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path: root/engine/src/object.rs
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use crate::opengl::shader::{
    Error as ShaderError,
    Kind as ShaderKind,
    Program as ShaderProgram,
    Shader,
};
use crate::renderer::Renderable;
use crate::transform::Transform;
use crate::vector::Vec3;
use crate::vertex::Vertex;

#[derive(Debug)]
pub struct Object
{
    id: Id,
    renderable: Renderable,
    transform: Transform,
}

impl Object
{
    /// Returns the object ID.
    #[must_use]
    pub fn id(&self) -> Id
    {
        self.id
    }

    #[must_use]
    pub fn position(&self) -> &Vec3<f32>
    {
        self.transform.translation()
    }

    pub fn translate(&mut self, translation: Vec3<f32>)
    {
        self.transform.set_translation(translation);
    }

    pub fn scale(&mut self, scaling: Vec3<f32>)
    {
        self.transform.set_scaling(scaling);
    }

    pub(crate) fn renderable(&self) -> &Renderable
    {
        &self.renderable
    }

    pub(crate) fn transform(&self) -> &Transform
    {
        &self.transform
    }
}

/// Object builder.
#[derive(Debug, Clone, Default)]
pub struct Builder
{
    vertices: Vec<Vertex>,
    indices: Option<Vec<u32>>,
}

impl Builder
{
    /// Returns a new [`Object`] builder.
    #[must_use]
    pub fn new() -> Self
    {
        Self::default()
    }

    #[must_use]
    pub fn vertices(mut self, vertices: impl IntoIterator<Item = Vertex>) -> Self
    {
        self.vertices = vertices.into_iter().collect();

        self
    }

    #[must_use]
    pub fn indices(mut self, indices: impl IntoIterator<Item = u32>) -> Self
    {
        self.indices = Some(indices.into_iter().collect());

        self
    }

    /// Builds a new [`Object`].
    ///
    /// # Errors
    /// Will return `Err` if:
    /// - Creating shaders fails
    /// - Linking the shader program fails
    pub fn build(&self, id: Id) -> Result<Object, Error>
    {
        let vertex_shader =
            Self::create_shader(ShaderKind::Vertex, include_str!("../vertex.glsl"))
                .map_err(Error::CreateVertexShaderFailed)?;

        let fragment_shader =
            Self::create_shader(ShaderKind::Fragment, include_str!("../fragment.glsl"))
                .map_err(Error::CreateFragmentShaderFailed)?;

        let shader_program = ShaderProgram::new();

        shader_program.attach(&vertex_shader);
        shader_program.attach(&fragment_shader);

        shader_program
            .link()
            .map_err(Error::LinkShaderProgramFailed)?;

        let renderable =
            Renderable::new(shader_program, &self.vertices, self.indices.as_deref());

        let transform = Transform::new();

        Ok(Object { id, renderable, transform })
    }

    fn create_shader(kind: ShaderKind, source: &str) -> Result<Shader, ShaderError>
    {
        let shader = Shader::new(kind);

        shader.set_source(source)?;
        shader.compile()?;

        Ok(shader)
    }
}

/// Object error
#[derive(Debug, thiserror::Error)]
pub enum Error
{
    #[error("Failed to create vertex shader")]
    CreateVertexShaderFailed(#[source] ShaderError),

    #[error("Failed to create fragment shader")]
    CreateFragmentShaderFailed(#[source] ShaderError),

    #[error("Failed to link shader program")]
    LinkShaderProgramFailed(#[source] ShaderError),
}

/// Object ID.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct Id
{
    id: u16,
}

impl Id
{
    /// Returns a new object ID.
    #[must_use]
    pub fn new(id: u16) -> Self
    {
        Self { id }
    }
}