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Author SHA1 Message Date
a3a2356921 Add license 2026-04-03 01:03:25 +03:00
reo
0f2209a5d5 Update the gltf loader to support multiple meshes in one file 2025-12-31 22:34:05 +03:00
reo
71e991db77 Improve lighting
- No specular on surfaces facing away from the light source
- Transform the light direction to view space to ensure that all
  lighting calculations happen in a consistent coordinate space.
- Other lighting tweaks
2025-12-24 20:02:16 +03:00
reo
a51aeb23bd Fix character collider shape 2025-12-17 20:56:02 +03:00
reo
98d2a9dacb Add checkered sphere model 2025-12-15 23:08:32 +03:00
reo
6ac8e8f503 Update kinematic character controller to apply forces to dynamic bodies
the character collides with
2025-12-15 22:44:44 +03:00
reo
b50a60755a Add exclusive fullscreen 2025-12-15 22:16:41 +03:00
reo
2a255affe4 Fix the skybox visual artifact bug #10 2025-12-15 17:08:51 +03:00
reo
73692b710e Add debug wireframe rendering support 2025-12-15 15:53:54 +03:00
reo
8041c7e01d Fix awkward mouse conflict issues between egui and the engine 2025-12-13 18:23:52 +03:00
reo
f5a16213fa Add Settings with fullscreen and windowed options, a config file
(settings.toml) to persist settings, fix a bug in platform code where
innner window size wasn't updated on resize, various other tweaks
2025-12-09 17:52:17 +03:00
reo
b17a7636d8 Implement MenuSystem, reimplement the mouse grab and menu system, add a new common module in the game systems for common functions, various other fixes 2025-11-22 14:15:53 +03:00
reo
47c3b2b111 New crate: raidillon_app, refactor game/main.rs to use the new crate 2025-11-16 19:32:56 +03:00
reo
82f3b27732 Regenerate cargo.lock 2025-11-16 18:42:45 +03:00
reo
1f03afdab5 Merge branch '2025-11-16-egui' 2025-11-16 18:41:41 +03:00
reo
de0eb63e6f Merge pull request 'Physics Support' (#8) from 2025-10-19-physics into master
Reviewed-on: #8
2025-11-16 15:38:20 +00:00
reo
c431ebf745 Tweak keybinds.rs to make camera mode toggle smoother 2025-11-16 15:38:20 +00:00
reo
445d90b1a5 Optimize imports of kinematic_character_controller.rs 2025-11-16 15:38:20 +00:00
reo
0af3b41293 Move debug_camera to the game crate, activate FPSDebugCameraSystem 2025-11-16 15:38:20 +00:00
reo
f503c70a9b MASSIVE Kinematic Character Controller Update
- NEW kinematic character controller powered by rapier3d at kinematic_character_controller.rs
- NEW camera modes. The ability to switch between the free debug camera and new character controller.
- NEW keybinds system to support the camera mode swap
2025-11-16 15:38:20 +00:00
reo
db1b427e2a Physics Support
- NEW CRATE: raidillon_physics.
- Added new models to be able to test the physics support.
- Added a new system "PhysicsSystem" to apply physics calculations to the ECS world.
- NEW COMPONENT: RigidBodyComponent
2025-11-16 15:38:20 +00:00
reo
13aefcc86f Remove imgui from the entire project 2025-11-16 18:34:48 +03:00
reo
306774c15b Merge branch 'master' into 2025-11-16-egui 2025-11-16 18:24:15 +03:00
reo
4b97bd98d2 Fix #9, add tests to typemap.rs 2025-11-16 18:22:09 +03:00
reo
ce24354f3b egui support
- New Resource, EguiQueue: Utility to queue egui ui builders
- New Rendering System, EguiRenderer: Utilizes a modified egui_glium
  library to render egui UI
- Adjusted RenderingSystem trait and RenderingContext structure to
  provide event_loop and egui_queue.
- Various minor adjusments
2025-11-16 18:14:12 +03:00
reo
e88ce258ce Tweak keybinds.rs to make camera mode toggle smoother 2025-10-29 21:37:49 +03:00
reo
ded85dcd72 Optimize imports of kinematic_character_controller.rs 2025-10-29 21:36:38 +03:00
reo
96a59b68fa Move debug_camera to the game crate, activate FPSDebugCameraSystem 2025-10-29 21:35:55 +03:00
reo
713d865dd7 MASSIVE Kinematic Character Controller Update
- NEW kinematic character controller powered by rapier3d at kinematic_character_controller.rs
- NEW camera modes. The ability to switch between the free debug camera and new character controller.
- NEW keybinds system to support the camera mode swap
2025-10-26 18:29:59 +03:00
reo
8b5a6167eb Physics Support
- NEW CRATE: raidillon_physics.
- Added new models to be able to test the physics support.
- Added a new system "PhysicsSystem" to apply physics calculations to the ECS world.
- NEW COMPONENT: RigidBodyComponent
2025-10-19 17:40:51 +03:00
reo
d280a0b9a5 Merge pull request 'Replace Contexts with Resources' (#7) from 2025-10-15-resources into master 2025-10-19 14:24:22 +00:00
reo
5f3da6ab99 Add FPS counter to the debug UI 2025-10-17 23:18:18 +03:00
reo
54967067bd Enable InputState event handler in engine 2025-10-16 17:01:23 +03:00
reo
1a48e58a1c Implement get_many.
I believe the repeated code can be generated with procedural macros, but
I don't need that right now. I'll do it if I ever end up needing this.
Right now I need to start making the game itself more than anything.
2025-10-16 16:12:18 +03:00
reo
b86bbdd237 fix spacing 2025-10-16 16:11:53 +03:00
reo
ef055a1bda Replace contexts with resources
- Implements a new macro to generate code for a new structure: TypeMap
- TypeMaps are wrappers for HashMaps that use TypeIDs as keys.
- Refactor the entire codebase to use the new resource structures.
- This commit is the first step towards getting rid of "god context objects everywhere".
2025-10-15 22:33:04 +03:00
reo
6e42d94b44 Remove the older debug system, rename FPSDebugCameraSystem 2025-09-29 16:05:54 +03:00
reo
7732280229 Add WASD keys to FPSDebugCamera system, rename to FPSDebugCameraSystem 2025-09-29 16:04:40 +03:00
reo
46c8c32819 Huge input update, FPS Camera controls system
Long day. I now store winit:🪟:Window in a mutex.
2025-09-28 01:31:14 +03:00
reo
1e9b997aeb Implement HDRI skybox support 2025-09-26 22:44:43 +03:00
reo
44489f9fe3 Move models to git LFS 2025-09-26 16:52:14 +03:00
reo
f34a9b01a0 Add imgui slider command to the debug ui buffer implementation 2025-09-25 13:01:02 +03:00
reo
84ab3a26b1 Timing Module Update
- Implement a new timing module
- Utilize the new timing module in glium platform implementation for frame limiting and fixed engine updates timing.
2025-09-24 23:20:51 +03:00
reo
5e8897c271 Optimize imports 2025-09-23 21:16:06 +03:00
reo
59963cdec1 Add pre-commit-config, run pre-commit on all files 2025-09-23 21:11:09 +03:00
reo
50d07ffea5 Optimize imports 2025-09-23 21:06:24 +03:00
reo
369bbd19c7 Move PlatformContext to the raidillon_platform crate 2025-09-22 19:45:30 +03:00
75 changed files with 5029 additions and 1194 deletions

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assets/models/* filter=lfs diff=lfs merge=lfs -text
assets/exr/* filter=lfs diff=lfs merge=lfs -text

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repos:
- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v4.6.0
hooks:
- id: trailing-whitespace
files: "\\.rs$"
- id: end-of-file-fixer
files: "\\.rs$"
- id: mixed-line-ending
args: [--fix=lf]
files: "\\.rs$"

1975
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@ -6,5 +6,6 @@ members = [
"asset",
"game",
"ecs",
"engine"
"engine",
"physics", "app",
]

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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your version
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state the exclusion of warranty; and each file should have at least
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Copyright (C) <year> <name of author>
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it under the terms of the GNU Affero General Public License as published
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(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
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You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.

16
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@ -0,0 +1,16 @@
[package]
name = "raidillon_app"
version = "0.1.0"
edition = "2024"
[dependencies]
raidillon_engine = { path = "../engine" }
raidillon_platform = { path = "../platform" }
raidillon_assets = { path = "../asset" }
raidillon_ecs = { path = "../ecs" }
raidillon_physics = { path = "../physics" }
raidillon_glium = { path = "../glium_platform", optional = true }
raidillon_core = { path = "../core" }
[features]
glium = ["raidillon_glium"]

45
app/src/lib.rs Normal file
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@ -0,0 +1,45 @@
pub mod prelude;
pub use prelude::*;
pub struct App {
pub engine: Option<Engine>,
}
impl App {
pub fn new() -> Self {
let engine = Engine::new();
Self { engine: Some(engine) }
}
pub fn add_system<S: System + Default + 'static>(&mut self) -> &mut Self {
self.engine.as_mut().unwrap().system_manager.add::<S>();
self
}
pub fn add_scene(&mut self, id: SceneID, scene: Scene) -> &mut Self {
self.engine.as_mut().unwrap().scene_manager.add_scene(id, scene);
self
}
pub fn set_active_scene(&mut self, id: SceneID) -> &mut Self {
self.engine.as_mut().unwrap().scene_manager.set_active_scene(id);
self
}
pub fn run(&mut self, title: String, width: u32, height: u32) {
#[cfg(feature = "glium")]
{
let platform = GliumPlatform::initialize(
self.engine.take().unwrap(),
title,
width,
height,
);
platform.run();
}
#[cfg(not(any(feature = "glium")))]
compile_error!("No platform feature enabled.");
}
}

47
app/src/prelude.rs Normal file
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@ -0,0 +1,47 @@
pub use raidillon_engine::{
Engine,
system::System,
EngineResources,
InputState,
system::SystemContext,
};
pub use raidillon_platform::{
Platform,
Camera,
PlatformContext,
TimeContext,
DebugWireframes,
DebugWireframesRef,
DebugWireframeVertex,
settings::{Settings, WindowMode},
};
pub use raidillon_assets::{
ModelManagerRef,
model_path,
};
pub use raidillon_ecs::{
components::{
CameraMode,
CharacterBodyComponent,
ModelHandle,
RigidBodyComponent,
Transform,
},
};
pub use raidillon_physics::Physics;
pub use raidillon_core::{
scene::{Scene, SceneID},
EguiQueue,
engine::EngineTrait,
};
#[cfg(feature = "glium")]
pub use raidillon_glium::{
GliumPlatform,
RenderingSystem,
};

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@ -0,0 +1,9 @@
#version 330 core
in vec4 v_color;
out vec4 frag_color;
void main() {
frag_color = v_color;
}

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@ -0,0 +1,14 @@
#version 330 core
in vec3 position;
in vec4 color;
uniform mat4 view;
uniform mat4 projection;
out vec4 v_color;
void main() {
v_color = color;
gl_Position = projection * view * vec4(position, 1.0);
}

View file

@ -6,28 +6,37 @@ in vec3 v_position;
out vec4 frag_color;
uniform vec3 u_light;
uniform vec3 u_light; // direction TO the light (normalized)
uniform sampler2D tex;
uniform vec3 color; // base colour factor (acts as solid colour when no texture)
uniform vec3 color; // base colour factor (acts as solid colour when no texture)
void main() {
// Combine base texture (or constant white) with colour factor supplied by CPU.
vec3 base_col = texture(tex, v_tex).rgb * color;
vec3 ambient_color = base_col * 0.2;
vec3 diffuse_color = base_col * 0.6;
vec3 specular_color = vec3(1.0);
vec3 N = normalize(v_normal);
vec3 L = normalize(u_light);
// u_light is the direction **from the light towards the fragment**.
float diffuse = max(dot(normalize(v_normal), normalize(u_light)), 0.0);
// Classic Blinn-Phong lighting
// Ambient: always present
vec3 ambient = base_col * 0.15;
vec3 camera_dir = normalize(-v_position);
vec3 half_dir = normalize(normalize(u_light) + camera_dir);
float specular = pow(max(dot(half_dir, normalize(v_normal)), 0.0), 16.0);
// Diffuse: N dot L, clamped
float NdotL = max(dot(N, L), 0.0);
vec3 diffuse = base_col * NdotL * 0.7;
vec3 result = ambient_color + diffuse * diffuse_color + specular * specular_color;
// Specular: only on surfaces facing the light (NdotL > 0)
float specular = 0.0;
if (NdotL > 0.0) {
vec3 V = normalize(-v_position); // view direction (camera at origin in view space)
vec3 H = normalize(L + V); // half-vector
float NdotH = max(dot(N, H), 0.0);
specular = pow(NdotH, 32.0) * 0.5; // tighter highlight, moderated intensity
}
// Convert from linear to sRGB for display (approximate γ-correction)
vec3 result = ambient + diffuse + vec3(specular);
// Convert from linear to sRGB for display (approximate gamma correction)
result = pow(result, vec3(1.0 / 2.2));
frag_color = vec4(result, 1.0);

View file

@ -9,14 +9,19 @@ uniform sampler2D equirect;
const vec2 inv_atan = vec2(0.15915494309, 0.31830988618);
vec2 sample_spherical_map(vec3 v) {
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
vec2 uv = vec2(atan(v.z, v.x), asin(clamp(v.y, -1.0, 1.0)));
uv *= inv_atan;
uv += 0.5;
uv.x = fract(uv.x);
return uv;
}
void main() {
vec2 uv = sample_spherical_map(normalize(direction));
uv.y = 1.0 - uv.y;
vec2 size = vec2(textureSize(equirect, 0));
float epsY = 0.5 / max(size.y, 1.0);
uv.y = clamp(uv.y, epsY, 1.0 - epsY);
vec3 color = texture(equirect, uv).rgb;
frag_color = vec4(color, 1.0);
}

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@ -8,4 +8,4 @@ hecs = "0.10.5"
indexmap = "2.10.0"
raidillon_assets = { path = "../asset" }
winit = "0.30.12"
imgui = "0.12.0"
egui = "0.33.2"

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@ -1,13 +0,0 @@
use std::cell::RefCell;
use std::rc::Rc;
use std::sync::Arc;
use winit::event::Event;
use raidillon_assets::{ModelManagerRef, ModelManager};
#[derive(Clone)]
pub struct PlatformContext {
pub current_event: Event<()>,
pub asset_manager: ModelManagerRef,
pub frame_width: f32,
pub frame_height: f32,
}

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@ -1,40 +0,0 @@
pub enum UICommand {
Text(String),
Separator,
}
pub struct DebugUIBuffer {
cmds: Vec<UICommand>,
}
impl DebugUIBuffer {
pub fn new() -> DebugUIBuffer {
DebugUIBuffer { cmds: vec![] }
}
// Commands
pub fn text(&mut self, text: String) {
self.cmds.push(UICommand::Text(text));
}
pub fn separator(&mut self) {
self.cmds.push(UICommand::Separator);
}
pub fn write_buffer(&self, ui: &imgui::Ui) {
for cmd in &self.cmds {
match cmd {
UICommand::Text(s) => {
ui.text(s);
}
UICommand::Separator => {
ui.separator();
}
}
}
}
pub fn reset_buffer(&mut self) {
self.cmds = vec![];
}
}

