuma8(_) => gl::RED,
|
||||
ImageLumaA8(_) => gl::RG,
|
||||
ImageRgb8(_) => gl::RGB,
|
||||
ImageRgba8(_) => gl::RGBA,
|
||||
_ => panic!("really weird image type"),
|
||||
};
|
||||
|
||||
let data = img.as_bytes();
|
||||
|
||||
gl::BindTexture(gl::TEXTURE_2D, textureID);
|
||||
gl::TexImage2D(gl::TEXTURE_2D, 0, format as i32, img.width() as i32, img.height() as i32,
|
||||
0, format, gl::UNSIGNED_BYTE, &data[0] as *const u8 as *const c_void);
|
||||
gl::GenerateMipmap(gl::TEXTURE_2D);
|
||||
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32);
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32);
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR as i32);
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
|
||||
|
||||
textureID
|
||||
}
|
|
@ -0,0 +1,162 @@
|
|||
#![allow(non_snake_case)]
|
||||
#![allow(dead_code)]
|
||||
|
||||
use std::ffi::CString;
|
||||
use std::mem::size_of;
|
||||
use std::os::raw::c_void;
|
||||
use std::ptr;
|
||||
|
||||
use cgmath::{ Vector3, Vector2 };
|
||||
use cgmath::prelude::*;
|
||||
use gl;
|
||||
use field_offset::offset_of;
|
||||
|
||||
use crate::shader::shader;
|
||||
// NOTE: without repr(C) the compiler may reorder the fields or use different padding/alignment than C.
|
||||
// Depending on how you pass the data to OpenGL, this may be bad. In this case it's not strictly
|
||||
// necessary though because of the `offset!` macro used below in setupMesh()
|
||||
#[repr(C)]
|
||||
pub struct Vertex {
|
||||
// position
|
||||
pub Position: Vector3<f32>,
|
||||
// normal
|
||||
pub Normal: Vector3<f32>,
|
||||
// texCoords
|
||||
pub TexCoords: Vector2<f32>,
|
||||
// tangent
|
||||
pub Tangent: Vector3<f32>,
|
||||
// bitangent
|
||||
pub Bitangent: Vector3<f32>,
|
||||
}
|
||||
|
||||
impl Default for Vertex {
|
||||
fn default() -> Self {
|
||||
Vertex {
|
||||
Position: Vector3::zero(),
|
||||
Normal: Vector3::zero(),
|
||||
TexCoords: Vector2::zero(),
|
||||
Tangent: Vector3::zero(),
|
||||
Bitangent: Vector3::zero(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct Texture {
|
||||
pub id: u32,
|
||||
pub type_: String,
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub struct Mesh {
|
||||
/* Mesh Data */
|
||||
pub vertices: Vec<Vertex>,
|
||||
pub indices: Vec<u32>,
|
||||
pub textures: Vec<Texture>,
|
||||
pub VAO: u32,
|
||||
|
||||
/* Render data */
|
||||
VBO: u32,
|
||||
EBO: u32,
|
||||
}
|
||||
|
||||
impl Mesh {
|
||||
pub fn new(vertices: Vec<Vertex>, indices: Vec<u32>, textures: Vec<Texture>) -> Mesh {
|
||||
let mut mesh = Mesh {
|
||||
vertices, indices, textures,
|
||||
VAO: 0, VBO: 0, EBO: 0
|
||||
};
|
||||
|
||||
// now that we have all the required data, set the vertex buffers and its attribute pointers.
