Use iterators for the generalization of the ground vertex and fragment shaders
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+19
-17
@@ -65,30 +65,32 @@ fn main() {
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glium::texture::SrgbTexture2d::new(&display, image).unwrap()
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});
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let mut uniform_sampler_2d_str: String = "".to_string();
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for i in 1..BIOMES_NUMBER {
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uniform_sampler_2d_str += &format!(", tex{}", i);
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}
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let uniform_sampler_2d_str = (0..BIOMES_NUMBER)
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.map(|i| format!("tex{}", i))
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.collect::<Vec<String>>()
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.join(", ");
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let mut switch_v_biome_str: String = "".to_string();
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for i in 0..BIOMES_NUMBER {
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switch_v_biome_str += &format!(
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"
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let switch_v_biome_str = (0..BIOMES_NUMBER)
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.map(|i| {
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format!(
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"
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case {}u:
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f_color = texture(tex{}, v_tex_coords);
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break;
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",
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i, i
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);
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}
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switch_v_biome_str += &format!(
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"
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i, i
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)
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})
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.collect::<Vec<String>>()
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.join("")
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+ &format!(
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"
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default: // case {}u:
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f_color = texture(tex{}, v_tex_coords);
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",
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BIOMES_NUMBER - 1,
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BIOMES_NUMBER - 1
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);
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BIOMES_NUMBER - 1,
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BIOMES_NUMBER - 1
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);
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let fragment = &format!(
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"
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@@ -99,7 +101,7 @@ fn main() {
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out vec4 f_color;
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uniform sampler2D tex0{};
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uniform sampler2D {};
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void main() {{
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switch (v_biome) {{
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@@ -13,7 +13,7 @@ pub struct CameraState {
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rotate_right: bool,
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}
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const SPEED: f32 = 1.0; //1.0;
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const SPEED: f32 = 100.0; //1.0;
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impl CameraState {
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pub fn new() -> CameraState {
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+1
-1
@@ -101,7 +101,7 @@ pub fn load_ground(display: &Display) -> VertexBufferAny {
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.path()
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.to_str()
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.unwrap()
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.replace("Extensions/LemnosLife/Map/Altis/Ground/", "")
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.replace(ground_folder, "")
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.replace(".height", "");
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println!("{}", file_name);
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let file_name_parts: Vec<&str> = file_name.split(' ').collect();
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