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24 commits

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
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
46 changed files with 2839 additions and 948 deletions

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@ -7,5 +7,5 @@ members = [
"game", "game",
"ecs", "ecs",
"engine", "engine",
"physics", "physics", "app",
] ]

661
LICENSE Normal file
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@ -0,0 +1,661 @@
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15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(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
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
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
app/Cargo.toml Normal file
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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,
};

BIN
assets/models/checkered-sphere.glb (Stored with Git LFS) Normal file

Binary file not shown.

View file

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

View file

@ -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

@ -6,7 +6,7 @@ in vec3 v_position;
out vec4 frag_color; out vec4 frag_color;
uniform vec3 u_light; uniform vec3 u_light; // direction TO the light (normalized)
uniform sampler2D tex; 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)
@ -14,20 +14,29 @@ void main() {
// Combine base texture (or constant white) with colour factor supplied by CPU. // Combine base texture (or constant white) with colour factor supplied by CPU.
vec3 base_col = texture(tex, v_tex).rgb * color; vec3 base_col = texture(tex, v_tex).rgb * color;
vec3 ambient_color = base_col * 0.2; vec3 N = normalize(v_normal);
vec3 diffuse_color = base_col * 0.6; vec3 L = normalize(u_light);
vec3 specular_color = vec3(1.0);
// u_light is the direction **from the light towards the fragment**. // Classic Blinn-Phong lighting
float diffuse = max(dot(normalize(v_normal), normalize(u_light)), 0.0); // Ambient: always present
vec3 ambient = base_col * 0.15;
vec3 camera_dir = normalize(-v_position); // Diffuse: N dot L, clamped
vec3 half_dir = normalize(normalize(u_light) + camera_dir); float NdotL = max(dot(N, L), 0.0);
float specular = pow(max(dot(half_dir, normalize(v_normal)), 0.0), 16.0); 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)); result = pow(result, vec3(1.0 / 2.2));
frag_color = vec4(result, 1.0); frag_color = vec4(result, 1.0);

View file

@ -9,15 +9,19 @@ uniform sampler2D equirect;
const vec2 inv_atan = vec2(0.15915494309, 0.31830988618); const vec2 inv_atan = vec2(0.15915494309, 0.31830988618);
vec2 sample_spherical_map(vec3 v) { 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 *= inv_atan;
uv += 0.5; uv += 0.5;
uv.x = fract(uv.x);
return uv; return uv;
} }
void main() { void main() {
vec2 uv = sample_spherical_map(normalize(direction)); vec2 uv = sample_spherical_map(normalize(direction));
uv.y = 1.0 - uv.y; 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; vec3 color = texture(equirect, uv).rgb;
frag_color = vec4(color, 1.0); frag_color = vec4(color, 1.0);
} }

View file

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

View file

@ -1,50 +0,0 @@
pub enum UICommand {
Text(String),
Separator,
SliderF32 { label: String, min: f32, max: f32, value: std::rc::Rc<std::cell::RefCell<f32>> },
}
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 slider_f32<T: Into<String>>(&mut self, label: T, min: f32, max: f32, value: std::rc::Rc<std::cell::RefCell<f32>>) {
self.cmds.push(UICommand::SliderF32 { label: label.into(), min, max, value });
}
// End of commands
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();
}
UICommand::SliderF32 { label, min, max, value } => {
let mut v = value.borrow_mut();
ui.slider_config(label.as_str(), *min, *max).build(&mut *v);
}
}
}
}
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

@ -1,6 +1,3 @@
use std::cell::RefCell;
use std::rc::Rc;
use crate::DebugUIBuffer;
use crate::scene::Scene; use crate::scene::Scene;
pub trait EngineTrait { pub trait EngineTrait {
@ -12,7 +9,4 @@ pub trait EngineTrait {
fn handle_event(&mut self, platform_context: Self::PlatformCtx); fn handle_event(&mut self, platform_context: Self::PlatformCtx);
fn current_scene_mut(&mut self) -> &mut Scene; fn current_scene_mut(&mut self) -> &mut Scene;
fn current_scene(&self) -> &Scene; fn current_scene(&self) -> &Scene;
fn get_debug_ui_buffer(&self) -> &DebugUIBuffer;
fn reset_debug_ui_buffer(&mut self);
// fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Self::Scene, &DebugUIBuffer);
} }

View file

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

View file

@ -1,6 +1,6 @@
use std::collections::HashMap; use std::collections::HashMap;
use std::path::{Path, PathBuf}; use std::path::{Path, PathBuf};
use crate::{define_typemap, DebugUIBuffer}; use crate::{define_typemap};
pub struct Scene { pub struct Scene {
pub title: String, pub title: String,
@ -23,10 +23,7 @@ impl Scene {
s s
} }
pub fn load_default_resources(&mut self) { pub fn load_default_resources(&mut self) {}
let dbg = DebugUIBuffer::new();
self.resources.insert(dbg);
}
} }
impl Scene {} impl Scene {}
@ -43,7 +40,7 @@ impl AsMut<Scene> for Scene {
} }
} }
type SceneID = &'static str; pub type SceneID = &'static str;
pub struct SceneManager { pub struct SceneManager {
scenes: HashMap<SceneID, Scene>, scenes: HashMap<SceneID, Scene>,

View file

@ -12,3 +12,4 @@ winit = "0.30.12"
hecs = "0.10.5" hecs = "0.10.5"
indexmap = "2.10.0" indexmap = "2.10.0"
glam = "0.30.8" glam = "0.30.8"
egui = "0.33.2"