|
||||
unsafe { mesh.setupMesh() }
|
||||
mesh
|
||||
}
|
||||
|
||||
/// render the mesh
|
||||
pub unsafe fn Draw(&self, shader: &shader) {
|
||||
// bind appropriate textures
|
||||
let mut diffuseNr = 0;
|
||||
let mut specularNr = 0;
|
||||
let mut normalNr = 0;
|
||||
let mut heightNr = 0;
|
||||
for (i, texture) in self.textures.iter().enumerate() {
|
||||
gl::ActiveTexture(gl::TEXTURE0 + i as u32); // active proper texture unit before binding
|
||||
// retrieve texture number (the N in diffuse_textureN)
|
||||
let name = &texture.type_;
|
||||
let number = match name.as_str() {
|
||||
"texture_diffuse" => {
|
||||
diffuseNr += 1;
|
||||
diffuseNr
|
||||
},
|
||||
"texture_specular" => {
|
||||
specularNr += 1;
|
||||
specularNr
|
||||
}
|
||||
"texture_normal" => {
|
||||
normalNr += 1;
|
||||
normalNr
|
||||
}
|
||||
"texture_height" => {
|
||||
heightNr += 1;
|
||||
heightNr
|
||||
}
|
||||
_ => panic!("unknown texture type")
|
||||
};
|
||||
// now set the sampler to the correct texture unit
|
||||
let sampler = CString::new(format!("{}{}", name, number)).unwrap();
|
||||
gl::Uniform1i(gl::GetUniformLocation(shader.ID, sampler.as_ptr()), i as i32);
|
||||
// and finally bind the texture
|
||||
gl::BindTexture(gl::TEXTURE_2D, texture.id);
|
||||
}
|
||||
|
||||
// draw mesh
|
||||
gl::BindVertexArray(self.VAO);
|
||||
gl::DrawElements(gl::TRIANGLES, self.indices.len() as i32, gl::UNSIGNED_INT, ptr::null());
|
||||
gl::BindVertexArray(0);
|
||||
|
||||
// always good practice to set everything back to defaults once configured.
|
||||
gl::ActiveTexture(gl::TEXTURE0);
|
||||
}
|
||||
|
||||
unsafe fn setupMesh(&mut self) {
|
||||
// create buffers/arrays
|
||||
gl::GenVertexArrays(1, &mut self.VAO);
|
||||
gl::GenBuffers(1, &mut self.VBO);
|
||||
gl::GenBuffers(1, &mut self.EBO);
|
||||
|
||||
gl::BindVertexArray(self.VAO);
|
||||
// load data into vertex buffers
|
||||
gl::BindBuffer(gl::ARRAY_BUFFER, self.VBO);
|
||||
// A great thing about structs with repr(C) is that their memory layout is sequential for all its items.
|
||||
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
|
||||
// again translates to 3/2 floats which translates to a byte array.
|
||||
let size = (self.vertices.len() * size_of::<Vertex>()) as isize;
|
||||
let data = &self.vertices[0] as *const Vertex as *const c_void;
|
||||
gl::BufferData(gl::ARRAY_BUFFER, size, data, gl::STATIC_DRAW);
|
||||
|
||||
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.EBO);
|
||||
let size = (self.indices.len() * size_of::<u32>()) as isize;
|
||||
let data = &self.indices[0] as *const u32 as *const c_void;
|
||||
gl::BufferData(gl::ELEMENT_ARRAY_BUFFER, size, data, gl::STATIC_DRAW);
|
||||
|
||||
// set the vertex attribute pointers
|
||||
let size = size_of::<Vertex>() as i32;
|
||||
// vertex Positions
|
||||
gl::EnableVertexAttribArray(0);
|
||||
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, size, offset_of!(Vertex => Position).get_byte_offset() as *const c_void);
|
||||
// vertex normals
|
||||
gl::EnableVertexAttribArray(1);
|
||||
gl::VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE, size, offset_of!(Vertex => Normal).get_byte_offset() as *const c_void);
|
||||
// vertex texture coords
|
||||
gl::EnableVertexAttribArray(2);
|
||||
gl::VertexAttribPointer(2, 2, gl::FLOAT, gl::FALSE, size, offset_of!(Vertex => TexCoords).get_byte_offset() as *const c_void);
|
||||
// vertex tangent
|
||||
gl::EnableVertexAttribArray(3);
|
||||
