Display two not textured triangles in 3D with camera with horizontal rotation

Thanks to `glium/examples/teapot` which was loading an OBJ and not having any rotation for the camera.
This commit is contained in:
2022-10-16 22:27:32 +02:00
parent 2d19b54f97
commit 238052c8a8
4 changed files with 453 additions and 3 deletions
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pub struct CameraState {
aspect_ratio: f32,
position: (f32, f32, f32),
direction: (f32, f32, f32),
moving_up: bool,
moving_left: bool,
moving_down: bool,
moving_right: bool,
moving_forward: bool,
moving_backward: bool,
rotate_left: bool,
rotate_right: bool,
}
impl CameraState {
pub fn new() -> CameraState {
CameraState {
aspect_ratio: 1024.0 / 768.0,
position: (0.1, 0.1, 1.0),
// The second coordinate is for the altitude.
direction: (0.0, 0.0, -1.0),
moving_up: false,
moving_left: false,
moving_down: false,
moving_right: false,
moving_forward: false,
moving_backward: false,
rotate_left: false,
rotate_right: false,
}
}
pub fn get_perspective(&self) -> [[f32; 4]; 4] {
let fov: f32 = 3.141592 / 2.0;
let zfar = 8000.0;
let znear = 0.01;
let f = 1.0 / (fov / 2.0).tan();
// note: remember that this is column-major, so the lines of code are actually columns
[
[f / self.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],
]
}
pub fn get_view(&self) -> [[f32; 4]; 4] {
let f = {
let f = self.direction;
let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
let len = len.sqrt();
(f.0 / len, f.1 / len, f.2 / len)
};
let up = (0.0, 1.0, 0.0);
let s = (
f.1 * up.2 - f.2 * up.1,
f.2 * up.0 - f.0 * up.2,
f.0 * up.1 - f.1 * up.0,
);
let s_norm = {
let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
let len = len.sqrt();
(s.0 / len, s.1 / len, s.2 / len)
};
let u = (
s_norm.1 * f.2 - s_norm.2 * f.1,
s_norm.2 * f.0 - s_norm.0 * f.2,
s_norm.0 * f.1 - s_norm.1 * f.0,
);
let p = (
-self.position.0 * s.0 - self.position.1 * s.1 - self.position.2 * s.2,
-self.position.0 * u.0 - self.position.1 * u.1 - self.position.2 * u.2,
-self.position.0 * f.0 - self.position.1 * f.1 - self.position.2 * f.2,
);
// note: remember that this is column-major, so the lines of code are actually columns
[
[s_norm.0, u.0, f.0, 0.0],
[s_norm.1, u.1, f.1, 0.0],
[s_norm.2, u.2, f.2, 0.0],
[p.0, p.1, p.2, 1.0],
]
}
pub fn update(&mut self) {
let f = {
let f = self.direction;
let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
let len = len.sqrt();
(f.0 / len, f.1 / len, f.2 / len)
};
let up = (0.0, 1.0, 0.0);
let s = (
f.1 * up.2 - f.2 * up.1,
f.2 * up.0 - f.0 * up.2,
f.0 * up.1 - f.1 * up.0,
);
let s = {
let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
let len = len.sqrt();
(s.0 / len, s.1 / len, s.2 / len)
};
let u = (
s.1 * f.2 - s.2 * f.1,
s.2 * f.0 - s.0 * f.2,
s.0 * f.1 - s.1 * f.0,
);
if self.moving_up {
self.position.0 += u.0 * 0.01;
self.position.1 += u.1 * 0.01;
self.position.2 += u.2 * 0.01;
}
if self.moving_left {
self.position.0 -= s.0 * 0.01;
self.position.1 -= s.1 * 0.01;
self.position.2 -= s.2 * 0.01;
}
if self.moving_down {
self.position.0 -= u.0 * 0.01;
self.position.1 -= u.1 * 0.01;
self.position.2 -= u.2 * 0.01;
}
if self.moving_right {
self.position.0 += s.0 * 0.01;
self.position.1 += s.1 * 0.01;
self.position.2 += s.2 * 0.01;
}
if self.moving_forward {
self.position.0 += f.0 * 0.01;
self.position.1 += f.1 * 0.01;
self.position.2 += f.2 * 0.01;
}
if self.moving_backward {
self.position.0 -= f.0 * 0.01;
self.position.1 -= f.1 * 0.01;
self.position.2 -= f.2 * 0.01;
}
if self.rotate_left {
let theta: f32 = -0.1;
let a_x = self.direction.0;
let a_y = self.direction.2;
let cos_theta = theta.cos();
let sin_theta = theta.sin();
self.direction.0 = cos_theta * a_x - sin_theta * a_y;
self.direction.2 = sin_theta * a_x + cos_theta * a_y;
}
if self.rotate_right {
let theta: f32 = 0.1;
let a_x = self.direction.0;
let a_y = self.direction.2;
let cos_theta = theta.cos();
let sin_theta = theta.sin();
