added sphere generator
This commit is contained in:
@ -6,3 +6,9 @@ The Goal of this repo is to make a simple engine like program in Rust
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It is mainly for learning purposes and should be the base for a later, more fleshed out Engine made in Rust (with the possibility to create logic in Julia)
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It is mainly for learning purposes and should be the base for a later, more fleshed out Engine made in Rust (with the possibility to create logic in Julia)
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The engine uses a left-handed y-up coordinate system
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1
opengl_beginnings/.idea/vcs.xml
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1
opengl_beginnings/.idea/vcs.xml
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@ -2,5 +2,6 @@
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<project version="4">
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<project version="4">
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<component name="VcsDirectoryMappings">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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<mapping directory="" vcs="Git" />
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<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
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</component>
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</component>
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</project>
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</project>
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1
opengl_beginnings/src/custom.rs
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opengl_beginnings/src/custom.rs
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pub mod sphere_generator;
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154
opengl_beginnings/src/custom/sphere_generator.rs
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154
opengl_beginnings/src/custom/sphere_generator.rs
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use crate::engine::mesh::Mesh;
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use nalgebra::Vector3;
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pub struct OctaSphere {
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mesh: Option<Mesh>,
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resolution: i32,
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generator: OctaSphereGenerator,
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}
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impl OctaSphere {
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pub fn new(resolution: i32) -> Result<Self, String> {
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match resolution {
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r if r >= 0 => Ok(Self
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{
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resolution,
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generator: OctaSphereGenerator::new(resolution),
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mesh: None,
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}),
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_ => Err(String::from("Resolution of an octa sphere must be positive"))
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}
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}
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pub fn generate_sphere(&mut self) {
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let (vertices, indices) = self.generator.generate_sphere();
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self.mesh = Some(Mesh::new(vertices, indices))
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}
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}
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struct OctaSphereGenerator {
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resolution: i32,
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}
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impl OctaSphereGenerator {
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fn new(resolution: i32) -> Self {
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Self {
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resolution,
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}
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}
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// Thanks Sebastian Lague
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fn generate_sphere(&self) -> (Vec<Vector3<f32>>, Vec<u32>) {
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// Indices of the vertex pairs that make up each of the initial 12 edges
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let vertex_pairs = [0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2, 3, 3, 4, 4, 1, 5, 1, 5, 2, 5, 3, 5, 4];
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// Indices of the edge triplets that make up the initial 8 faces
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let edge_triplets = [0, 1, 4, 1, 2, 5, 2, 3, 6, 3, 0, 7, 8, 9, 4, 9, 10, 5, 10, 11, 6, 11, 8, 7];
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// The six initial vertices up left back right forward down
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let base_vertices = [Vector3::y_axis().into_inner(), -Vector3::x_axis().into_inner(), -Vector3::z_axis().into_inner(), Vector3::x_axis().into_inner(), Vector3::z_axis().into_inner(), -Vector3::y_axis().into_inner()];
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let num_divisions = self.resolution;
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let num_vertices_per_face = ((num_divisions + 3) * (num_divisions + 3) - (num_divisions + 3)) / 2;
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let num_vertices = num_vertices_per_face * 8 - (num_divisions + 2) * 12 + 6;
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let num_tris_per_face = (num_divisions + 1) * (num_divisions + 1);
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let mut vertices = Vec::<Vector3<f32>>::with_capacity(num_vertices as usize);
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let mut indicies = Vec::<u32>::with_capacity((num_tris_per_face * 8 * 3) as usize);
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vertices.copy_from_slice(&base_vertices);
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// Create 12 edges, with n vertices added along them (n = numDivisions)
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let mut edges = Vec::<Edge>::with_capacity(12);
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for i in (0..vertex_pairs.len()).step_by(2) {
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let start_vertex = vertices[vertex_pairs[i]];
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let end_vertex = vertices[vertex_pairs[i + 1]];
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let mut edge_vertex_indices = Vec::<u32>::with_capacity((num_divisions + 2) as usize);
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edge_vertex_indices[0] = vertex_pairs[i] as u32;
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// Add vertices along edge
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for division_index in 0..num_divisions {
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let t = (division_index as f32 + 1.0) / (num_divisions as f32 + 1.0);
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edge_vertex_indices[(division_index + 1) as usize] = vertices.len() as u32;
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vertices.push(start_vertex.slerp(&end_vertex, t));
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}
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edge_vertex_indices[(num_divisions + 1) as usize] = vertex_pairs[i + 1] as u32;
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let edge_index = i / 2;
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edges[edge_index] = Edge::new(edge_vertex_indices)
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}
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// Create faces
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for i in (0..edge_triplets.len()).step_by(3) {
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let face_index = i / 3;
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let reverse = face_index >= 4;
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self.create_face(&edges[edge_triplets[i]], &edges[edge_triplets[i + 1]], &edges[edge_triplets[i + 2]], reverse, num_vertices_per_face, &mut vertices, &mut indicies);
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}
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(vertices, indicies)
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}
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fn create_face(&self, side_a: &Edge, side_b: &Edge, bottom: &Edge, reverse: bool, num_vertices_per_face: i32, vertices: &mut Vec<Vector3<f32>>, indices: &mut Vec<u32>) {