gl::VertexAttribPointer(3, 3, gl::FLOAT, gl::FALSE, size, offset_of!(Vertex => Tangent).get_byte_offset() as *const c_void);
|
||||
// vertex bitangent
|
||||
gl::EnableVertexAttribArray(4);
|
||||
gl::VertexAttribPointer(4, 3, gl::FLOAT, gl::FALSE, size, offset_of!(Vertex => Bitangent).get_byte_offset() as *const c_void);
|
||||
|
||||
gl::BindVertexArray(0);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,171 @@
|
|||
|
||||
use gl;
|
||||
use std::fs;
|
||||
use std::ffi::{CString, CStr};
|
||||
use std::str;
|
||||
use cgmath::prelude::*;
|
||||
/// Shader Struct for creating and using shaders in the Context of engine
|
||||
///
|
||||
pub struct shader {
|
||||
|
||||
pub ID: gl::types::GLuint,
|
||||
}
|
||||
|
||||
|
||||
|
||||
impl shader
|
||||
{
|
||||
/// Shader Constructor, will read, Compile and Create GLSL Program for use
|
||||
///
|
||||
/// # Example
|
||||
/// `new(String::from("Example"))`
|
||||
/// if the String given was "Example" the Program expects both shaders to be in the directory "resources/shaders/Example/"
|
||||
/// with the vertex shader being called "shader.vert" and fragment "shader.frag"
|
||||
pub fn new(path: &str) -> shader
|
||||
{
|
||||
//read file contents
|
||||
let VERT_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.vert")).unwrap();
|
||||
let FRAG_SHADER = std::fs::read_to_string(format!("resources/shaders/{path}/shader.frag")).unwrap();
|
||||
|
||||
//create vertex shader
|
||||
let vertex_shader = unsafe {gl::CreateShader(gl::VERTEX_SHADER) };
|
||||
unsafe {
|
||||
gl::ShaderSource(vertex_shader, 1, &VERT_SHADER.as_bytes().as_ptr().cast(), &VERT_SHADER.len().try_into().unwrap());
|
||||
gl::CompileShader(vertex_shader);
|
||||
}
|
||||
//error Checking
|
||||
let mut success = 0;
|
||||
unsafe {
|
||||
gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
|
||||
if success == 0 {
|
||||
let mut log_len = 0_i32;
|
||||
|
||||
let mut v: Vec<u8> = Vec::with_capacity(1024);
|
||||
gl::GetShaderInfoLog(vertex_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
|
||||
v.set_len(log_len.try_into().unwrap());
|
||||
panic!("Vertex Shader Compile Error: {}", String::from_utf8_lossy(&v));
|
||||
}
|
||||
|
||||
let fragment_shader = gl::CreateShader(gl::FRAGMENT_SHADER);
|
||||
gl::ShaderSource(fragment_shader, 1, &FRAG_SHADER.as_bytes().as_ptr().cast(), &FRAG_SHADER.len().try_into().unwrap());
|
||||
gl::CompileShader(fragment_shader);
|
||||
|
||||
let mut success = 0;
|
||||
gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
|
||||
if success == 0 {
|
||||
let mut v: Vec<u8> = Vec::with_capacity(1024);
|
||||
let mut log_len = 0_i32;
|
||||
gl::GetShaderInfoLog(fragment_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
|
||||
v.set_len(log_len.try_into().unwrap());
|
||||
panic!("Fragment Shader Compile Error: {}", String::from_utf8_lossy(&v));
|
||||
}
|
||||
|
||||
let shader_program = gl::CreateProgram();
|
||||
|
||||
gl::AttachShader(shader_program, vertex_shader);
|
||||
gl::AttachShader(shader_program, fragment_shader);
|
||||
gl::LinkProgram(shader_program);
|
||||
|
||||
let mut success = 0;
|
||||
gl::GetProgramiv(shader_program, gl::LINK_STATUS, &mut success);
|
||||
if success == 0 {
|
||||
let mut v: Vec<u8> = Vec::with_capacity(1024);
|
||||
let mut log_len = 0_i32;
|
||||
gl::GetProgramInfoLog(shader_program, 1024, &mut log_len, v.as_mut_ptr().cast());
|
||||
v.set_len(log_len.try_into().unwrap());
|
||||
panic!("Program Link Error: {}", String::from_utf8_lossy(&v));