22
core/src/egui_queue.rs Normal file
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@ -0,0 +1,22 @@
pub struct EguiQueue {
pub queue_vec: Vec<Box<dyn FnOnce(&egui::Context) + Send>>,
}
impl EguiQueue {
pub fn new() -> Self {
Self { queue_vec: Vec::new() }
}
pub fn queue(&mut self, func: impl FnOnce(&egui::Context) + Send + 'static) {
self.queue_vec.push(Box::new(func));
}
pub fn clear(&mut self) {
self.queue_vec.clear()
}
pub fn run(&mut self, ctx: &egui::Context) {
self.queue_vec.drain(..).for_each(|func| func(ctx));
self.clear();
}
}

View file

@ -1,16 +1,12 @@
use std::cell::RefCell;
use std::rc::Rc;
use crate::context::PlatformContext;
use crate::DebugUIBuffer;
use crate::scene::Scene;
pub trait EngineTrait {
type PlatformCtx: Clone;
fn new() -> Self;
fn initialize(&mut self, platform_context: PlatformContext);
fn update(&mut self, platform_context: PlatformContext);
fn handle_event(&mut self, platform_context: PlatformContext);
fn initialize(&mut self, platform_context: Self::PlatformCtx);
fn frame_update(&mut self, platform_context: Self::PlatformCtx);
fn fixed_update(&mut self, platform_context: Self::PlatformCtx);
fn handle_event(&mut self, platform_context: Self::PlatformCtx);
fn current_scene_mut(&mut self) -> &mut Scene;
fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>>;
fn reset_debug_ui_buffer(&mut self);
fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, Rc<RefCell<DebugUIBuffer>>);
fn current_scene(&self) -> &Scene;
}

View file

@ -1,5 +1,7 @@
pub mod engine;
pub mod time;
pub mod utils;
pub mod scene;
pub mod context;
pub mod debug_ui;
pub use debug_ui::*;
mod egui_queue;
pub use egui_queue::EguiQueue;

View file

@ -1,20 +1,29 @@
use std::collections::HashMap;
use std::path::{Path, PathBuf};
use crate::{define_typemap};
pub struct Scene {
pub title: String,
pub world: hecs::World,
pub skybox_texture_path: Option<PathBuf>,
pub resources: SceneResources,
}
define_typemap!(SceneResources,);
impl Scene {
pub fn new(title: String, skybox_texture_path: Option<PathBuf>) -> Self {
Self {
let mut s = Self {
title,
world: hecs::World::new(),
skybox_texture_path,
}
resources: SceneResources::new(),
};
s.load_default_resources();
s
}
pub fn load_default_resources(&mut self) {}
}
impl Scene {}
@ -31,7 +40,7 @@ impl AsMut<Scene> for Scene {
}
}
type SceneID = &'static str;
pub type SceneID = &'static str;
pub struct SceneManager {
scenes: HashMap<SceneID, Scene>,

144
core/src/time.rs Normal file
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@ -0,0 +1,144 @@
use std::thread;
use std::time::{Duration, Instant};
#[derive(Clone, Debug)]
pub struct Config {
pub target_frame_hz: Option<f64>,
pub target_update_hz: f64,
pub max_updates_per_frame: u32,
pub max_accumulated_steps: u32,
pub sleep_tolerance: Duration,
}
impl Default for Config {
fn default() -> Self {
Self {
target_frame_hz: Some(144.0),
target_update_hz: 60.0,
max_updates_per_frame: 5,
max_accumulated_steps: 8,
sleep_tolerance: Duration::from_micros(500),
}
}
}
#[derive(Debug)]
pub struct Time {
cfg: Config,
last_instant: Instant,
next_frame_due: Instant,
frame_interval: Option<Duration>,
fixed_dt: Duration,
// tracking
frame_dt: Duration,
accumulator: Duration,
// counters
pub frame_count: u64,
pub update_count: u64,
}
pub struct TickPlan {
/// How many fixed updates to run this frame
pub updates: u32,
/// Interpolation factor for rendering between previous/next sim states
pub alpha: f32,
/// Measured last frame delta (seconds)
pub frame_dt: f32,
/// Fixed timestep (seconds)
pub fixed_dt: f32,
}
impl Time {
pub fn new(cfg: Config) -> Self {
let now = Instant::now();
let frame_interval = cfg.target_frame_hz.map(|hz| Duration::from_secs_f64(1.0 / hz));
let fixed_dt = Duration::from_secs_f64(1.0 / cfg.target_update_hz);
Self {
cfg,
last_instant: now,
next_frame_due: now,
frame_interval,
fixed_dt,
frame_dt: Duration::ZERO,
accumulator: Duration::ZERO,
frame_count: 0,
update_count: 0,
}
}
pub fn reconfigure(&mut self, cfg: Config) {
self.cfg = cfg.clone();
self.frame_interval = cfg.target_frame_hz.map(|hz| Duration::from_secs_f64(1.0 / hz));
self.fixed_dt = Duration::from_secs_f64(1.0 / cfg.target_update_hz);
}
pub fn begin_frame_blocking(&mut self) -> TickPlan {
// 1) If there's a frame cap, block until next frame deadline
if let Some(interval) = self.frame_interval {
let mut now = Instant::now();
if now < self.next_frame_due {
// Sleep most of the remainder, then spin the last tiny bit for precision
let total_remaining = self.next_frame_due - now;
if total_remaining > self.cfg.sleep_tolerance {
let sleep_for = total_remaining - self.cfg.sleep_tolerance;
thread::sleep(sleep_for);
}
// Short spin-wait for precision
while Instant::now() < self.next_frame_due {
std::hint::spin_loop();
}
now = self.next_frame_due;
}
self.next_frame_due = self.next_frame_due + interval;
// In case we fell far behind (e.g., debugger pause), resync.
if self.next_frame_due < now {
self.next_frame_due = now + interval;
}
}
// 2) Measure frame dt
let now = Instant::now();
self.frame_dt = now.saturating_duration_since(self.last_instant);
self.last_instant = now;
self.frame_count += 1;
// 3) Accumulate for fixed updates
self.accumulator += self.frame_dt;
// Clamp accumulator to avoid doing a huge number of updates after a stall
let max_accumulated = self.fixed_dt * self.cfg.max_accumulated_steps;
if self.accumulator > max_accumulated {
self.accumulator = max_accumulated;
}
// 4) Determine how many updates to run this frame
let mut updates = 0u32;
while self.accumulator >= self.fixed_dt && updates < self.cfg.max_updates_per_frame {
self.accumulator -= self.fixed_dt;
updates += 1;
self.update_count += 1;
}
// 5) Compute interpolation factor for rendering (0..1)
let alpha = if self.fixed_dt.is_zero() {
1.0
} else {
(self.accumulator.as_secs_f32() / self.fixed_dt.as_secs_f32()).clamp(0.0, 1.0)
};
TickPlan {
updates,
alpha,
frame_dt: self.frame_dt.as_secs_f32(),
fixed_dt: self.fixed_dt.as_secs_f32(),
}
}
pub fn frame_dt_seconds(&self) -> f32 { self.frame_dt.as_secs_f32() }
pub fn fixed_dt_seconds(&self) -> f32 { self.fixed_dt.as_secs_f32() }
pub fn alpha(&self) -> f32 {
if self.fixed_dt.is_zero() { 1.0 } else { (self.accumulator.as_secs_f32() / self.fixed_dt.as_secs_f32()).clamp(0.0, 1.0) }
}
}

View file

@ -0,0 +1,44 @@
/// Unused as of now.
#[macro_export]
macro_rules! create_manager {
($manager_name:ident, $trait_name:ident) => {
pub struct $manager_name {
systems: ::indexmap::IndexMap<::std::any::TypeId, Box<dyn $trait_name>>,
}
impl $manager_name {
pub fn new() -> Self {
Self {
systems: ::indexmap::IndexMap::default(),
}
}
pub fn add<S: $trait_name + Default + 'static>(&mut self) {
self.systems
.insert(::std::any::TypeId::of::<S>(), Box::new(S::default()));
}
pub fn remove<S: 'static>(&mut self) {
self.systems.shift_remove(&::std::any::TypeId::of::<S>());
}
pub fn for_each_value<F>(&self, mut f: F)
where
F: FnMut(&dyn $trait_name),
{
for value in self.systems.values() {
f(value.as_ref());
}
}
pub fn for_each_value_mut<F>(&mut self, mut f: F)
where
F: FnMut(&mut dyn $trait_name),
{
for value in self.systems.values_mut() {
f(value.as_mut());
}
}
}
};
}

2
core/src/utils/mod.rs Normal file
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@ -0,0 +1,2 @@
pub mod typemap;
mod managers;

