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custom_material.rs
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extern crate kiss3d;
extern crate nalgebra as na;
use kiss3d::camera::Camera;
use kiss3d::context::Context;
use kiss3d::light::Light;
use kiss3d::resource::vertex_index::VERTEX_INDEX_TYPE;
use kiss3d::resource::{Effect, Material, Mesh, ShaderAttribute, ShaderUniform};
use kiss3d::scene::ObjectData;
use kiss3d::window::Window;
use na::{Isometry3, Matrix3, Matrix4, Point3, Translation3, UnitQuaternion, Vector3};
use std::cell::RefCell;
use std::rc::Rc;
fn main() {
let mut window = Window::new("Kiss3d: custom_material");
let mut c = window.add_sphere(1.0);
let material = Rc::new(RefCell::new(
Box::new(NormalMaterial::new()) as Box<dyn Material + 'static>
));
c.set_material(material);
c.append_translation(&Translation3::new(0.0, 0.0, 2.0));
let rot = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), 0.014);
while window.render() {
c.prepend_to_local_rotation(&rot);
}
}
// A material that draws normals
pub struct NormalMaterial {
shader: Effect,
position: ShaderAttribute<Point3<f32>>,
normal: ShaderAttribute<Vector3<f32>>,
view: ShaderUniform<Matrix4<f32>>,
proj: ShaderUniform<Matrix4<f32>>,
transform: ShaderUniform<Matrix4<f32>>,
scale: ShaderUniform<Matrix3<f32>>,
}
impl NormalMaterial {
pub fn new() -> NormalMaterial {
let mut shader = Effect::new_from_str(NORMAL_VERTEX_SRC, NORMAL_FRAGMENT_SRC);
shader.use_program();
NormalMaterial {
position: shader.get_attrib("position").unwrap(),
normal: shader.get_attrib("normal").unwrap(),
transform: shader.get_uniform("transform").unwrap(),
scale: shader.get_uniform("scale").unwrap(),
view: shader.get_uniform("view").unwrap(),
proj: shader.get_uniform("proj").unwrap(),
shader,
}
}
}
impl Material for NormalMaterial {
fn render(
&mut self,
pass: usize,
transform: &Isometry3<f32>,
scale: &Vector3<f32>,
camera: &mut dyn Camera,
_: &Light,
_: &ObjectData,
mesh: &mut Mesh,
) {
self.shader.use_program();
self.position.enable();
self.normal.enable();
/*
*
* Setup camera and light.
*
*/
camera.upload(pass, &mut self.proj, &mut self.view);
/*
*
* Setup object-related stuffs.
*
*/
let formated_transform = transform.to_homogeneous();
let formated_scale = Matrix3::from_diagonal(&Vector3::new(scale.x, scale.y, scale.z));
self.transform.upload(&formated_transform);
self.scale.upload(&formated_scale);
mesh.bind_coords(&mut self.position);
mesh.bind_normals(&mut self.normal);
mesh.bind_faces();
Context::get().draw_elements(
Context::TRIANGLES,
mesh.num_pts() as i32,
VERTEX_INDEX_TYPE,
0,
);
mesh.unbind();
self.position.disable();
self.normal.disable();
}
}
static NORMAL_VERTEX_SRC: &str = "#version 100
attribute vec3 position;
attribute vec3 normal;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 transform;
uniform mat3 scale;
varying vec3 ls_normal;
void main() {
ls_normal = normal;
gl_Position = proj * view * transform * mat4(scale) * vec4(position, 1.0);
}
";
static NORMAL_FRAGMENT_SRC: &str = "#version 100
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec3 ls_normal;
void main() {
gl_FragColor = vec4((ls_normal + 1.0) / 2.0, 1.0);
}
";