View file

@ -3,7 +3,7 @@ use std::rc::Rc;
use raidillon_core::scene::{Scene, SceneManager}; use raidillon_core::scene::{Scene, SceneManager};
use crate::system::{SystemContext, SystemManager}; use crate::system::{SystemContext, SystemManager};
use raidillon_platform::PlatformContext; use raidillon_platform::PlatformContext;
use raidillon_core::{define_typemap, DebugUIBuffer}; use raidillon_core::{define_typemap};
use raidillon_core::engine::EngineTrait; use raidillon_core::engine::EngineTrait;
use crate::input::InputState; use crate::input::InputState;
use crate::resources::EngineResources; use crate::resources::EngineResources;
@ -50,7 +50,6 @@ impl EngineTrait for Engine {
/// Update the engine /// Update the engine
fn frame_update(&mut self, platform_context: PlatformContext) { fn frame_update(&mut self, platform_context: PlatformContext) {
self.scene_manager.current_mut().resources.get_mut::<DebugUIBuffer>().unwrap().reset_buffer();
self.resources.insert(platform_context); self.resources.insert(platform_context);
for system in self.system_manager.systems.values_mut() { for system in self.system_manager.systems.values_mut() {
@ -86,17 +85,4 @@ impl EngineTrait for Engine {
fn current_scene(&self) -> &Scene { fn current_scene(&self) -> &Scene {
self.scene_manager.current() self.scene_manager.current()
} }
fn get_debug_ui_buffer(&self) -> &DebugUIBuffer {
self.scene_manager.current().resources.get::<DebugUIBuffer>().unwrap()
}
fn reset_debug_ui_buffer(&mut self) {
self.scene_manager.current_mut().resources.get_mut::<DebugUIBuffer>().unwrap().reset_buffer();
}
// fn scene_and_debug_ui_buffer_mut(&mut self) -> (&mut Scene, &DebugUIBuffer) {
// let (sm, dub) = (&mut self.scene_manager, self.scene_manager.current().resources.get::<DebugUIBuffer>().unwrap());
// (sm.current_mut(), dub)
// }
} }

View file

@ -1,6 +1,5 @@
use indexmap::IndexMap; use indexmap::IndexMap;
use raidillon_core::scene::Scene; use raidillon_core::scene::Scene;
use raidillon_core::DebugUIBuffer;
use raidillon_platform::PlatformContext; use raidillon_platform::PlatformContext;
use std::any::TypeId; use std::any::TypeId;
use std::cell::RefCell; use std::cell::RefCell;
@ -11,7 +10,6 @@ use crate::resources::EngineResources;
pub struct SystemContext<'a> { pub struct SystemContext<'a> {
pub scene: &'a mut Scene, pub scene: &'a mut Scene,
pub platform_context: PlatformContext, pub platform_context: PlatformContext,
pub debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
pub input_state: Rc<RefCell<InputState>>, pub input_state: Rc<RefCell<InputState>>,
} }

View file

@ -3,19 +3,10 @@ name = "raidillon_game"
version = "0.1.0" version = "0.1.0"
edition = "2024" edition = "2024"
[features]
default = ["glium"]
glium = ["raidillon_glium"]
[dependencies] [dependencies]
raidillon_core = { path = "../core" } raidillon_app = { path = "../app", features = ["glium"] }
raidillon_platform = { path = "../platform" }
raidillon_assets = { path = "../asset" }
raidillon_ecs = { path = "../ecs" }
raidillon_engine = { path = "../engine" }
raidillon_physics = { path = "../physics" }
raidillon_glium = { path = "../glium_platform", optional = true }
glam = "0.30.5" glam = "0.30.5"
winit = "0.30.12" winit = "0.30.12"
rapier3d = "0.30.1" rapier3d = "0.30.1"
hecs = "0.10.5" hecs = "0.10.5"
egui = "0.33.2"

View file

@ -1,28 +1,18 @@
use raidillon_app::prelude::*;
mod systems; mod systems;
use std::fmt::format;
use glam::{Quat, Vec3}; use glam::{Quat, Vec3};
use rapier3d::dynamics::{CoefficientCombineRule, RigidBodyType}; use rapier3d::dynamics::{CoefficientCombineRule, RigidBodyType};
use rapier3d::prelude::ColliderBuilder; use rapier3d::prelude::ColliderBuilder;
use raidillon_engine::{Engine, system::System, EngineResources, InputState}; use winit::event::{Event, WindowEvent};
use raidillon_engine::system::SystemContext;
use raidillon_platform::{Platform, Camera, PlatformContext};
use raidillon_assets::model_path;
use raidillon_core::engine::EngineTrait;
use raidillon_ecs::components::{CameraMode, CharacterBodyComponent, ModelHandle, RigidBodyComponent};
use raidillon_ecs::Transform;
use raidillon_core::scene::Scene;
#[cfg(feature = "glium")]
use raidillon_glium::GliumPlatform;
use winit::event::{ElementState, Event, WindowEvent};
use winit::event::DeviceEvent::MouseMotion;
use winit::keyboard::{KeyCode, PhysicalKey};
use raidillon_core::DebugUIBuffer;
use systems::debug_camera::FPSDebugCameraSystem; use systems::debug_camera::FPSDebugCameraSystem;
use raidillon_glium::RenderingSystem; use crate::systems::common::should_draw_menu;
use raidillon_physics::Physics; use crate::systems::{
use crate::systems::{KeybindsSystem, KinematicCharacterController, PhysicsSystem}; DisplaySettings, KeybindsSystem, KinematicCharacterController, MenuSystem, PhysicsSystem,
PhysicsDebugSystem,
};
const TEST_GLTF: &str = "sphere.glb"; const TEST_GLTF: &str = "checkered-sphere.glb";
const PLANE_GLTF: &str = "plane.glb"; const PLANE_GLTF: &str = "plane.glb";
const MAIN_SCENE_ID: &str = "main_scene"; const MAIN_SCENE_ID: &str = "main_scene";
@ -46,9 +36,9 @@ impl System for UpdateAspectRatioSystem {
} }
#[derive(Default)] #[derive(Default)]
struct RenderingTestSystem; struct MainSystem;
impl System for RenderingTestSystem { impl System for MainSystem {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone(); let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone();
let physics = scene.resources.get_mut::<Physics>().expect("Physics missing"); let physics = scene.resources.get_mut::<Physics>().expect("Physics missing");
@ -102,51 +92,49 @@ impl System for RenderingTestSystem {
} }
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap(); let (
let input = res.get::<InputState>().unwrap(); pctx,
let dbg_ui = scene.resources.get_mut::<DebugUIBuffer>().unwrap(); input,
) = res.get_many_mut::<(
dbg_ui.text("Hello World!".to_owned()); PlatformContext,
dbg_ui.text(format!("Frame Delta: {}", pctx.time_ctx.frame_dt)); InputState,
dbg_ui.text(format!("Fixed Delta: {}", pctx.time_ctx.fixed_dt)); )>().unwrap();
dbg_ui.text(format!("FPS: {}", 1.0 / pctx.time_ctx.frame_dt));
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() { for (_ent, (tr, ch_component)) in scene.world.query::<(&Transform, &CharacterBodyComponent)>().iter() {
dbg_ui.text(format!("Character POS: {}", tr.translation)); 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() { fn main() {
let mut engine = Engine::new(); raidillon_app::App::new()
// Define systems .add_system::<PhysicsSystem>()
engine.system_manager.add::<PhysicsSystem>(); .add_system::<PhysicsDebugSystem>()
engine.system_manager.add::<KeybindsSystem>(); .add_system::<KeybindsSystem>()
engine.system_manager.add::<KinematicCharacterController>(); .add_system::<KinematicCharacterController>()
engine.system_manager.add::<FPSDebugCameraSystem>(); .add_system::<FPSDebugCameraSystem>()
engine.system_manager.add::<RenderingTestSystem>(); .add_system::<MenuSystem>()
engine.system_manager.add::<UpdateAspectRatioSystem>(); .add_system::<DisplaySettings>()
// engine.system_manager.add::<InputTestSystem>(); .add_system::<MainSystem>()
.add_system::<UpdateAspectRatioSystem>()
// Set up the scene .add_scene(MAIN_SCENE_ID, Scene::new(MAIN_SCENE_ID.to_owned(), None))
let main_scene = Scene::new( .set_active_scene(MAIN_SCENE_ID)
MAIN_SCENE_ID.to_owned(), .run("Raidillon".to_string(), 2560, 1080);
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(),
2560,
1080,
);
platform.run()
};
#[cfg(not(any(feature = "glium")))]
compile_error!("No platform feature enabled.");
} }

