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use std::error::Error;
use std::path::Path;
use engine::camera::fly::{Extension as FlyCameraExtension, Options as FlyCameraOptions};
use engine::camera::Camera;
use engine::data_types::dimens::Dimens;
use engine::ecs::sole::Single;
use engine::event::Start as StartEvent;
use engine::input::Extension as InputExtension;
use engine::lighting::LightSource;
use engine::material::Builder as MaterialBuilder;
use engine::renderer::Extension as RendererExtension;
use engine::shader::Program as ShaderProgram;
use engine::texture::{List as TextureList, Texture};
use engine::transform::Transform;
use engine::vector::{Vec2, Vec3};
use engine::vertex::Builder as VertexBuilder;
use engine::window::{CursorMode, Extension as WindowExtension, Window};
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 WINDOW_SIZE: Dimens<u32> = Dimens { width: 1920, height: 1080 };
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 transform = Transform {
position: Vec3 { x: 1.6, y: 0.0, z: 0.0 },
..Default::default()
};
let texture = Texture::open(Path::new("vent.png"))?;
let texture_id = texture.id();
engine.spawn((
create_cube_mesh(cube_vertex_builder_cb),
TextureList::from_iter([texture]),
MaterialBuilder::new()
.ambient_map(texture_id)
.diffuse_map(texture_id)
.specular_map(texture_id)
.build(),
transform,
ShaderProgram::new()?,
));
engine.spawn((LightSource {
position: Vec3 { x: 1.2, y: 1.0, z: 1.5 },
..Default::default()
},));
engine.spawn((Camera { current: true, ..Default::default() },));
engine.register_system(StartEvent, prepare_window);
engine.add_extension(RendererExtension::default());
engine.add_extension(
WindowExtension::default()
.window_title("Game")
.window_size(WINDOW_SIZE),
);
engine.add_extension(FlyCameraExtension(FlyCameraOptions {
camera_speed: 3.0,
mouse_sensitivity: 0.2,
}));
engine.add_extension(InputExtension::default());
engine.start();
Ok(())
}
fn prepare_window(window: Single<Window>)
{
window.set_cursor_mode(CursorMode::Disabled).unwrap();
}
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 },
})
}
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