225 lines
6.7 KiB
Rust
225 lines
6.7 KiB
Rust
#![feature(const_fn_trait_bound)]
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#[macro_use]
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extern crate glium;
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use glium::{
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glutin::{self, event::KeyboardInput},
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Surface,
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};
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use crate::particle_system::{generate_particle_vertexs, Particle};
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pub mod chunk;
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pub mod config;
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pub mod coordinates;
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pub mod particle_system;
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pub mod textures;
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pub mod vertex;
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pub mod voxel;
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fn main() {
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let _chunk = chunk::Chunk::half_chunk_filled();
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bruh();
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}
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mod teapot;
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pub fn bruh() {
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let event_loop = glutin::event_loop::EventLoop::new();
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let wb = glutin::window::WindowBuilder::new()
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.with_title("Voxel Engine")
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.with_resizable(true)
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.with_transparent(true);
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let cb = glutin::ContextBuilder::new().with_depth_buffer(24);
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let display = glium::Display::new(wb, cb, &event_loop).unwrap();
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let vertex_shader_src = include_str!("../assets/shaders/teapot/teapot.vert");
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let fragment_shader_src = include_str!("../assets/shaders/teapot/teapot.frag");
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let teapot_program =
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glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
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.unwrap();
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let solid_color_particles_vertex_shader_src =
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include_str!("../assets/shaders/particles/solid_color.vert");
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let solid_color_particles_fragment_shader_src =
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include_str!("../assets/shaders/particles/solid_color.frag");
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let solid_color_particles_program = glium::Program::from_source(
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&display,
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solid_color_particles_vertex_shader_src,
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solid_color_particles_fragment_shader_src,
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None,
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)
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.unwrap();
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let mut particles_vec: Vec<Particle> = Vec::new();
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for _ in 0..=10000 {
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particles_vec.push(Particle::random_particle());
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}
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let mut render_particles = true;
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event_loop.run(move |event, _, control_flow| {
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use glutin::event::Event::*;
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match event {
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WindowEvent { event, .. } => match event {
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glutin::event::WindowEvent::CloseRequested => {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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return;
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}
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_ => return,
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},
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NewEvents(cause) => {
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use glutin::event::StartCause::*;
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match cause {
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ResumeTimeReached { .. } => (),
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Init => (),
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_ => return,
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}
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}
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DeviceEvent {
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device_id: _,
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event,
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} => match event {
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glutin::event::DeviceEvent::Key(key) => match key {
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KeyboardInput {
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virtual_keycode: Some(glutin::event::VirtualKeyCode::Escape),
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..
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} => {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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return;
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}
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KeyboardInput {
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state: glutin::event::ElementState::Pressed,
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virtual_keycode,
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..
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} => {
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println!("{:?}", virtual_keycode);
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render_particles = !render_particles;
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return;
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}
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_ => return,
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},
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_ => return,
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},
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_ => {
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return;
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}
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}
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let next_frame_time =
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std::time::Instant::now() + std::time::Duration::from_nanos(16_666_667);
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*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
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let mut target = display.draw();
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target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
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if false {
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// Teapot stage
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let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
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let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
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let indices = glium::IndexBuffer::new(
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&display,
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glium::index::PrimitiveType::TrianglesList,
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&teapot::INDICES,
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)
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.unwrap();
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let matrix = [
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[0.01, 0.0, 0.0, 0.0],
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[0.0, 0.01, 0.0, 0.0],
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[0.0, 0.0, 0.01, 0.0],
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[0.0, 0.0, 0.0, 1.0f32],
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];
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let light = [-1.0, 0.4, 0.9f32];
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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
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.draw(
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(&positions, &normals),
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&indices,
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&teapot_program,
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&uniform! { matrix: matrix, u_light: light },
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¶ms,
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)
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.unwrap();
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}
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{
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// Solid Voxel stage
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let particle_group_color: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
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let shape = voxel::VoxelData::new(
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0,
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voxel::Light {
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red: 0,
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green: 0,
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blue: 0,
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sun: 0,
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},
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)
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.construct_vertexes(coordinates::Coordinates {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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});
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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let uniforms = uniform! {
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u_color: particle_group_color,
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};
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target
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.draw(
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&vertex_buffer,
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&glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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&solid_color_particles_program,
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&uniforms,
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&Default::default(),
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)
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.unwrap();
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}
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if render_particles {
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// Particle Stage
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let particle_group_color: [f32; 4] = [1.0, 0.0, 1.0, 1.0];
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let shape = generate_particle_vertexs(&mut particles_vec);
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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let uniforms = uniform! {
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u_color: particle_group_color,
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};
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target
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.draw(
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&vertex_buffer,
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&glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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&solid_color_particles_program,
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&uniforms,
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&Default::default(),
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)
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.unwrap();
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}
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target.finish().unwrap();
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});
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}
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