Ready to use an uniform array of textures for the biomes

This commit is contained in:
2022-10-17 02:35:05 +02:00
parent 02e28b2bc8
commit c526ebe977
3 changed files with 73 additions and 25 deletions
+29 -11
View File
@@ -1,13 +1,20 @@
#[macro_use]
extern crate glium;
#[macro_use]
extern crate load_file;
use std::io::Cursor;
use glium::texture::SrgbTexture2d;
#[allow(unused_imports)]
use glium::{glutin, Surface};
mod support;
const BIOMES_NUMBER: usize = 19;
const BIOMES: [&str; BIOMES_NUMBER] = ["dirt", "grassDry", "grassGreen", "concrete", "soil", "beach", "seabed", "thorn", "wildField", "rock", "grassWild", "stony", "forestPine", "mud", "stonyThistle", "marsh", "dead", "desert", "weed"];
fn main() {
// building the display, ie. the main object
let event_loop = glutin::event_loop::EventLoop::new();
@@ -18,16 +25,21 @@ fn main() {
// building the vertex and index buffers
let vertex_buffer = support::load_ground(&display);
let image = image::load(
Cursor::new(&include_bytes!("../grassGreen.jpg")),
image::ImageFormat::Jpeg,
)
.unwrap()
.to_rgba8();
let image_dimensions = image.dimensions();
let image =
glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
let texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();
let textures: [SrgbTexture2d; BIOMES_NUMBER] = BIOMES.map(|biome| {
println!("{}", biome);
let image = image::load(
Cursor::new(&load_bytes!(
&format!("../Extensions/LemnosLife/Assets/Pictures/Map/Ground/{}.jpg", biome)
)),
image::ImageFormat::Jpeg,
)
.unwrap()
.to_rgba8();
let image_dimensions = image.dimensions();
let image =
glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
glium::texture::SrgbTexture2d::new(&display, image).unwrap()
});
// the program
let program = program!(&display,
@@ -38,15 +50,19 @@ fn main() {
uniform mat4 persp_matrix;
uniform mat4 view_matrix;
// can't skip directly to fragment shader an unmodified variable?
in vec3 normal;
in uint index;
in float altitude;
in uint biome;
out vec3 v_normal;
out vec2 v_tex_coords;
out uint v_biome;
void main() {
v_normal = normal;
v_biome = biome;
uint index_mod = index % 6u;
uint index_div = index / 6u;
uint z = index_div / 250u;
@@ -79,7 +95,9 @@ fn main() {
in vec3 v_normal;
in vec2 v_tex_coords;
out vec4 f_color;
in uint v_biome;
// TODO: not hardcode
uniform sampler2D tex;
const vec3 LIGHT = vec3(0.0, -1.0, 0.0);
@@ -103,7 +121,7 @@ fn main() {
let uniforms = uniform! {
persp_matrix: camera.get_perspective(),
view_matrix: camera.get_view(),
tex: &texture,
tex: &textures[0] // could inline otherwise
};
// draw parameters