Starting to work
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@ -66,6 +66,11 @@ macro_rules! make_vector {
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pub fn $x(&self) -> T {
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self.data[$y]
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}
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/// Get a mut ref to the coordinate of the vector.
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pub fn $x_mut(&mut self) -> &mut T {
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&mut self.data[$y]
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}
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)*
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}
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@ -12,14 +12,17 @@ use glium::glutin::Event;
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use glium::glutin::WindowEvent;
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use glium::glutin::VirtualKeyCode;
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use model_converter::math::vector::Vector3;
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use model_converter::parser::{parse, parse_into_model};
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use model_converter::renderer::Renderer;
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use model_converter::renderer::camera::RotatingCamera;
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use model_converter::renderer::controls::OrbitControls;
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use model_converter::renderer::camera::Camera;
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fn main() {
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let mut model = parse("./assets/models/toonlink/link.mtl").unwrap();
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parse_into_model("./assets/models/toonlink/link.obj", &mut model).unwrap();
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let mut model = parse("./assets/models/cube/cube.mtl").unwrap();
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parse_into_model("./assets/models/cube/cube.obj", &mut model).unwrap();
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let mut events_loop = EventsLoop::new();
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let window = WindowBuilder::new();
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@ -31,18 +34,21 @@ fn main() {
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let mut renderer = Renderer::new(display);
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renderer.add_model(&model);
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let mut camera = RotatingCamera::new(50.0);
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let mut camera = Camera::new(
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Vector3::new( 0.0, 0.0, 0.0),
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Vector3::new( 0.0, 0.0, 0.0),
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Vector3::new( 0.0, 1.0, 0.0),
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);
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let mut controls = OrbitControls::new(&mut camera);
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while !closed {
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camera.increase_theta(0.025);
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let mut target = renderer.draw();
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renderer.render(&camera, &mut target);
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target.finish().unwrap();
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events_loop.poll_events(|ev| {
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use model_converter::renderer::controls::Controls;
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controls.manage_event(&ev, &mut camera);
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match ev {
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// Close window
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Event::WindowEvent {
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@ -61,5 +67,11 @@ fn main() {
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_ => (),
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}
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});
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let mut target = renderer.draw();
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renderer.render(&camera, &mut target);
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target.finish().unwrap();
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}
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}
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@ -1,6 +1,6 @@
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use math::vector::Vector3;
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pub trait Camera {
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pub trait RenderCamera {
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fn get_view_matrix(&self) -> [[f32; 4]; 4];
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fn get_perspective_matrix(&self, dimensions: (u32, u32)) -> [[f32; 4]; 4] {
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let (width, height) = dimensions;
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@ -61,15 +61,15 @@ pub fn look_at_matrix(position: [f32; 3], target: [f32; 3], up: [f32; 3]) -> [[f
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}
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pub struct FixedCamera {
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position: Vector3<f32>,
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target: Vector3<f32>,
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up: Vector3<f32>,
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pub struct Camera {
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pub position: Vector3<f32>,
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pub target: Vector3<f32>,
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pub up: Vector3<f32>,
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}
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impl FixedCamera {
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pub fn new(position: Vector3<f32>, target: Vector3<f32>, up: Vector3<f32>) -> FixedCamera {
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FixedCamera {
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impl Camera {
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pub fn new(position: Vector3<f32>, target: Vector3<f32>, up: Vector3<f32>) -> Camera {
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Camera {
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position: position,
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target: target,
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up: up,
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@ -77,7 +77,7 @@ impl FixedCamera {
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}
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}
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impl Camera for FixedCamera {
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impl RenderCamera for Camera {
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fn get_view_matrix(&self) -> [[f32; 4]; 4] {
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look_at_matrix(self.position.into(), self.target.into(), self.up.into())
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}
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@ -101,7 +101,7 @@ impl RotatingCamera {
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}
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}
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impl Camera for RotatingCamera {
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impl RenderCamera for RotatingCamera {
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fn get_view_matrix(&self) -> [[f32; 4]; 4] {
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let position = Vector3::new(
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self.distance * self.theta.cos(),
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@ -0,0 +1,119 @@
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const EPSILON: f32 = 0.001;
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use glium::glutin::{
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Event,
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WindowEvent,
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ElementState,
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MouseButton,
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MouseScrollDelta,
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};
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use math::vector::Vector2;
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use renderer::camera::Camera;
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/// The trait that all controls should implement.
