This commit is contained in:
griffi-gh 2023-01-15 03:26:18 +01:00
parent 9b6c942efe
commit 79e2a02bff
3 changed files with 112 additions and 1 deletions

View file

@ -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
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@ -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
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@ -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
"#;