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

@ -1,19 +1,15 @@
use raidillon_engine::system::{System, SystemContext};
use glam::{Quat, Vec3}; use glam::{Quat, Vec3};
use winit::event::DeviceEvent::MouseMotion; use winit::event::DeviceEvent::MouseMotion;
use winit::event::{ElementState, Event, MouseButton, WindowEvent}; use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey}; use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode; use winit::window::CursorGrabMode;
use raidillon_assets::model_path; use raidillon_app::prelude::*;
use raidillon_platform::{Camera, PlatformContext};
use raidillon_engine::InputState; use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
use raidillon_engine::EngineResources; use crate::systems::menu::MenuState;
use raidillon_core::scene::Scene;
use raidillon_ecs::components::CameraMode;
pub struct FPSDebugCameraSystem { pub struct FPSDebugCameraSystem {
mouse_delta: (f64, f64), mouse_delta: (f64, f64),
mouse_enabled: bool,
position: Vec3, position: Vec3,
yaw: f32, yaw: f32,
pitch: f32, pitch: f32,
@ -25,7 +21,6 @@ impl Default for FPSDebugCameraSystem {
fn default() -> Self { fn default() -> Self {
Self { Self {
mouse_delta: Default::default(), mouse_delta: Default::default(),
mouse_enabled: Default::default(),
position: Vec3::new(0.0, 0.0, 2.0), position: Vec3::new(0.0, 0.0, 2.0),
yaw: -90.0, yaw: -90.0,
pitch: 0.0, pitch: 0.0,
@ -37,7 +32,7 @@ impl Default for FPSDebugCameraSystem {
impl System for FPSDebugCameraSystem { impl System for FPSDebugCameraSystem {
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) { if !(is_camera_mode_valid(scene, CameraMode::Debug) && is_mouse_look_enabled(scene)) {
return return
} }
let pctx = res.get::<PlatformContext>().unwrap(); let pctx = res.get::<PlatformContext>().unwrap();
@ -52,51 +47,23 @@ impl System for FPSDebugCameraSystem {
_ => {} _ => {}
} }
}, },
Event::WindowEvent { event, .. } => match event {
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Right {
// blood and tear
let window = pctx.window.lock().unwrap();
match state {
ElementState::Pressed => {
if window
.set_cursor_grab(CursorGrabMode::Confined)
.or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked))
.is_ok()
{
window.set_cursor_visible(false);
self.mouse_enabled = true;
}
}
ElementState::Released => {
let _ = window.set_cursor_grab(CursorGrabMode::None);
window.set_cursor_visible(true);
self.mouse_enabled = false;
}
}
}
}
_ => {},
},
_ => {}, _ => {},
} }
} }
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) {
return
}
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap(); let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
if self.mouse_enabled { if is_mouse_look_enabled(scene) {
self.yaw += self.mouse_delta.0 as f32 * self.sensitivity; self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity; self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
self.pitch = self.pitch.clamp(-89.0, 89.0); self.pitch = self.pitch.clamp(-89.0, 89.0);
} }
let front = self.front(); let front = camera_front(self.yaw, self.pitch);
let right_vec = front.cross(Vec3::Y).normalize(); let right_vec = front.cross(Vec3::Y).normalize();
if is_mouse_look_enabled(scene) {
if input.key_held(KeyCode::KeyW) { if input.key_held(KeyCode::KeyW) {
self.position += front * pctx.time_ctx.frame_dt * self.speed; self.position += front * pctx.time_ctx.frame_dt * self.speed;
} }
@ -109,32 +76,14 @@ impl System for FPSDebugCameraSystem {
if input.key_held(KeyCode::KeyD) { if input.key_held(KeyCode::KeyD) {
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed; 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)| { scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position; camera.eye = self.position;
camera.center = self.position + front; camera.center = self.position + front;
}); });
}
self.mouse_delta = (0.0, 0.0); self.mouse_delta = (0.0, 0.0);
} }
} }
impl FPSDebugCameraSystem {
pub fn front(&self) -> Vec3 {
let yaw_rad = self.yaw.to_radians();
let pitch_rad = self.pitch.to_radians();
Vec3::new(
yaw_rad.cos() * pitch_rad.cos(),
pitch_rad.sin(),
yaw_rad.sin() * pitch_rad.cos(),
).normalize()
}
fn is_camera_mode_valid(&self, scene: &mut Scene) -> bool {
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.iter()
.next()
.unwrap();
*cam_mode == CameraMode::Debug
}
}