544
core/src/utils/typemap.rs Normal file
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@ -0,0 +1,544 @@
#[macro_export]
macro_rules! define_typemap {
($name:ident, $($trait_bound:tt)*) => {
pub struct $name {
map: std::collections::HashMap<std::any::TypeId, Box<dyn std::any::Any>>,
}
impl $name {
pub fn new() -> Self {
Self { map: std::collections::HashMap::new() }
}
pub fn insert<T>(&mut self, value: T) -> Option<Box<T>>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
let type_id = std::any::TypeId::of::<T>();
self.map.insert(type_id, Box::new(value)).and_then(|b| b.downcast().ok())
}
pub fn get<T>(&self) -> Option<&T>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map.get(&std::any::TypeId::of::<T>())?.downcast_ref::<T>()
}
pub fn get_mut<T>(&mut self) -> Option<&mut T>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map.get_mut(&std::any::TypeId::of::<T>())?.downcast_mut::<T>()
}
pub fn remove<T>(&mut self) -> Option<Box<T>>
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map.remove(&std::any::TypeId::of::<T>())?.downcast().ok()
}
pub fn len(&self) -> usize { self.map.len() }
pub fn is_empty(&self) -> bool { self.map.is_empty() }
pub fn clear(&mut self) { self.map.clear(); }
pub fn contains<T>(&self) -> bool
where
T: std::any::Any + 'static + $($trait_bound)*,
{
self.map.contains_key(&std::any::TypeId::of::<T>())
}
// --- tuple-based multi-get API ---
pub fn get_many<'a, T>(&'a self) -> Option<<T as __tm_get::GetTuple>::Output<'a>>
where
T: __tm_get::GetTuple,
{
<T as __tm_get::GetTuple>::get_from(&self.map)
}
pub fn get_many_mut<'a, T>(&'a mut self) -> Option<<T as __tm_get::GetTupleMut>::Output<'a>>
where
T: __tm_get::GetTupleMut,
{
<T as __tm_get::GetTupleMut>::get_from_mut(&mut self.map)
}
}
impl Default for $name { fn default() -> Self { Self::new() } }
// Put helper traits/impls in a private module to avoid name clashes.
mod __tm_get {
use std::any::{Any, TypeId};
use std::collections::HashMap;
pub trait GetTuple {
type Output<'a>;
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>>;
}
pub trait GetTupleMut {
type Output<'a>;
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>>;
}
// Manual implementations for arities 1..=8.
impl<A> GetTuple for (A,)
where
A: Any + 'static,
{
type Output<'a> = (&'a A,);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
Some((a,))
}
}
impl<A> GetTupleMut for (A,)
where
A: Any + 'static,
{
type Output<'a> = (&'a mut A,);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
Some((a,))
}
}
}
impl<A, B> GetTuple for (A, B)
where
A: Any + 'static,
B: Any + 'static,
{
type Output<'a> = (&'a A, &'a B);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>()];
if ids[0] == ids[1] { return None; }
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
let b = map.get(&TypeId::of::<B>())?.downcast_ref::<B>()?;
Some((a, b))
}
}
impl<A, B> GetTupleMut for (A, B)
where
A: Any + 'static,
B: Any + 'static,
{
type Output<'a> = (&'a mut A, &'a mut B);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>()];
if ids[0] == ids[1] { return None; }
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_b = { map.get_mut(&TypeId::of::<B>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
let b = (&mut *ptr_b).downcast_mut::<B>()?;
Some((a, b))
}
}
}
impl<A, B, C> GetTuple for (A, B, C)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
{
type Output<'a> = (&'a A, &'a B, &'a C);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>()];
if ids[0] == ids[1] || ids[0] == ids[2] || ids[1] == ids[2] { return None; }
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
let b = map.get(&TypeId::of::<B>())?.downcast_ref::<B>()?;
let c = map.get(&TypeId::of::<C>())?.downcast_ref::<C>()?;
Some((a, b, c))
}
}
impl<A, B, C> GetTupleMut for (A, B, C)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
{
type Output<'a> = (&'a mut A, &'a mut B, &'a mut C);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>()];
if ids[0] == ids[1] || ids[0] == ids[2] || ids[1] == ids[2] { return None; }
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_b = { map.get_mut(&TypeId::of::<B>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_c = { map.get_mut(&TypeId::of::<C>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
let b = (&mut *ptr_b).downcast_mut::<B>()?;
let c = (&mut *ptr_c).downcast_mut::<C>()?;
Some((a, b, c))
}
}
}
impl<A, B, C, D> GetTuple for (A, B, C, D)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
{
type Output<'a> = (&'a A, &'a B, &'a C, &'a D);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
let b = map.get(&TypeId::of::<B>())?.downcast_ref::<B>()?;
let c = map.get(&TypeId::of::<C>())?.downcast_ref::<C>()?;
let d = map.get(&TypeId::of::<D>())?.downcast_ref::<D>()?;
Some((a, b, c, d))
}
}
impl<A, B, C, D> GetTupleMut for (A, B, C, D)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
{
type Output<'a> = (&'a mut A, &'a mut B, &'a mut C, &'a mut D);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_b = { map.get_mut(&TypeId::of::<B>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_c = { map.get_mut(&TypeId::of::<C>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_d = { map.get_mut(&TypeId::of::<D>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
let b = (&mut *ptr_b).downcast_mut::<B>()?;
let c = (&mut *ptr_c).downcast_mut::<C>()?;
let d = (&mut *ptr_d).downcast_mut::<D>()?;
Some((a, b, c, d))
}
}
}
impl<A, B, C, D, E> GetTuple for (A, B, C, D, E)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
{
type Output<'a> = (&'a A, &'a B, &'a C, &'a D, &'a E);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
let b = map.get(&TypeId::of::<B>())?.downcast_ref::<B>()?;
let c = map.get(&TypeId::of::<C>())?.downcast_ref::<C>()?;
let d = map.get(&TypeId::of::<D>())?.downcast_ref::<D>()?;
let e = map.get(&TypeId::of::<E>())?.downcast_ref::<E>()?;
Some((a, b, c, d, e))
}
}
impl<A, B, C, D, E> GetTupleMut for (A, B, C, D, E)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
{
type Output<'a> = (&'a mut A, &'a mut B, &'a mut C, &'a mut D, &'a mut E);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_b = { map.get_mut(&TypeId::of::<B>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_c = { map.get_mut(&TypeId::of::<C>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_d = { map.get_mut(&TypeId::of::<D>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_e = { map.get_mut(&TypeId::of::<E>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
let b = (&mut *ptr_b).downcast_mut::<B>()?;
let c = (&mut *ptr_c).downcast_mut::<C>()?;
let d = (&mut *ptr_d).downcast_mut::<D>()?;
let e = (&mut *ptr_e).downcast_mut::<E>()?;
Some((a, b, c, d, e))
}
}
}
impl<A, B, C, D, E, F> GetTuple for (A, B, C, D, E, F)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
F: Any + 'static,
{
type Output<'a> = (&'a A, &'a B, &'a C, &'a D, &'a E, &'a F);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>(), TypeId::of::<F>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
let b = map.get(&TypeId::of::<B>())?.downcast_ref::<B>()?;
let c = map.get(&TypeId::of::<C>())?.downcast_ref::<C>()?;
let d = map.get(&TypeId::of::<D>())?.downcast_ref::<D>()?;
let e = map.get(&TypeId::of::<E>())?.downcast_ref::<E>()?;
let f = map.get(&TypeId::of::<F>())?.downcast_ref::<F>()?;
Some((a, b, c, d, e, f))
}
}
impl<A, B, C, D, E, F> GetTupleMut for (A, B, C, D, E, F)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
F: Any + 'static,
{
type Output<'a> = (&'a mut A, &'a mut B, &'a mut C, &'a mut D, &'a mut E, &'a mut F);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>(), TypeId::of::<F>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_b = { map.get_mut(&TypeId::of::<B>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_c = { map.get_mut(&TypeId::of::<C>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_d = { map.get_mut(&TypeId::of::<D>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_e = { map.get_mut(&TypeId::of::<E>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_f = { map.get_mut(&TypeId::of::<F>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
let b = (&mut *ptr_b).downcast_mut::<B>()?;
let c = (&mut *ptr_c).downcast_mut::<C>()?;
let d = (&mut *ptr_d).downcast_mut::<D>()?;
let e = (&mut *ptr_e).downcast_mut::<E>()?;
let f = (&mut *ptr_f).downcast_mut::<F>()?;
Some((a, b, c, d, e, f))
}
}
}
impl<A, B, C, D, E, F, G> GetTuple for (A, B, C, D, E, F, G)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
F: Any + 'static,
G: Any + 'static,
{
type Output<'a> = (&'a A, &'a B, &'a C, &'a D, &'a E, &'a F, &'a G);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>(), TypeId::of::<F>(), TypeId::of::<G>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
let b = map.get(&TypeId::of::<B>())?.downcast_ref::<B>()?;
let c = map.get(&TypeId::of::<C>())?.downcast_ref::<C>()?;
let d = map.get(&TypeId::of::<D>())?.downcast_ref::<D>()?;
let e = map.get(&TypeId::of::<E>())?.downcast_ref::<E>()?;
let f = map.get(&TypeId::of::<F>())?.downcast_ref::<F>()?;
let g = map.get(&TypeId::of::<G>())?.downcast_ref::<G>()?;
Some((a, b, c, d, e, f, g))
}
}
impl<A, B, C, D, E, F, G> GetTupleMut for (A, B, C, D, E, F, G)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
F: Any + 'static,
G: Any + 'static,
{
type Output<'a> = (&'a mut A, &'a mut B, &'a mut C, &'a mut D, &'a mut E, &'a mut F, &'a mut G);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>(), TypeId::of::<F>(), TypeId::of::<G>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_b = { map.get_mut(&TypeId::of::<B>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_c = { map.get_mut(&TypeId::of::<C>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_d = { map.get_mut(&TypeId::of::<D>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_e = { map.get_mut(&TypeId::of::<E>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_f = { map.get_mut(&TypeId::of::<F>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_g = { map.get_mut(&TypeId::of::<G>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
let b = (&mut *ptr_b).downcast_mut::<B>()?;
let c = (&mut *ptr_c).downcast_mut::<C>()?;
let d = (&mut *ptr_d).downcast_mut::<D>()?;
let e = (&mut *ptr_e).downcast_mut::<E>()?;
let f = (&mut *ptr_f).downcast_mut::<F>()?;
let g = (&mut *ptr_g).downcast_mut::<G>()?;
Some((a, b, c, d, e, f, g))
}
}
}
impl<A, B, C, D, E, F, G, H> GetTuple for (A, B, C, D, E, F, G, H)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
F: Any + 'static,
G: Any + 'static,
H: Any + 'static,
{
type Output<'a> = (&'a A, &'a B, &'a C, &'a D, &'a E, &'a F, &'a G, &'a H);
fn get_from<'a>(map: &'a HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>(), TypeId::of::<F>(), TypeId::of::<G>(), TypeId::of::<H>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let a = map.get(&TypeId::of::<A>())?.downcast_ref::<A>()?;
let b = map.get(&TypeId::of::<B>())?.downcast_ref::<B>()?;
let c = map.get(&TypeId::of::<C>())?.downcast_ref::<C>()?;
let d = map.get(&TypeId::of::<D>())?.downcast_ref::<D>()?;
let e = map.get(&TypeId::of::<E>())?.downcast_ref::<E>()?;
let f = map.get(&TypeId::of::<F>())?.downcast_ref::<F>()?;
let g = map.get(&TypeId::of::<G>())?.downcast_ref::<G>()?;
let h = map.get(&TypeId::of::<H>())?.downcast_ref::<H>()?;
Some((a, b, c, d, e, f, g, h))
}
}
impl<A, B, C, D, E, F, G, H> GetTupleMut for (A, B, C, D, E, F, G, H)
where
A: Any + 'static,
B: Any + 'static,
C: Any + 'static,
D: Any + 'static,
E: Any + 'static,
F: Any + 'static,
G: Any + 'static,
H: Any + 'static,
{
type Output<'a> = (&'a mut A, &'a mut B, &'a mut C, &'a mut D, &'a mut E, &'a mut F, &'a mut G, &'a mut H);
fn get_from_mut<'a>(map: &'a mut HashMap<TypeId, Box<dyn Any>>) -> Option<Self::Output<'a>> {
let ids = [TypeId::of::<A>(), TypeId::of::<B>(), TypeId::of::<C>(), TypeId::of::<D>(), TypeId::of::<E>(), TypeId::of::<F>(), TypeId::of::<G>(), TypeId::of::<H>()];
for i in 0..ids.len() { for j in (i+1)..ids.len() { if ids[i] == ids[j] { return None; } } }
let ptr_a = { map.get_mut(&TypeId::of::<A>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_b = { map.get_mut(&TypeId::of::<B>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_c = { map.get_mut(&TypeId::of::<C>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_d = { map.get_mut(&TypeId::of::<D>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_e = { map.get_mut(&TypeId::of::<E>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_f = { map.get_mut(&TypeId::of::<F>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_g = { map.get_mut(&TypeId::of::<G>()).map(|v| v.as_mut() as *mut dyn Any) }?;
let ptr_h = { map.get_mut(&TypeId::of::<H>()).map(|v| v.as_mut() as *mut dyn Any) }?;
unsafe {
let a = (&mut *ptr_a).downcast_mut::<A>()?;
let b = (&mut *ptr_b).downcast_mut::<B>()?;
let c = (&mut *ptr_c).downcast_mut::<C>()?;
let d = (&mut *ptr_d).downcast_mut::<D>()?;
let e = (&mut *ptr_e).downcast_mut::<E>()?;
let f = (&mut *ptr_f).downcast_mut::<F>()?;
let g = (&mut *ptr_g).downcast_mut::<G>()?;
let h = (&mut *ptr_h).downcast_mut::<H>()?;
Some((a, b, c, d, e, f, g, h))
}
}
}
}
};
}
// pub struct TypeMap {
// map: HashMap<TypeId, Box<dyn Any>>,
// }
//
// impl TypeMap {
// pub fn new() -> Self {
// Self {
// map: HashMap::new(),
// }
// }
//
// pub fn insert<T: Any + 'static>(&mut self, value: T) -> Option<Box<T>> {
// let type_id = TypeId::of::<T>();
// self.map
// .insert(type_id, Box::new(value))
// .and_then(|boxed| boxed.downcast().ok())
// }
//
// pub fn get<T>(&self) -> Option<&T>
// where
// T: Any + 'static,
// {
// self.map.get(&TypeId::of::<T>())
// .and_then(|any| any.downcast_ref::<T>())
// }
//
// pub fn get_mut<T>(&mut self) -> Option<&mut T>
// where
// T: Any + 'static,
// {
// self.map.get_mut(&TypeId::of::<T>()).and_then(|any| any.downcast_mut::<T>())
// }
//
// pub fn remove<T: Any>(&mut self) -> Option<Box<T>> {
// unimplemented!()
// }
// }
//
// impl Default for TypeMap {
// fn default() -> Self {
// Self::new()
// }
// }
#[cfg(test)]
mod tests {
use crate::define_typemap;
define_typemap!(TestMap,);
#[test]
fn get_test() {
let mut tm = TestMap::new();
tm.insert::<u32>(42);
let v = tm.get::<u32>().expect("value should be present");
assert_eq!(*v, 42);
}
#[test]
fn get_many_test() {
let mut tm = TestMap::new();
tm.insert::<u32>(1);
tm.insert::<i32>(-2);
tm.insert::<f32>(3.5);
let (a, b, c) = tm
.get_many::<(u32, i32, f32)>()
.expect("all values should be present");
assert_eq!((*a, *b, *c), (1, -2, 3.5));
}
#[test]
fn get_many_mut_test() {
let mut tm = TestMap::new();
tm.insert::<i32>(-2);
tm.insert::<u32>(1);
tm.insert::<f32>(3.5);
let (a, b, c) = tm
.get_many_mut::<(i32, u32, f32)>()
.expect("all values should be present");
*a = 4;
*b = 5;
*c = 6.5;
}
}

View file

@ -6,3 +6,4 @@ edition = "2024"
[dependencies]
glam = "0.30.5"
raidillon_assets = { path = "../asset" }
rapier3d = "0.30.1"

View file

@ -15,3 +15,16 @@ impl Transform {
}
pub struct ModelHandle(pub ModelID);
#[derive(Copy, Clone)]
pub struct RigidBodyComponent(pub rapier3d::dynamics::RigidBodyHandle);
#[derive(Copy, Clone)]
pub struct CharacterBodyComponent(pub rapier3d::dynamics::RigidBodyHandle);
#[derive(Debug, Default, PartialEq, Eq, Clone, Copy)]
pub enum CameraMode {
#[default]
Kinematic,
Debug,
}

View file

@ -7,6 +7,9 @@ edition = "2024"
raidillon_assets = { path = "../asset" }
raidillon_core = { path = "../core" }
raidillon_platform = { path = "../platform" }
raidillon_ecs = { path = "../ecs" }
winit = "0.30.12"
hecs = "0.10.5"
indexmap = "2.10.0"
glam = "0.30.8"
egui = "0.33.2"

View file

@ -2,25 +2,37 @@ use std::cell::RefCell;
use std::rc::Rc;
use raidillon_core::scene::{Scene, SceneManager};
use crate::system::{SystemContext, SystemManager};
use raidillon_core::context::PlatformContext;
use raidillon_core::DebugUIBuffer;
use raidillon_platform::PlatformContext;
use raidillon_core::{define_typemap};
use raidillon_core::engine::EngineTrait;
use crate::input::InputState;
use crate::resources::EngineResources;
pub struct Engine {
pub scene_manager: SceneManager,
pub system_manager: SystemManager,
debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
pub resources: EngineResources,
}
impl Engine {
fn load_default_resources(&mut self) {
let input = InputState::default();
self.resources.insert(input);
}
}
impl EngineTrait for Engine {
type PlatformCtx = PlatformContext;
fn new() -> Self {
let scene_manager = SceneManager::new();
let system_manager = SystemManager::new();
Self {
let mut s = Self {
scene_manager,
system_manager,
debug_ui_buffer: Rc::new(RefCell::new(DebugUIBuffer::new())),
}
resources: EngineResources::new(),
};
s.load_default_resources();
s
}
/// Initialize systems, load the world.
@ -29,42 +41,34 @@ impl EngineTrait for Engine {
for system in self.system_manager.systems.values_mut() {
system.initialize();
}
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
};
self.resources.insert(platform_context);
// Engine Loading Stage 2: load world
for system in self.system_manager.systems.values_mut() {
system.load_world(&mut ctx);
system.load_world(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
/// Update the engine
fn update(&mut self, platform_context: PlatformContext) {
self.debug_ui_buffer.borrow_mut().reset_buffer();
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
};
fn frame_update(&mut self, platform_context: PlatformContext) {
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.update(&mut ctx);
system.frame_update(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
fn fixed_update(&mut self, platform_context: PlatformContext) {
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.fixed_update(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
fn handle_event(&mut self, platform_context: PlatformContext) {
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
};
self.resources.get_mut::<InputState>().unwrap().handle_event(&platform_context.current_event);
self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() {
system.handle_event(&mut ctx);
system.handle_event(&mut self.resources, &mut self.scene_manager.current_mut());
}
}
@ -78,16 +82,7 @@ impl EngineTrait for Engine {
self.scene_manager.current_mut()
}
fn get_debug_ui_buffer(&self) -> Rc<RefCell<DebugUIBuffer>> {
self.debug_ui_buffer.clone()
}
fn reset_debug_ui_buffer(&mut self) {
self.debug_ui_buffer.borrow_mut().reset_buffer();
}
fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, Rc<RefCell<DebugUIBuffer>>) {
let (sm, dub) = (&mut self.scene_manager, &mut self.debug_ui_buffer);
(sm.current_mut(), dub.clone())
fn current_scene(&self) -> &Scene {
self.scene_manager.current()
}
}

69
engine/src/input.rs Normal file
View file

@ -0,0 +1,69 @@
use std::collections::HashSet;
use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey};
/// A utility to help with buffering input.
/// Meant to be plugged into systems.
#[derive(Default, Clone, Debug)]
pub struct InputState {
held_keys: HashSet<KeyCode>,
held_mouse: HashSet<MouseButton>,
}
impl InputState {
fn new() -> Self {
Default::default()
}
pub fn handle_event(&mut self, event: &Event<()>) {
if let Event::WindowEvent { event, .. } = event {
match event {
// Keyboard
WindowEvent::KeyboardInput { event: key_event, .. } => {
if let PhysicalKey::Code(code) = key_event.physical_key {
match key_event.state {
ElementState::Pressed => {
self.held_keys.insert(code);
}
ElementState::Released => {
self.held_keys.remove(&code);
}
}
}
}
// Mouse
WindowEvent::MouseInput { state, button, .. } => {
match state {
ElementState::Pressed => {
self.held_mouse.insert(*button);
}
ElementState::Released => {
self.held_mouse.remove(button);
}
}
}
WindowEvent::Focused(focused) => {
if !*focused {
self.clear();
}
}
_ => {}
}
}
}
pub fn key_held(&self, code: KeyCode) -> bool {
self.held_keys.contains(&code)
}
pub fn mouse_held(&self, button: MouseButton) -> bool {
self.held_mouse.contains(&button)
}
pub fn clear(&mut self) {
self.held_keys.clear();
self.held_mouse.clear();
}
}

View file

@ -1,4 +1,9 @@
pub mod engine;
pub mod system;
mod input;
pub mod systems;
mod resources;
pub use crate::engine::Engine;
pub use crate::resources::EngineResources;
pub use input::InputState;

3
engine/src/resources.rs Normal file
View file

@ -0,0 +1,3 @@
use raidillon_core::define_typemap;
define_typemap!(EngineResources,);