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pub trait Controls {
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/// Modifies the camera depending on the event.
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fn manage_event(&mut self, event: &Event, camera: &mut Camera);
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}
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/// An orbit controls allowing to orbit around an object.
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///
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/// Only object centered are supported.
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pub struct OrbitControls {
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/// The last position of the mouse.
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mouse_position: Vector2<f32>,
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/// Wether the left click of the mouse is pressed or not.
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pressed: bool,
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/// The theta angle of the position of the camera in spheric coordinates.
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theta: f32,
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/// The phi angle of the position of the camera in spheric coordinates.
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phi: f32,
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/// The distance between the camera and the origin.
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distance: f32,
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/// The sensitiviy of the rotation of the mouse.
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sensitivity: f32,
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}
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impl OrbitControls {
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/// Creates a new orbit controls, and initializes the camera.
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pub fn new(camera: &mut Camera) -> OrbitControls {
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let controls = OrbitControls {
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mouse_position: Vector2::new(0.0, 0.0),
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pressed: false,
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theta: 0.0,
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phi: 0.0,
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distance: 5.0,
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sensitivity: 200.0,
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};
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*camera.position.x_mut() = controls.distance * controls.theta.cos();
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*camera.position.y_mut() = 0.0;
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*camera.position.z_mut() = controls.distance * controls.phi.sin();
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controls
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}
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}
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impl Controls for OrbitControls {
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fn manage_event(&mut self, event: &Event, camera: &mut Camera) {
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match *event {
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Event::WindowEvent {
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event: WindowEvent::MouseInput {
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button: MouseButton::Left,
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state, ..
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}, ..
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} => {
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self.pressed = state == ElementState::Pressed;
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},
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Event::WindowEvent {
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event: WindowEvent::MouseWheel {
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delta: MouseScrollDelta::LineDelta(_, y), ..
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}, ..
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} => {
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self.distance -= y;
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*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
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*camera.position.y_mut() = self.distance * self.phi.sin();
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*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
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},
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Event::WindowEvent{
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event: WindowEvent::CursorMoved {
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position: (x, y), ..
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}, ..
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} => {
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let current_position = Vector2::new(x as f32, y as f32);
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if self.pressed {
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let difference = (current_position - self.mouse_position) / self.sensitivity;
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self.theta += difference.x();
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self.phi += difference.y();
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use std::f32::consts::PI;
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self.phi = self.phi.max(- PI/2.0 + EPSILON);
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self.phi = self.phi.min( PI/2.0 - EPSILON);
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*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
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*camera.position.y_mut() = self.distance * self.phi.sin();
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*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
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}
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// Record new position
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self.mouse_position = current_position;
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},
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_ => (),
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}
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}
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}
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@ -1,4 +1,5 @@
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pub mod camera;
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pub mod controls;
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use glium::draw_parameters::DepthTest;
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use glium::texture::{
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@ -20,7 +21,7 @@ use glium::{
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use image;
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use model::{Model, Vertex};
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use renderer::camera::Camera;
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use renderer::camera::RenderCamera;
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pub struct RenderMaterial {
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texture: Option<SrgbTexture2d>,
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@ -105,7 +106,7 @@ impl<'a> Renderer<'a> {
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self.display.draw()
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}
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pub fn render<C: Camera>(&self, camera: &C, target: &mut Frame) {
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pub fn render<C: RenderCamera>(&self, camera: &C, target: &mut Frame) {
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use glium::Surface;
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target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
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@ -119,6 +120,7 @@ impl<'a> Renderer<'a> {
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};
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for &(_, ref buffers) in &self.models {
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for &(ref material, ref buffer) in buffers {
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let perspective = camera.get_perspective_matrix(target.get_dimensions());
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