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

@ -1,10 +1,7 @@
use winit::keyboard::KeyCode; use winit::keyboard::KeyCode;
use raidillon_core::DebugUIBuffer; use raidillon_app::prelude::*;
use raidillon_core::scene::Scene;
use raidillon_ecs::components::CameraMode; use crate::systems::{common::should_draw_menu, menu::MenuState};
use raidillon_engine::{EngineResources, InputState};
use raidillon_engine::system::System;
use raidillon_platform::{Camera, PlatformContext};
#[derive(Default)] #[derive(Default)]
pub struct KeybindsSystem { pub struct KeybindsSystem {
@ -24,16 +21,31 @@ impl System for KeybindsSystem {
} }
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let dbg_ui = scene.resources.get_mut::<DebugUIBuffer>().unwrap(); if should_draw_menu(scene) {
let pctx = res.get_mut::<PlatformContext>().unwrap();
dbg_ui.text("F5 to switch camera".to_owned());
let mut q = scene.world.query::<(&Camera, &CameraMode)>(); let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q let (cam_ent, (cam, cam_mode)) = q
.iter() .iter()
.next() .next()
.unwrap(); .unwrap();
dbg_ui.text(format!("Camera Mode: {:?}", cam_mode)); 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)
});
});
}
} }
} }

View file

@ -1,18 +1,15 @@
use glam::{Quat, Vec3}; use glam::{Quat, Vec3};
use rapier3d::prelude::{nalgebra, ColliderBuilder, QueryFilter, RigidBodyBuilder}; use rapier3d::prelude::{nalgebra, ColliderBuilder, QueryFilter, RigidBodyBuilder, RigidBodyType};
use rapier3d::prelude::vector; use rapier3d::prelude::vector;
use raidillon_core::scene::Scene; use rapier3d::control::{CharacterCollision, KinematicCharacterController as RapierKinematicCharacterController};
use raidillon_engine::{EngineResources, InputState};
use raidillon_engine::system::System;
use rapier3d::control::KinematicCharacterController as RapierKinematicCharacterController;
use rapier3d::na::{Isometry3, Vector3}; use rapier3d::na::{Isometry3, Vector3};
use winit::event::DeviceEvent::MouseMotion; use winit::event::DeviceEvent::MouseMotion;
use winit::event::Event; use winit::event::Event;
use winit::keyboard::KeyCode; use winit::keyboard::KeyCode;
use raidillon_ecs::components::{CameraMode, CharacterBodyComponent}; use raidillon_app::prelude::*;
use raidillon_ecs::Transform;
use raidillon_physics::Physics; use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
use raidillon_platform::{Camera, PlatformContext}; use crate::systems::menu::MenuState;
#[derive(Default)] #[derive(Default)]
pub struct KinematicCharacterController { pub struct KinematicCharacterController {
@ -38,7 +35,7 @@ impl System for KinematicCharacterController {
let p = scene.resources.get_mut::<Physics>().expect("Physics missing"); let p = scene.resources.get_mut::<Physics>().expect("Physics missing");
let rb = RigidBodyBuilder::kinematic_position_based().build(); let rb = RigidBodyBuilder::kinematic_position_based().build();
let rb_handle = p.rigid_body_set.insert(rb); let rb_handle = p.rigid_body_set.insert(rb);
self.character_collider = ColliderBuilder::capsule_z(1.5, 1.0); 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); p.collider_set.insert_with_parent(self.character_collider.build(), rb_handle, &mut p.rigid_body_set);
let tr = Transform { let tr = Transform {
translation: Vec3::new(0.0, 2.0, 3.0), translation: Vec3::new(0.0, 2.0, 3.0),
@ -56,14 +53,14 @@ impl System for KinematicCharacterController {
)); ));
self.speed = 5.0; self.speed = 5.0;
self.sensitivity = 0.1; self.sensitivity = 0.05;
self.gravity = -9.81; self.gravity = -9.81;
self.max_fall_speed = -50.0; self.max_fall_speed = -50.0;
self.vertical_velocity = 0.0; self.vertical_velocity = 0.0;
} }
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) { if !is_camera_mode_valid(scene, CameraMode::Kinematic) {
return return
} }
@ -84,18 +81,16 @@ impl System for KinematicCharacterController {
} }
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) { let front = camera_front(self.yaw, self.pitch);
return 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(); let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity; self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity;
self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity; self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity;
self.pitch = self.pitch.clamp(-89.0, 89.0); self.pitch = self.pitch.clamp(-89.0, 89.0);
let front = self.front();
let right_vec = front.cross(Vec3::Y).normalize();
if input.key_held(KeyCode::KeyW) { if input.key_held(KeyCode::KeyW) {
self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed; self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed;
} }
@ -108,7 +103,9 @@ impl System for KinematicCharacterController {
if input.key_held(KeyCode::KeyD) { if input.key_held(KeyCode::KeyD) {
self.desired_movement += right_vec * pctx.time_ctx.frame_dt * self.speed; 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); let pos = Physics::rapier_translation_to_glam(&self.last_position);
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| { scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
@ -116,13 +113,12 @@ impl System for KinematicCharacterController {
camera.eye = pos; camera.eye = pos;
camera.center = pos + front; camera.center = pos + front;
}); });
}
self.mouse_delta = (0.0, 0.0); self.mouse_delta = (0.0, 0.0);
} }
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) { fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) {
return
}
let p = scene.resources.get_mut::<Physics>().unwrap(); let p = scene.resources.get_mut::<Physics>().unwrap();
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap(); let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
@ -145,13 +141,14 @@ impl System for KinematicCharacterController {
let mut total_displacement = self.desired_movement; let mut total_displacement = self.desired_movement;
total_displacement.y += self.vertical_velocity * pctx.time_ctx.fixed_dt; 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( let corrected_movement = self.character_controller.move_shape(
pctx.time_ctx.fixed_dt, pctx.time_ctx.fixed_dt,
&query_pipeline, &query_pipeline,
&*self.character_collider.shape, &*self.character_collider.shape,
&Isometry3::from(self.last_position), &Isometry3::from(self.last_position),
vector![total_displacement.x, total_displacement.y, total_displacement.z], vector![total_displacement.x, total_displacement.y, total_displacement.z],
|_| {}, |collision| collisions.push(collision),
); );
// update character rigid body with the new translation. // update character rigid body with the new translation.
@ -169,27 +166,22 @@ impl System for KinematicCharacterController {
} }
} }
// 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; self.desired_movement = Vec3::ZERO;
} }
} }
impl KinematicCharacterController {
pub fn front(&self) -> Vec3 {
let yaw_rad = self.yaw.to_radians();
let pitch_rad = self.pitch.to_radians();
Vec3::new(
yaw_rad.cos() * pitch_rad.cos(),
pitch_rad.sin(),
yaw_rad.sin() * pitch_rad.cos(),
).normalize()
}
fn is_camera_mode_valid(&self, scene: &mut Scene) -> bool {
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.iter()
.next()
.unwrap();
*cam_mode == CameraMode::Kinematic
}
}