View file

@ -1,25 +1,26 @@
use indexmap::IndexMap;
use raidillon_core::scene::Scene;
use raidillon_platform::PlatformContext;
use std::any::TypeId;
use std::cell::RefCell;
use std::rc::Rc;
use indexmap::IndexMap;
use raidillon_core::context::PlatformContext;
use raidillon_core::scene::Scene;
use raidillon_core::DebugUIBuffer;
use crate::input::InputState;
use crate::resources::EngineResources;
pub struct SystemContext<'a> {
// TODO: time delta etc.
pub scene: &'a mut Scene,
pub platform_context: PlatformContext,
pub debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
pub input_state: Rc<RefCell<InputState>>,
}
pub trait System {
/// Initialize the system.
fn initialize(&mut self) {}
/// Spawn the first entities of the world.
fn load_world(&mut self, _ctx: &mut SystemContext) {}
fn handle_event(&mut self, _ctx: &mut SystemContext) {}
fn update(&mut self, _ctx: &mut SystemContext) {}
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {}
}
pub struct SystemManager {

View file

View file

@ -3,16 +3,10 @@ name = "raidillon_game"
version = "0.1.0"
edition = "2024"
[features]
default = ["glium"]
glium = ["raidillon_glium"]
[dependencies]
raidillon_core = { path = "../core" }
raidillon_platform = { path = "../platform" }
raidillon_assets = { path = "../asset" }
raidillon_ecs = { path = "../ecs" }
raidillon_engine = { path = "../engine" }
raidillon_glium = { path = "../glium_platform", optional = true }
raidillon_app = { path = "../app", features = ["glium"] }
glam = "0.30.5"
winit = "0.30.12"
rapier3d = "0.30.1"
hecs = "0.10.5"
egui = "0.33.2"

View file

@ -1,28 +1,31 @@
use raidillon_app::prelude::*;
mod systems;
use glam::{Quat, Vec3};
use raidillon_engine::{Engine, system::System};
use raidillon_engine::system::SystemContext;
use raidillon_platform::{Platform, Camera};
use raidillon_assets::model_path;
use raidillon_core::engine::EngineTrait;
use raidillon_ecs::components::ModelHandle;
use raidillon_ecs::Transform;
use raidillon_core::scene::Scene;
#[cfg(feature = "glium")]
use raidillon_glium::GliumPlatform;
use rapier3d::dynamics::{CoefficientCombineRule, RigidBodyType};
use rapier3d::prelude::ColliderBuilder;
use winit::event::{Event, WindowEvent};
use systems::debug_camera::FPSDebugCameraSystem;
use crate::systems::common::should_draw_menu;
use crate::systems::{
DisplaySettings, KeybindsSystem, KinematicCharacterController, MenuSystem, PhysicsSystem,
PhysicsDebugSystem,
};
const TEST_GLTF: &str = "pink-monkey.gltf";
const TEST_GLTF: &str = "checkered-sphere.glb";
const PLANE_GLTF: &str = "plane.glb";
const MAIN_SCENE_ID: &str = "main_scene";
#[derive(Default)]
struct UpdateAspectRatioSystem;
impl System for UpdateAspectRatioSystem {
fn handle_event(&mut self, ctx: &mut SystemContext) {
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
if let Event::WindowEvent { event: WindowEvent::Resized(sz), .. } =
&ctx.platform_context.current_event
pctx.current_event
{
ctx.scene.world
scene.world
.query_mut::<&mut Camera>()
.into_iter()
.for_each(|(_, cam)| {
@ -33,64 +36,105 @@ impl System for UpdateAspectRatioSystem {
}
#[derive(Default)]
struct RenderingTestSystem;
impl System for RenderingTestSystem {
fn initialize(&mut self) {}
fn load_world(&mut self, ctx: &mut SystemContext) {
ctx.scene.world.spawn((Camera {
eye: Vec3::new(0.0, 0.0, 2.0),
struct MainSystem;
impl System for MainSystem {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone();
let physics = scene.resources.get_mut::<Physics>().expect("Physics missing");
// Spawn Sphere
{
let tr = Transform {
translation: Vec3::new(0.0, 5.0, 0.0),
rotation: Quat::IDENTITY,
scale: Vec3::new(1.0, 1.0, 1.0),
};
let collider = ColliderBuilder::ball(1.0)
.restitution(0.7)
.restitution_combine_rule(CoefficientCombineRule::Max)
.build();
let rb_handle = physics.add_rigid_body(RigidBodyType::Dynamic, tr, collider);
pctx.asset_manager.borrow_mut().load_gltf(TEST_GLTF, &model_path(TEST_GLTF));
scene.world.spawn((
tr,
ModelHandle(TEST_GLTF),
RigidBodyComponent(rb_handle),
));
}
// Spawn Plane
{
let tr = Transform {
translation: Vec3::new(0.0, 0.0, 0.0),
rotation: Quat::IDENTITY,
scale: Vec3::new(10.0, 1.0, 10.0),
};
let collider = ColliderBuilder::cuboid(10.0, 0.01, 10.0).build();
let rb_handle = physics.add_rigid_body(RigidBodyType::Fixed, tr, collider);
pctx.asset_manager.borrow_mut().load_gltf(PLANE_GLTF, &model_path(PLANE_GLTF));
scene.world.spawn((
tr,
ModelHandle(PLANE_GLTF),
RigidBodyComponent(rb_handle),
));
}
scene.world.spawn((Camera {
eye: Vec3::new(0.0, 2.0, 3.0),
center: Vec3::ZERO,
up: Vec3::Y,
fovy: 60_f32.to_radians(),
aspect: ctx.platform_context.frame_width / ctx.platform_context.frame_height,
aspect: pctx.frame_width / pctx.frame_height,
znear: 0.1,
zfar: 100.0,
},));
let mut am = ctx.platform_context.asset_manager.borrow_mut();
am.load_gltf(TEST_GLTF, &model_path(TEST_GLTF));
ctx.scene.world.spawn((
Transform {
translation: Vec3::new(0.0, 0.0, 0.0),
rotation: Quat::IDENTITY,
scale: Vec3::new(1.0, 1.0, 1.0),
},
ModelHandle(TEST_GLTF),
zfar: 100.0},
CameraMode::default(),
));
}
fn update(&mut self, ctx: &mut SystemContext) {
ctx.debug_ui_buffer.borrow_mut().text("Hello World!".to_owned());
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let (
pctx,
input,
) = res.get_many_mut::<(
PlatformContext,
InputState,
)>().unwrap();
let mut egui_queue = pctx.egui_queue.borrow_mut();
let time_ctx = pctx.time_ctx.clone();
let mut character_pos = Vec3::ZERO;
for (_ent, (tr, ch_component)) in scene.world.query::<(&Transform, &CharacterBodyComponent)>().iter() {
character_pos = tr.translation;
}
egui_queue.queue(move |egui_ctx| {
// disable text selection on all labels.
egui_ctx.style_mut(|style| {
style.interaction.selectable_labels = false;
});
egui::Window::new("Debug").show(egui_ctx, |ui| {
ui.label("Hello World!");
ui.label(format!("Frame Delta: {:.3}", time_ctx.frame_dt));
ui.label(format!("Fixed Delta: {:.3}", time_ctx.fixed_dt));
ui.label(format!("FPS: {:.3}", 1.0 / time_ctx.frame_dt));
ui.label(format!("Character POS: {character_pos:.3}"));
});
});
}
}
fn main() {
let mut engine = Engine::new();
// Define systems
engine.system_manager.add::<RenderingTestSystem>();
engine.system_manager.add::<UpdateAspectRatioSystem>();
// Set up the scene
let main_scene = Scene::new(
MAIN_SCENE_ID.to_owned(),
None,
);
engine.scene_manager.add_scene(MAIN_SCENE_ID, main_scene);
engine.scene_manager.set_active_scene(MAIN_SCENE_ID);
#[cfg(feature = "glium")]
{
let platform = GliumPlatform::initialize(
engine,
"Raidillon".to_string(),
1920,
1080,
);
platform.run()
};
#[cfg(not(any(feature = "glium")))]
compile_error!("No platform feature enabled.");
raidillon_app::App::new()
.add_system::<PhysicsSystem>()
.add_system::<PhysicsDebugSystem>()
.add_system::<KeybindsSystem>()
.add_system::<KinematicCharacterController>()
.add_system::<FPSDebugCameraSystem>()
.add_system::<MenuSystem>()
.add_system::<DisplaySettings>()
.add_system::<MainSystem>()
.add_system::<UpdateAspectRatioSystem>()
.add_scene(MAIN_SCENE_ID, Scene::new(MAIN_SCENE_ID.to_owned(), None))
.set_active_scene(MAIN_SCENE_ID)
.run("Raidillon".to_string(), 2560, 1080);
}

View file

@ -0,0 +1,34 @@
use glam::Vec3;
use raidillon_app::prelude::*;
use crate::systems::menu::MenuState;
pub fn is_camera_mode_valid(scene: &mut Scene, mode: CameraMode) -> bool {
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.iter()
.next()
.unwrap();
*cam_mode == mode
}
pub fn is_mouse_look_enabled(scene: &mut Scene) -> bool {
let mut q = scene.world.query::<(&MenuState)>();
let (_ent, mode) = q.iter().next().unwrap();
*mode == MenuState::Closed
}
pub fn camera_front(yaw: f32, pitch: f32) -> Vec3 {
let yaw_rad = yaw.to_radians();
let pitch_rad = pitch.to_radians();
Vec3::new(
yaw_rad.cos() * pitch_rad.cos(),
pitch_rad.sin(),
yaw_rad.sin() * pitch_rad.cos(),
).normalize()
}
pub fn should_draw_menu(scene: &mut Scene) -> bool {
let mut q = scene.world.query::<(&MenuState)>();
let (_ent, mode) = q.iter().next().unwrap();
*mode == MenuState::Open
}

View file

@ -0,0 +1,89 @@
use glam::{Quat, Vec3};
use winit::event::DeviceEvent::MouseMotion;
use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode;
use raidillon_app::prelude::*;
use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
use crate::systems::menu::MenuState;
pub struct FPSDebugCameraSystem {
mouse_delta: (f64, f64),
position: Vec3,
yaw: f32,
pitch: f32,
speed: f32,
sensitivity: f32,
}
impl Default for FPSDebugCameraSystem {
fn default() -> Self {
Self {
mouse_delta: Default::default(),
position: Vec3::new(0.0, 0.0, 2.0),
yaw: -90.0,
pitch: 0.0,
speed: 8.0,
sensitivity: 0.1,
}
}
}
impl System for FPSDebugCameraSystem {
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !(is_camera_mode_valid(scene, CameraMode::Debug) && is_mouse_look_enabled(scene)) {
return
}
let pctx = res.get::<PlatformContext>().unwrap();
let event2 = pctx.current_event.clone();
match event2 {
Event::DeviceEvent { device_id, event} => {
match event {
MouseMotion { delta } => {
self.mouse_delta.0 += delta.0;
self.mouse_delta.1 += delta.1;
},
_ => {}
}
},
_ => {},
}
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
if is_mouse_look_enabled(scene) {
self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
self.pitch = self.pitch.clamp(-89.0, 89.0);
}
let front = camera_front(self.yaw, self.pitch);
let right_vec = front.cross(Vec3::Y).normalize();
if is_mouse_look_enabled(scene) {
if input.key_held(KeyCode::KeyW) {
self.position += front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyS) {
self.position -= front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyA) {
self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyD) {
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
}
}
if is_camera_mode_valid(scene, CameraMode::Debug) {
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position;
camera.center = self.position + front;
});
}
self.mouse_delta = (0.0, 0.0);
}
}

View file

@ -0,0 +1,94 @@
use std::sync::{Arc, Mutex};
use raidillon_app::prelude::*;
use crate::systems::common::should_draw_menu;
#[derive(Clone, Copy, PartialEq, Eq)]
enum SettingsTab {
Display,
}
impl Default for SettingsTab {
fn default() -> Self {
SettingsTab::Display
}
}
#[derive(Clone, Default)]
struct DisplaySettingsUiState {
selected_fullscreen_mode: WindowMode,
active_tab: SettingsTab,
}
#[derive(Default)]
pub struct DisplaySettings {
ui_state: Arc<Mutex<DisplaySettingsUiState>>,
}
impl System for DisplaySettings {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get_mut::<PlatformContext>().unwrap();
// sync the settings with UI state once
if let (Ok(settings_handle), Ok(mut state)) = (pctx.settings.read(), self.ui_state.lock()) {
state.selected_fullscreen_mode = settings_handle.display_settings.fullscreen_mode;
}
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if should_draw_menu(scene) {
let pctx = res.get_mut::<PlatformContext>().unwrap();
let settings = pctx.settings.clone();
let ui_state = self.ui_state.clone();
pctx.egui_queue.borrow_mut().queue(move |egui_ctx| {
egui::Window::new("Settings").default_open(false).show(egui_ctx, |ui| {
let mut state = ui_state.lock().unwrap();
ui.horizontal(|ui| {
ui.selectable_value(&mut state.active_tab, SettingsTab::Display, "Display Settings");
});
ui.separator();
match state.active_tab {
SettingsTab::Display => {
ui.label("Window Mode");
egui::ComboBox::from_id_salt("window_mode")
.selected_text(window_mode_label(state.selected_fullscreen_mode))
.show_ui(ui, |ui| {
for mode in [
WindowMode::Windowed,
WindowMode::BorderlessFullscreen,
WindowMode::ExclusiveFullscreen,
] {
ui.selectable_value(
&mut state.selected_fullscreen_mode,
mode,
window_mode_label(mode),
);
}
});
ui.add_space(8.0);
ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
if ui.button("Apply").clicked() {
if let Ok(mut settings_handle) = settings.write() {
settings_handle.display_settings.fullscreen_mode = state.selected_fullscreen_mode;
settings_handle.display_settings.dirty = true;
}
}
});
}
}
});
});
}
}
}
fn window_mode_label(mode: WindowMode) -> &'static str {
match mode {
WindowMode::Windowed => "Windowed",
WindowMode::BorderlessFullscreen => "Borderless Fullscreen",
WindowMode::ExclusiveFullscreen => "Exclusive Fullscreen",
}
}

View file

@ -0,0 +1,69 @@
use winit::keyboard::KeyCode;
use raidillon_app::prelude::*;
use crate::systems::{common::should_draw_menu, menu::MenuState};
#[derive(Default)]
pub struct KeybindsSystem {
camera_toggle_held: bool,
}
impl System for KeybindsSystem {
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let input = res.get::<InputState>().unwrap();
if input.key_held(KeyCode::F5) {
if self.camera_toggle_held { return }
self.toggle_camera_mode(scene);
self.camera_toggle_held = true;
} else {
self.camera_toggle_held = false;
}
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if should_draw_menu(scene) {
let pctx = res.get_mut::<PlatformContext>().unwrap();
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.iter()
.next()
.unwrap();
let cam_mode_str = format!("Camera Mode: {:?}", cam_mode);
let mut q = scene.world.query::<(&MenuState)>();
let (_ent, menu_state) = q
.iter()
.next()
.unwrap();
let menu_state_str = format!("Menu State: {:?}", menu_state);
pctx.egui_queue.borrow_mut().queue(move |egui_ctx| {
egui::Window::new("Camera").show(egui_ctx, |ui| {
ui.label("F5 to switch camera");
ui.label(cam_mode_str);
ui.label(menu_state_str)
});
});
}
}
}
impl KeybindsSystem {
fn toggle_camera_mode(&mut self, scene: &mut Scene) {
let q = scene.world.query_mut::<(&mut Camera, &mut CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.into_iter()
.next()
.unwrap();
match *cam_mode {
CameraMode::Kinematic => {
*cam_mode = CameraMode::Debug;
}
CameraMode::Debug => {
*cam_mode = CameraMode::Kinematic;
}
}
}
}

