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use std::error::Error;
use std::path::Path;
use engine::camera::Camera;
use engine::delta_time::DeltaTime;
use engine::ecs::sole::Single;
use engine::ecs::Query;
use engine::event::Update as UpdateEvent;
use engine::input::{Extension as InputExtension, Keys};
use engine::lighting::{LightSource, LightSourceBuilder};
use engine::material::Builder as MaterialBuilder;
use engine::renderer::Extension as RendererExtension;
use engine::shader::{Kind as ShaderKind, Program as ShaderProgram, Shader};
use engine::texture::{Id as TextureId, Map as TextureMap, Texture};
use engine::transform::Transform;
use engine::vector::{Vec2, Vec3};
use engine::vertex::Builder as VertexBuilder;
use engine::window::{Extension as WindowExtension, Key, KeyState};
use engine::Engine;
use tracing::Level;
use tracing_subscriber::FmtSubscriber;
use crate::cube::{create_cube_mesh, Corner as CubeCorner, Side as CubeSide};
mod cube;
const VERTEX_SHADER_FILE: &str = "vertex.glsl";
const FRAGMENT_SHADER_FILE: &str = "fragment.glsl";
const SHADER_DIR: &str = "engine";
const CAM_SPEED: f32 = 3.0;
const LIGHT_SOURCE_SPEED: f32 = 1.2;
fn lmao(
camera_query: Query<(Camera,)>,
light_source_query: Query<(LightSource,)>,
keys: Single<Keys>,
delta_time: Single<DeltaTime>,
)
{
let (mut camera,) = camera_query.iter().next().expect("No camera");
let (mut light_source,) = light_source_query.iter().next().expect("No light source");
let delta_time = delta_time.duration;
if matches!(keys.get_key_state(Key::W), KeyState::Pressed) {
let cam_target_direction = camera.target_direction().clone();
camera.position += cam_target_direction * CAM_SPEED * delta_time.as_secs_f32();
}
if matches!(keys.get_key_state(Key::S), KeyState::Pressed) {
let rev_cam_target_direction = -camera.target_direction().clone();
camera.position +=
rev_cam_target_direction * CAM_SPEED * delta_time.as_secs_f32();
}
if matches!(keys.get_key_state(Key::A), KeyState::Pressed) {
let cam_left = camera.left().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj =
CAM_SPEED * (camera.position.clone() - camera.target.clone()).length();
camera.position += cam_left * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if matches!(keys.get_key_state(Key::D), KeyState::Pressed) {
let cam_right = camera.right().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj =
CAM_SPEED * (camera.position.clone() - camera.target.clone()).length();
camera.position += cam_right * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if matches!(keys.get_key_state(Key::K), KeyState::Pressed) {
let cam_up = camera.up().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj =
CAM_SPEED * (camera.position.clone() - camera.target.clone()).length();
camera.position += cam_up * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if matches!(keys.get_key_state(Key::J), KeyState::Pressed) {
let cam_up = camera.down().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj =
CAM_SPEED * (camera.position.clone() - camera.target.clone()).length();
camera.position += cam_up * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if matches!(keys.get_key_state(Key::O), KeyState::Pressed) {
let front_right = Vec3 { x: 1.0, y: 0.0, z: 1.0 };
light_source
.translate(front_right * LIGHT_SOURCE_SPEED * delta_time.as_secs_f32());
}
if matches!(keys.get_key_state(Key::L), KeyState::Pressed) {
let back_left = Vec3 { x: -1.0, y: 0.0, z: -1.0 };
light_source.translate(back_left * LIGHT_SOURCE_SPEED * delta_time.as_secs_f32());
}
}
fn main() -> Result<(), Box<dyn Error>>
{
let subscriber = FmtSubscriber::builder()
.with_max_level(Level::TRACE)
.finish();
tracing::subscriber::set_global_default(subscriber)?;
let mut engine = Engine::new();
let texture = Texture::open(Path::new("vent.png"))?;
let material = MaterialBuilder::new()
.ambient_map(TextureId::new(0))
.diffuse_map(TextureId::new(0))
.specular_map(TextureId::new(0))
.build();
/*
let mut textured_cube = create_cube(cube_vertex_builder_cb)
.texture(TextureId::new(0), texture.clone())
.material(material.clone())
.build(ObjectId::new(4))?;
textured_cube.translate(Vec3 { x: 1.6, y: 0.0, z: 0.0 });
engine.add_object(textured_cube);
*/
let mut transform = Transform::new();
transform.set_position(Vec3 { x: 1.6, y: 0.0, z: 0.0 });
let mut shader_program = ShaderProgram::new();
shader_program.push_shader(
Shader::read_shader_file(
ShaderKind::Vertex,
&Path::new(SHADER_DIR).join(VERTEX_SHADER_FILE),
)?
.preprocess()?,
);
shader_program.push_shader(
Shader::read_shader_file(
ShaderKind::Fragment,
&Path::new(SHADER_DIR).join(FRAGMENT_SHADER_FILE),
)?
.preprocess()?,
);
engine.spawn((
create_cube_mesh(cube_vertex_builder_cb),
TextureMap::from_iter([(TextureId::new(0), texture)]),
material,
transform,
shader_program,
));
let light_source = LightSourceBuilder::new()
.position(Vec3 { x: 1.2, y: 1.0, z: 1.5 })
.build();
engine.spawn((light_source,));
engine.spawn((Camera { current: true, ..Default::default() },));
engine.register_system(UpdateEvent, lmao);
engine.add_extension(RendererExtension::default());
engine.add_extension(WindowExtension::default().window_title("Game"));
engine.add_extension(InputExtension::default());
engine.start();
Ok(())
}
fn cube_vertex_builder_cb(
vertex_builder: VertexBuilder,
_side: CubeSide,
corner: CubeCorner,
) -> VertexBuilder
{
vertex_builder.texture_coords(match corner {
CubeCorner::TopRight => Vec2 { x: 1.0, y: 1.0 },
CubeCorner::TopLeft => Vec2 { x: 0.0, y: 1.0 },
CubeCorner::BottomRight => Vec2 { x: 1.0, y: 0.0 },
CubeCorner::BottomLeft => Vec2 { x: 0.0, y: 0.0 },
})
}
trait CameraExt
{
fn target_direction(&self) -> Vec3<f32>;
fn right(&self) -> Vec3<f32>;
fn left(&self) -> Vec3<f32>;
fn up(&self) -> Vec3<f32>;
fn down(&self) -> Vec3<f32>;
}
impl CameraExt for Camera
{
fn target_direction(&self) -> Vec3<f32>
{
-(&self.position - &self.target).normalize()
}
fn right(&self) -> Vec3<f32>
{
let rev_target_direction = (&self.position - &self.target).normalize();
Vec3::UP.cross(&rev_target_direction).normalize()
}
fn left(&self) -> Vec3<f32>
{
-self.right()
}
fn up(&self) -> Vec3<f32>
{
let rev_target_direction = (&self.position - &self.target).normalize();
rev_target_direction.cross(&self.right())
}
fn down(&self) -> Vec3<f32>
{
-self.up()
}
}
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