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);
},
}
}
}

View file

@ -1,8 +1,15 @@
mod physics; mod physics;
mod physics_debug;
mod kinematic_character_controller; mod kinematic_character_controller;
mod keybinds; mod keybinds;
mod menu;
pub mod debug_camera; pub mod debug_camera;
pub mod common;
mod display_settings;
pub use physics::PhysicsSystem; pub use physics::PhysicsSystem;
pub use physics_debug::PhysicsDebugSystem;
pub use kinematic_character_controller::KinematicCharacterController; pub use kinematic_character_controller::KinematicCharacterController;
pub use keybinds::KeybindsSystem; pub use keybinds::KeybindsSystem;
pub use menu::MenuSystem;
pub use display_settings::DisplaySettings;

View file

@ -1,10 +1,4 @@
use raidillon_core::scene::Scene; use raidillon_app::prelude::*;
use raidillon_ecs::components::RigidBodyComponent;
use raidillon_ecs::Transform;
use raidillon_engine::EngineResources;
use raidillon_engine::system::System;
use raidillon_physics::Physics;
use raidillon_platform::PlatformContext;
/// Do physics calculations and apply to world. /// Do physics calculations and apply to world.
#[derive(Default)] #[derive(Default)]

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] [dependencies]
anyhow = "1.0.98" anyhow = "1.0.98"
glam = "0.30.5" 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"] } gltf = { version = "1.4.1", features = ["import", "utils", "KHR_texture_transform"] }
raidillon_platform = { path = "../platform" } raidillon_platform = { path = "../platform" }
raidillon_core = { path = "../core" } raidillon_core = { path = "../core" }
@ -15,8 +15,7 @@ raidillon_ecs = { path = "../ecs" }
raidillon_engine = { path = "../engine" } raidillon_engine = { path = "../engine" }
winit = "0.30.12" winit = "0.30.12"
indexmap = "2.10.0" indexmap = "2.10.0"
imgui = "0.12.0"
imgui-winit-support = "0.13.0"
imgui-glium-renderer = "0.13.0"
exr = "1.73.0" exr = "1.73.0"
image = { version = "0.25.8", default-features = false, features = ["exr"] } 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. /// Glium platform asset manager implementation.
pub struct GliumAssetManager { pub struct GliumAssetManager {
pub models: HashMap<ModelID, Model>, pub models: HashMap<ModelID, Vec<Model>>,
facade: Box<dyn Facade>, facade: Box<dyn Facade>,
} }
@ -28,8 +28,8 @@ impl GliumAssetManager {
impl ModelManager for GliumAssetManager { impl ModelManager for GliumAssetManager {
fn load_gltf(&mut self, id: ModelID, path: &Path) { fn load_gltf(&mut self, id: ModelID, path: &Path) {
let model = load_gltf(path, self.facade.as_ref()).unwrap(); let models = load_gltf(path, self.facade.as_ref()).unwrap();
self.models.insert(id, model); self.models.insert(id, models);
} }
fn unload_model(&mut self, id: ModelID) { fn unload_model(&mut self, id: ModelID) {
@ -48,6 +48,6 @@ impl ModelManager for GliumAssetManager {
// } // }
fn get_model(&self, id: &ModelID) -> Option<&dyn Any> { 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::{backend::Facade, IndexBuffer, VertexBuffer};
use glium::index::PrimitiveType; use glium::index::PrimitiveType;
use std::{fmt::Debug, path::Path}; use std::{fmt::Debug, path::Path};
@ -8,31 +8,16 @@ use glium::uniforms::{SamplerWrapFunction, MinifySamplerFilter, MagnifySamplerFi
use gltf::image::Format as GltfFormat; use gltf::image::Format as GltfFormat;
use glam::Vec2; use glam::Vec2;
/// Load a glTF 2.0 file from disk and upload the first primitive to the GPU. /// Load a glTF 2.0 file from disk and upload all primitives to the GPU.
pub fn load_gltf<P>(path: P, facade: &dyn Facade) -> Result<Model> ///
/// Returns one [`Model`] per glTF primitive (across all meshes).
pub fn load_gltf<P>(path: P, facade: &dyn Facade) -> Result<Vec<Model>>
where where
P: AsRef<Path> + Debug, P: AsRef<Path> + Debug,
{ {
// -- parse the asset & bring buffer blobs into memory -- // -- parse the asset & bring buffer blobs into memory --
let (doc, buffers, images) = gltf::import(path.as_ref()).context("failed to import glTF file")?; 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 // Helper to update sampler settings from glTF sampler
fn update_sampler(mat: &mut Material, t: &gltf::texture::Texture<'_>) { fn update_sampler(mat: &mut Material, t: &gltf::texture::Texture<'_>) {
let sampler_info = t.sampler(); let sampler_info = t.sampler();
@ -64,6 +49,21 @@ where
} }
} }
let mut out: Vec<Model> = Vec::new();
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();
// 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();
// Base-color texture (sRGB) // Base-color texture (sRGB)
if let Some(info) = pbr.base_color_texture() { if let Some(info) = pbr.base_color_texture() {
update_sampler(&mut mat, &info.texture()); update_sampler(&mut mat, &info.texture());
@ -79,27 +79,27 @@ where
} }
// Normal map (linear) // Normal map (linear)
if let Some(info) = primitive.material().normal_texture() { if let Some(info) = material.normal_texture() {
update_sampler(&mut mat, &info.texture()); update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index(); let view = info.texture().source().index();
mat.normal = Some(glium_linear_texture(facade, &images[view])?); mat.normal = Some(glium_linear_texture(facade, &images[view])?);
} }
// Occlusion (linear) // Occlusion (linear)
if let Some(info) = primitive.material().occlusion_texture() { if let Some(info) = material.occlusion_texture() {
update_sampler(&mut mat, &info.texture()); update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index(); let view = info.texture().source().index();
mat.occlusion = Some(glium_linear_texture(facade, &images[view])?); mat.occlusion = Some(glium_linear_texture(facade, &images[view])?);
} }
// Emissive (sRGB) // Emissive (sRGB)
if let Some(info) = primitive.material().emissive_texture() { if let Some(info) = material.emissive_texture() {
update_sampler(&mut mat, &info.texture()); update_sampler(&mut mat, &info.texture());
let view = info.texture().source().index(); let view = info.texture().source().index();
mat.emissive = Some(glium_srgb_texture(facade, &images[view])?); mat.emissive = Some(glium_srgb_texture(facade, &images[view])?);
} }
// KHR_texture_transform // KHR_texture_transform (base color only, for now)
if let Some(tex) = pbr.base_color_texture() { if let Some(tex) = pbr.base_color_texture() {
if let Some(xform) = tex.texture_transform() { if let Some(xform) = tex.texture_transform() {
mat.uv_offset = Vec2::new(xform.offset()[0], xform.offset()[1]); mat.uv_offset = Vec2::new(xform.offset()[0], xform.offset()[1]);
@ -112,16 +112,29 @@ where
let positions: Vec<[f32; 3]> = reader.read_positions().context("missing POSITION")?.collect(); 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 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 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(); let indices: Vec<u32> = reader.read_indices().context("missing indices")?.into_u32().collect();
// Interleave // Interleave
let vertices: Vec<Vertex> = (0..positions.len()).map(|i| Vertex { position: positions[i], normal: normals[i], tex_coords: tex_coords[i] }).collect(); 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 vbuf = VertexBuffer::immutable(facade, &vertices)?;
let ibuf = IndexBuffer ::immutable(facade, PrimitiveType::TrianglesList, &indices)?; let ibuf = IndexBuffer::immutable(facade, PrimitiveType::TrianglesList, &indices)?;
Ok(Model { mesh: Mesh { vbuf, ibuf }, material: mat }) out.push(Model { mesh: Mesh { vbuf, ibuf }, material: mat });
}
}
if out.is_empty() {
bail!("glTF has no mesh primitives");
}
Ok(out)
} }
/// Linear-space texture (RGBA8) from glTF image data. /// Linear-space texture (RGBA8) from glTF image data.

