https://github.com/glium/glium/blob/master/book/tuto-12-camera.md
이전 내용을 기준으로 주전자를 위치/회전/크기의 조절이 가능
실제 3D App은 공간안에 카메라가 생성되고 그 카메라가 바라보는 방향이 렌더링되도록 구현
모델이 화면에 렌더링 되는 과정은
모델의 vertex -> 모델 좌표 -> 카메라좌표
카메라 좌표에 프로젝션 matrix를 적용해서 최종적으로 렌더링 됨
fn view_matrix(position: &[f32; 3], direction: &[f32; 3], up: &[f32; 3]) -> [[f32; 4]; 4] {
let f = {
let f = direction;
let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
let len = len.sqrt();
[f[0] / len, f[1] / len, f[2] / len]
};
let s = [up[1] * f[2] - up[2] * f[1],
up[2] * f[0] - up[0] * f[2],
up[0] * f[1] - up[1] * f[0]];
let s_norm = {
let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
let len = len.sqrt();
[s[0] / len, s[1] / len, s[2] / len]
};
let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
f[2] * s_norm[0] - f[0] * s_norm[2],
f[0] * s_norm[1] - f[1] * s_norm[0]];
let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
-position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];
[
[s_norm[0], u[0], f[0], 0.0],
[s_norm[1], u[1], f[1], 0.0],
[s_norm[2], u[2], f[2], 0.0],
[p[0], p[1], p[2], 1.0],
]
}
position은 카메라의 위치
direction은 카메라의 방향
up은 위쪽 방향
vertex shader 코드 수정
#version 140
in vec3 position;
in vec3 normal;
out vec3 v_normal;
uniform mat4 perspective;
uniform mat4 view;
uniform mat4 model;
void main() {
mat4 modelview = view * model;
v_normal = transpose(inverse(mat3(modelview))) * normal;
gl_Position = perspective * modelview * vec4(position, 1.0);
}
draw 코드 수정
let view = view_matrix(&[2.0, -1.0, 1.0], &[-2.0, 1.0, 1.0], &[0.0, 1.0, 0.0]);
target.draw((&positions, &normals), &indices, &program,
&uniform! { model: model, view: view, perspective: perspective, u_light: light },
¶ms).unwrap();
전체 코드
#[macro_use]
extern crate glium;
mod teapot;
fn main() {
#[allow(unused_imports)]
use glium::{glutin, Surface};
let mut event_loop = glutin::event_loop::EventLoop::new();
let wb = glutin::window::WindowBuilder::new();
let cb = glutin::ContextBuilder::new().with_depth_buffer(24);
let display = glium::Display::new(wb, cb, &event_loop).unwrap();
let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
let indices = glium::IndexBuffer::new(
&display,
glium::index::PrimitiveType::TrianglesList,
&teapot::INDICES,
)
.unwrap();
let light = [-1.0, 0.4, 0.9f32];
let vertex_shader_src = r#"
#version 150 // updated
in vec3 position;
in vec3 normal;
out vec3 v_normal;
uniform mat4 perspective;
uniform mat4 view;
uniform mat4 model;
void main() {
mat4 modelview = view * model;
v_normal = transpose(inverse(mat3(modelview))) * normal;
gl_Position = perspective * modelview * vec4(position, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec3 v_normal;
out vec4 color;
uniform vec3 u_light;
void main() {
float brightness = dot(normalize(v_normal), normalize(u_light));
vec3 dark_color = vec3(0.6, 0.0, 0.0);
vec3 regular_color = vec3(1.0, 0.0, 0.0);
color = vec4(mix(dark_color, regular_color, brightness), 1.0);
}
"#;
let program =
glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
.unwrap();
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
.. Default::default()
},
backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
.. Default::default()
};
let mut t: f32 = -0.5;
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::WindowEvent { event, .. } => match event {
glutin::event::WindowEvent::CloseRequested => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
return;
}
_ => return,
},
glutin::event::Event::NewEvents(cause) => match cause {
glutin::event::StartCause::ResumeTimeReached { .. } => (),
glutin::event::StartCause::Init => (),
_ => return,
},
_ => return,
}
let next_frame_time =
std::time::Instant::now() + std::time::Duration::from_nanos(16_666_667);
*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
t += 0.002;
if t > 0.5 {
t = -0.5;
}
let mut target = display.draw();
target.clear_color_and_depth((0.3, 0.5, 0.7, 1.0), 1.0);
let perspective = {
let (width, height) = target.get_dimensions();
let aspect_ratio = height as f32 / width as f32;
let fov: f32 = 3.141592 / 3.0;
let zfar = 1024.0;
let znear = 0.1;
let f = 1.0 / (fov / 2.0).tan();
[
[f * aspect_ratio , 0.0, 0.0 , 0.0],
[ 0.0 , f , 0.0 , 0.0],
[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
]
};
let view = view_matrix(&[2.0, -1.0, 1.0], &[-2.0, 1.0, 1.0], &[0.0, 1.0, 0.0]);
let uniforms = uniform! {
model: [
[0.01, 0.0, 0.0, 0.0],
[0.0, 0.01, 0.0, 0.0],
[0.0, 0.0, 0.01, 0.0],
[0.0, 0.0, 2.0, 1.0f32]
],
view: view,
perspective: perspective,
u_light: light
};
target
.draw(
(&positions, &normals),
&indices,
&program,
&uniforms,
¶ms,
)
.unwrap();
target.finish().unwrap();
});
}
fn view_matrix(position: &[f32; 3], direction: &[f32; 3], up: &[f32; 3]) -> [[f32; 4]; 4] {
let f = {
let f = direction;
let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
let len = len.sqrt();
[f[0] / len, f[1] / len, f[2] / len]
};
let s = [up[1] * f[2] - up[2] * f[1],
up[2] * f[0] - up[0] * f[2],
up[0] * f[1] - up[1] * f[0]];
let s_norm = {
let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
let len = len.sqrt();
[s[0] / len, s[1] / len, s[2] / len]
};
let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
f[2] * s_norm[0] - f[0] * s_norm[2],
f[0] * s_norm[1] - f[1] * s_norm[0]];
let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
-position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];
[
[s_norm[0], u[0], f[0], 0.0],
[s_norm[1], u[1], f[1], 0.0],
[s_norm[2], u[2], f[2], 0.0],
[p[0], p[1], p[2], 1.0],
]
}