mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-22 06:48:43 -06:00
shaders
This commit is contained in:
parent
9b6c942efe
commit
79e2a02bff
17
src/game.rs
17
src/game.rs
|
@ -1,4 +1,4 @@
|
||||||
use glium::Surface;
|
use glium::{Surface, uniform};
|
||||||
use glutin::{
|
use glutin::{
|
||||||
event::{Event, WindowEvent},
|
event::{Event, WindowEvent},
|
||||||
event_loop::{EventLoop, ControlFlow},
|
event_loop::{EventLoop, ControlFlow},
|
||||||
|
@ -6,23 +6,37 @@ use glutin::{
|
||||||
|
|
||||||
mod assets;
|
mod assets;
|
||||||
mod display;
|
mod display;
|
||||||
|
mod shaders;
|
||||||
|
mod camera;
|
||||||
|
|
||||||
use assets::Assets;
|
use assets::Assets;
|
||||||
use display::init_display;
|
use display::init_display;
|
||||||
|
use shaders::{Programs, Colored2dVertex};
|
||||||
|
|
||||||
pub fn run() {
|
pub fn run() {
|
||||||
log::info!("starting up");
|
log::info!("starting up");
|
||||||
let event_loop = EventLoop::new();
|
let event_loop = EventLoop::new();
|
||||||
log::info!("initializing display");
|
log::info!("initializing display");
|
||||||
let display = init_display(&event_loop);
|
let display = init_display(&event_loop);
|
||||||
|
log::info!("compiling shaders");
|
||||||
|
let programs = Programs::compile_all(&display);
|
||||||
log::info!("loading assets");
|
log::info!("loading assets");
|
||||||
let assets = Assets::load_all_sync(&display);
|
let assets = Assets::load_all_sync(&display);
|
||||||
log::info!("game loaded");
|
log::info!("game loaded");
|
||||||
|
|
||||||
|
//=======================
|
||||||
|
let vertex1 = Colored2dVertex { position: [-0.5, -0.5] };
|
||||||
|
let vertex2 = Colored2dVertex { position: [ 0.0, 0.5] };
|
||||||
|
let vertex3 = Colored2dVertex { position: [ 0.5, -0.25] };
|
||||||
|
let shape = vec![vertex1, vertex2, vertex3];
|
||||||
|
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
|
||||||
|
//=======================
|
||||||
|
|
||||||
event_loop.run(move |ev, _, control_flow| {
|
event_loop.run(move |ev, _, control_flow| {
|
||||||
match ev {
|
match ev {
|
||||||
Event::WindowEvent { event, .. } => match event {
|
Event::WindowEvent { event, .. } => match event {
|
||||||
WindowEvent::CloseRequested => {
|
WindowEvent::CloseRequested => {
|
||||||
|
log::info!("exit requested");
|
||||||
*control_flow = ControlFlow::Exit;
|
*control_flow = ControlFlow::Exit;
|
||||||
return
|
return
|
||||||
},
|
},
|
||||||
|
@ -32,6 +46,7 @@ pub fn run() {
|
||||||
}
|
}
|
||||||
let mut target = display.draw();
|
let mut target = display.draw();
|
||||||
target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
|
target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
|
||||||
|
target.draw(&vertex_buffer, &glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList), &programs.colored_2d, &uniform! { u_color: [1.0f32, 0.0f32, 0.0f32, 1.0f32] }, &Default::default()).unwrap();
|
||||||
target.finish().unwrap();
|
target.finish().unwrap();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
35
src/game/camera.rs
Normal file
35
src/game/camera.rs
Normal file
|
@ -0,0 +1,35 @@
|
||||||
|
// https://glium.github.io/glium/book/tuto-12-camera.html
|
||||||
|
|
||||||
|
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],
|
||||||
|
]
|
||||||
|
}
|
61
src/game/shaders.rs
Normal file
61
src/game/shaders.rs
Normal file
|
@ -0,0 +1,61 @@
|
||||||
|
use glium::{Display, Program, implement_vertex};
|
||||||
|
|
||||||
|
pub struct Programs {
|
||||||
|
pub colored_2d: Program,
|
||||||
|
}
|
||||||
|
impl Programs {
|
||||||
|
pub fn compile_all(display: &Display) -> Self {
|
||||||
|
Self {
|
||||||
|
colored_2d: Program::from_source(display, COLORED_2D_VERTEX_SHADER, COLORED_2D_FRAGMENT_SHADER, None).unwrap(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Copy)]
|
||||||
|
pub struct Colored2dVertex {
|
||||||
|
pub position: [f32; 2]
|
||||||
|
}
|
||||||
|
implement_vertex!(Colored2dVertex, position);
|
||||||
|
|
||||||
|
pub const COLORED_2D_VERTEX_SHADER: &str = r#"
|
||||||
|
#version 140
|
||||||
|
|
||||||
|
in vec2 position;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = vec4(position, 0., 1.);
|
||||||
|
}
|
||||||
|
"#;
|
||||||
|
pub const COLORED_2D_FRAGMENT_SHADER: &str = r#"
|
||||||
|
#version 140
|
||||||
|
|
||||||
|
out vec4 color;
|
||||||
|
uniform vec4 u_color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
color = u_color;
|
||||||
|
}
|
||||||
|
"#;
|
||||||
|
|
||||||
|
//TODO store vertex data in a more compact way
|
||||||
|
pub const CHUNK_VERTEX_SHADER: &str = r#"
|
||||||
|
#version 150
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
"#;
|
||||||
|
pub const CHUNK_FRAGMENT_SHADER: &str = r#"
|
||||||
|
#version 150
|
||||||
|
"#;
|
Loading…
Reference in a new issue