Implement a basic engine with separate modules

This commit is contained in:
reo 2025-06-29 23:17:53 +03:00
parent 0135974d08
commit 95070f854c
20 changed files with 1253 additions and 117 deletions

View file

@ -1,127 +1,86 @@
#[macro_use]
extern crate glium;
use glium::Surface;
mod teapot;
mod camera;
mod ecs;
mod model;
mod render;
fn main() {
use anyhow::Result;
use camera::Camera;
use ecs::{rotation_system, MeshHandle, Transform};
use glam::{Quat, Vec3};
use glium::backend::glutin::SimpleWindowBuilder;
use render::{Renderer, GliumRenderer};
use std::time::Instant;
fn main() -> Result<()> {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
.expect("event loop building");
let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
.with_title("Glium tutorial #3")
.expect("create event-loop");
let (window, display) = SimpleWindowBuilder::new()
.with_title("fps")
.with_inner_size(1280, 720)
.build(&event_loop);
let mut world = hecs::World::new();
let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
let indices = glium::IndexBuffer::new(&display, glium::index::PrimitiveType::TrianglesList,
&teapot::INDICES).unwrap();
let mesh = model::load_gltf("resources/monkey-smooth.gltf", &display)?;
// let mesh = model::cube(&display)?;
let mut renderer = GliumRenderer::new(display)?;
let mesh_id = renderer.meshes.len();
renderer.meshes.push(mesh);
let vertex_shader_src = r#"
#version 140
world.spawn((
Transform {
translation: Vec3::ZERO,
rotation: Quat::IDENTITY,
scale: Vec3::ONE,
},
MeshHandle(mesh_id),
));
in vec3 position;
in vec3 normal;
{
let (w, h): (u32, u32) = window.inner_size().into();
world.spawn((Camera {
eye: Vec3::new(3.0, 2.0, 3.0),
center: Vec3::ZERO,
up: Vec3::Y,
fovy: 45_f32.to_radians(),
aspect: w as f32 / h as f32,
znear: 0.1,
zfar: 100.0,
},));
}
out vec3 v_normal;
event_loop
.run(move |event, el| {
use glium::winit::event::{Event, WindowEvent};
uniform mat4 matrix;
uniform mat4 perspective;
void main() {
v_normal = transpose(inverse(mat3(matrix))) * normal;
gl_Position = perspective * matrix * vec4(position, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec3 v_normal;
out vec4 color;
uniform vec3 u_light;
void main() {
float brightness = dot(normalize(v_normal), normalize(u_light));
vec3 dark_color = vec3(0.6, 0.0, 0.0);
vec3 regular_color = vec3(1.0, 0.0, 0.0);
color = vec4(mix(dark_color, regular_color, brightness), 1.0);
}
"#;
let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
let light = [-1.0, 0.4, 0.9f32];
let mut t: f32 = 0.0;
#[allow(deprecated)]
event_loop.run(move |ev, window_target| {
match ev {
glium::winit::event::Event::WindowEvent { event, .. } => match event {
glium::winit::event::WindowEvent::CloseRequested => {
window_target.exit();
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => el.exit(),
WindowEvent::Resized(sz) => {
ecs::set_camera_aspect(&mut world, sz.width as f32 / sz.height as f32);
}
WindowEvent::RedrawRequested => {
renderer.render(&world);
}
_ => {}
},
// We now need to render everyting in response to a RedrawRequested event due to the animation
glium::winit::event::WindowEvent::RedrawRequested => {
let mut target = display.draw();
target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
t += 0.01;
let x = t.sin() * 0.5;
let y = t.cos() * 0.5;
let perspective = {
let (width, height) = target.get_dimensions();
let aspect_ratio = height as f32 / width as f32;
let fov: f32 = 3.141592 / 3.0;
let zfar = 1024.0;
let znear = 0.1;
let f = 1.0 / (fov / 2.0).tan();
[
[f * aspect_ratio , 0.0, 0.0 , 0.0],
[ 0.0 , f , 0.0 , 0.0],
[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
]
Event::AboutToWait => {
// -- update logic --
let now = Instant::now();
static mut LAST: Option<Instant> = None;
let dt = unsafe { // FIXME
let last = LAST.replace(now).unwrap_or(now);
(now - last).as_secs_f32()
};
rotation_system(&mut world, dt);
let uniforms = uniform! {
matrix: [
[0.01, 0.0, 0.0, 0.0],
[0.0, 0.01, 0.0, 0.0],
[0.0, 0.0, 0.01, 0.0],
[x, y, 2.0, 1.0f32 ],
],
u_light: light,
perspective: perspective
};
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
.. Default::default()
},
.. Default::default()
};
target.draw((&positions, &normals), &indices, &program, &uniforms,
&params).unwrap();
target.finish().unwrap();
},
// Because glium doesn't know about windows we need to resize the display
// when the window's size has changed.
glium::winit::event::WindowEvent::Resized(window_size) => {
display.resize(window_size.into());
},
_ => (),
},
// By requesting a redraw in response to a RedrawEventsCleared event we get continuous rendering.
// For applications that only change due to user input you could remove this handler.
glium::winit::event::Event::AboutToWait => {
window.request_redraw();
},
_ => (),
}
})
.unwrap();
// ask for next frame
window.request_redraw();
}
_ => {}
}
})
.map_err(Into::into)
}