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glium.rs
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glium.rs
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use glium::glutin::event_loop::EventLoop;
use glium::index::PrimitiveType;
use glium::{
glutin, implement_vertex, program, uniform, Display, IndexBuffer, Program, Surface,
VertexBuffer,
};
use lodtree::coords::QuadVec;
use lodtree::*;
// the chunk struct for the tree
#[allow(dead_code)]
struct Chunk {
visible: bool,
cache_state: i32,
// 0 is new, 1 is merged, 2 is cached, 3 is both
selected: bool,
in_bounds: bool,
}
fn make_shaders(display: &Display) -> Program {
let program = program!(display,
140 => {
vertex: "
#version 140
uniform vec2 offset;
uniform float scale;
in vec2 position;
void main() {
vec2 local_position = position * scale + 0.005;
local_position.x = min(local_position.x, scale) - 0.0025;
local_position.y = min(local_position.y, scale) - 0.0025;
gl_Position = vec4(local_position + (offset + scale * 0.5) * 2.0 - 1.0, 0.0, 1.0);
}
",
fragment: "
#version 140
uniform int state;
uniform int selected;
uniform int in_bounds;
void main() {
if (state == 0) gl_FragColor = vec4(0.2, 0.2, 0.2, 1.0); // new, white
if (state == 1) gl_FragColor = vec4(0.0, 0.2, 0.0, 1.0); // merged, green
if (state == 2) gl_FragColor = vec4(0.2, 0.0, 0.0, 1.0); // from cache, red
if (state == 3) gl_FragColor = vec4(0.4, 0.2, 0.0, 1.0); // both, yellow
if (selected != 0) gl_FragColor = vec4(0.0, 0.2, 0.2, 1.0); // selected, so blue
if (in_bounds != 0) gl_FragColor = vec4(0.0, 0.2, 0.2, 1.0); // in bounds, so purple
}
"
}
)
.unwrap();
return program;
}
#[derive(Copy, Clone)]
struct Vertex {
// only need a 2d position
position: [f32; 2],
}
implement_vertex!(Vertex, position);
struct RenderContext {
display: Display,
vertex_buffer: VertexBuffer<Vertex>,
shaders: Program,
index_buffer: IndexBuffer<u16>,
}
impl RenderContext {
pub fn new(event_loop: &EventLoop<()>) -> Self {
let wb = glutin::window::WindowBuilder::new().with_title("Quadtree demo");
let cb = glutin::ContextBuilder::new().with_vsync(true);
let display = Display::new(wb, cb, &event_loop).unwrap();
// make a vertex buffer
// we'll reuse it as we only need to draw one quad multiple times anyway
let vertex_buffer = {
VertexBuffer::new(
&display,
&[
Vertex {
position: [-1.0, -1.0],
},
Vertex {
position: [-1.0, 1.0],
},
Vertex {
position: [1.0, -1.0],
},
Vertex {
position: [1.0, 1.0],
},
],
)
.unwrap()
};
// and the index buffer to form the triangle
let index_buffer = IndexBuffer::new(
&display,
PrimitiveType::TrianglesList,
&[0 as u16, 1, 2, 1, 2, 3],
)
.unwrap();
let shaders = make_shaders(&display);
Self {
display,
vertex_buffer,
index_buffer,
shaders,
}
}
}
fn draw(mouse_pos: (f32, f32), tree: &mut Tree<Chunk, QuadVec>, ctx: &RenderContext) {
//function for adding chunks to their respective position, and also set their properties
fn chunk_creator(_position: QuadVec) -> Chunk {
Chunk {
visible: true,
cache_state: 0,
selected: false,
in_bounds: false,
}
}
let qv = QuadVec::from_float_coords(mouse_pos.0 as f64, (1.0 - mouse_pos.1) as f64, 6);
if tree.prepare_update(&[qv], 2, &mut chunk_creator) {
// position should already have been set, so we can just change the visibility
for chunk in tree.iter_chunks_to_activate_mut() {
chunk.visible = true;
chunk.cache_state |= 1;
}
for chunk in tree.iter_chunks_to_deactivate_mut() {
chunk.visible = false;
}
// and make chunks that are cached visible
for chunk in tree.iter_chunks_to_remove_mut() {
chunk.cache_state = 2;
}
// do the update
tree.do_update();
// and clean
tree.complete_update();
}
// go over all chunks in the tree and set them to not be selected
for chunk in tree.iter_chunks_mut() {
chunk.selected = false;
}
// and select the chunk at the mouse position
if let Some(chunk) = tree.get_chunk_from_position_mut(qv) {
chunk.selected = true;
}
// and select a number of chunks in a region when the mouse buttons are selected
// and, Redraw!
let mut target = ctx.display.draw();
target.clear_color(0.6, 0.6, 0.6, 1.0);
// go over all chunks, iterator version
for (chunk, position) in tree.iter_chunks_and_positions() {
if chunk.visible {
// draw it if it's visible
// here we get the chunk position and size
let uniforms = uniform! {
offset: [position.get_float_coords().0 as f32, position.get_float_coords().1 as f32],
scale: position.get_size() as f32,
state: chunk.cache_state,
selected: chunk.selected as i32,
};
// draw it with glium
target
.draw(
&ctx.vertex_buffer,
&ctx.index_buffer,
&ctx.shaders,
&uniforms,
&Default::default(),
)
.unwrap();
}
}
target.finish().unwrap();
}
fn main() {
// set up the tree
let mut tree = Tree::<Chunk, QuadVec>::new(32);
// start the glium event loop
let event_loop = glutin::event_loop::EventLoop::new();
let context = RenderContext::new(&event_loop);
draw((0.5, 0.5), &mut tree, &context);
// the mouse cursor position
let mut mouse_pos = (0.5, 0.5);
// last time redraw was done
let mut last_redraw = std::time::Instant::now();
// run the main loop
event_loop.run(move |event, _, control_flow| {
*control_flow = match event {
glutin::event::Event::RedrawRequested(_) => {
// and draw, if enough time elapses
if last_redraw.elapsed().as_millis() > 16 {
draw(mouse_pos, &mut tree, &context);
last_redraw = std::time::Instant::now();
}
glutin::event_loop::ControlFlow::Wait
}
glutin::event::Event::WindowEvent { event, .. } => match event {
// stop if the window is closed
glutin::event::WindowEvent::CloseRequested => glutin::event_loop::ControlFlow::Exit,
glutin::event::WindowEvent::CursorMoved { position, .. } => {
// get the mouse position
mouse_pos = (
position.x as f32 / context.display.get_framebuffer_dimensions().0 as f32,
position.y as f32 / context.display.get_framebuffer_dimensions().1 as f32,
);
// request a redraw
context.display.gl_window().window().request_redraw();
glutin::event_loop::ControlFlow::Wait
}
_ => glutin::event_loop::ControlFlow::Wait,
},
_ => glutin::event_loop::ControlFlow::Wait,
}
});
}