self.direction.0 = cos_theta * a_x - sin_theta * a_y;
self.direction.2 = sin_theta * a_x + cos_theta * a_y;
}
if self.rotate_left || self.rotate_right {
let norm = (self.direction.0.powi(2) + self.direction.2.powi(2)).sqrt();
self.direction.0 /= norm;
self.direction.1 /= norm;
}
}
pub fn process_input(&mut self, event: &glutin::event::WindowEvent<'_>) {
let input = match *event {
glutin::event::WindowEvent::KeyboardInput { input, .. } => input,
_ => return,
};
let pressed = input.state == glutin::event::ElementState::Pressed;
let key = match input.virtual_keycode {
Some(key) => key,
None => return,
};
match key {
glutin::event::VirtualKeyCode::Up => self.moving_up = pressed,
glutin::event::VirtualKeyCode::Down => self.moving_down = pressed,
glutin::event::VirtualKeyCode::Q => self.moving_left = pressed,
glutin::event::VirtualKeyCode::D => self.moving_right = pressed,
glutin::event::VirtualKeyCode::Z => self.moving_forward = pressed,
glutin::event::VirtualKeyCode::S => self.moving_backward = pressed,
glutin::event::VirtualKeyCode::A => self.rotate_left = pressed,
glutin::event::VirtualKeyCode::E => self.rotate_right = pressed,
_ => (),
};
}
}
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#![allow(dead_code)]
use glium::glutin::event::{Event, StartCause};
use glium::glutin::event_loop::{ControlFlow, EventLoop};
use glium::vertex::VertexBufferAny;
use glium::{self, Display};
use std::time::{Duration, Instant};
pub mod camera;
pub enum Action {
Stop,
Continue,
}
pub fn start_loop<F>(event_loop: EventLoop<()>, mut callback: F) -> !
where
F: 'static + FnMut(&Vec<Event<'_, ()>>) -> Action,
{
let mut events_buffer = Vec::new();
let mut next_frame_time = Instant::now();
event_loop.run(move |event, _, control_flow| {
let run_callback = match event.to_static() {
Some(Event::NewEvents(cause)) => match cause {
StartCause::ResumeTimeReached { .. } | StartCause::Init => true,
_ => false,
},
Some(event) => {
events_buffer.push(event);
false
}
None => {
// Ignore this event.
false
}
};
let action = if run_callback {
let action = callback(&events_buffer);
next_frame_time = Instant::now() + Duration::from_nanos(16666667);
// TODO: Add back the old accumulator loop in some way
events_buffer.clear();
action
} else {
Action::Continue
};
match action {
Action::Continue => {
*control_flow = ControlFlow::WaitUntil(next_frame_time);
}
Action::Stop => *control_flow = ControlFlow::Exit,
}
})
}
/// Returns a vertex buffer that should be rendered as `TrianglesList`.
pub fn load_ground(display: &Display) -> VertexBufferAny {
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 3],
normal: [f32; 3],
texture: [f32; 2],
}
implement_vertex!(Vertex, position, normal, texture);
let mut vertex_data = Vec::new();
vertex_data.push(Vertex {
position: [0.0, 0.0, 0.0],
normal: [0.0, 0.0, 1.0],
texture: [0.0, 0.0],
});
vertex_data.push(Vertex {
position: [1.0, 0.0, 0.0],
normal: [0.0, 0.0, 1.0],
texture: [0.0, 0.0],
});
vertex_data.push(Vertex {
position: [0.0, 0.0, 1.0],
normal: [0.0, 0.0, 1.0],
texture: [0.0, 0.0],
});
vertex_data.push(Vertex {
position: [1.0, 0.0, 0.0],
normal: [0.0, 0.0, 1.0],
texture: [0.0, 0.0],
});
vertex_data.push(Vertex {
position: [0.0, 0.0, 1.0],
normal: [0.0, 0.0, 1.0],
texture: [0.0, 0.0],
});
vertex_data.push(Vertex {
position: [1.0, 0.0, 1.0],
normal: [0.0, 0.0, 1.0],
texture: [0.0, 0.0],
});
/*for object in data.objects.iter() {
for polygon in object.groups.iter().flat_map(|g| g.polys.iter()) {
match polygon {
obj::SimplePolygon(indices) => {
for v in indices.iter() {
let position = data.position[v.0];
let texture = v.1.map(|index| data.texture[index]);
let normal = v.2.map(|index| data.normal[index]);
let texture = texture.unwrap_or([0.0, 0.0]);
let normal = normal.unwrap_or([0.0, 0.0, 0.0]);
vertex_data.push(Vertex {
position,
normal,
texture,
})
}
}
}
}
}*/
glium::vertex::VertexBuffer::new(display, &vertex_data)
.unwrap()
.into()
}