Use iterators for the generalization of the ground vertex and fragment shaders

This commit is contained in:
2022-10-24 23:10:03 +02:00
parent b1710f7f71
commit 2984d147fa
3 changed files with 21 additions and 19 deletions
+13 -11
View File
@@ -65,23 +65,25 @@ fn main() {
glium::texture::SrgbTexture2d::new(&display, image).unwrap()
});
let mut uniform_sampler_2d_str: String = "".to_string();
for i in 1..BIOMES_NUMBER {
uniform_sampler_2d_str += &format!(", tex{}", i);
}
let uniform_sampler_2d_str = (0..BIOMES_NUMBER)
.map(|i| format!("tex{}", i))
.collect::<Vec<String>>()
.join(", ");
let mut switch_v_biome_str: String = "".to_string();
for i in 0..BIOMES_NUMBER {
switch_v_biome_str += &format!(
let switch_v_biome_str = (0..BIOMES_NUMBER)
.map(|i| {
format!(
"
case {}u:
f_color = texture(tex{}, v_tex_coords);
break;
",
i, i
);
}
switch_v_biome_str += &format!(
)
})
.collect::<Vec<String>>()
.join("")
+ &format!(
"
default: // case {}u:
f_color = texture(tex{}, v_tex_coords);
@@ -99,7 +101,7 @@ fn main() {
out vec4 f_color;
uniform sampler2D tex0{};
uniform sampler2D {};
void main() {{
switch (v_biome) {{
+1 -1
View File
@@ -13,7 +13,7 @@ pub struct CameraState {
rotate_right: bool,
}
const SPEED: f32 = 1.0; //1.0;
const SPEED: f32 = 100.0; //1.0;
impl CameraState {
pub fn new() -> CameraState {
+1 -1
View File
@@ -101,7 +101,7 @@ pub fn load_ground(display: &Display) -> VertexBufferAny {
.path()
.to_str()
.unwrap()
.replace("Extensions/LemnosLife/Map/Altis/Ground/", "")
.replace(ground_folder, "")
.replace(".height", "");
println!("{}", file_name);
let file_name_parts: Vec<&str> = file_name.split(' ').collect();