View file

@ -1,7 +1,7 @@
use std::cell::RefCell; use std::cell::{RefCell, Cell};
use std::rc::Rc; use std::rc::Rc;
use std::sync::{Arc, Mutex}; use std::sync::{Arc, Mutex, RwLock};
use raidillon_platform::{Platform, PlatformContext, TimeContext}; use raidillon_platform::{Platform, PlatformContext, TimeContext, DebugWireframes, DebugWireframesRef};
use glium::backend::glutin::Display; use glium::backend::glutin::Display;
use glium::backend::glutin::SimpleWindowBuilder; use glium::backend::glutin::SimpleWindowBuilder;
use glium::glutin::surface::WindowSurface; use glium::glutin::surface::WindowSurface;
@ -14,11 +14,12 @@ use raidillon_assets::ModelManagerRef;
use raidillon_core::engine::EngineTrait; use raidillon_core::engine::EngineTrait;
use raidillon_core::time; use raidillon_core::time;
use raidillon_core::time::Time; use raidillon_core::time::Time;
use crate::render::debug_ui::ImguiBridge; use crate::render::{BasicMeshRenderingSystem, DebugWireframeRenderingSystem, EguiRenderer, SkyboxRenderingSystem};
use crate::render::{BasicMeshRenderingSystem, SkyboxRenderingSystem};
use crate::GliumAssetManager; use crate::GliumAssetManager;
use glam::Vec3; use glam::Vec3;
use winit::event::DeviceEvent::MouseMotion; use winit::event::DeviceEvent::MouseMotion;
use raidillon_core::EguiQueue;
use raidillon_platform::settings::{Settings, default_config_path};
pub struct GliumPlatform<E: EngineTrait<PlatformCtx = PlatformContext>> { pub struct GliumPlatform<E: EngineTrait<PlatformCtx = PlatformContext>> {
event_loop: EventLoop<()>, event_loop: EventLoop<()>,
@ -28,6 +29,10 @@ pub struct GliumPlatform<E: EngineTrait<PlatformCtx = PlatformContext>> {
asset_manager: ModelManagerRef, asset_manager: ModelManagerRef,
engine: E, engine: E,
time: time::Time, 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<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatform<E> { impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatform<E> {
@ -50,9 +55,20 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
let window = Arc::new(Mutex::new(window)); let window = Arc::new(Mutex::new(window));
// Install rendering systems in order // Install rendering systems in order
rendering_system_manager.add::<SkyboxRenderingSystem>(&display, window.clone()); rendering_system_manager.add::<SkyboxRenderingSystem>(&display, window.clone(), &event_loop);
rendering_system_manager.add::<BasicMeshRenderingSystem>(&display, window.clone()); rendering_system_manager.add::<BasicMeshRenderingSystem>(&display, window.clone(), &event_loop);
rendering_system_manager.add::<ImguiBridge>(&display, window.clone()); 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 { Self {
event_loop, event_loop,
@ -62,6 +78,10 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
asset_manager, asset_manager,
engine, engine,
time, time,
egui_queue,
settings,
debug_wireframes,
should_egui_receive_input_events,
} }
} }
@ -77,9 +97,21 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
frame_height: h as f32, frame_height: h as f32,
time_ctx: self.construct_time_ctx(), time_ctx: self.construct_time_ctx(),
window: self.window.clone(), 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.engine.initialize(ctx.clone());
self.settings.read().unwrap().display_settings.apply(&*self.window.lock().unwrap());
let _ = &self.event_loop.run(move |event, el| { 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 self.rendering_system_manager
.systems .systems
.values_mut() .values_mut()
@ -91,24 +123,30 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
match event { match event {
Event::WindowEvent { event, .. } => 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 => { WindowEvent::CloseRequested => {
// TODO: Run uninitialize on renderer and engine // TODO: Run uninitialize on renderer and engine
self.settings.read().unwrap().save_to_file(default_config_path());
el.exit(); el.exit();
}, },
WindowEvent::RedrawRequested => { WindowEvent::RedrawRequested => {
let mut target = self.display.draw(); let mut target = self.display.draw();
target.clear_color_and_depth((0.1, 0.1, 0.15, 1.0), 1.0); target.clear_color_and_depth((0.1, 0.1, 0.15, 1.0), 1.0);
let (scene, debug_ui_buffer) = ( let scene = self.engine.current_scene();
self.engine.current_scene(),
self.engine.get_debug_ui_buffer(),
);
let mut context = RenderingContext { let mut context = RenderingContext {
scene, scene,
target: &mut target, target: &mut target,
display: &self.display,
asset_manager: self.asset_manager.clone(), asset_manager: self.asset_manager.clone(),
window: self.window.clone(), window: self.window.clone(),
debug_ui_buffer, egui_queue: self.egui_queue.clone(),
debug_wireframes: self.debug_wireframes.clone(),
env_light_dir: Vec3::new(0.0, -1.0, 0.0), 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 self.rendering_system_manager
@ -116,6 +154,9 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
.values_mut() .values_mut()
.for_each(|system| system.render(&mut context)); .for_each(|system| system.render(&mut context));
// clear debug wireframes after rendering
self.debug_wireframes.borrow_mut().clear();
target.finish().unwrap(); target.finish().unwrap();
} }
_ => {}, _ => {},

