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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::color::Color;
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::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),
        MaterialBuilder::new()
            .textures([texture])
            .diffuse(Color::WHITE_F32)
            .ambient(Color::WHITE_F32)
            .specular(Color::WHITE_F32)
            .ambient_map(texture_id)
            .diffuse_map(texture_id)
            .specular_map(texture_id)
            .build(),
        transform,
        ShaderProgram::new()?,
    ));

    let light_source_texture = Texture::open(Path::new("yellow.jpg"))?;

    let light_source_texture_id = light_source_texture.id();

    engine.spawn((
        LightSource { ..Default::default() },
        Transform {
            position: Vec3 { x: -2.0, y: 3.0, z: 3.0 },
            ..Default::default()
        },
        create_cube_mesh(cube_vertex_builder_cb),
        MaterialBuilder::new()
            .textures([light_source_texture])
            .diffuse(Color::WHITE_F32)
            .ambient(Color::WHITE_F32)
            .specular(Color::WHITE_F32)
            .ambient_map(light_source_texture_id)
            .diffuse_map(light_source_texture_id)
            .specular_map(light_source_texture_id)
            .build(),
        ShaderProgram::new()?,
    ));

    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 },
    })
}