Cleanup, proper depth testing
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3c7d6ad2f4
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299daf4e87
@ -1,8 +0,0 @@
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#version 330
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in vec3 DIFFUSE;
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out vec4 color;
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void main() {
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color = vec4(DIFFUSE, 1.0);
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}
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@ -1,12 +0,0 @@
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#version 330
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in vec3 position;
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uniform mat4 MVP;
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out vec3 DIFFUSE;
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void main() {
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gl_Position = MVP * vec4(position, 1.0);
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DIFFUSE = vec3(1.0, 0.0, 0.0);
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}
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@ -1,6 +1,8 @@
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#version 330
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#version 330
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in vec3 DIFFUSE;
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in vec3 DIFFUSE;
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in vec3 NORMAL;
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out vec4 color;
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out vec4 color;
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void main() {
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void main() {
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@ -1,13 +1,15 @@
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#version 330
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#version 330
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in vec3 position;
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in vec3 position;
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in vec3 color;
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in vec3 normal;
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uniform mat4 MVP;
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uniform mat4 MVP;
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out vec3 DIFFUSE;
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out vec3 DIFFUSE;
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out vec3 NORMAL;
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void main() {
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void main() {
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gl_Position = MVP * vec4(position, 1.0);
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gl_Position = MVP * vec4(position, 1.0);
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DIFFUSE = color;
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DIFFUSE = vec3(1.0, 0.0, 0.0);
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NORMAL = normal;
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}
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}
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32
src/main.rs
32
src/main.rs
@ -7,46 +7,27 @@ extern crate nalgebra_glm as glm;
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use model::Model;
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use model::Model;
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#[derive(Copy, Clone)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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implement_vertex!(Vertex, position, color);
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fn main() {
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fn main() {
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use glium::{glutin, Surface};
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use glium::{glutin, Surface};
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let events_loop = glutin::event_loop::EventLoop::new();
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let events_loop = glutin::event_loop::EventLoop::new();
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let wb = glutin::window::WindowBuilder::new()
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let wb = glutin::window::WindowBuilder::new()
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.with_title("Couch Game Engine");
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.with_title("Couch Game Engine");
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let cb = glutin::ContextBuilder::new();
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let cb = glutin::ContextBuilder::new()
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.with_depth_buffer(24);
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let display = glium::Display::new(wb, cb, &events_loop).unwrap();
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let display = glium::Display::new(wb, cb, &events_loop).unwrap();
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let vertex1 = Vertex { position: [-0.5, -0.5 , 0.0], color: [1.0, 0.0, 0.0] };
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let vertex2 = Vertex { position: [ 0.0, 0.5 , 0.0], color: [0.0, 1.0, 0.0] };
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let vertex3 = Vertex { position: [ 0.5, -0.25, 0.0], color: [0.0, 0.0, 1.0] };
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let shape = vec![vertex1, vertex2, vertex3];
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
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let vertex_shader_src = include_str!("flat.vert");
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let vertex_shader_src = include_str!("flat.vert");
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let fragment_shader_src = include_str!("flat.frag");
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let fragment_shader_src = include_str!("flat.frag");
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let flat_program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
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let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
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let vertex_shader_src = include_str!("cube.vert");
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let fragment_shader_src = include_str!("cube.frag");
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let cube_program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
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let mut device_manager = crate::device::DeviceManager::new();
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let mut device_manager = crate::device::DeviceManager::new();
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let mut offset = 0.0;
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let mut offset = 0.0;
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let mut rotate = 0.0;
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let mut rotate = 0.0;
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let model = Model::new(&display, "Lantern.glb");
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let model = Model::new(&display, "Box.glb");
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events_loop.run(move |ev, _, control_flow| {
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events_loop.run(move |ev, _, control_flow| {
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if device_manager.is_pressed(&device::Key::W) {
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if device_manager.is_pressed(&device::Key::W) {
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@ -77,9 +58,8 @@ fn main() {
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backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
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backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
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.. Default::default()
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.. Default::default()
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};
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};
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target.clear_color(0.0, 0.0, 0.0, 1.0);
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target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
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target.draw(&vertex_buffer, &indices, &flat_program, &uniforms, ¶ms).unwrap();
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model.draw(&mut target, &program, &uniforms, ¶ms);
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model.draw(&mut target, &cube_program, &uniforms);
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target.finish().unwrap();
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target.finish().unwrap();
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21
src/model.rs
21
src/model.rs
@ -1,13 +1,14 @@
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extern crate gltf;
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extern crate gltf;
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use glium::{ VertexBuffer, IndexBuffer, Program };
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use glium::{ VertexBuffer, IndexBuffer };
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#[derive(Copy, Clone)]
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#[derive(Copy, Clone)]
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struct Vertex {
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struct Vertex {
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position: [f32; 3],
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position: [f32; 3],
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normal: [f32; 3],
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}
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}
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implement_vertex!(Vertex, position);
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implement_vertex!(Vertex, position, normal);
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pub struct Model {
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pub struct Model {
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vb: VertexBuffer<Vertex>,
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vb: VertexBuffer<Vertex>,
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@ -21,7 +22,12 @@ impl Model {
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let primitive = mesh.primitives().next().unwrap();
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let primitive = mesh.primitives().next().unwrap();
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let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
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let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
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let vertices: Vec<Vertex> = reader.read_positions().unwrap().map(|position| Vertex{ position }).collect();
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let mut vertices: Vec<Vertex> = Vec::new();
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let positions = reader.read_positions().unwrap();
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let normals = reader.read_normals().unwrap();
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for (position, normal) in positions.zip(normals) {
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vertices.push(Vertex { position, normal });
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}
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let vb = VertexBuffer::new(display, &vertices).unwrap();
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let vb = VertexBuffer::new(display, &vertices).unwrap();
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let indices: Vec<u32> = reader.read_indices().unwrap().into_u32().collect();
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let indices: Vec<u32> = reader.read_indices().unwrap().into_u32().collect();
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}
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}
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pub fn draw(&self,
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pub fn draw(&self,
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target: &mut impl glium::Surface,
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target: &mut impl glium::Surface,
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program: &glium::Program,
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program: &glium::Program,
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uniforms: &impl glium::uniforms::Uniforms
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uniforms: &impl glium::uniforms::Uniforms,
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params: &glium::DrawParameters
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) {
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) {
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target.draw(&self.vb, &self.ib, program, uniforms, &Default::default()).unwrap()
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target.draw(&self.vb, &self.ib, program, uniforms, params).unwrap()
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}
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}
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}
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}
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