Starting to work on rendering

This commit is contained in:
Thomas Forgione 2018-02-26 11:45:53 +01:00
parent 037b38c704
commit 80b397d3ec
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GPG Key ID: C75CD416BD1FFCE1
7 changed files with 120 additions and 38 deletions

2
.gitignore vendored
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@ -2,3 +2,5 @@
/target/
**/*.rs.bk
Cargo.lock
assets/models

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@ -1,22 +1,8 @@
varying vec3 fNormal;
varying vec4 fFrontColor;
#version 140
vec3 ambientLight = vec3(0.2,0.2,0.2);
vec3 directionnalLight = normalize(vec3(10,5,7));
vec3 directionnalLightFactor = vec3(0.5,0.5,0.5);
uniform sampler2D tex;
out vec4 color;
void main() {
vec3 ambientFactor = ambientLight;
vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor);
vec4 noTexColor = vec4(ambientFactor + lambertFactor, 1.0);
vec4 color = texture2D(tex, gl_TexCoord[0].st);
vec4 fragColor = noTexColor * color;
gl_FragColor = fragColor * fFrontColor;
color = vec4(1.0, 0.0, 0.0, 1.0);
}

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@ -1,12 +1,7 @@
varying vec3 fNormal;
varying vec4 fTexCoord;
varying vec4 fFrontColor;
#version 140
in vec3 vertex;
void main() {
fNormal = gl_Normal;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fFrontColor = gl_Color;
gl_Position = vec4(vertex, 1.0);
}

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@ -31,6 +31,12 @@ macro_rules! make_vector {
}
}
impl<T> Into<[T; $number]> for $name<T> {
fn into(self) -> [T; $number] {
self.data
}
}
impl<T: Copy + Clone> Into<($( $t ) ,* )> for $name<T> {
fn into(self) -> ($( $t ) ,* ) {
( $( self.data[$y] ), *)

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@ -8,6 +8,15 @@ use parser::{parse, ParserError};
use math::vector::{Vector2, Vector3};
use math::bounding_box::BoundingBox3;
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct Vertex {
vertex: [f64; 3],
tex_coord: [f64; 2],
normal: [f64; 3],
}
implement_vertex!(Vertex, vertex, tex_coord, normal);
#[derive(Copy, Clone, PartialEq)]
/// The indices needed for each vertex of a face.
pub struct FaceVertex {
@ -154,6 +163,23 @@ impl Part {
f.material_name = self.material_name.clone();
self.faces.push(f);
}
pub fn build_shape(&self, vertices: &Vec<Vector3<f64>>, tex_coords: &Vec<Vector2<f64>>, normals: &Vec<Vector3<f64>>) -> Vec<Vertex> {
let mut shape = vec![];
for face in &self.faces {
for &&v in &[&face.a, &face.b, &face.c] {
shape.push(Vertex {
vertex: vertices[v.vertex].into(),
tex_coord: tex_coords[v.texture_coordinate.unwrap()].into(),
normal: normals[v.normal.unwrap()].into(),
});
}
}
shape
}
}
/// A 3D model.

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@ -1,4 +1,5 @@
extern crate glium;
extern crate model_converter;
use glium::Display;
use glium::glutin;
@ -12,6 +13,9 @@ use glium::glutin::Event;
use glium::glutin::WindowEvent;
use glium::glutin::VirtualKeyCode;
use model_converter::parser::parse;
use model_converter::renderer::Renderer;
fn main() {
let mut events_loop = EventsLoop::new();
@ -19,20 +23,16 @@ fn main() {
let context = ContextBuilder::new();
let display = Display::new(window, context, &events_loop).unwrap();
let program = glium::Program::from_source(
&display,
include_str!("../../assets/shaders/shader.vert"),
include_str!("../../assets/shaders/shader.frag"),
None
).unwrap();
let mut closed = false;
while !closed {
let mut target = display.draw();
let model = parse("./assets/models/toonlink/link.obj").unwrap();
let mut renderer = Renderer::new(display);
renderer.add_model(&model);
use glium::Surface;
target.clear_color(0.0, 0.0, 1.0, 1.0);
while !closed {
let mut target = renderer.draw();
renderer.render(&mut target);
target.finish().unwrap();

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@ -1 +1,68 @@
pub struct Renderer;
use glium::index::{
NoIndices,
PrimitiveType
};
use glium::{
Program,
Display,
VertexBuffer,
Frame,
};
use model::{Model, Vertex};
pub struct Renderer<'a> {
display: Display,
program: Program,
models: Vec<(&'a Model, Vec<VertexBuffer<Vertex>>)>,
}
impl<'a> Renderer<'a> {
pub fn new(display: Display) -> Renderer<'a> {
let program = Program::from_source(
&display,
include_str!("../assets/shaders/shader.vert"),
include_str!("../assets/shaders/shader.frag"),
None
).unwrap();
Renderer {
display: display,
program: program,
models: vec![],
}
}
pub fn add_model(&mut self, model: &'a Model) {
let mut buffers = vec![];
for part in &model.parts {
let shape = part.build_shape(&model.vertices, &model.texture_coordinates, &model.normals);
buffers.push(VertexBuffer::new(&self.display, &shape).unwrap());
}
self.models.push((model, buffers));
}
pub fn draw(&self) -> Frame {
self.display.draw()
}
pub fn render(&self, target: &mut Frame) {
use glium::Surface;
target.clear_color(0.0, 0.0, 0.0, 1.0);
for &(_, ref buffers) in &self.models {
for buffer in buffers {
target.draw(
buffer,
NoIndices(PrimitiveType::TrianglesList),
&self.program,
&uniform!(),
&Default::default(),
).unwrap();
}
}
}
}