View file

@ -0,0 +1,187 @@
use glam::{Quat, Vec3};
use rapier3d::prelude::{nalgebra, ColliderBuilder, QueryFilter, RigidBodyBuilder, RigidBodyType};
use rapier3d::prelude::vector;
use rapier3d::control::{CharacterCollision, KinematicCharacterController as RapierKinematicCharacterController};
use rapier3d::na::{Isometry3, Vector3};
use winit::event::DeviceEvent::MouseMotion;
use winit::event::Event;
use winit::keyboard::KeyCode;
use raidillon_app::prelude::*;
use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
use crate::systems::menu::MenuState;
#[derive(Default)]
pub struct KinematicCharacterController {
character_controller: RapierKinematicCharacterController,
character_collider: ColliderBuilder,
desired_movement: Vec3,
last_position: Vector3<f32>,
yaw: f32,
pitch: f32,
speed: f32,
sensitivity: f32,
mouse_delta: (f64, f64),
vertical_velocity: f32,
gravity: f32,
max_fall_speed: f32,
}
impl System for KinematicCharacterController {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
// create the rigid body, add it to the body set
let p = scene.resources.get_mut::<Physics>().expect("Physics missing");
let rb = RigidBodyBuilder::kinematic_position_based().build();
let rb_handle = p.rigid_body_set.insert(rb);
self.character_collider = ColliderBuilder::capsule_y(1.0, 1.0);
p.collider_set.insert_with_parent(self.character_collider.build(), rb_handle, &mut p.rigid_body_set);
let tr = Transform {
translation: Vec3::new(0.0, 2.0, 3.0),
rotation: Quat::IDENTITY,
scale: Vec3::new(1.0, 1.0, 1.0),
};
self.last_position = vector![
tr.translation.x,
tr.translation.y,
tr.translation.z,
];
scene.world.spawn((
tr,
CharacterBodyComponent(rb_handle),
));
self.speed = 5.0;
self.sensitivity = 0.05;
self.gravity = -9.81;
self.max_fall_speed = -50.0;
self.vertical_velocity = 0.0;
}
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !is_camera_mode_valid(scene, CameraMode::Kinematic) {
return
}
let pctx = res.get::<PlatformContext>().unwrap();
let event2 = pctx.current_event.clone();
match event2 {
Event::DeviceEvent { device_id, event } => {
match event {
MouseMotion { delta } => {
self.mouse_delta.0 += delta.0;
self.mouse_delta.1 += delta.1;
},
_ => {}
}
},
_ => {},
}
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let front = camera_front(self.yaw, self.pitch);
let right_vec = front.cross(Vec3::Y).normalize();
if is_camera_mode_valid(scene, CameraMode::Kinematic) && is_mouse_look_enabled(scene) {
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity;
self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity;
self.pitch = self.pitch.clamp(-89.0, 89.0);
if input.key_held(KeyCode::KeyW) {
self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyS) {
self.desired_movement -= front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyA) {
self.desired_movement -= right_vec * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyD) {
self.desired_movement += right_vec * pctx.time_ctx.frame_dt * self.speed;
}
}
if is_camera_mode_valid(scene, CameraMode::Kinematic) {
let pos = Physics::rapier_translation_to_glam(&self.last_position);
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
// INTERPOLATION NEEDED.
camera.eye = pos;
camera.center = pos + front;
});
}
self.mouse_delta = (0.0, 0.0);
}
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let p = scene.resources.get_mut::<Physics>().unwrap();
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
let (ch_ent, (ch_tr, ch_component)) = scene
.world
.query_mut::<(&mut Transform, &mut CharacterBodyComponent)>()
.into_iter()
.next()
.expect("no character entity in world");
let query_pipeline = p.broad_phase.as_query_pipeline(
p.narrow_phase.query_dispatcher(),
&p.rigid_body_set,
&p.collider_set,
QueryFilter::default().exclude_rigid_body(ch_component.0),
);
self.vertical_velocity = (self.vertical_velocity + self.gravity * pctx.time_ctx.fixed_dt)
.max(self.max_fall_speed);
let mut total_displacement = self.desired_movement;
total_displacement.y += self.vertical_velocity * pctx.time_ctx.fixed_dt;
let mut collisions: Vec<CharacterCollision> = Vec::new();
let corrected_movement = self.character_controller.move_shape(
pctx.time_ctx.fixed_dt,
&query_pipeline,
&*self.character_collider.shape,
&Isometry3::from(self.last_position),
vector![total_displacement.x, total_displacement.y, total_displacement.z],
|collision| collisions.push(collision),
);
// update character rigid body with the new translation.
if let Some(body) = p.get_rigid_body_mut(ch_component.0) {
self.last_position = vector![
self.last_position.x + corrected_movement.translation.x,
self.last_position.y + corrected_movement.translation.y,
self.last_position.z + corrected_movement.translation.z,
];
body.set_next_kinematic_position(Isometry3::from(self.last_position));
ch_tr.translation = Physics::rapier_translation_to_glam(&self.last_position);
// reset vertical velocity if grounded
if corrected_movement.grounded {
self.vertical_velocity = 0.0;
}
}
// apply impulses to dynamic bodies the character collided with
let character_push_force = 50.0;
for collision in collisions {
if let Some(collider) = p.collider_set.get(collision.handle) {
if let Some(rb_handle) = collider.parent() {
if let Some(rb) = p.rigid_body_set.get_mut(rb_handle) {
if rb.body_type() == RigidBodyType::Dynamic {
let push_direction = -collision.hit.normal1.into_inner();
let impulse = push_direction * character_push_force * pctx.time_ctx.fixed_dt;
rb.apply_impulse(impulse, true);
}
}
}
}
}
self.desired_movement = Vec3::ZERO;
}
}

85
game/src/systems/menu.rs Normal file
View file

@ -0,0 +1,85 @@
use egui::Id;
use raidillon_app::prelude::*;
use winit::{dpi::{LogicalPosition, Position}, keyboard::KeyCode, window::CursorGrabMode};
#[derive(Default)]
pub struct MenuSystem {
escape_key_held: bool,
/// Unoptimal solution to fix windows event delay
times_ran_initial_win_event: u32,
}
#[derive(Default, Eq, PartialEq, Debug)]
pub enum MenuState {
Open,
#[default]
Closed,
}
impl System for MenuSystem {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
scene.world.spawn((MenuState::Closed,));
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
// Windows won't register some events in the first miliseconds after initialization
if self.times_ran_initial_win_event < 20 {
let window = res.get::<PlatformContext>().unwrap().window.lock().unwrap();
window.set_cursor_grab(CursorGrabMode::Confined).or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked));
window.set_cursor_visible(false);
self.times_ran_initial_win_event += 1
}
let mut egui_queue = res.get::<PlatformContext>().unwrap().egui_queue.borrow_mut();
egui_queue.queue(|egui_ctx| {
egui::Area::new(Id::new("esc to pause"))
.anchor(egui::Align2::RIGHT_TOP, [-10.0, 10.0])
.show(egui_ctx, |ui| {
ui.label(
egui::RichText::new("ESC to pause").size(24.0).color(egui::Color32::BLACK)
);
});
});
}
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
// The menu is toggled by pressing the escape key
let input = res.get::<InputState>().unwrap();
if input.key_held(KeyCode::Escape) {
if self.escape_key_held { return }
self.toggle_menu(res, scene);
self.escape_key_held = true;
} else {
self.escape_key_held = false;
}
}
}
impl MenuSystem {
fn toggle_menu(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let q = scene.world.query_mut::<(&mut MenuState)>();
let (menu_ent, menu_state) = q
.into_iter()
.next()
.unwrap();
let pctx = res.get::<PlatformContext>().unwrap();
let window = pctx.window.lock().unwrap();
match *menu_state {
MenuState::Open => {
*menu_state = MenuState::Closed;
window.set_cursor_grab(CursorGrabMode::Confined).or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked));
window.set_cursor_visible(false);
pctx.should_egui_receive_input_events.set(false);
},
MenuState::Closed => {
*menu_state = MenuState::Open;
window.set_cursor_grab(CursorGrabMode::None);
window.set_cursor_visible(true);
pctx.should_egui_receive_input_events.set(true);
},
}
}
}

15
game/src/systems/mod.rs Normal file
View file

@ -0,0 +1,15 @@
mod physics;
mod physics_debug;
mod kinematic_character_controller;
mod keybinds;
mod menu;
pub mod debug_camera;
pub mod common;
mod display_settings;
pub use physics::PhysicsSystem;
pub use physics_debug::PhysicsDebugSystem;
pub use kinematic_character_controller::KinematicCharacterController;
pub use keybinds::KeybindsSystem;
pub use menu::MenuSystem;
pub use display_settings::DisplaySettings;

View file

@ -0,0 +1,30 @@
use raidillon_app::prelude::*;
/// Do physics calculations and apply to world.
#[derive(Default)]
pub struct PhysicsSystem;
impl System for PhysicsSystem {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let p = Physics::default();
scene.resources.insert(p);
}
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone();
let physics = scene.resources.get_mut::<Physics>().expect("Physics missing");
physics.step(pctx.time_ctx.fixed_dt);
// apply calculations to dynamic bodies
let mut query = scene.world.query::<(&mut Transform, &RigidBodyComponent)>();
for (_ent, (tr, rb_component)) in query.iter() {
if let Some(body) = physics.get_rigid_body(rb_component.0) {
let pos = body.position();
let translation = Physics::rapier_translation_to_glam(&pos.translation.vector);
let rotation = Physics::rapier_rotation_to_glam(&pos.rotation);
tr.translation = translation;
tr.rotation = rotation;
}
}
}
}

View file

@ -0,0 +1,35 @@
use raidillon_app::prelude::*;
/// renders aabb wireframes for all physics colliders
#[derive(Default)]
pub struct PhysicsDebugSystem;
impl System for PhysicsDebugSystem {
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone();
let mut debug_wireframes = pctx.debug_wireframes.borrow_mut();
if !debug_wireframes.enabled {
return;
}
let physics = match scene.resources.get::<Physics>() {
Some(p) => p,
None => return,
};
let color = [1.0, 0.0, 0.0, 1.0];
for (_, collider) in physics.collider_set.iter() {
let aabb = collider.compute_aabb();
let min = aabb.mins;
let max = aabb.maxs;
debug_wireframes.add_box(
[min.x, min.y, min.z],
[max.x, max.y, max.z],
color,
);
}
}
}

View file

@ -6,7 +6,7 @@ edition = "2024"
[dependencies]
anyhow = "1.0.98"
glam = "0.30.5"
glium = { version = "0.35.0", features = ["glutin_backend", "simple_window_builder"] }
glium = { version = "0.36.0", features = ["glutin_backend", "simple_window_builder"] }
gltf = { version = "1.4.1", features = ["import", "utils", "KHR_texture_transform"] }
raidillon_platform = { path = "../platform" }
raidillon_core = { path = "../core" }
@ -15,6 +15,7 @@ raidillon_ecs = { path = "../ecs" }
raidillon_engine = { path = "../engine" }
winit = "0.30.12"
indexmap = "2.10.0"
imgui = "0.12.0"
imgui-winit-support = "0.13.0"
imgui-glium-renderer = "0.13.0"
exr = "1.73.0"
image = { version = "0.25.8", default-features = false, features = ["exr"] }
egui = "0.33.2"
egui_glium = { version = "0.31.1", git = "https://github.com/reo6/egui_glium.git" }

View file

@ -12,7 +12,7 @@ use raidillon_assets::model_manager::ModelID;
/// Glium platform asset manager implementation.
pub struct GliumAssetManager {
pub models: HashMap<ModelID, Model>,
pub models: HashMap<ModelID, Vec<Model>>,
facade: Box<dyn Facade>,
}
@ -28,8 +28,8 @@ impl GliumAssetManager {
impl ModelManager for GliumAssetManager {
fn load_gltf(&mut self, id: ModelID, path: &Path) {
let model = load_gltf(path, self.facade.as_ref()).unwrap();
self.models.insert(id, model);
let models = load_gltf(path, self.facade.as_ref()).unwrap();
self.models.insert(id, models);
}
fn unload_model(&mut self, id: ModelID) {
@ -48,6 +48,6 @@ impl ModelManager for GliumAssetManager {
// }
fn get_model(&self, id: &ModelID) -> Option<&dyn Any> {
self.models.get(id).map(|model| model as &dyn Any)
self.models.get(id).map(|models| models as &dyn Any)
}
}

View file

@ -1,4 +1,4 @@
use anyhow::{Context, Result};
use anyhow::{bail, Context, Result};
use glium::{backend::Facade, IndexBuffer, VertexBuffer};
use glium::index::PrimitiveType;
use std::{fmt::Debug, path::Path};
@ -8,31 +8,16 @@ use glium::uniforms::{SamplerWrapFunction, MinifySamplerFilter, MagnifySamplerFi
use gltf::image::Format as GltfFormat;
use glam::Vec2;
/// Load a glTF 2.0 file from disk and upload the first primitive to the GPU.
pub fn load_gltf<P>(path: P, facade: &dyn Facade) -> Result<Model>
/// Load a glTF 2.0 file from disk and upload all primitives to the GPU.
///
/// Returns one [`Model`] per glTF primitive (across all meshes).
pub fn load_gltf<P>(path: P, facade: &dyn Facade) -> Result<Vec<Model>>
where
P: AsRef<Path> + Debug,
{
// -- parse the asset & bring buffer blobs into memory --
let (doc, buffers, images) = gltf::import(path.as_ref()).context("failed to import glTF file")?;
// -- grab the very first mesh / primitive --
let mesh = doc.meshes().next().context("glTF has no meshes")?;
let primitive = mesh.primitives().next().context("mesh has no primitives")?;
// ---------- MATERIAL ----------
let mut mat = Material::default();
let mat_idx = primitive.material().index().context("primitive has no material")?;
let material = doc.materials().nth(mat_idx).unwrap();
let pbr = material.pbr_metallic_roughness();
// Factors --------------------------------------------------
mat.base_color_factor = pbr.base_color_factor();
mat.metal_factor = pbr.metallic_factor();
mat.roughness_factor = pbr.roughness_factor();
mat.emissive_factor = material.emissive_factor();
// Helper to update sampler settings from glTF sampler
fn update_sampler(mat: &mut Material, t: &gltf::texture::Texture<'_>) {
let sampler_info = t.sampler();
@ -64,64 +49,92 @@ where
}
}
// Base-color texture (sRGB)
if let Some(info) = pbr.base_color_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.base_color = Some(glium_srgb_texture(facade, &images[view])?);
}
let mut out: Vec<Model> = Vec::new();
// Metallic-Roughness (linear)
if let Some(info) = pbr.metallic_roughness_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.metallic_roughness = Some(glium_linear_texture(facade, &images[view])?);
}
for mesh in doc.meshes() {
for primitive in mesh.primitives() {
// ---------- MATERIAL ----------
let mut mat = Material::default();
let material = primitive.material();
let pbr = material.pbr_metallic_roughness();
// Normal map (linear)
if let Some(info) = primitive.material().normal_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.normal = Some(glium_linear_texture(facade, &images[view])?);
}
// Factors --------------------------------------------------
mat.base_color_factor = pbr.base_color_factor();
mat.metal_factor = pbr.metallic_factor();
mat.roughness_factor = pbr.roughness_factor();
mat.emissive_factor = material.emissive_factor();
// Occlusion (linear)
if let Some(info) = primitive.material().occlusion_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.occlusion = Some(glium_linear_texture(facade, &images[view])?);
}
// Base-color texture (sRGB)
if let Some(info) = pbr.base_color_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.base_color = Some(glium_srgb_texture(facade, &images[view])?);
}
// Emissive (sRGB)
if let Some(info) = primitive.material().emissive_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.emissive = Some(glium_srgb_texture(facade, &images[view])?);
}
// Metallic-Roughness (linear)
if let Some(info) = pbr.metallic_roughness_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.metallic_roughness = Some(glium_linear_texture(facade, &images[view])?);
}
// KHR_texture_transform
if let Some(tex) = pbr.base_color_texture() {
if let Some(xform) = tex.texture_transform() {
mat.uv_offset = Vec2::new(xform.offset()[0], xform.offset()[1]);
mat.uv_scale = Vec2::new(xform.scale()[0], xform.scale()[1]);
// Normal map (linear)
if let Some(info) = material.normal_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.normal = Some(glium_linear_texture(facade, &images[view])?);
}
// Occlusion (linear)
if let Some(info) = material.occlusion_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.occlusion = Some(glium_linear_texture(facade, &images[view])?);
}
// Emissive (sRGB)
if let Some(info) = material.emissive_texture() {
update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index();
mat.emissive = Some(glium_srgb_texture(facade, &images[view])?);
}
// KHR_texture_transform (base color only, for now)
if let Some(tex) = pbr.base_color_texture() {
if let Some(xform) = tex.texture_transform() {
mat.uv_offset = Vec2::new(xform.offset()[0], xform.offset()[1]);
mat.uv_scale = Vec2::new(xform.scale()[0], xform.scale()[1]);
}
}
// ---- Vertex/index data ----
let reader = primitive.reader(|buf| Some(&buffers[buf.index()].0));
let positions: Vec<[f32; 3]> = reader.read_positions().context("missing POSITION")?.collect();
let normals: Vec<[f32; 3]> = reader.read_normals().context("missing NORMAL")?.collect();
let tex_coords: Vec<[f32; 2]> = reader
.read_tex_coords(0)
.map(|tc| tc.into_f32().collect())
.unwrap_or_else(|| vec![[0.0, 0.0]; positions.len()]);
let indices: Vec<u32> = reader.read_indices().context("missing indices")?.into_u32().collect();
// Interleave
let vertices: Vec<Vertex> = (0..positions.len())
.map(|i| Vertex { position: positions[i], normal: normals[i], tex_coords: tex_coords[i] })
.collect();
let vbuf = VertexBuffer::immutable(facade, &vertices)?;
let ibuf = IndexBuffer::immutable(facade, PrimitiveType::TrianglesList, &indices)?;
out.push(Model { mesh: Mesh { vbuf, ibuf }, material: mat });
}
}
// ---- Vertex/index data ----
let reader = primitive.reader(|buf| Some(&buffers[buf.index()].0));
if out.is_empty() {
bail!("glTF has no mesh primitives");
}
let positions: Vec<[f32; 3]> = reader.read_positions().context("missing POSITION")?.collect();
let normals: Vec<[f32; 3]> = reader.read_normals().context("missing NORMAL")?.collect();
let tex_coords: Vec<[f32; 2]> = reader.read_tex_coords(0).map(|tc| tc.into_f32().collect()).unwrap_or_else(|| vec![[0.0, 0.0]; positions.len()]);
let indices: Vec<u32> = reader.read_indices().context("missing indices")?.into_u32().collect();
// Interleave
let vertices: Vec<Vertex> = (0..positions.len()).map(|i| Vertex { position: positions[i], normal: normals[i], tex_coords: tex_coords[i] }).collect();
let vbuf = VertexBuffer::immutable(facade, &vertices)?;
let ibuf = IndexBuffer ::immutable(facade, PrimitiveType::TrianglesList, &indices)?;
Ok(Model { mesh: Mesh { vbuf, ibuf }, material: mat })
Ok(out)
}
/// Linear-space texture (RGBA8) from glTF image data.

View file

@ -1,6 +1,7 @@
use std::cell::RefCell;
use std::cell::{RefCell, Cell};
use std::rc::Rc;
use raidillon_platform::{Platform, PlatformContext};
use std::sync::{Arc, Mutex, RwLock};
use raidillon_platform::{Platform, PlatformContext, TimeContext, DebugWireframes, DebugWireframesRef};
use glium::backend::glutin::Display;
use glium::backend::glutin::SimpleWindowBuilder;
use glium::glutin::surface::WindowSurface;
@ -8,23 +9,33 @@ use glium::winit::event_loop::EventLoop;
use glium::winit::window::Window;
use glium::Surface;
use crate::system::{RenderingContext, RenderingSystemManager};
use winit::event::{Event, WindowEvent};
use winit::event::{DeviceEvent, Event, WindowEvent};
use raidillon_assets::ModelManagerRef;
use raidillon_core::engine::EngineTrait;
use crate::render::debug_ui::ImguiBridge;
use crate::render::BasicMeshRenderingSystem;
use raidillon_core::time;
use raidillon_core::time::Time;
use crate::render::{BasicMeshRenderingSystem, DebugWireframeRenderingSystem, EguiRenderer, SkyboxRenderingSystem};
use crate::GliumAssetManager;
use glam::Vec3;
use winit::event::DeviceEvent::MouseMotion;
use raidillon_core::EguiQueue;
use raidillon_platform::settings::{Settings, default_config_path};
pub struct GliumPlatform<E: EngineTrait> {
pub struct GliumPlatform<E: EngineTrait<PlatformCtx = PlatformContext>> {
event_loop: EventLoop<()>,
window: Window,
window: Arc<Mutex<Window>>,
display: Display<WindowSurface>,
rendering_system_manager: RenderingSystemManager,
asset_manager: ModelManagerRef,
engine: E,
time: time::Time,
egui_queue: Rc<RefCell<EguiQueue>>,
settings: Arc<RwLock<Settings>>,
debug_wireframes: DebugWireframesRef,
should_egui_receive_input_events: Rc<Cell<bool>>,
}
impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatform<E> {
fn initialize(mut engine: E, title: String, width: u32, height: u32) -> Self {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
@ -38,9 +49,26 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
let asset_manager: ModelManagerRef = Rc::new(RefCell::new(Box::new(GliumAssetManager::new(Box::new(display.clone())))));
let mut rendering_system_manager = RenderingSystemManager::new();
// Install rendering systems
rendering_system_manager.add::<BasicMeshRenderingSystem>(&display, &window);
rendering_system_manager.add::<ImguiBridge>(&display, &window);
let time_cfg = time::Config::default();
let time = time::Time::new(time_cfg);
let window = Arc::new(Mutex::new(window));
// Install rendering systems in order
rendering_system_manager.add::<SkyboxRenderingSystem>(&display, window.clone(), &event_loop);
rendering_system_manager.add::<BasicMeshRenderingSystem>(&display, window.clone(), &event_loop);
rendering_system_manager.add::<DebugWireframeRenderingSystem>(&display, window.clone(), &event_loop);
rendering_system_manager.add::<EguiRenderer>(&display, window.clone(), &event_loop);
let egui_queue = Rc::new(RefCell::new(EguiQueue::new()));
let settings = Arc::new(
RwLock::new(
Settings::load_or_default(default_config_path()).unwrap()
)
);
let debug_wireframes = Rc::new(RefCell::new(DebugWireframes::new()));
let should_egui_receive_input_events = Rc::new(Cell::new(false));
Self {
event_loop,
@ -49,23 +77,45 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
rendering_system_manager,
asset_manager,
engine,
time,
egui_queue,
settings,
debug_wireframes,
should_egui_receive_input_events,
}
}
fn run(mut self) {
let (w, h): (u32, u32) = self.window.inner_size().into();
let (w, h): (u32, u32) = match self.window.lock() {
Ok(window) => window.inner_size().into(),
Err(_) => (0, 0), // fallback values
};
let ctx = PlatformContext {
current_event: Event::AboutToWait,
asset_manager: self.asset_manager.clone(),
frame_width: w as f32,
frame_height: h as f32,
time_ctx: self.construct_time_ctx(),
window: self.window.clone(),
egui_queue: self.egui_queue.clone(),
settings: self.settings.clone(),
debug_wireframes: self.debug_wireframes.clone(),
should_egui_receive_input_events: self.should_egui_receive_input_events.clone(),
};
self.engine.initialize(ctx.clone());
self.settings.read().unwrap().display_settings.apply(&*self.window.lock().unwrap());
let _ = &self.event_loop.run(move |event, el| {
let settings_handle = self.settings.read().unwrap();
if settings_handle.display_settings.dirty {
settings_handle.display_settings.apply(&*self.window.lock().unwrap());
}
drop(settings_handle);
self.rendering_system_manager
.systems
.values_mut()
.for_each(|system| system.handle_event(&mut self.window, event.clone()));
.for_each(|system| system.handle_event(self.window.clone(), event.clone()));
let mut ctx2 = ctx.clone();
ctx2.current_event = event.clone();
@ -73,42 +123,79 @@ impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => {
if size.width > 0 && size.height > 0 {
self.display.resize((size.width, size.height));
}
},
WindowEvent::CloseRequested => {
// TODO: Run uninitialize on renderer and engine
self.settings.read().unwrap().save_to_file(default_config_path());
el.exit();
},
WindowEvent::RedrawRequested => {
let mut target = self.display.draw();
target.clear_color_and_depth((0.1, 0.1, 0.15, 1.0), 1.0);
let (scene_mut, debug_ui_buffer) = self.engine.scene_and_debug_ui_buffer_mut();
let scene = self.engine.current_scene();
let mut context = RenderingContext {
scene: scene_mut,
scene,
target: &mut target,
display: &self.display,
asset_manager: self.asset_manager.clone(),
window: &mut self.window,
debug_ui_buffer,
window: self.window.clone(),
egui_queue: self.egui_queue.clone(),
debug_wireframes: self.debug_wireframes.clone(),
env_light_dir: Vec3::new(0.0, -1.0, 0.0),
should_egui_receive_input_events: self.should_egui_receive_input_events.clone(),
};
self.rendering_system_manager
.systems
.values_mut()
.for_each(|system| system.render(&mut context));
// clear debug wireframes after rendering
self.debug_wireframes.borrow_mut().clear();
target.finish().unwrap();
}
_ => {},
},
Event::AboutToWait => {
let plan = self.time.begin_frame_blocking();
let mut ctx2 = ctx.clone();
ctx2.current_event = event.clone();
self.engine.update(ctx2);
ctx2.time_ctx = TimeContext {
frame_dt: self.time.frame_dt_seconds(),
fixed_dt: self.time.fixed_dt_seconds(),
alpha: self.time.alpha(),
};
ctx2.current_event = Event::AboutToWait;
for _ in 0..plan.updates {
self.engine.fixed_update(ctx2.clone());
}
self.engine.frame_update(ctx2.clone());
self.rendering_system_manager
.systems
.values_mut()
.for_each(|system| system.prepare_frame(&mut self.window));
self.window.request_redraw();
.for_each(|system| system.prepare_frame(self.window.clone()));
self.window.lock().unwrap().request_redraw();
}
_ => {},
}
});
}
}
impl<E: EngineTrait<PlatformCtx = PlatformContext>> GliumPlatform<E> {
fn construct_time_ctx(&self) -> TimeContext {
TimeContext {
frame_dt: self.time.frame_dt_seconds(),
fixed_dt: self.time.fixed_dt_seconds(),
alpha: self.time.alpha(),
}
}
}

View file

@ -1,4 +1,5 @@
use std::any::Any;
use std::sync::{Arc, Mutex};
use glium::{uniform, Display, Program, Surface};
use glium::glutin::surface::WindowSurface;
use glium::texture::{RawImage2d, SrgbTexture2d};
@ -8,6 +9,8 @@ use raidillon_assets::include_shader;
pub use raidillon_platform::Camera;
use glam::Vec3;
use glium::uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction};
use winit::event::Event;
use winit::event_loop::EventLoop;
use raidillon_ecs::{Transform, ModelID};
use raidillon_ecs::components::ModelHandle;
use crate::model::Model;
@ -20,7 +23,7 @@ pub struct BasicMeshRenderingSystem {
}
impl RenderingSystem for BasicMeshRenderingSystem {
fn initialize(display: &Display<WindowSurface>, _window: &glium::winit::window::Window) -> Self {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>) -> Self {
const VERT_SRC: &str = include_shader!("gl_textured.vert");
const FRAG_SRC: &str = include_shader!("gl_textured.frag");
@ -55,14 +58,12 @@ impl RenderingSystem for BasicMeshRenderingSystem {
}
};
// Direction from the light source (0,+Y) towards the scene.
let light_dir: Vec3 = Vec3::new(0.0, -1.0, 0.0).normalize();
// Use HDR-derived environment light direction if provided, otherwise default to downward
let light_dir_world: Vec3 = if ctx.env_light_dir.length_squared() > 0.0 { ctx.env_light_dir.normalize() } else { Vec3::new(0.0, -1.0, 0.0) };
// let asset_manager = ctx.asset_manager.borrow();
// let any_ref: &dyn Any = &**asset_manager;
// if let Some(glium_manager) = any_ref.downcast_ref::<GliumAssetManager>() {
// &glium_manager.models;
// }
// Transform light direction to view space (normals/positions are in view space)
let view_mat3 = glam::Mat3::from_mat4(cam.view());
let light_dir_view = (view_mat3 * light_dir_world).normalize();
let asset_manager = ctx.asset_manager.borrow();
@ -72,41 +73,43 @@ impl RenderingSystem for BasicMeshRenderingSystem {
_ => continue,
};
let model = match model.downcast_ref::<Model>() {
Some(model) => model,
let models = match model.downcast_ref::<Vec<Model>>() {
Some(models) => models,
None => continue,
};
let mesh = &model.mesh;
let mat = &model.material;
for model in models {
let mesh = &model.mesh;
let mat = &model.material;
let tex_ref: &SrgbTexture2d = mat.base_color.as_ref().unwrap_or(&self.white_tex);
let tex_ref: &SrgbTexture2d = mat.base_color.as_ref().unwrap_or(&self.white_tex);
let mut sampler = tex_ref.sampled();
sampler = sampler.wrap_function(SamplerWrapFunction::Repeat);
sampler = sampler.minify_filter(MinifySamplerFilter::Linear);
sampler = sampler.magnify_filter(MagnifySamplerFilter::Linear);
let mut sampler = tex_ref.sampled();
sampler = sampler.wrap_function(SamplerWrapFunction::Repeat);
sampler = sampler.minify_filter(MinifySamplerFilter::Linear);
sampler = sampler.magnify_filter(MagnifySamplerFilter::Linear);
let c = mat.base_color_factor;
let c = mat.base_color_factor;
let uniforms = uniform! {
model: tr.matrix().to_cols_array_2d(),
view: cam.view().to_cols_array_2d(),
projection: cam.projection().to_cols_array_2d(),
u_light: [light_dir.x, light_dir.y, light_dir.z],
tex: sampler,
color: [c[0], c[1], c[2]],
uv_offset: [mat.uv_offset.x, mat.uv_offset.y],
uv_scale: [mat.uv_scale.x, mat.uv_scale.y],
};
let uniforms = uniform! {
model: tr.matrix().to_cols_array_2d(),
view: cam.view().to_cols_array_2d(),
projection: cam.projection().to_cols_array_2d(),
u_light: [light_dir_view.x, light_dir_view.y, light_dir_view.z],
tex: sampler,
color: [c[0], c[1], c[2]],
uv_offset: [mat.uv_offset.x, mat.uv_offset.y],
uv_scale: [mat.uv_scale.x, mat.uv_scale.y],
};
ctx.target.draw(
&mesh.vbuf,
&mesh.ibuf,
&self.program,
&uniforms,
&self.params,
).unwrap();
ctx.target.draw(
&mesh.vbuf,
&mesh.ibuf,
&self.program,
&uniforms,
&self.params,
).unwrap();
}
}
}
}

View file

@ -1,68 +0,0 @@
use std::time::Instant;
use glium::Display;
use glium::glutin::surface::WindowSurface;
use imgui::{Context as ImguiContext};
use imgui_winit_support::{HiDpiMode, WinitPlatform};
use imgui_glium_renderer::Renderer as ImguiGliumRenderer;
use winit::window::Window;
use winit::event::Event;
use glium::Frame;
use crate::RenderingSystem;
use crate::system::RenderingContext;
pub struct ImguiBridge {
imgui: ImguiContext,
platform: WinitPlatform,
renderer: ImguiGliumRenderer,
last_frame: Instant,
rendered_this_frame: bool,
}
impl RenderingSystem for ImguiBridge {
fn handle_event(&mut self, window: &mut Window, event: Event<()>) {
self.platform.handle_event(self.imgui.io_mut(), window, &event);
}
fn prepare_frame(&mut self, window: &mut Window) {
self.rendered_this_frame = false;
let now = Instant::now();
self.imgui.io_mut().update_delta_time(now - self.last_frame);
self.last_frame = now;
self.platform
.prepare_frame(self.imgui.io_mut(), window)
.expect("Failed to prepare frame");
}
fn render(&mut self, ctx: &mut RenderingContext) {
if self.rendered_this_frame { return; }
self.rendered_this_frame = true;
let ui = self.imgui.frame();
ctx.debug_ui_buffer.borrow().write_buffer(&ui);
self.platform.prepare_render(&ui, ctx.window);
let draw_data = self.imgui.render();
if draw_data.total_vtx_count == 0 && draw_data.total_idx_count == 0 {
return;
}
self.renderer.render(ctx.target, draw_data).expect("imgui rendering failed");
}
fn initialize(display: &Display<WindowSurface>, window: &Window) -> Self {
let mut imgui = ImguiContext::create();
imgui.set_ini_filename(None);
let mut platform = WinitPlatform::new(&mut imgui);
platform.attach_window(imgui.io_mut(), window, HiDpiMode::Default);
imgui.fonts().add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
let renderer = ImguiGliumRenderer::new(&mut imgui, display).unwrap();
Self {
imgui,
platform,
renderer,
last_frame: Instant::now(),
rendered_this_frame: false,
}
}
}

View file

@ -0,0 +1,80 @@
use std::sync::{Arc, Mutex};
use glium::{Display, Program, Surface, VertexBuffer, implement_vertex};
use glium::glutin::surface::WindowSurface;
use glium::index::PrimitiveType;
use glium::uniform;
use winit::event_loop::EventLoop;
use raidillon_assets::include_shader;
use crate::system::RenderingContext;
use crate::RenderingSystem;
pub use raidillon_platform::Camera;
#[derive(Copy, Clone)]
struct DebugVertex {
position: [f32; 3],
color: [f32; 4],
}
implement_vertex!(DebugVertex, position, color);
/// renders debug wireframes from the shared buffer
pub struct DebugWireframeRenderingSystem {
program: Program,
params: glium::DrawParameters<'static>,
}
impl RenderingSystem for DebugWireframeRenderingSystem {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>, _event_loop: &EventLoop<()>) -> Self {
const VERT_SRC: &str = include_shader!("debug_wireframe.vert");
const FRAG_SRC: &str = include_shader!("debug_wireframe.frag");
let program = Program::from_source(display, VERT_SRC, FRAG_SRC, None).unwrap();
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: false,
..Default::default()
},
line_width: Some(1.0),
..Default::default()
};
Self { program, params }
}
fn render(&mut self, ctx: &mut RenderingContext) {
let debug_wireframes = ctx.debug_wireframes.borrow();
if !debug_wireframes.enabled || debug_wireframes.vertices.is_empty() {
return;
}
let cam = match ctx.scene.world.query::<&Camera>().iter().next() {
Some((_, cam)) => *cam,
None => return,
};
let vertices: Vec<DebugVertex> = debug_wireframes.vertices.iter()
.map(|v| DebugVertex { position: v.position, color: v.color })
.collect();
let vbuf = match VertexBuffer::new(ctx.display, &vertices) {
Ok(vb) => vb,
Err(_) => return,
};
let uniforms = uniform! {
view: cam.view().to_cols_array_2d(),
projection: cam.projection().to_cols_array_2d(),
};
ctx.target.draw(
&vbuf,
glium::index::NoIndices(PrimitiveType::LinesList),
&self.program,
&uniforms,
&self.params,
).ok();
}
}

View file

@ -0,0 +1,74 @@
use std::sync::{Arc, Mutex};
use egui::ViewportId;
use glium::{Display, Frame};
use glium::glutin::surface::WindowSurface;
use winit::window::Window;
use crate::RenderingSystem;
use crate::system::RenderingContext;
use egui_glium::EguiGlium;
use winit::event::{Event, WindowEvent};
use winit::event_loop::EventLoop;
use std::cell::Cell;
use std::rc::Rc;
pub struct EguiRenderer {
egui_glium: EguiGlium,
should_egui_receive_input_events: Option<Rc<Cell<bool>>>,
}
impl RenderingSystem for EguiRenderer {
fn initialize(display: &Display<WindowSurface>, window: Arc<Mutex<Window>>, event_loop: &EventLoop<()>) -> Self
where
Self: Sized,
{
let window = window.lock().unwrap();
let egui_glium = EguiGlium::new(ViewportId::ROOT, &display, &window, &event_loop);
Self { egui_glium: egui_glium, should_egui_receive_input_events: None }
}
fn render(&mut self, ctx: &mut RenderingContext) {
if self.should_egui_receive_input_events.is_none() {
self.should_egui_receive_input_events = Some(ctx.should_egui_receive_input_events.clone());
}
let window = ctx.window.lock().unwrap();
self.egui_glium.run(&window, |egui_ctx| {
ctx.egui_queue.borrow_mut().run(egui_ctx);
});
self.egui_glium.paint(ctx.display, ctx.target);
}
fn handle_event(&mut self, window: Arc<Mutex<Window>>, event: Event<()>) {
let window = window.lock().unwrap();
match event {
Event::WindowEvent { event, .. } => {
let should_egui_receive_input_events = match self.should_egui_receive_input_events.as_ref() {
Some(v) => v.get(),
None => true,
};
let should_send_event = if should_egui_receive_input_events {
true
} else {
!matches!(event,
WindowEvent::KeyboardInput { .. } |
WindowEvent::ModifiersChanged(_) |
WindowEvent::CursorMoved { .. } |
WindowEvent::MouseInput { .. } |
WindowEvent::MouseWheel { .. } |
WindowEvent::Touch(_) |
WindowEvent::Ime(_)
)
};
if should_send_event {
let _ = self.egui_glium.on_event(&window, &event);
}
}
_ => {},
}
}
}

View file

@ -1,4 +1,9 @@
mod basic;
pub mod debug_ui;
mod skybox;
mod egui;
mod debug_wireframe;
pub use basic::BasicMeshRenderingSystem;
pub use skybox::SkyboxRenderingSystem;
pub use egui::EguiRenderer;
pub use debug_wireframe::DebugWireframeRenderingSystem;

View file

@ -0,0 +1,157 @@
use std::path::PathBuf;
use std::rc::Rc;
use std::cell::RefCell;
use std::sync::{Arc, Mutex};
use glium::{Display, Program, Surface, VertexBuffer, IndexBuffer, implement_vertex};
use glium::glutin::surface::WindowSurface;
use glium::index::PrimitiveType;
use glium::texture::{RawImage2d, SrgbTexture2d, Texture2d};
use glium::uniform;
use glium::uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction};
use glam::{Mat4, Vec2, Vec3};
use winit::event_loop::EventLoop;
use raidillon_assets::include_shader;
use crate::system::RenderingContext;
use crate::RenderingSystem;
#[derive(Copy, Clone)]
struct SkyboxVertex { position: [f32; 3] }
implement_vertex!(SkyboxVertex, position);
pub struct SkyboxRenderingSystem {
program: Program,
quad_vb: VertexBuffer<SkyboxVertex>,
quad_ib: IndexBuffer<u16>,
/// Equirectangular HDR image, tonemapped to sRGB for skybox view
equirect_srgb: SrgbTexture2d,
/// Dominant light direction estimated from HDRI
light_dir: Vec3,
}
impl SkyboxRenderingSystem {
fn build_cube(display: &Display<WindowSurface>) -> (VertexBuffer<SkyboxVertex>, IndexBuffer<u16>) {
// Unit cube centered at origin
let p = &[
[-1.0, -1.0, -1.0], [ 1.0, -1.0, -1.0], [ 1.0, 1.0, -1.0], [-1.0, 1.0, -1.0], // back
[-1.0, -1.0, 1.0], [ 1.0, -1.0, 1.0], [ 1.0, 1.0, 1.0], [-1.0, 1.0, 1.0], // front
];
let verts = vec![
SkyboxVertex { position: p[0] }, SkyboxVertex { position: p[1] }, SkyboxVertex { position: p[2] }, SkyboxVertex { position: p[3] }, // back
SkyboxVertex { position: p[4] }, SkyboxVertex { position: p[5] }, SkyboxVertex { position: p[6] }, SkyboxVertex { position: p[7] }, // front
];
let idx: [u16; 36] = [
// back face
0,1,2, 2,3,0,
// front face
4,6,5, 6,4,7,
// left face
0,3,7, 7,4,0,
// right face
1,5,6, 6,2,1,
// bottom face
0,4,5, 5,1,0,
// top face
3,2,6, 6,7,3,
];
(
VertexBuffer::new(display, &verts).unwrap(),
IndexBuffer::new(display, PrimitiveType::TrianglesList, &idx).unwrap(),
)
}
fn load_hdr_equirect_and_analyze(display: &Display<WindowSurface>, path: &std::path::Path) -> (SrgbTexture2d, Vec3) {
// Use image crate to decode EXR as f32 RGB
let dyn_img = image::ImageReader::open(path).expect("open exr").with_guessed_format().expect("guess format").decode().expect("decode exr");
let hdr = dyn_img.to_rgb32f();
let (width, height) = hdr.dimensions();
let width = width as usize; let height = height as usize;
let mut dir_accum = Vec3::ZERO;
let mut weight_sum = 0.0f32;
for y in 0..height {
let v = (y as f32 + 0.5) / height as f32;
let theta = (v - 0.5) * std::f32::consts::PI;
let lat_weight = theta.cos().max(0.0);
for x in 0..width {
let u = (x as f32 + 0.5) / width as f32;
let phi = (u - 0.5) * 2.0 * std::f32::consts::PI;
let px = hdr.get_pixel(x as u32, y as u32).0;
let rgb = Vec3::new(px[0], px[1], px[2]);
let lum = 0.2126*rgb.x + 0.7152*rgb.y + 0.0722*rgb.z;
if lum > 0.0 {
let dir = Vec3::new(phi.cos()*theta.cos(), theta.sin(), phi.sin()*theta.cos());
let w = lum * lat_weight;
dir_accum += dir * w;
weight_sum += w;
}
}
}
let mut light_dir = if weight_sum > 0.0 { dir_accum / weight_sum } else { Vec3::new(0.0, -1.0, 0.0) };
if light_dir.length_squared() < 1e-6 { light_dir = Vec3::new(0.0,-1.0,0.0); }
light_dir = light_dir.normalize();
// Tonemap to sRGB
let mut srgb_bytes = Vec::with_capacity(width*height*4);
for y in 0..height {
for x in 0..width {
let px = hdr.get_pixel(x as u32, y as u32).0;
let mapped = Vec3::new(px[0], px[1], px[2]) / (Vec3::new(px[0], px[1], px[2]) + Vec3::ONE);
let srgb = mapped.powf(1.0/2.2);
srgb_bytes.extend_from_slice(&[
(srgb.x.clamp(0.0,1.0)*255.0) as u8,
(srgb.y.clamp(0.0,1.0)*255.0) as u8,
(srgb.z.clamp(0.0,1.0)*255.0) as u8,
255u8,
]);
}
}
let raw = RawImage2d::from_raw_rgba(srgb_bytes, (width as u32, height as u32));
let tex = SrgbTexture2d::new(display, raw).unwrap();
(tex, light_dir)
}
}
impl RenderingSystem for SkyboxRenderingSystem {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>) -> Self {
const VERT_SRC: &str = include_shader!("skybox.vert");
const FRAG_SRC: &str = include_shader!("skybox.frag");
let program = Program::from_source(display, VERT_SRC, FRAG_SRC, None).unwrap();
let (quad_vb, quad_ib) = Self::build_cube(display);
// Load EXR from assets/exr
let manifest_dir = env!("CARGO_MANIFEST_DIR");
let path = std::path::Path::new(manifest_dir).join("../assets/exr/citrus_orchard_road_puresky_4k.exr");
let (equirect_srgb, light_dir) = Self::load_hdr_equirect_and_analyze(display, &path);
Self { program, quad_vb, quad_ib, equirect_srgb, light_dir }
}
fn render(&mut self, ctx: &mut RenderingContext) {
// Provide view and projection without translation for skybox
let cam = match ctx.scene.world.query::<&raidillon_platform::Camera>().iter().next() {
Some((_, cam)) => *cam,
None => return,
};
let mut view = cam.view();
// remove translation from view matrix (only orientation)
view.col_mut(3).x = 0.0; view.col_mut(3).y = 0.0; view.col_mut(3).z = 0.0;
let mut sampler = self.equirect_srgb.sampled();
sampler = sampler.wrap_function(SamplerWrapFunction::Repeat);
sampler = sampler.minify_filter(MinifySamplerFilter::Linear);
sampler = sampler.magnify_filter(MagnifySamplerFilter::Linear);
let uniforms = uniform! {
view: view.to_cols_array_2d(),
projection: cam.projection().to_cols_array_2d(),
equirect: sampler,
};
let params = glium::DrawParameters { depth: glium::Depth { test: glium::draw_parameters::DepthTest::IfLessOrEqual, write: false, ..Default::default() }, ..Default::default() };
ctx.target.draw(&self.quad_vb, &self.quad_ib, &self.program, &uniforms, &params).ok();
// Share light direction with following passes
ctx.env_light_dir = self.light_dir;
}
}
// Provide a getter for light direction for other systems
impl SkyboxRenderingSystem {
pub fn light_direction(&self) -> Vec3 { self.light_dir }
}

