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use std::ptr;
use gl;
use gl::types::*;
use na::{Point3, Point2, Vector3, Matrix3, Matrix4, Isometry3};
use resource::Material;
use scene::ObjectData;
use light::Light;
use camera::Camera;
use resource::{Mesh, Shader, ShaderAttribute, ShaderUniform};
#[path = "../error.rs"]
mod error;
pub struct UvsMaterial {
shader: Shader,
position: ShaderAttribute<Point3<f32>>,
uvs: ShaderAttribute<Point2<f32>>,
view: ShaderUniform<Matrix4<f32>>,
transform: ShaderUniform<Matrix4<f32>>,
scale: ShaderUniform<Matrix3<f32>>
}
impl UvsMaterial {
pub fn new() -> UvsMaterial {
let mut shader = Shader::new_from_str(UVS_VERTEX_SRC, UVS_FRAGMENT_SRC);
shader.use_program();
UvsMaterial {
position: shader.get_attrib("position").unwrap(),
uvs: shader.get_attrib("uvs").unwrap(),
transform: shader.get_uniform("transform").unwrap(),
scale: shader.get_uniform("scale").unwrap(),
view: shader.get_uniform("view").unwrap(),
shader: shader
}
}
}
impl Material for UvsMaterial {
fn render(&mut self,
pass: usize,
transform: &Isometry3<f32>,
scale: &Vector3<f32>,
camera: &mut Camera,
_: &Light,
data: &ObjectData,
mesh: &mut Mesh) {
if !data.surface_rendering_active() {
return
}
if data.backface_culling_enabled() {
verify!(gl::Enable(gl::CULL_FACE));
}
else {
verify!(gl::Disable(gl::CULL_FACE));
}
self.shader.use_program();
self.position.enable();
self.uvs.enable();
camera.upload(pass, &mut self.view);
let formated_transform = transform.to_homogeneous();
let formated_scale = Matrix3::from_diagonal(&Vector3::new(scale.x, scale.y, scale.z));
self.transform.upload(&formated_transform);
self.scale.upload(&formated_scale);
mesh.bind_coords(&mut self.position);
mesh.bind_uvs(&mut self.uvs);
mesh.bind_faces();
unsafe {
gl::DrawElements(gl::TRIANGLES, mesh.num_pts() as GLint, gl::UNSIGNED_INT, ptr::null());
}
mesh.unbind();
self.position.disable();
self.uvs.disable();
}
}
pub static UVS_VERTEX_SRC: &'static str = A_VERY_LONG_STRING;
pub static UVS_FRAGMENT_SRC: &'static str = ANOTHER_VERY_LONG_STRING;
const A_VERY_LONG_STRING: &'static str =
"#version 120
attribute vec3 position;
attribute vec3 uvs;
uniform mat4 view;
uniform mat4 transform;
uniform mat3 scale;
varying vec3 uv_as_a_color;
void main() {
uv_as_a_color = vec3(uvs.xy, 0.0);
gl_Position = view * transform * mat4(scale) * vec4(position, 1.0);
}
";
const ANOTHER_VERY_LONG_STRING: &'static str =
"#version 120
varying vec3 uv_as_a_color;
void main() {
gl_FragColor = vec4(uv_as_a_color, 1.0);
}
";