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|
use std::error::Error;
use engine::color::Color;
use engine::object::{Id as ObjectId, Object};
use engine::vector::Vec3;
use engine::vertex::Builder as VertexBuilder;
use engine::{Engine, Key, WindowSize};
use tracing::Level;
use tracing_subscriber::FmtSubscriber;
const WINDOW_SIZE: WindowSize = WindowSize {
width: 500,
height: 600,
};
const BLUE: Color<f32> = Color {
red: 0.0,
blue: 1.0,
green: 0.0,
};
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(&WINDOW_SIZE, "Yaaay lmao")?;
let mut triangle = Object::new(
ObjectId::new(1),
&[
VertexBuilder::new()
.pos(Vec3 {
x: -0.5,
y: -0.5,
z: 0.0,
})
.color(Color {
red: 1.0,
green: 0.0,
blue: 0.0,
})
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: 0.5,
y: -0.5,
z: 0.0,
})
.color(Color {
red: 0.0,
green: 1.0,
blue: 0.0,
})
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: 0.0,
y: 0.5,
z: 0.0,
})
.color(Color {
red: 0.0,
green: 0.0,
blue: 1.0,
})
.build()
.unwrap(),
],
None,
)?;
triangle.translate(Vec3 {
x: 0.0,
y: 0.4,
z: 0.0,
});
engine.add_object(triangle);
let square = Object::new(
ObjectId::new(2),
&[
VertexBuilder::new()
.pos(Vec3 {
x: 0.5,
y: 0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: 0.5,
y: -0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: -0.5,
y: -0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
VertexBuilder::new()
.pos(Vec3 {
x: -0.5,
y: 0.5,
z: 0.0,
})
.color(BLUE)
.build()
.unwrap(),
],
Some(&[0, 1, 3, 1, 2, 3]),
)?;
engine.add_object(square);
let cam_speed = 3.0;
engine.start(|engine| {
let delta_time = *engine.delta_time();
if engine.is_key_pressed(Key::W).unwrap() {
let cam_target_direction = engine.camera().target_direction().clone();
*engine.camera_mut().position_mut() +=
cam_target_direction * cam_speed * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::S).unwrap() {
let rev_cam_target_direction = -engine.camera().target_direction().clone();
*engine.camera_mut().position_mut() +=
rev_cam_target_direction * cam_speed * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::A).unwrap() {
let cam_left = engine.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
* (engine.camera().position() - engine.camera().target()).length();
*engine.camera_mut().position_mut() +=
cam_left * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::D).unwrap() {
let cam_right = engine.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
* (engine.camera().position() - engine.camera().target()).length();
*engine.camera_mut().position_mut() +=
cam_right * cam_speed_dist_adj * delta_time.as_secs_f32();
}
})?;
Ok(())
}
|