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
+132
View File
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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()
}