View file

@ -9,6 +9,8 @@ use raidillon_assets::include_shader;
pub use raidillon_platform::Camera; pub use raidillon_platform::Camera;
use glam::Vec3; use glam::Vec3;
use glium::uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction}; use glium::uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction};
use winit::event::Event;
use winit::event_loop::EventLoop;
use raidillon_ecs::{Transform, ModelID}; use raidillon_ecs::{Transform, ModelID};
use raidillon_ecs::components::ModelHandle; use raidillon_ecs::components::ModelHandle;
use crate::model::Model; use crate::model::Model;
@ -21,7 +23,7 @@ pub struct BasicMeshRenderingSystem {
} }
impl RenderingSystem for BasicMeshRenderingSystem { impl RenderingSystem for BasicMeshRenderingSystem {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<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 VERT_SRC: &str = include_shader!("gl_textured.vert");
const FRAG_SRC: &str = include_shader!("gl_textured.frag"); const FRAG_SRC: &str = include_shader!("gl_textured.frag");
@ -57,7 +59,11 @@ impl RenderingSystem for BasicMeshRenderingSystem {
}; };
// Use HDR-derived environment light direction if provided, otherwise default to downward // Use HDR-derived environment light direction if provided, otherwise default to downward
let light_dir: 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 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) };
// 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(); let asset_manager = ctx.asset_manager.borrow();
@ -67,11 +73,12 @@ impl RenderingSystem for BasicMeshRenderingSystem {
_ => continue, _ => continue,
}; };
let model = match model.downcast_ref::<Model>() { let models = match model.downcast_ref::<Vec<Model>>() {
Some(model) => model, Some(models) => models,
None => continue, None => continue,
}; };
for model in models {
let mesh = &model.mesh; let mesh = &model.mesh;
let mat = &model.material; let mat = &model.material;
@ -88,7 +95,7 @@ impl RenderingSystem for BasicMeshRenderingSystem {
model: tr.matrix().to_cols_array_2d(), model: tr.matrix().to_cols_array_2d(),
view: cam.view().to_cols_array_2d(), view: cam.view().to_cols_array_2d(),
projection: cam.projection().to_cols_array_2d(), projection: cam.projection().to_cols_array_2d(),
u_light: [light_dir.x, light_dir.y, light_dir.z], u_light: [light_dir_view.x, light_dir_view.y, light_dir_view.z],
tex: sampler, tex: sampler,
color: [c[0], c[1], c[2]], color: [c[0], c[1], c[2]],
uv_offset: [mat.uv_offset.x, mat.uv_offset.y], uv_offset: [mat.uv_offset.x, mat.uv_offset.y],
@ -104,4 +111,5 @@ impl RenderingSystem for BasicMeshRenderingSystem {
).unwrap(); ).unwrap();
} }
} }
}
} }

View file

@ -1,75 +0,0 @@
use std::sync::{Arc, Mutex};
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: Arc<Mutex<Window>>, event: Event<()>) {
let window = window.lock().unwrap();
self.platform.handle_event(self.imgui.io_mut(), &*window, &event);
}
fn prepare_frame(&mut self, window: Arc<Mutex<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;
let window = window.lock().unwrap();
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.write_buffer(&ui);
{
let window = ctx.window.lock().unwrap();
self.platform.prepare_render(&ui, &*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: Arc<Mutex<Window>>) -> Self {
let mut imgui = ImguiContext::create();
imgui.set_ini_filename(None);
let mut platform = WinitPlatform::new(&mut imgui);
let window = window.lock().unwrap();
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

@ -1,6 +1,9 @@
mod basic; mod basic;
pub mod debug_ui;
mod skybox; mod skybox;
mod egui;
mod debug_wireframe;
pub use basic::BasicMeshRenderingSystem; pub use basic::BasicMeshRenderingSystem;
pub use skybox::SkyboxRenderingSystem; pub use skybox::SkyboxRenderingSystem;
pub use egui::EguiRenderer;
pub use debug_wireframe::DebugWireframeRenderingSystem;

