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#[macro_use]
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extern crate glium;
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mod adnot;
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// mod adnot;
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mod bencode;
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mod model;
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const VERTEX_SHADER: &'static str = r#"
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#version 140
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in vec3 pos;
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uniform mat4 perspective;
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uniform mat4 matrix;
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out vec3 o_pos;
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void main() {
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gl_Position = vec4(pos, 1.0);
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o_pos = pos;
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gl_Position = perspective * matrix * vec4(pos, 1.0);
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}
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"#;
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const FRAGMENT_SHADER: &'static str = r#"
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#version 140
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in vec3 o_pos;
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out vec4 color;
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void main() {
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color = vec4(1.0, 0.0, 0.0, 1.0);
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color = vec4(o_pos.z * 2.0, 0.0, 1.0 - (o_pos.z * 2.0), 1.0);
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}
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"#;
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.build_glium()
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.unwrap();
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let vbuf = md.get_vbuf(&display);
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let idxs = glium::index::NoIndices(
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glium::index::PrimitiveType::TrianglesList);
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let idxs = md.get_ibuf(&display);
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let program = Program::from_source(
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&display,
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VERTEX_SHADER,
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FRAGMENT_SHADER,
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None).unwrap();
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let mut px = 0f32;
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let mut py = 0f32;
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let mut t = 0f32;
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let dx = 0.001;
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let sx = 0.01f32;
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loop {
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t += 0.01;
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let mut target = display.draw();
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let perspective = {
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let (width, height) = target.get_dimensions();
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let aspect_ratio = height as f32 / width as f32;
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let fov: f32 = 3.141592 / 3.0;
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let zfar = 1024.0;
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let znear = 0.1;
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let f = 1.0 / (fov / 2.0).tan();
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[
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[f * aspect_ratio , 0.0, 0.0 , 0.0],
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[ 0.0 , f , 0.0 , 0.0],
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[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
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[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
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]
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};
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let uniforms = uniform! {
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perspective: perspective,
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matrix: [ [sx, 0.0, 0.0, 0.0],
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[0.0, t.cos() * sx, -t.sin() * sx, 0.0],
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[0.0, t.sin() * sx, t.cos() * sx, 0.0],
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[px, 0.0, py, sx]
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]
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};
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// let params = glium::DrawParameters {
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// depth: glium::Depth {
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// test: glium::draw_parameters::DepthTest::IfLess,
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// write: true,
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// .. Default::default()
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// },
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// .. Default::default()
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// };
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target.clear_color(0.0, 0.0, 0.0, 1.0);
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target.draw(&vbuf,
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&idxs,
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&program,
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&glium::uniforms::EmptyUniforms,
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&uniforms,
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&Default::default()).unwrap();
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target.finish().unwrap();
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for ev in display.poll_events() {
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match ev {
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Event::Closed => return,
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Event::KeyboardInput(_, 9, _) => return,
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_ => (),
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Event::KeyboardInput(_, 25, _) => {
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py -= dx;
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},
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Event::KeyboardInput(_, 38, _) => {
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px -= dx;
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},
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Event::KeyboardInput(_, 39, _) => {
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py += dx;
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},
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Event::KeyboardInput(_, 40, _) => {
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px += dx;
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},
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evt => {
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},
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}
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}
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}
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