View file

@ -1,19 +1,28 @@
use std::any::TypeId;
use std::cell::RefCell;
use std::rc::Rc;
use std::sync::{Arc, Mutex};
use indexmap::IndexMap;
use glium::{Display, Frame};
use glium::glutin::surface::WindowSurface;
use raidillon_assets::ModelManagerRef;
use raidillon_core::DebugUIBuffer;
use raidillon_core::{define_typemap, EguiQueue};
use raidillon_core::scene::Scene;
use raidillon_platform::DebugWireframesRef;
use glam::Vec3;
use winit::event_loop::EventLoop;
use std::cell::Cell;
pub struct RenderingContext<'a> {
pub scene: &'a Scene,
pub target: &'a mut Frame,
pub window: &'a mut glium::winit::window::Window,
pub window: Arc<Mutex<glium::winit::window::Window>>,
pub display: &'a Display<WindowSurface>,
pub asset_manager: ModelManagerRef,
pub debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
pub egui_queue: Rc<RefCell<EguiQueue>>,
pub debug_wireframes: DebugWireframesRef,
pub env_light_dir: Vec3,
pub should_egui_receive_input_events: Rc<Cell<bool>>
}
/// The internal "rendering system" trait of glium_platform.
@ -21,17 +30,19 @@ pub struct RenderingContext<'a> {
pub trait RenderingSystem {
fn handle_event(
&mut self,
_window: &mut glium::winit::window::Window,
_window: Arc<Mutex<glium::winit::window::Window>>,
_event: winit::event::Event<()>,
) {
}
fn prepare_frame(&mut self, _window: &mut glium::winit::window::Window) {}
fn prepare_frame(&mut self, _window: Arc<Mutex<glium::winit::window::Window>>) {}
fn render(&mut self, ctx: &mut RenderingContext);
fn initialize(display: &Display<WindowSurface>, window: &glium::winit::window::Window) -> Self
fn initialize(display: &Display<WindowSurface>, window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>) -> Self
where
Self: Sized;
}
// define_typemap!(RenderingSystemManager, RenderingSystem);
pub struct RenderingSystemManager {
pub systems: IndexMap<TypeId, Box<dyn RenderingSystem>>,
}
@ -43,11 +54,11 @@ impl RenderingSystemManager {
}
}
pub fn add<R>(&mut self, display: &Display<WindowSurface>, window: &glium::winit::window::Window)
pub fn add<R>(&mut self, display: &Display<WindowSurface>, window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>)
where
R: RenderingSystem + 'static,
{
let system = R::initialize(display, window);
let system = R::initialize(display, window, event_loop);
self.systems.insert(TypeId::of::<R>(), Box::new(system));
}

9
physics/Cargo.toml Normal file
View file

@ -0,0 +1,9 @@
[package]
name = "raidillon_physics"
version = "0.1.0"
edition = "2024"
[dependencies]
rapier3d = "0.30.1"
raidillon_ecs = { path = "../ecs" }
glam = "0.30.8"

3
physics/src/lib.rs Normal file
View file

@ -0,0 +1,3 @@
mod physics;
pub use crate::physics::Physics;

82
physics/src/physics.rs Normal file
View file

@ -0,0 +1,82 @@
use glam::{Quat, Vec3};
use rapier3d::na::{Quaternion, UnitQuaternion};
use rapier3d::prelude::*;
use raidillon_ecs::Transform;
/// Tiny wrapper around rapier3d.
pub struct Physics {
pub rigid_body_set: RigidBodySet,
pub collider_set: ColliderSet,
physics_pipeline: PhysicsPipeline,
island_manager: IslandManager,
pub broad_phase: DefaultBroadPhase,
pub narrow_phase: NarrowPhase,
impulse_joint_set: ImpulseJointSet,
multibody_joint_set: MultibodyJointSet,
ccd_solver: CCDSolver,
gravity: Vector<f32>,
integration_parameters: IntegrationParameters,
}
impl Default for Physics {
fn default() -> Self {
Self {
gravity: vector![0.0, -9.81, 0.0],
rigid_body_set: Default::default(),
collider_set: Default::default(),
physics_pipeline: Default::default(),
island_manager: Default::default(),
broad_phase: Default::default(),
narrow_phase: Default::default(),
impulse_joint_set: Default::default(),
multibody_joint_set: Default::default(),
ccd_solver: Default::default(),
integration_parameters: Default::default(),
}
}
}
impl Physics {
pub fn step(&mut self, dt: f32) {
self.integration_parameters.dt = dt;
self.physics_pipeline.step(
&self.gravity,
&self.integration_parameters,
&mut self.island_manager,
&mut self.broad_phase,
&mut self.narrow_phase,
&mut self.rigid_body_set,
&mut self.collider_set,
&mut self.impulse_joint_set,
&mut self.multibody_joint_set,
&mut self.ccd_solver,
&(),
&(),
);
}
pub fn add_rigid_body(&mut self, kind: RigidBodyType, transform: Transform, collider: Collider) -> RigidBodyHandle {
let rb = RigidBodyBuilder::new(kind)
.translation(vector![transform.translation.x, transform.translation.y, transform.translation.z])
.build();
let rb_handle = self.rigid_body_set.insert(rb);
self.collider_set.insert_with_parent(collider, rb_handle, &mut self.rigid_body_set);
rb_handle
}
pub fn get_rigid_body(&self, handle: RigidBodyHandle) -> Option<&RigidBody> {
self.rigid_body_set.get(handle)
}
pub fn get_rigid_body_mut(&mut self, handle: RigidBodyHandle) -> Option<&mut RigidBody> {
self.rigid_body_set.get_mut(handle)
}
pub fn rapier_translation_to_glam(v: &Vector<f32>) -> Vec3 {
Vec3::new(v.x, v.y, v.z)
}
pub fn rapier_rotation_to_glam(r: &UnitQuaternion<f32>) -> Quat {
Quat::from_xyzw(r.i, r.j, r.k, r.w)
}
}

View file

@ -8,3 +8,5 @@ winit = "0.30.12"
raidillon_core = { path = "../core" }
raidillon_assets = { path = "../asset" }
glam = "0.30.5"
serde = { version = "1.0.228", features = ["derive"] }
toml = "0.9.8"

86
platform/src/context.rs Normal file
View file

@ -0,0 +1,86 @@
use std::cell::Cell;
use std::{cell::RefCell, rc::Rc};
use std::sync::{Arc, Mutex, RwLock};
use winit::event::Event;
use raidillon_assets::ModelManagerRef;
use raidillon_core::EguiQueue;
use crate::settings::Settings;
/// a single debug wireframe vertex with position and color
#[derive(Clone, Copy)]
pub struct DebugWireframeVertex {
pub position: [f32; 3],
pub color: [f32; 4],
}
/// shared buffer for debug wireframe rendering
#[derive(Clone, Default)]
pub struct DebugWireframes {
pub vertices: Vec<DebugWireframeVertex>,
pub enabled: bool,
}
impl DebugWireframes {
pub fn new() -> Self {
Self { vertices: Vec::new(), enabled: true }
}
pub fn clear(&mut self) {
self.vertices.clear();
}
/// add a single line segment
pub fn add_line(&mut self, start: [f32; 3], end: [f32; 3], color: [f32; 4]) {
self.vertices.push(DebugWireframeVertex { position: start, color });
self.vertices.push(DebugWireframeVertex { position: end, color });
}
/// add a wireframe box from min/max corners
pub fn add_box(&mut self, min: [f32; 3], max: [f32; 3], color: [f32; 4]) {
let [x0, y0, z0] = min;
let [x1, y1, z1] = max;
// bottom face edges
self.add_line([x0, y0, z0], [x1, y0, z0], color);
self.add_line([x1, y0, z0], [x1, y0, z1], color);
self.add_line([x1, y0, z1], [x0, y0, z1], color);
self.add_line([x0, y0, z1], [x0, y0, z0], color);
// top face edges
self.add_line([x0, y1, z0], [x1, y1, z0], color);
self.add_line([x1, y1, z0], [x1, y1, z1], color);
self.add_line([x1, y1, z1], [x0, y1, z1], color);
self.add_line([x0, y1, z1], [x0, y1, z0], color);
// vertical edges
self.add_line([x0, y0, z0], [x0, y1, z0], color);
self.add_line([x1, y0, z0], [x1, y1, z0], color);
self.add_line([x1, y0, z1], [x1, y1, z1], color);
self.add_line([x0, y0, z1], [x0, y1, z1], color);
}
}
pub type DebugWireframesRef = Rc<RefCell<DebugWireframes>>;
#[derive(Clone)]
pub struct PlatformContext {
pub current_event: Event<()>,
pub asset_manager: ModelManagerRef,
pub frame_width: f32,
pub frame_height: f32,
pub time_ctx: TimeContext,
pub window: Arc<Mutex<winit::window::Window>>,
pub egui_queue: Rc<RefCell<EguiQueue>>,
pub settings: Arc<RwLock<Settings>>,
/// shared debug wireframe buffer
pub debug_wireframes: DebugWireframesRef,
/// sets whether or not egui will receive input events
pub should_egui_receive_input_events: Rc<Cell<bool>>,
}
#[derive(Clone)]
pub struct TimeContext {
pub frame_dt: f32,
pub fixed_dt: f32,
pub alpha: f32,
}

View file

@ -1,6 +1,9 @@
pub mod platform;
mod camera;
mod event;
pub mod context;
pub mod settings;
pub use platform::Platform;
pub use camera::Camera;
pub use raidillon_core::context::PlatformContext;
pub use context::{PlatformContext, TimeContext, DebugWireframes, DebugWireframesRef, DebugWireframeVertex};

View file

@ -1,8 +1,7 @@
use raidillon_assets::ModelManager;
use raidillon_core::engine::EngineTrait;
use crate::PlatformContext;
use raidillon_core::engine::EngineTrait;
pub trait Platform<E: EngineTrait> {
pub trait Platform<E: EngineTrait<PlatformCtx = PlatformContext>> {
/// Initialize platform.
fn initialize(engine: E, title: String, width: u32, height: u32) -> Self;
fn run(self);

166
platform/src/settings.rs Normal file
View file

@ -0,0 +1,166 @@
use winit::monitor::{MonitorHandle, VideoModeHandle};
use winit::window::{Fullscreen, Window};
use serde::{Serialize, Deserialize};
use std::error::Error;
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
pub fn default_config_path() -> PathBuf {
let exe_path = std::env::current_exe().unwrap();
let exe_dir = exe_path
.parent()
.ok_or_else(|| std::io::Error::new(std::io::ErrorKind::Other, "executable has no parent")).unwrap();
exe_dir.join("settings.toml")
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize, Default)]
#[serde(rename_all = "snake_case")]
pub enum WindowMode {
BorderlessFullscreen,
ExclusiveFullscreen,
#[default]
Windowed,
}
#[derive(Debug, Default, Serialize, Deserialize)]
pub struct Settings {
pub display_settings: DisplaySettings,
}
impl Settings {
pub fn load_from_file(path: impl AsRef<Path>) -> Result<Self, Box<dyn Error>> {
let path = path.as_ref();
let text = fs::read_to_string(path)?;
let settings: Settings = toml::from_str(&text)?;
Ok(settings)
}
pub fn save_to_file(&self, path: impl AsRef<Path>) -> Result<(), Box<dyn Error>> {
let path = path.as_ref();
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let toml_str = toml::to_string_pretty(self)?;
fs::write(path, toml_str)?;
Ok(())
}
pub fn load_or_default(path: impl AsRef<Path>) -> Result<Self, Box<dyn Error>> {
let path = path.as_ref();
match fs::read_to_string(path) {
Ok(text) => {
let settings: Settings = toml::from_str(&text)?;
Ok(settings)
}
Err(err) if err.kind() == io::ErrorKind::NotFound => {
let settings = Settings::default();
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let toml_str = toml::to_string_pretty(&settings)?;
fs::write(path, toml_str)?;
Ok(settings)
}
Err(err) => Err(Box::new(err)),
}
}
}
#[derive(Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct DisplaySettings {
pub fullscreen_mode: WindowMode,
#[serde(skip)]
pub dirty: bool,
}
impl Default for DisplaySettings {
fn default() -> Self {
Self {
fullscreen_mode: WindowMode::Windowed,
dirty: false,
}
}
}
impl DisplaySettings {
pub fn apply(&self, window: &Window) {
// apply fullscreen mode
match self.fullscreen_mode {
WindowMode::BorderlessFullscreen => {
let monitor = window.current_monitor().or_else(|| window.primary_monitor());
window.set_fullscreen(Some(Fullscreen::Borderless(monitor)));
}
WindowMode::ExclusiveFullscreen => {
let monitor = window.current_monitor().or_else(|| window.primary_monitor());
match monitor {
Some(monitor) => {
if let Some(video_mode) = pick_best_video_mode(&monitor) {
window.set_fullscreen(Some(Fullscreen::Exclusive(video_mode)));
} else {
// fallback to borderless
window.set_fullscreen(Some(Fullscreen::Borderless(Some(monitor))));
}
}
None => {
// no monitor info, fallback to windowed
window.set_fullscreen(None);
}
}
}
WindowMode::Windowed => {
window.set_fullscreen(None);
},
}
}
}
fn pick_best_video_mode(monitor: &MonitorHandle) -> Option<VideoModeHandle> {
let target_size = monitor.size();
let mut best_native: Option<VideoModeHandle> = None;
let mut best_any: Option<VideoModeHandle> = None;
for mode in monitor.video_modes() {
if mode.size() == target_size {
let replace = match best_native.as_ref() {
None => true,
Some(best) => {
(mode.refresh_rate_millihertz(), mode.bit_depth())
> (best.refresh_rate_millihertz(), best.bit_depth())
}
};
if replace {
best_native = Some(mode.clone());
}
}
let replace = match best_any.as_ref() {
None => true,
Some(best) => is_better_video_mode(&mode, best),
};
if replace {
best_any = Some(mode);
}
}
best_native.or(best_any)
}
fn is_better_video_mode(a: &VideoModeHandle, b: &VideoModeHandle) -> bool {
let a_size = a.size();
let b_size = b.size();
let a_area = u64::from(a_size.width) * u64::from(a_size.height);
let b_area = u64::from(b_size.width) * u64::from(b_size.height);
match a_area.cmp(&b_area) {
std::cmp::Ordering::Greater => true,
std::cmp::Ordering::Less => false,
std::cmp::Ordering::Equal => {
(a.refresh_rate_millihertz(), a.bit_depth()) > (b.refresh_rate_millihertz(), b.bit_depth())
}
}
}