|
||||
}
|
||||
|
||||
gl::DetachShader(shader_program, vertex_shader);
|
||||
gl::DetachShader(shader_program, fragment_shader);
|
||||
gl::DeleteShader(vertex_shader);
|
||||
gl::DeleteShader(fragment_shader);
|
||||
|
||||
|
||||
|
||||
// return program
|
||||
shader {
|
||||
ID: shader_program,
|
||||
}
|
||||
}
|
||||
}
|
||||
/// uses Shader
|
||||
pub fn Use(&self)
|
||||
{
|
||||
unsafe {gl::UseProgram(self.ID);}
|
||||
}
|
||||
|
||||
// BOILERPLATE JUMPSCARE
|
||||
pub fn setBool(&self, name: &CStr, value: bool )
|
||||
{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr()), value as i32);}}
|
||||
|
||||
pub fn setInt(&self, name: &CStr, value: u32 )
|
||||
{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr()), value as i32);}}
|
||||
|
||||
pub fn setFloat(&self, name: &CStr, value: f32 )
|
||||
{unsafe {gl::Uniform1f(gl::GetUniformLocation(self.ID, name.as_ptr()), value as f32);}}
|
||||
|
||||
pub fn setVec2(&self, name: &CStr, value: &cgmath::Vector2<f32> )
|
||||
{unsafe {gl::Uniform2fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, value.as_ptr());}}
|
||||
|
||||
pub fn setVector2d(&self, name: &CStr, x: f32, y: f32)
|
||||
{unsafe {gl::Uniform2f(gl::GetUniformLocation(self.ID, name.as_ptr()), x, y);}}
|
||||
|
||||
pub fn setVector3(&self, name: &CStr, value: cgmath::Vector3<f32> )
|
||||
{unsafe {gl::Uniform3fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, value.as_ptr());}}
|
||||
|
||||
pub fn setVector3d(&self, name: &CStr, x: f32, y: f32, z: f32 )
|
||||
{unsafe {gl::Uniform3f(gl::GetUniformLocation(self.ID, name.as_ptr()), x, y, z);}}
|
||||
|
||||
pub fn setVector4(&self, name: &CStr, value: &cgmath::Vector4<f32> )
|
||||
{unsafe {gl::Uniform4fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, value.as_ptr());}}
|
||||
|
||||
pub fn setVector4d(&self, name: &CStr, x: f32, y: f32, z: f32, w: f32)
|
||||
{unsafe {gl::Uniform4f(gl::GetUniformLocation(self.ID, name.as_ptr()), x, y, z, w);}}
|
||||
|
||||
pub fn setMat2(&self, name: &CStr, value: &cgmath::Matrix2<f32>)
|
||||
{unsafe {gl::UniformMatrix2fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
|
||||
|
||||
pub fn setMat3(&self, name: &CStr, value: &cgmath::Matrix3<f32>)
|
||||
{unsafe {gl::UniformMatrix3fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
|
||||
|
||||
pub fn setMat4(&self, name: &CStr, value: &cgmath::Matrix4<f32>)
|
||||
{unsafe {gl::UniformMatrix4fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use glfw;
|
||||
use glfw::Context;
|
||||
use gl;
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn ShaderLoading() {
|
||||
|
||||
// initialize GLFW
|
||||
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
|
||||
// set window hints
|
||||
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
|
||||
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
|
||||
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
|
||||
glfw.window_hint(glfw::WindowHint::Resizable(false));
|
||||
|
||||
//create Window
|
||||
let (mut window, events) = glfw.create_window(480, 320, "Shader Test", glfw::WindowMode::Windowed).unwrap();
|
||||
let (screen_width, screen_height) = window.get_framebuffer_size();
|
||||
|
||||
// setup window
|
||||
window.make_current();
|
||||
window.set_key_polling(true);
|
||||
// initialize gl
|
||||
gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
|
||||
|
||||
let Shader = shader::new("basic");
|
||||
Shader.Use();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue