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Convert indents to 2 spaces
This commit is contained in:
parent
4e6052957e
commit
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114
src/game.rs
114
src/game.rs
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@ -1,7 +1,7 @@
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use glium::{Surface, uniform};
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use glium::glutin::{
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event::{Event, WindowEvent},
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event_loop::{EventLoop, ControlFlow},
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event::{Event, WindowEvent},
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event_loop::{EventLoop, ControlFlow},
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};
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mod assets;
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@ -15,61 +15,61 @@ use shaders::{Programs, chunk::Vertex as ChunkVertex};
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use camera::Camera;
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pub fn run() {
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log::info!("starting up");
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let event_loop = EventLoop::new();
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log::info!("initializing display");
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let display = init_display(&event_loop);
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log::info!("compiling shaders");
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let programs = Programs::compile_all(&display);
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log::info!("loading assets");
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let assets = Assets::load_all_sync(&display);
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log::info!("init camera");
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let camera = Camera {
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position: [0., 0., -1.],
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direction: [0., 0., 1.],
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..Default::default()
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};
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log::info!("game loaded");
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log::info!("starting up");
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let event_loop = EventLoop::new();
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log::info!("initializing display");
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let display = init_display(&event_loop);
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log::info!("compiling shaders");
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let programs = Programs::compile_all(&display);
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log::info!("loading assets");
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let assets = Assets::load_all_sync(&display);
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log::info!("init camera");
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let camera = Camera {
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position: [0., 0., -1.],
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direction: [0., 0., 1.],
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..Default::default()
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};
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log::info!("game loaded");
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//=======================
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let vertex1 = ChunkVertex { position: [-0.5, -0.5, 1.], uv: [0., 0.], normal: [0., 1., 0.] };
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let vertex2 = ChunkVertex { position: [ 0.0, 0.5, 1.], uv: [0., 1.], normal: [0., 1., 0.] };
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let vertex3 = ChunkVertex { position: [ 0.5, -0.25, 1.], uv: [1., 1.], normal: [0., 1., 0.] };
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let shape = vec![vertex1, vertex2, vertex3];
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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//=======================
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//=======================
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let vertex1 = ChunkVertex { position: [-0.5, -0.5, 1.], uv: [0., 0.], normal: [0., 1., 0.] };
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let vertex2 = ChunkVertex { position: [ 0.0, 0.5, 1.], uv: [0., 1.], normal: [0., 1., 0.] };
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let vertex3 = ChunkVertex { position: [ 0.5, -0.25, 1.], uv: [1., 1.], normal: [0., 1., 0.] };
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let shape = vec![vertex1, vertex2, vertex3];
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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//=======================
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event_loop.run(move |ev, _, control_flow| {
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#[allow(clippy::single_match, clippy::collapsible_match)]
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match ev {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => {
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log::info!("exit requested");
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*control_flow = ControlFlow::Exit;
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return
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},
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_ => ()
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},
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_ => ()
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}
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let mut target = display.draw();
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let target_dimensions = target.get_dimensions();
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let perspective = camera.perspective_matrix(target_dimensions);
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let view = camera.view_matrix();
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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target.draw(
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&vertex_buffer,
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glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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&programs.chunk,
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&uniform! {
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model: [[0.0f32; 4]; 4],
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view: view,
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perspective: perspective,
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tex: &assets.textures.block_atlas
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},
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&Default::default()
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).unwrap();
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target.finish().unwrap();
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});
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event_loop.run(move |ev, _, control_flow| {
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#[allow(clippy::single_match, clippy::collapsible_match)]
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match ev {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => {
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log::info!("exit requested");
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*control_flow = ControlFlow::Exit;
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return
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},
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_ => ()
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},
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_ => ()
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}
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let mut target = display.draw();
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let target_dimensions = target.get_dimensions();
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let perspective = camera.perspective_matrix(target_dimensions);
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let view = camera.view_matrix();
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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target.draw(
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&vertex_buffer,
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glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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&programs.chunk,
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&uniform! {
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model: [[0.0f32; 4]; 4],
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view: view,
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perspective: perspective,
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tex: &assets.textures.block_atlas
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},
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&Default::default()
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).unwrap();
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target.finish().unwrap();
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});
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}
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@ -3,13 +3,13 @@ pub mod textures;
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use textures::Textures;
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pub struct Assets {
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pub textures: Textures
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pub textures: Textures
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}
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impl Assets {
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/// Load all assets synchronously
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pub fn load_all_sync(display: &glium::Display) -> Self {
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Self {
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textures: Textures::load_sync(display)
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}
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/// Load all assets synchronously
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pub fn load_all_sync(display: &glium::Display) -> Self {
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Self {
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textures: Textures::load_sync(display)
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}
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}
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}
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@ -2,37 +2,37 @@ use std::{fs, io};
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use glium::texture::{RawImage2d, SrgbTexture2d};
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fn load_png(file_path: &str, display: &glium::Display) -> SrgbTexture2d {
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log::info!("loading texture {}", file_path);
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log::info!("loading texture {}", file_path);
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//Load file
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let data = fs::read(file_path)
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.unwrap_or_else(|_| panic!("Failed to load texture: {}", file_path));
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//decode image data
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let image_data = image::load(
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io::Cursor::new(&data),
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image::ImageFormat::Png
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).unwrap().to_rgba8();
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//Load file
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let data = fs::read(file_path)
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.unwrap_or_else(|_| panic!("Failed to load texture: {}", file_path));
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//decode image data
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let image_data = image::load(
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io::Cursor::new(&data),
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image::ImageFormat::Png
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).unwrap().to_rgba8();
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//Create raw glium image
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let image_dimensions = image_data.dimensions();
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let raw_image = RawImage2d::from_raw_rgba_reversed(
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&image_data.into_raw(),
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image_dimensions
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);
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//Create texture
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SrgbTexture2d::new(display, raw_image).unwrap()
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//Create raw glium image
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let image_dimensions = image_data.dimensions();
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let raw_image = RawImage2d::from_raw_rgba_reversed(
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&image_data.into_raw(),
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image_dimensions
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);
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//Create texture
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SrgbTexture2d::new(display, raw_image).unwrap()
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}
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pub struct Textures {
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pub block_atlas: SrgbTexture2d
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pub block_atlas: SrgbTexture2d
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}
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impl Textures {
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/// Load textures synchronously, one by one and upload them to the GPU
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pub fn load_sync(display: &glium::Display) -> Self {
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Self {
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block_atlas: load_png("assets/spritesheet.png", display)
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}
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/// Load textures synchronously, one by one and upload them to the GPU
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pub fn load_sync(display: &glium::Display) -> Self {
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Self {
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block_atlas: load_png("assets/spritesheet.png", display)
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}
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}
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}
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@ -6,72 +6,72 @@
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use std::f32::consts::PI;
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pub struct Camera {
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pub position: [f32; 3],
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pub direction: [f32; 3],
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pub up: [f32; 3],
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pub fov: f32,
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pub znear: f32,
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pub zfar: f32,
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pub position: [f32; 3],
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pub direction: [f32; 3],
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pub up: [f32; 3],
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pub fov: f32,
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pub znear: f32,
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pub zfar: f32,
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}
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impl Camera {
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pub fn view_matrix(&self) -> [[f32; 4]; 4] {
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let position = self.position;
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let direction = self.direction;
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let up = self.up;
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pub fn view_matrix(&self) -> [[f32; 4]; 4] {
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let position = self.position;
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let direction = self.direction;
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let up = self.up;
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let f = {
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let f = direction;
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let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
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let len = len.sqrt();
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[f[0] / len, f[1] / len, f[2] / len]
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};
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let s = [up[1] * f[2] - up[2] * f[1],
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up[2] * f[0] - up[0] * f[2],
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up[0] * f[1] - up[1] * f[0]];
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let s_norm = {
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let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
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let len = len.sqrt();
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[s[0] / len, s[1] / len, s[2] / len]
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};
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let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
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f[2] * s_norm[0] - f[0] * s_norm[2],
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f[0] * s_norm[1] - f[1] * s_norm[0]];
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let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
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-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
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-position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];
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[
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[s_norm[0], u[0], f[0], 0.0],
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[s_norm[1], u[1], f[1], 0.0],
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[s_norm[2], u[2], f[2], 0.0],
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[p[0], p[1], p[2], 1.0],
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]
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}
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pub fn perspective_matrix(&self, target_dimensions: (u32, u32)) -> [[f32; 4]; 4] {
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let znear = self.znear;
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let zfar = self.zfar;
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let fov = self.fov;
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let (width, height) = target_dimensions;
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let aspect_ratio = height as f32 / width as f32;
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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 f = {
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let f = direction;
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let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
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let len = len.sqrt();
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[f[0] / len, f[1] / len, f[2] / len]
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};
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let s = [up[1] * f[2] - up[2] * f[1],
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up[2] * f[0] - up[0] * f[2],
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up[0] * f[1] - up[1] * f[0]];
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let s_norm = {
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let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
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let len = len.sqrt();
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[s[0] / len, s[1] / len, s[2] / len]
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};
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let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
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f[2] * s_norm[0] - f[0] * s_norm[2],
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f[0] * s_norm[1] - f[1] * s_norm[0]];
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let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
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-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
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-position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];
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[
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[s_norm[0], u[0], f[0], 0.0],
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[s_norm[1], u[1], f[1], 0.0],
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[s_norm[2], u[2], f[2], 0.0],
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[p[0], p[1], p[2], 1.0],
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]
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}
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pub fn perspective_matrix(&self, target_dimensions: (u32, u32)) -> [[f32; 4]; 4] {
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let znear = self.znear;
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let zfar = self.zfar;
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let fov = self.fov;
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let (width, height) = target_dimensions;
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let aspect_ratio = height as f32 / width as f32;
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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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}
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impl Default for Camera {
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fn default() -> Self {
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Self {
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position: [0., 0., 0.],
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direction: [0., 0., 0.],
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up: [0., 1., 0.],
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fov: PI / 3.,
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zfar: 1024.,
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znear: 0.1,
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}
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fn default() -> Self {
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Self {
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position: [0., 0., 0.],
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direction: [0., 0., 0.],
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up: [0., 1., 0.],
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fov: PI / 3.,
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zfar: 1024.,
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znear: 0.1,
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}
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}
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}
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@ -7,9 +7,9 @@ use glium::glutin::{
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};
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pub fn init_display(event_loop: &EventLoop<()>) -> Display {
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let wb = WindowBuilder::new();
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let cb = ContextBuilder::new()
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.with_depth_buffer(24)
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.with_gl_profile(GlProfile::Core);
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Display::new(wb, cb, event_loop).unwrap()
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let wb = WindowBuilder::new();
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let cb = ContextBuilder::new()
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.with_depth_buffer(24)
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.with_gl_profile(GlProfile::Core);
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Display::new(wb, cb, event_loop).unwrap()
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}
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@ -4,14 +4,14 @@ pub mod chunk;
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pub mod colored2d;