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let num_points_in_edge = side_a.vertex_indices.len();
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let mut vertex_map = Vec::<u32>::with_capacity(num_vertices_per_face as usize);
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vertex_map.push(side_a.vertex_indices[0]); // top of triangle
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for i in 1..num_points_in_edge-1 {
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// Side A vertex
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vertex_map.push(side_a.vertex_indices[i]);
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//add vertices between side a and b
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let side_a_vertex = vertices[(side_a.vertex_indices[i]) as usize];
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let side_b_vertex = vertices[(side_b.vertex_indices[i]) as usize];
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let num_inner_points = i - 1;
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for j in 0..num_inner_points {
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let t = (j as f32 + 1.0) / (num_inner_points as f32 + 1.0);
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vertex_map.push(vertices.len() as u32);
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vertices.push(side_a_vertex.slerp(&side_b_vertex, t));
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}
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// Side B vertex
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vertex_map.push(side_b.vertex_indices[i]);
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}
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// add bottom edge vertices
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for i in 0..num_points_in_edge {
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vertex_map.push(bottom.vertex_indices[i]);
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}
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// Triangulate
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let num_rows = self.resolution + 1;
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for row in 0..num_rows {
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// vertices down left edge follow quadratic sequence: 0, 1, 3, 6, 10, 15...
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// the nth term can be calculated with: (n^2 - n)/2
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let top_vertex = (((row + 1) * (row + 1) - row - 1) / 2) as usize;
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let bottom_vertex = (((row + 2) * (row + 2) + row - 2) / 2) as usize;
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let num_triangles_in_row = 1 + 2 * row;
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for column in 0..num_triangles_in_row {
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let v0;
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let v1;
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let v2;
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if column % 2 == 0 {
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v0 = top_vertex;
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v1 = bottom_vertex + 1;
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v2 = bottom_vertex;
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} else {
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v0 = top_vertex;
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v1 = bottom_vertex;
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v2 = top_vertex + 1;
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}
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indices.push(vertex_map[v0]);
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indices.push(vertex_map[if reverse {v2} else {v1}]);
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indices.push(vertex_map[if reverse {v1} else {v2}]);
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}
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}
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}
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}
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struct Edge {
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vertex_indices: Vec<u32>,
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}
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impl Edge {fn new(vertex_indices: Vec<u32>) -> Self {Self{vertex_indices}}}
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@ -1,5 +1,5 @@
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pub mod nebulix;
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pub mod nebulix;
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pub mod time;
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pub mod time;
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pub mod input;
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pub mod input;
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mod shader;
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pub mod shader;
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mod mesh;
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pub mod mesh;
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@ -6,7 +6,7 @@ use nalgebra::Vector3;
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// Down the line the MeshRenderer should have a material. The material then holds the data that is needed by the shader (so the actual texture or data for variables inside the shader)
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// Down the line the MeshRenderer should have a material. The material then holds the data that is needed by the shader (so the actual texture or data for variables inside the shader)
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// End Goal: Shader belongs to Material; Material belongs to MeshRenderer; Mesh belongs to MeshRenderer; MeshRenderer renders the mesh using the shader and data provided by the material
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// End Goal: Shader belongs to Material; Material belongs to MeshRenderer; Mesh belongs to MeshRenderer; MeshRenderer renders the mesh using the shader and data provided by the material
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struct Mesh {
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pub struct Mesh {
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vertices: Vec<Vector3<f32>>,
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vertices: Vec<Vector3<f32>>,
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normals: Vec<Vector3<f32>>,
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normals: Vec<Vector3<f32>>,
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indices: Vec<u32>,
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indices: Vec<u32>,
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@ -136,11 +136,6 @@ impl ApplicationHandler for Nebulix {
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}
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}
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// Custom code HERE
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// Custom code HERE
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// TODO: Next step is:
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// - dynamically generate a mesh
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// - use a shader to render it
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// - and fly around in the scene
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// After I confirmed that the above is working -> add textures
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gl_surface.swap_buffers(&gl_context).unwrap();
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gl_surface.swap_buffers(&gl_context).unwrap();
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self.window.as_ref().unwrap().request_redraw();
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self.window.as_ref().unwrap().request_redraw();
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@ -4,7 +4,9 @@ use winit::event_loop::{ControlFlow, EventLoop};
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mod camera;
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mod camera;
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mod engine;
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mod engine;
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mod custom;
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// TODO: This should actually not be needed because of the Type "Unit" from nalgebra!
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trait Extension {
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trait Extension {
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fn normalize_checked(&self) -> Self;
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fn normalize_checked(&self) -> Self;
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fn normalize_checked_mut(&mut self);
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fn normalize_checked_mut(&mut self);
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