This commit is contained in:
griffi-gh 2023-01-15 16:10:19 +01:00
parent 79e2a02bff
commit c4bd69e109
6 changed files with 175 additions and 88 deletions

View file

@ -11,7 +11,8 @@ mod camera;
use assets::Assets;
use display::init_display;
use shaders::{Programs, Colored2dVertex};
use shaders::{Programs, chunk::Vertex as ChunkVertex};
use camera::Camera;
pub fn run() {
log::info!("starting up");
@ -20,14 +21,16 @@ pub fn run() {
let display = init_display(&event_loop);
log::info!("compiling shaders");
let programs = Programs::compile_all(&display);
log::info!("init camera");
let camera = Camera::default();
log::info!("loading assets");
let assets = Assets::load_all_sync(&display);
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 vertex1 = ChunkVertex { position: [-0.5, -0.5, 1.], uv: [0., 0.], normal: [0., 1., 0.] };
let vertex2 = ChunkVertex { position: [ 0.0, 0.5, 1.], uv: [0., 1.], normal: [0., 1., 0.] };
let vertex3 = ChunkVertex { position: [ 0.5, -0.25, 1.], uv: [1., 1.], normal: [0., 1., 0.] };
let shape = vec![vertex1, vertex2, vertex3];
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
//=======================
@ -45,8 +48,22 @@ pub fn run() {
_ => ()
}
let mut target = display.draw();
let target_dimensions = target.get_dimensions();
let perspective = camera.perspective_matrix(target_dimensions);
let view = camera.view_matrix();
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.draw(
&vertex_buffer,
&glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
&programs.chunk,
&uniform! {
model: [[0.0f32; 4]; 4],
view: view,
perspective: perspective,
tex: &assets.textures.block_atlas
},
&Default::default()
).unwrap();
target.finish().unwrap();
});
}

View file

@ -26,7 +26,7 @@ fn load_png(file_path: &str, display: &glium::Display) -> SrgbTexture2d {
}
pub struct Textures {
block_atlas: SrgbTexture2d
pub block_atlas: SrgbTexture2d
}
impl Textures {
/// Load textures synchronously, one by one and upload them to the GPU

View file

@ -1,35 +1,81 @@
// Perspective/View matrix code from:
// https://glium.github.io/glium/book/tuto-10-perspective.html
// https://glium.github.io/glium/book/tuto-12-camera.html
// I don't understand anything but it works
use std::f32::consts::PI;
pub struct Camera {
pub position: [f32; 3],
pub direction: [f32; 3],
pub up: [f32; 3],
pub fov: f32,
pub znear: f32,
pub zfar: f32,
}
impl Camera {
pub fn new() -> Self {
Default::default()
}
pub fn view_matrix(&self) -> [[f32; 4]; 4] {
let position = self.position;
let direction = self.direction;
let up = self.up;
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],
]
}
pub fn perspective_matrix(&self, target_dimensions: (u32, u32)) -> [[f32; 4]; 4] {
let znear = self.znear;
let zfar = self.zfar;
let fov = self.fov;
let (width, height) = target_dimensions;
let aspect_ratio = height as f32 / width as f32;
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],
]
}
}
impl Default for Camera {
fn default() -> Self {
Self {
position: [0., 0., 0.],
direction: [0., 0., 0.],
up: [0., 1., 0.],
fov: PI / 3.,
zfar: 1024.,
znear: 0.1,
}
}
}

View file

@ -1,61 +1,17 @@
use glium::{Display, Program, implement_vertex};
use glium::{Display, Program};
pub mod chunk;
pub mod colored2d;
pub struct Programs {
pub colored_2d: Program,
pub chunk: 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(),
colored_2d: Program::from_source(display, colored2d::VERTEX_SHADER, colored2d::FRAGMENT_SHADER, None).unwrap(),
chunk: Program::from_source(display, chunk::VERTEX_SHADER, chunk::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
"#;

41
src/game/shaders/chunk.rs Normal file
View file

@ -0,0 +1,41 @@
use glium::implement_vertex;
#[derive(Clone, Copy)]
pub struct Vertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub uv: [f32; 2],
}
implement_vertex!(Vertex, position, normal, uv);
//TODO store vertex data in a more compact way
pub const VERTEX_SHADER: &str = r#"
#version 150
in vec3 position;
in vec3 normal;
in vec2 uv;
out vec3 v_normal;
out vec2 v_uv;
uniform mat4 perspective;
uniform mat4 view;
uniform mat4 model;
void main() {
mat4 modelview = view * model;
v_normal = transpose(inverse(mat3(modelview))) * normal;
v_uv = uv;
gl_Position = perspective * modelview * vec4(position, 1.0);
}
"#;
pub const FRAGMENT_SHADER: &str = r#"
#version 150
in vec2 v_uv;
out vec4 color;
uniform sampler2D tex;
void main() {
color = texture(tex, v_uv);
}
"#;

View file

@ -0,0 +1,27 @@
use glium::{Display, Program, implement_vertex};
#[derive(Clone, Copy)]
pub struct Vertex {
pub position: [f32; 2]
}
implement_vertex!(Vertex, position);
pub const VERTEX_SHADER: &str = r#"
#version 140
in vec2 position;
void main() {
gl_Position = vec4(position, 0., 1.);
}
"#;
pub const FRAGMENT_SHADER: &str = r#"
#version 140
out vec4 color;
uniform vec4 u_color;
void main() {
color = u_color;
}
"#;