View file

@ -7,7 +7,9 @@ use glium::glutin::surface::WindowSurface;
use glium::index::PrimitiveType; use glium::index::PrimitiveType;
use glium::texture::{RawImage2d, SrgbTexture2d, Texture2d}; use glium::texture::{RawImage2d, SrgbTexture2d, Texture2d};
use glium::uniform; use glium::uniform;
use glium::uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction};
use glam::{Mat4, Vec2, Vec3}; use glam::{Mat4, Vec2, Vec3};
use winit::event_loop::EventLoop;
use raidillon_assets::include_shader; use raidillon_assets::include_shader;
use crate::system::RenderingContext; use crate::system::RenderingContext;
use crate::RenderingSystem; use crate::RenderingSystem;
@ -109,7 +111,7 @@ impl SkyboxRenderingSystem {
} }
impl RenderingSystem for SkyboxRenderingSystem { impl RenderingSystem for SkyboxRenderingSystem {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<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!("skybox.vert"); const VERT_SRC: &str = include_shader!("skybox.vert");
const FRAG_SRC: &str = include_shader!("skybox.frag"); const FRAG_SRC: &str = include_shader!("skybox.frag");
let program = Program::from_source(display, VERT_SRC, FRAG_SRC, None).unwrap(); let program = Program::from_source(display, VERT_SRC, FRAG_SRC, None).unwrap();
@ -117,7 +119,7 @@ impl RenderingSystem for SkyboxRenderingSystem {
// Load EXR from assets/exr // Load EXR from assets/exr
let manifest_dir = env!("CARGO_MANIFEST_DIR"); let manifest_dir = env!("CARGO_MANIFEST_DIR");
let path = std::path::Path::new(manifest_dir).join("../assets/exr/qwantani_sunset_puresky_2k.exr"); 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); let (equirect_srgb, light_dir) = Self::load_hdr_equirect_and_analyze(display, &path);
Self { program, quad_vb, quad_ib, equirect_srgb, light_dir } Self { program, quad_vb, quad_ib, equirect_srgb, light_dir }
} }
@ -131,10 +133,15 @@ impl RenderingSystem for SkyboxRenderingSystem {
let mut view = cam.view(); let mut view = cam.view();
// remove translation from view matrix (only orientation) // 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; 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! { let uniforms = uniform! {
view: view.to_cols_array_2d(), view: view.to_cols_array_2d(),
projection: cam.projection().to_cols_array_2d(), projection: cam.projection().to_cols_array_2d(),
equirect: &self.equirect_srgb, equirect: sampler,
}; };
let params = glium::DrawParameters { depth: glium::Depth { test: glium::draw_parameters::DepthTest::IfLessOrEqual, write: false, ..Default::default() }, ..Default::default() }; 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(); ctx.target.draw(&self.quad_vb, &self.quad_ib, &self.program, &uniforms, &params).ok();

View file

@ -6,17 +6,23 @@ use indexmap::IndexMap;
use glium::{Display, Frame}; use glium::{Display, Frame};
use glium::glutin::surface::WindowSurface; use glium::glutin::surface::WindowSurface;
use raidillon_assets::ModelManagerRef; use raidillon_assets::ModelManagerRef;
use raidillon_core::{define_typemap, DebugUIBuffer}; use raidillon_core::{define_typemap, EguiQueue};
use raidillon_core::scene::Scene; use raidillon_core::scene::Scene;
use raidillon_platform::DebugWireframesRef;
use glam::Vec3; use glam::Vec3;
use winit::event_loop::EventLoop;
use std::cell::Cell;
pub struct RenderingContext<'a> { pub struct RenderingContext<'a> {
pub scene: &'a Scene, pub scene: &'a Scene,
pub target: &'a mut Frame, pub target: &'a mut Frame,
pub window: Arc<Mutex<glium::winit::window::Window>>, pub window: Arc<Mutex<glium::winit::window::Window>>,
pub display: &'a Display<WindowSurface>,
pub asset_manager: ModelManagerRef, pub asset_manager: ModelManagerRef,
pub debug_ui_buffer: &'a DebugUIBuffer, pub egui_queue: Rc<RefCell<EguiQueue>>,
pub debug_wireframes: DebugWireframesRef,
pub env_light_dir: Vec3, pub env_light_dir: Vec3,
pub should_egui_receive_input_events: Rc<Cell<bool>>
} }
/// The internal "rendering system" trait of glium_platform. /// The internal "rendering system" trait of glium_platform.
@ -30,7 +36,7 @@ pub trait RenderingSystem {
} }
fn prepare_frame(&mut self, _window: Arc<Mutex<glium::winit::window::Window>>) {} fn prepare_frame(&mut self, _window: Arc<Mutex<glium::winit::window::Window>>) {}
fn render(&mut self, ctx: &mut RenderingContext); fn render(&mut self, ctx: &mut RenderingContext);
fn initialize(display: &Display<WindowSurface>, window: Arc<Mutex<glium::winit::window::Window>>) -> Self fn initialize(display: &Display<WindowSurface>, window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>) -> Self
where where
Self: Sized; Self: Sized;
} }
@ -48,11 +54,11 @@ impl RenderingSystemManager {
} }
} }
pub fn add<R>(&mut self, display: &Display<WindowSurface>, window: Arc<Mutex<glium::winit::window::Window>>) pub fn add<R>(&mut self, display: &Display<WindowSurface>, window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>)
where where
R: RenderingSystem + 'static, 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)); self.systems.insert(TypeId::of::<R>(), Box::new(system));
} }

View file

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

View file

@ -1,6 +1,66 @@
use std::sync::{Arc, Mutex}; use std::cell::Cell;
use std::{cell::RefCell, rc::Rc};
use std::sync::{Arc, Mutex, RwLock};
use winit::event::Event; use winit::event::Event;
use raidillon_assets::ModelManagerRef; 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)] #[derive(Clone)]
pub struct PlatformContext { pub struct PlatformContext {
@ -10,6 +70,12 @@ pub struct PlatformContext {
pub frame_height: f32, pub frame_height: f32,
pub time_ctx: TimeContext, pub time_ctx: TimeContext,
pub window: Arc<Mutex<winit::window::Window>>, 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)] #[derive(Clone)]

View file

@ -2,7 +2,8 @@ pub mod platform;
mod camera; mod camera;
mod event; mod event;
pub mod context; pub mod context;
pub mod settings;
pub use platform::Platform; pub use platform::Platform;
pub use camera::Camera; pub use camera::Camera;
pub use context::{PlatformContext, TimeContext}; pub use context::{PlatformContext, TimeContext, DebugWireframes, DebugWireframesRef, DebugWireframeVertex};

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())
}
}
}