Implement a basic engine with separate modules
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20 changed files with 1253 additions and 117 deletions
185
src/main.rs
185
src/main.rs
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@ -1,127 +1,86 @@
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#[macro_use]
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extern crate glium;
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use glium::Surface;
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mod teapot;
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mod camera;
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mod ecs;
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mod model;
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mod render;
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fn main() {
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use anyhow::Result;
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use camera::Camera;
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use ecs::{rotation_system, MeshHandle, Transform};
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use glam::{Quat, Vec3};
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use glium::backend::glutin::SimpleWindowBuilder;
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use render::{Renderer, GliumRenderer};
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use std::time::Instant;
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fn main() -> Result<()> {
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let event_loop = glium::winit::event_loop::EventLoop::builder()
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.build()
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.expect("event loop building");
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let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
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.with_title("Glium tutorial #3")
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.expect("create event-loop");
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let (window, display) = SimpleWindowBuilder::new()
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.with_title("fps")
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.with_inner_size(1280, 720)
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.build(&event_loop);
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let mut world = hecs::World::new();
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let positions = glium::VertexBuffer::new(&display, &teapot::VERTICES).unwrap();
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let normals = glium::VertexBuffer::new(&display, &teapot::NORMALS).unwrap();
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let indices = glium::IndexBuffer::new(&display, glium::index::PrimitiveType::TrianglesList,
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&teapot::INDICES).unwrap();
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let mesh = model::load_gltf("resources/monkey-smooth.gltf", &display)?;
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// let mesh = model::cube(&display)?;
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let mut renderer = GliumRenderer::new(display)?;
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let mesh_id = renderer.meshes.len();
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renderer.meshes.push(mesh);
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let vertex_shader_src = r#"
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#version 140
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world.spawn((
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Transform {
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translation: Vec3::ZERO,
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rotation: Quat::IDENTITY,
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scale: Vec3::ONE,
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},
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MeshHandle(mesh_id),
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));
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in vec3 position;
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in vec3 normal;
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{
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let (w, h): (u32, u32) = window.inner_size().into();
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world.spawn((Camera {
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eye: Vec3::new(3.0, 2.0, 3.0),
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center: Vec3::ZERO,
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up: Vec3::Y,
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fovy: 45_f32.to_radians(),
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aspect: w as f32 / h as f32,
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znear: 0.1,
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zfar: 100.0,
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},));
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}
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out vec3 v_normal;
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event_loop
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.run(move |event, el| {
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use glium::winit::event::{Event, WindowEvent};
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uniform mat4 matrix;
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uniform mat4 perspective;
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void main() {
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v_normal = transpose(inverse(mat3(matrix))) * normal;
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gl_Position = perspective * matrix * vec4(position, 1.0);
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}
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"#;
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let fragment_shader_src = r#"
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#version 140
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in vec3 v_normal;
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out vec4 color;
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uniform vec3 u_light;
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void main() {
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float brightness = dot(normalize(v_normal), normalize(u_light));
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vec3 dark_color = vec3(0.6, 0.0, 0.0);
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vec3 regular_color = vec3(1.0, 0.0, 0.0);
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color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}
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"#;
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let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
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let light = [-1.0, 0.4, 0.9f32];
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let mut t: f32 = 0.0;
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#[allow(deprecated)]
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event_loop.run(move |ev, window_target| {
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match ev {
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glium::winit::event::Event::WindowEvent { event, .. } => match event {
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glium::winit::event::WindowEvent::CloseRequested => {
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window_target.exit();
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => el.exit(),
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WindowEvent::Resized(sz) => {
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ecs::set_camera_aspect(&mut world, sz.width as f32 / sz.height as f32);
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}
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WindowEvent::RedrawRequested => {
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renderer.render(&world);
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}
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_ => {}
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},
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// We now need to render everyting in response to a RedrawRequested event due to the animation
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glium::winit::event::WindowEvent::RedrawRequested => {
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let mut target = display.draw();
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target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
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t += 0.01;
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let x = t.sin() * 0.5;
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let y = t.cos() * 0.5;
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let perspective = {
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let (width, height) = target.get_dimensions();
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let aspect_ratio = height as f32 / width as f32;
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let fov: f32 = 3.141592 / 3.0;
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let zfar = 1024.0;
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let znear = 0.1;
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let f = 1.0 / (fov / 2.0).tan();
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[
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[f * aspect_ratio , 0.0, 0.0 , 0.0],
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[ 0.0 , f , 0.0 , 0.0],
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[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
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[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
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]
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Event::AboutToWait => {
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// -- update logic --
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let now = Instant::now();
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static mut LAST: Option<Instant> = None;
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let dt = unsafe { // FIXME
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let last = LAST.replace(now).unwrap_or(now);
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(now - last).as_secs_f32()
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};
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rotation_system(&mut world, dt);
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let uniforms = uniform! {
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matrix: [
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[0.01, 0.0, 0.0, 0.0],
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[0.0, 0.01, 0.0, 0.0],
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[0.0, 0.0, 0.01, 0.0],
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[x, y, 2.0, 1.0f32 ],
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],
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u_light: light,
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perspective: perspective
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};
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let params = glium::DrawParameters {
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depth: glium::Depth {
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test: glium::draw_parameters::DepthTest::IfLess,
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write: true,
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.. Default::default()
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},
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.. Default::default()
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};
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target.draw((&positions, &normals), &indices, &program, &uniforms,
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¶ms).unwrap();
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target.finish().unwrap();
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},
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// Because glium doesn't know about windows we need to resize the display
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// when the window's size has changed.
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glium::winit::event::WindowEvent::Resized(window_size) => {
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display.resize(window_size.into());
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},
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_ => (),
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},
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// By requesting a redraw in response to a RedrawEventsCleared event we get continuous rendering.
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// For applications that only change due to user input you could remove this handler.
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glium::winit::event::Event::AboutToWait => {
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window.request_redraw();
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},
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_ => (),
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}
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})
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.unwrap();
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// ask for next frame
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window.request_redraw();
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}
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_ => {}
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}
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})
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.map_err(Into::into)
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}
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