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pub struct Programs {
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pub colored_2d: Program,
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pub chunk: Program,
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pub colored_2d: Program,
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pub chunk: Program,
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}
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impl Programs {
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pub fn compile_all(display: &Display) -> Self {
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Self {
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colored_2d: Program::from_source(display, colored2d::VERTEX_SHADER, colored2d::FRAGMENT_SHADER, None).unwrap(),
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chunk: Program::from_source(display, chunk::VERTEX_SHADER, chunk::FRAGMENT_SHADER, None).unwrap(),
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}
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pub fn compile_all(display: &Display) -> Self {
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Self {
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colored_2d: Program::from_source(display, colored2d::VERTEX_SHADER, colored2d::FRAGMENT_SHADER, None).unwrap(),
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chunk: Program::from_source(display, chunk::VERTEX_SHADER, chunk::FRAGMENT_SHADER, None).unwrap(),
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}
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}
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}
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|
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@ -2,40 +2,40 @@ use glium::implement_vertex;
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#[derive(Clone, Copy)]
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pub struct Vertex {
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pub position: [f32; 3],
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pub normal: [f32; 3],
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pub uv: [f32; 2],
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pub position: [f32; 3],
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pub normal: [f32; 3],
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pub uv: [f32; 2],
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}
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implement_vertex!(Vertex, position, normal, uv);
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//TODO store vertex data in a more compact way
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pub const VERTEX_SHADER: &str = r#"
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#version 150
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#version 150
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in vec3 position;
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in vec3 normal;
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in vec2 uv;
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out vec3 v_normal;
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out vec2 v_uv;
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uniform mat4 perspective;
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uniform mat4 view;
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uniform mat4 model;
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in vec3 position;
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in vec3 normal;
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in vec2 uv;
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out vec3 v_normal;
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out vec2 v_uv;
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uniform mat4 perspective;
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uniform mat4 view;
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uniform mat4 model;
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void main() {
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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v_uv = uv;
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gl_Position = perspective * modelview * vec4(position, 1.0);
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}
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void main() {
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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v_uv = uv;
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gl_Position = perspective * modelview * vec4(position, 1.0);
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}
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"#;
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pub const FRAGMENT_SHADER: &str = r#"
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#version 150
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||||
#version 150
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 color;
|
||||
uniform sampler2D tex;
|
||||
in vec2 v_uv;
|
||||
out vec4 color;
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
color = texture(tex, v_uv);
|
||||
}
|
||||
void main() {
|
||||
color = texture(tex, v_uv);
|
||||
}
|
||||
"#;
|
||||
|
|
|
@ -2,26 +2,26 @@ use glium::implement_vertex;
|
|||
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct Vertex {
|
||||
pub position: [f32; 2]
|
||||
pub position: [f32; 2]
|
||||
}
|
||||
implement_vertex!(Vertex, position);
|
||||
|
||||
pub const VERTEX_SHADER: &str = r#"
|
||||
#version 140
|
||||
#version 140
|
||||
|
||||
in vec2 position;
|
||||
in vec2 position;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position, 0., 1.);
|
||||
}
|
||||
void main() {
|
||||
gl_Position = vec4(position, 0., 1.);
|
||||
}
|
||||
"#;
|
||||
pub const FRAGMENT_SHADER: &str = r#"
|
||||
#version 140
|
||||
#version 140
|
||||
|
||||
out vec4 color;
|
||||
uniform vec4 u_color;
|
||||
out vec4 color;
|
||||
uniform vec4 u_color;
|
||||
|
||||
void main() {
|
||||
color = u_color;
|
||||
}
|
||||
void main() {
|
||||
color = u_color;
|
||||
}
|
||||
"#;
|
||||
|
|
|
@ -5,41 +5,41 @@ use log::Level;
|
|||
use std::io::Write;
|
||||
|
||||
pub fn init() {
|
||||
let mut env = Env::default();
|
||||
if cfg!(debug_assertions) {
|
||||
env = env.filter_or("RUST_LOG", "info");
|
||||
}
|
||||
Builder::from_env(env)
|
||||
.format(|buf, record| {
|
||||
let mut level_style = buf.style();
|
||||
level_style.set_color(match record.level() {
|
||||
Level::Error => Color::Red,
|
||||
Level::Warn => Color::Yellow,
|
||||
_ => Color::Blue
|
||||
}).set_bold(true);
|
||||
let mut env = Env::default();
|
||||
if cfg!(debug_assertions) {
|
||||
env = env.filter_or("RUST_LOG", "info");
|
||||
}
|
||||
Builder::from_env(env)
|
||||
.format(|buf, record| {
|
||||
let mut level_style = buf.style();
|
||||
level_style.set_color(match record.level() {
|
||||
Level::Error => Color::Red,
|
||||
Level::Warn => Color::Yellow,
|
||||
_ => Color::Blue
|
||||
}).set_bold(true);
|
||||
|
||||
let mut location_style = buf.style();
|
||||
location_style.set_bold(true);
|
||||
location_style.set_dimmed(true);
|
||||
let mut location_style = buf.style();
|
||||
location_style.set_bold(true);
|
||||
location_style.set_dimmed(true);
|
||||
|
||||
let mut location_line_style = buf.style();
|
||||
location_line_style.set_dimmed(true);
|
||||
|
||||
writeln!(
|
||||
buf,
|
||||
"{} {:<50}\t{}{}{}",
|
||||
level_style.value(match record.level() {
|
||||
Level::Error => "[e]",
|
||||
Level::Warn => "[w]",
|
||||
Level::Info => "[i]",
|
||||
Level::Debug => "[d]",
|
||||
Level::Trace => "[t]",
|
||||
}),
|
||||
format!("{}", record.args()),
|
||||
location_style.value(record.target()),
|
||||
location_line_style.value(" :"),
|
||||
location_line_style.value(record.line().unwrap_or(0))
|
||||
)
|
||||
})
|
||||
.init();
|
||||
let mut location_line_style = buf.style();
|
||||
location_line_style.set_dimmed(true);
|
||||
|
||||
writeln!(
|
||||
buf,
|
||||
"{} {:<50}\t{}{}{}",
|
||||
level_style.value(match record.level() {
|
||||
Level::Error => "[e]",
|
||||
Level::Warn => "[w]",
|
||||
Level::Info => "[i]",
|
||||
Level::Debug => "[d]",
|
||||
Level::Trace => "[t]",
|
||||
}),
|
||||
format!("{}", record.args()),
|
||||
location_style.value(record.target()),
|
||||
location_line_style.value(" :"),
|
||||
location_line_style.value(record.line().unwrap_or(0))
|
||||
)
|
||||
})
|
||||
.init();
|
||||
}
|
||||
|
|
|
@ -2,6 +2,6 @@ mod game;
|
|||
mod logging;
|
||||
|
||||
fn main() {
|
||||
logging::init();
|
||||
game::run();
|
||||
logging::init();
|
||||
game::run();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue