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@ -7,5 +7,5 @@ members = [
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||||||
"game",
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"game",
|
||||||
"ecs",
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"ecs",
|
||||||
"engine",
|
"engine",
|
||||||
"physics",
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"physics", "app",
|
||||||
]
|
]
|
||||||
|
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|
||||||
661
LICENSE
Normal file
661
LICENSE
Normal file
|
|
@ -0,0 +1,661 @@
|
||||||
|
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||||
|
Version 3, 19 November 2007
|
||||||
|
|
||||||
|
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
Preamble
|
||||||
|
|
||||||
|
The GNU Affero General Public License is a free, copyleft license for
|
||||||
|
software and other kinds of works, specifically designed to ensure
|
||||||
|
cooperation with the community in the case of network server software.
|
||||||
|
|
||||||
|
The licenses for most software and other practical works are designed
|
||||||
|
to take away your freedom to share and change the works. By contrast,
|
||||||
|
our General Public Licenses are intended to guarantee your freedom to
|
||||||
|
share and change all versions of a program--to make sure it remains free
|
||||||
|
software for all its users.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom, not
|
||||||
|
price. Our General Public Licenses are designed to make sure that you
|
||||||
|
have the freedom to distribute copies of free software (and charge for
|
||||||
|
them if you wish), that you receive source code or can get it if you
|
||||||
|
want it, that you can change the software or use pieces of it in new
|
||||||
|
free programs, and that you know you can do these things.
|
||||||
|
|
||||||
|
Developers that use our General Public Licenses protect your rights
|
||||||
|
with two steps: (1) assert copyright on the software, and (2) offer
|
||||||
|
you this License which gives you legal permission to copy, distribute
|
||||||
|
and/or modify the software.
|
||||||
|
|
||||||
|
A secondary benefit of defending all users' freedom is that
|
||||||
|
improvements made in alternate versions of the program, if they
|
||||||
|
receive widespread use, become available for other developers to
|
||||||
|
incorporate. Many developers of free software are heartened and
|
||||||
|
encouraged by the resulting cooperation. However, in the case of
|
||||||
|
software used on network servers, this result may fail to come about.
|
||||||
|
The GNU General Public License permits making a modified version and
|
||||||
|
letting the public access it on a server without ever releasing its
|
||||||
|
source code to the public.
|
||||||
|
|
||||||
|
The GNU Affero General Public License is designed specifically to
|
||||||
|
ensure that, in such cases, the modified source code becomes available
|
||||||
|
to the community. It requires the operator of a network server to
|
||||||
|
provide the source code of the modified version running there to the
|
||||||
|
users of that server. Therefore, public use of a modified version, on
|
||||||
|
a publicly accessible server, gives the public access to the source
|
||||||
|
code of the modified version.
|
||||||
|
|
||||||
|
An older license, called the Affero General Public License and
|
||||||
|
published by Affero, was designed to accomplish similar goals. This is
|
||||||
|
a different license, not a version of the Affero GPL, but Affero has
|
||||||
|
released a new version of the Affero GPL which permits relicensing under
|
||||||
|
this license.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and
|
||||||
|
modification follow.
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
0. Definitions.
|
||||||
|
|
||||||
|
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||||
|
|
||||||
|
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||||
|
works, such as semiconductor masks.
|
||||||
|
|
||||||
|
"The Program" refers to any copyrightable work licensed under this
|
||||||
|
License. Each licensee is addressed as "you". "Licensees" and
|
||||||
|
"recipients" may be individuals or organizations.
|
||||||
|
|
||||||
|
To "modify" a work means to copy from or adapt all or part of the work
|
||||||
|
in a fashion requiring copyright permission, other than the making of an
|
||||||
|
exact copy. The resulting work is called a "modified version" of the
|
||||||
|
earlier work or a work "based on" the earlier work.
|
||||||
|
|
||||||
|
A "covered work" means either the unmodified Program or a work based
|
||||||
|
on the Program.
|
||||||
|
|
||||||
|
To "propagate" a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
|
||||||
|
|
||||||
|
To "convey" a work means any kind of propagation that enables other
|
||||||
|
parties to make or receive copies. Mere interaction with a user through
|
||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
||||||
|
|
||||||
|
An interactive user interface displays "Appropriate Legal Notices"
|
||||||
|
to the extent that it includes a convenient and prominently visible
|
||||||
|
feature that (1) displays an appropriate copyright notice, and (2)
|
||||||
|
tells the user that there is no warranty for the work (except to the
|
||||||
|
extent that warranties are provided), that licensees may convey the
|
||||||
|
work under this License, and how to view a copy of this License. If
|
||||||
|
the interface presents a list of user commands or options, such as a
|
||||||
|
menu, a prominent item in the list meets this criterion.
|
||||||
|
|
||||||
|
1. Source Code.
|
||||||
|
|
||||||
|
The "source code" for a work means the preferred form of the work
|
||||||
|
for making modifications to it. "Object code" means any non-source
|
||||||
|
form of a work.
|
||||||
|
|
||||||
|
A "Standard Interface" means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that
|
||||||
|
is widely used among developers working in that language.
|
||||||
|
|
||||||
|
The "System Libraries" of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
|
packaging a Major Component, but which is not part of that Major
|
||||||
|
Component, and (b) serves only to enable use of the work with that
|
||||||
|
Major Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A
|
||||||
|
"Major Component", in this context, means a major essential component
|
||||||
|
(kernel, window system, and so on) of the specific operating system
|
||||||
|
(if any) on which the executable work runs, or a compiler used to
|
||||||
|
produce the work, or an object code interpreter used to run it.
|
||||||
|
|
||||||
|
The "Corresponding Source" for a work in object code form means all
|
||||||
|
the source code needed to generate, install, and (for an executable
|
||||||
|
work) run the object code and to modify the work, including scripts to
|
||||||
|
control those activities. However, it does not include the work's
|
||||||
|
System Libraries, or general-purpose tools or generally available free
|
||||||
|
programs which are used unmodified in performing those activities but
|
||||||
|
which are not part of the work. For example, Corresponding Source
|
||||||
|
includes interface definition files associated with source files for
|
||||||
|
the work, and the source code for shared libraries and dynamically
|
||||||
|
linked subprograms that the work is specifically designed to require,
|
||||||
|
such as by intimate data communication or control flow between those
|
||||||
|
subprograms and other parts of the work.
|
||||||
|
|
||||||
|
The Corresponding Source need not include anything that users
|
||||||
|
can regenerate automatically from other parts of the Corresponding
|
||||||
|
Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that
|
||||||
|
same work.
|
||||||
|
|
||||||
|
2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
|
|
||||||
|
You may make, run and propagate covered works that you do not
|
||||||
|
convey, without conditions so long as your license otherwise remains
|
||||||
|
in force. You may convey covered works to others for the sole purpose
|
||||||
|
of having them make modifications exclusively for you, or provide you
|
||||||
|
with facilities for running those works, provided that you comply with
|
||||||
|
the terms of this License in conveying all material for which you do
|
||||||
|
not control copyright. Those thus making or running the covered works
|
||||||
|
for you must do so exclusively on your behalf, under your direction
|
||||||
|
and control, on terms that prohibit them from making any copies of
|
||||||
|
your copyrighted material outside their relationship with you.
|
||||||
|
|
||||||
|
Conveying under any other circumstances is permitted solely under
|
||||||
|
the conditions stated below. Sublicensing is not allowed; section 10
|
||||||
|
makes it unnecessary.
|
||||||
|
|
||||||
|
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
|
|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article
|
||||||
|
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||||
|
similar laws prohibiting or restricting circumvention of such
|
||||||
|
measures.
|
||||||
|
|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to
|
||||||
|
the covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
|
|
||||||
|
4. Conveying Verbatim Copies.
|
||||||
|
|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice;
|
||||||
|
keep intact all notices stating that this License and any
|
||||||
|
non-permissive terms added in accord with section 7 apply to the code;
|
||||||
|
keep intact all notices of the absence of any warranty; and give all
|
||||||
|
recipients a copy of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge any price or no price for each copy that you convey,
|
||||||
|
and you may offer support or warranty protection for a fee.
|
||||||
|
|
||||||
|
5. Conveying Modified Source Versions.
|
||||||
|
|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the
|
||||||
|
terms of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
|
||||||
|
b) The work must carry prominent notices stating that it is
|
||||||
|
released under this License and any conditions added under section
|
||||||
|
7. This requirement modifies the requirement in section 4 to
|
||||||
|
"keep intact all notices".
|
||||||
|
|
||||||
|
c) You must license the entire work, as a whole, under this
|
||||||
|
License to anyone who comes into possession of a copy. This
|
||||||
|
License will therefore apply, along with any applicable section 7
|
||||||
|
additional terms, to the whole of the work, and all its parts,
|
||||||
|
regardless of how they are packaged. This License gives no
|
||||||
|
permission to license the work in any other way, but it does not
|
||||||
|
invalidate such permission if you have separately received it.
|
||||||
|
|
||||||
|
d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your
|
||||||
|
work need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work,
|
||||||
|
and which are not combined with it such as to form a larger program,
|
||||||
|
in or on a volume of a storage or distribution medium, is called an
|
||||||
|
"aggregate" if the compilation and its resulting copyright are not
|
||||||
|
used to limit the access or legal rights of the compilation's users
|
||||||
|
beyond what the individual works permit. Inclusion of a covered work
|
||||||
|
in an aggregate does not cause this License to apply to the other
|
||||||
|
parts of the aggregate.
|
||||||
|
|
||||||
|
6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms
|
||||||
|
of sections 4 and 5, provided that you also convey the
|
||||||
|
machine-readable Corresponding Source under the terms of this License,
|
||||||
|
in one of these ways:
|
||||||
|
|
||||||
|
a) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by the
|
||||||
|
Corresponding Source fixed on a durable physical medium
|
||||||
|
customarily used for software interchange.
|
||||||
|
|
||||||
|
b) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by a
|
||||||
|
written offer, valid for at least three years and valid for as
|
||||||
|
long as you offer spare parts or customer support for that product
|
||||||
|
model, to give anyone who possesses the object code either (1) a
|
||||||
|
copy of the Corresponding Source for all the software in the
|
||||||
|
product that is covered by this License, on a durable physical
|
||||||
|
medium customarily used for software interchange, for a price no
|
||||||
|
more than your reasonable cost of physically performing this
|
||||||
|
conveying of source, or (2) access to copy the
|
||||||
|
Corresponding Source from a network server at no charge.
|
||||||
|
|
||||||
|
c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This
|
||||||
|
alternative is allowed only occasionally and noncommercially, and
|
||||||
|
only if you received the object code with such an offer, in accord
|
||||||
|
with subsection 6b.
|
||||||
|
|
||||||
|
d) Convey the object code by offering access from a designated
|
||||||
|
place (gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party)
|
||||||
|
that supports equivalent copying facilities, provided you maintain
|
||||||
|
clear directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
|
||||||
|
e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
included in conveying the object code work.
|
||||||
|
|
||||||
|
A "User Product" is either (1) a "consumer product", which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for incorporation
|
||||||
|
into a dwelling. In determining whether a product is a consumer product,
|
||||||
|
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
actually uses, or expects or is expected to use, the product. A product
|
||||||
|
is a consumer product regardless of whether the product has substantial
|
||||||
|
commercial, industrial or non-consumer uses, unless such uses represent
|
||||||
|
the only significant mode of use of the product.
|
||||||
|
|
||||||
|
"Installation Information" for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided,
|
||||||
|
in accord with this section must be in a format that is publicly
|
||||||
|
documented (and with an implementation available to the public in
|
||||||
|
source code form), and must require no special password or key for
|
||||||
|
unpacking, reading or copying.
|
||||||
|
|
||||||
|
7. Additional Terms.
|
||||||
|
|
||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
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
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
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
|
||||||
|
supports such interaction) an opportunity to receive the Corresponding
|
||||||
|
Source of your version by providing access to the Corresponding Source
|
||||||
|
from a network server at no charge, through some standard or customary
|
||||||
|
means of facilitating copying of software. This Corresponding Source
|
||||||
|
shall include the Corresponding Source for any work covered by version 3
|
||||||
|
of the GNU General Public License that is incorporated pursuant to the
|
||||||
|
following paragraph.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the work with which it is combined will remain governed by version
|
||||||
|
3 of the GNU General Public License.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU Affero General Public License from time to time. Such new versions
|
||||||
|
will be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU Affero General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU Affero General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU Affero General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
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
16
app/Cargo.toml
Normal file
|
|
@ -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
45
app/src/lib.rs
Normal file
|
|
@ -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
47
app/src/prelude.rs
Normal file
|
|
@ -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
BIN
assets/models/checkered-sphere.glb
(Stored with Git LFS)
Normal file
Binary file not shown.
9
assets/shaders/debug_wireframe.frag
Normal file
9
assets/shaders/debug_wireframe.frag
Normal file
|
|
@ -0,0 +1,9 @@
|
||||||
|
#version 330 core
|
||||||
|
|
||||||
|
in vec4 v_color;
|
||||||
|
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
frag_color = v_color;
|
||||||
|
}
|
||||||
14
assets/shaders/debug_wireframe.vert
Normal file
14
assets/shaders/debug_wireframe.vert
Normal 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);
|
||||||
|
}
|
||||||
|
|
@ -6,28 +6,37 @@ 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)
|
||||||
|
|
||||||
void main() {
|
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);
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -40,7 +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>,
|
||||||
|
|
|
||||||
|
|
@ -3,18 +3,8 @@ 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"
|
||||||
|
|
|
||||||
|
|
@ -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::{EguiQueue};
|
|
||||||
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");
|
||||||
|
|
@ -117,48 +107,34 @@ impl System for RenderingTestSystem {
|
||||||
character_pos = tr.translation;
|
character_pos = tr.translation;
|
||||||
}
|
}
|
||||||
egui_queue.queue(move |egui_ctx| {
|
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| {
|
egui::Window::new("Debug").show(egui_ctx, |ui| {
|
||||||
ui.label("Hello World!");
|
ui.label("Hello World!");
|
||||||
ui.label(format!("Frame Delta: {}", time_ctx.frame_dt));
|
ui.label(format!("Frame Delta: {:.3}", time_ctx.frame_dt));
|
||||||
ui.label(format!("Fixed Delta: {}", time_ctx.fixed_dt));
|
ui.label(format!("Fixed Delta: {:.3}", time_ctx.fixed_dt));
|
||||||
ui.label(format!("FPS: {}", 1.0 / time_ctx.frame_dt));
|
ui.label(format!("FPS: {:.3}", 1.0 / time_ctx.frame_dt));
|
||||||
ui.label(format!("Character POS: {}", character_pos));
|
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.");
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
34
game/src/systems/common.rs
Normal file
34
game/src/systems/common.rs
Normal 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
|
||||||
|
}
|
||||||
|
|
@ -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();
|
||||||
|
|
@ -52,89 +47,43 @@ 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 input.key_held(KeyCode::KeyW) {
|
if is_mouse_look_enabled(scene) {
|
||||||
self.position += front * pctx.time_ctx.frame_dt * self.speed;
|
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::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::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 input.key_held(KeyCode::KeyD) {
|
||||||
|
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
|
if is_camera_mode_valid(scene, CameraMode::Debug) {
|
||||||
camera.eye = self.position;
|
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
|
||||||
camera.center = self.position + front;
|
camera.eye = self.position;
|
||||||
});
|
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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
|
||||||
94
game/src/systems/display_settings.rs
Normal file
94
game/src/systems/display_settings.rs
Normal 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",
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -1,9 +1,7 @@
|
||||||
use winit::keyboard::KeyCode;
|
use winit::keyboard::KeyCode;
|
||||||
use raidillon_core::scene::Scene;
|
use raidillon_app::prelude::*;
|
||||||
use raidillon_ecs::components::CameraMode;
|
|
||||||
use raidillon_engine::{EngineResources, InputState};
|
use crate::systems::{common::should_draw_menu, menu::MenuState};
|
||||||
use raidillon_engine::system::System;
|
|
||||||
use raidillon_platform::{Camera, PlatformContext};
|
|
||||||
|
|
||||||
#[derive(Default)]
|
#[derive(Default)]
|
||||||
pub struct KeybindsSystem {
|
pub struct KeybindsSystem {
|
||||||
|
|
@ -23,21 +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 pctx = res.get_mut::<PlatformContext>().unwrap();
|
if should_draw_menu(scene) {
|
||||||
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
|
let pctx = res.get_mut::<PlatformContext>().unwrap();
|
||||||
let (cam_ent, (cam, cam_mode)) = q
|
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
|
||||||
.iter()
|
let (cam_ent, (cam, cam_mode)) = q
|
||||||
.next()
|
.iter()
|
||||||
.unwrap();
|
.next()
|
||||||
|
.unwrap();
|
||||||
|
let cam_mode_str = 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();
|
||||||
|
|
||||||
pctx.egui_queue.borrow_mut().queue(move |egui_ctx| {
|
let menu_state_str = format!("Menu State: {:?}", menu_state);
|
||||||
egui::Window::new("Camera").show(egui_ctx, |ui| {
|
|
||||||
ui.label("F5 to switch camera");
|
pctx.egui_queue.borrow_mut().queue(move |egui_ctx| {
|
||||||
ui.label(cam_mode_str);
|
egui::Window::new("Camera").show(egui_ctx, |ui| {
|
||||||
|
ui.label("F5 to switch camera");
|
||||||
|
ui.label(cam_mode_str);
|
||||||
|
ui.label(menu_state_str)
|
||||||
|
});
|
||||||
});
|
});
|
||||||
});
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -84,45 +81,44 @@ 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 (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);
|
|
||||||
|
|
||||||
let front = self.front();
|
|
||||||
let right_vec = front.cross(Vec3::Y).normalize();
|
let right_vec = front.cross(Vec3::Y).normalize();
|
||||||
|
|
||||||
if input.key_held(KeyCode::KeyW) {
|
if is_camera_mode_valid(scene, CameraMode::Kinematic) && is_mouse_look_enabled(scene) {
|
||||||
self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed;
|
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
|
||||||
}
|
|
||||||
if input.key_held(KeyCode::KeyS) {
|
self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity;
|
||||||
self.desired_movement -= front * pctx.time_ctx.frame_dt * self.speed;
|
self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity;
|
||||||
}
|
self.pitch = self.pitch.clamp(-89.0, 89.0);
|
||||||
if input.key_held(KeyCode::KeyA) {
|
|
||||||
self.desired_movement -= right_vec * pctx.time_ctx.frame_dt * self.speed;
|
if input.key_held(KeyCode::KeyW) {
|
||||||
}
|
self.desired_movement += front * 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 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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
let pos = Physics::rapier_translation_to_glam(&self.last_position);
|
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;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
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);
|
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
85
game/src/systems/menu.rs
Normal 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);
|
||||||
|
},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -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;
|
||||||
|
|
|
||||||
|
|
@ -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)]
|
||||||
|
|
|
||||||
35
game/src/systems/physics_debug.rs
Normal file
35
game/src/systems/physics_debug.rs
Normal 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,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -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)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -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();
|
||||||
|
|
@ -64,64 +49,92 @@ where
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Base-color texture (sRGB)
|
let mut out: Vec<Model> = Vec::new();
|
||||||
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])?);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Metallic-Roughness (linear)
|
for mesh in doc.meshes() {
|
||||||
if let Some(info) = pbr.metallic_roughness_texture() {
|
for primitive in mesh.primitives() {
|
||||||
update_sampler(&mut mat, &info.texture());
|
// ---------- MATERIAL ----------
|
||||||
let view = info.texture().source().index();
|
let mut mat = Material::default();
|
||||||
mat.metallic_roughness = Some(glium_linear_texture(facade, &images[view])?);
|
let material = primitive.material();
|
||||||
}
|
let pbr = material.pbr_metallic_roughness();
|
||||||
|
|
||||||
// Normal map (linear)
|
// Factors --------------------------------------------------
|
||||||
if let Some(info) = primitive.material().normal_texture() {
|
mat.base_color_factor = pbr.base_color_factor();
|
||||||
update_sampler(&mut mat, &info.texture());
|
mat.metal_factor = pbr.metallic_factor();
|
||||||
let view = info.texture().source().index();
|
mat.roughness_factor = pbr.roughness_factor();
|
||||||
mat.normal = Some(glium_linear_texture(facade, &images[view])?);
|
mat.emissive_factor = material.emissive_factor();
|
||||||
}
|
|
||||||
|
|
||||||
// Occlusion (linear)
|
// Base-color texture (sRGB)
|
||||||
if let Some(info) = primitive.material().occlusion_texture() {
|
if let Some(info) = pbr.base_color_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.base_color = Some(glium_srgb_texture(facade, &images[view])?);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Emissive (sRGB)
|
// Metallic-Roughness (linear)
|
||||||
if let Some(info) = primitive.material().emissive_texture() {
|
if let Some(info) = pbr.metallic_roughness_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.metallic_roughness = Some(glium_linear_texture(facade, &images[view])?);
|
||||||
}
|
}
|
||||||
|
|
||||||
// KHR_texture_transform
|
// Normal map (linear)
|
||||||
if let Some(tex) = pbr.base_color_texture() {
|
if let Some(info) = material.normal_texture() {
|
||||||
if let Some(xform) = tex.texture_transform() {
|
update_sampler(&mut mat, &info.texture());
|
||||||
mat.uv_offset = Vec2::new(xform.offset()[0], xform.offset()[1]);
|
let view = info.texture().source().index();
|
||||||
mat.uv_scale = Vec2::new(xform.scale()[0], xform.scale()[1]);
|
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 ----
|
if out.is_empty() {
|
||||||
let reader = primitive.reader(|buf| Some(&buffers[buf.index()].0));
|
bail!("glTF has no mesh primitives");
|
||||||
|
}
|
||||||
|
|
||||||
let positions: Vec<[f32; 3]> = reader.read_positions().context("missing POSITION")?.collect();
|
Ok(out)
|
||||||
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 })
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Linear-space texture (RGBA8) from glTF image data.
|
/// Linear-space texture (RGBA8) from glTF image data.
|
||||||
|
|
|
||||||
|
|
@ -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::{BasicMeshRenderingSystem, EguiRenderer, SkyboxRenderingSystem};
|
use crate::render::{BasicMeshRenderingSystem, DebugWireframeRenderingSystem, EguiRenderer, 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_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<()>,
|
||||||
|
|
@ -29,6 +30,9 @@ pub struct GliumPlatform<E: EngineTrait<PlatformCtx = PlatformContext>> {
|
||||||
engine: E,
|
engine: E,
|
||||||
time: time::Time,
|
time: time::Time,
|
||||||
egui_queue: Rc<RefCell<EguiQueue>>,
|
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> {
|
||||||
|
|
@ -53,10 +57,19 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
|
||||||
// Install rendering systems in order
|
// Install rendering systems in order
|
||||||
rendering_system_manager.add::<SkyboxRenderingSystem>(&display, window.clone(), &event_loop);
|
rendering_system_manager.add::<SkyboxRenderingSystem>(&display, window.clone(), &event_loop);
|
||||||
rendering_system_manager.add::<BasicMeshRenderingSystem>(&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);
|
rendering_system_manager.add::<EguiRenderer>(&display, window.clone(), &event_loop);
|
||||||
|
|
||||||
let egui_queue = Rc::new(RefCell::new(EguiQueue::new()));
|
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,
|
||||||
window,
|
window,
|
||||||
|
|
@ -66,6 +79,9 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
|
||||||
engine,
|
engine,
|
||||||
time,
|
time,
|
||||||
egui_queue,
|
egui_queue,
|
||||||
|
settings,
|
||||||
|
debug_wireframes,
|
||||||
|
should_egui_receive_input_events,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -82,9 +98,20 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
|
||||||
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(),
|
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()
|
||||||
|
|
@ -96,8 +123,14 @@ 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 => {
|
||||||
|
|
@ -111,7 +144,9 @@ impl<E: EngineTrait<PlatformCtx = PlatformContext>> Platform<E> for GliumPlatfor
|
||||||
asset_manager: self.asset_manager.clone(),
|
asset_manager: self.asset_manager.clone(),
|
||||||
window: self.window.clone(),
|
window: self.window.clone(),
|
||||||
egui_queue: self.egui_queue.clone(),
|
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
|
||||||
|
|
@ -119,6 +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();
|
||||||
}
|
}
|
||||||
_ => {},
|
_ => {},
|
||||||
|
|
|
||||||
|
|
@ -59,7 +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();
|
||||||
|
|
||||||
|
|
@ -69,41 +73,43 @@ 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,
|
||||||
};
|
};
|
||||||
|
|
||||||
let mesh = &model.mesh;
|
for model in models {
|
||||||
let mat = &model.material;
|
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();
|
let mut sampler = tex_ref.sampled();
|
||||||
sampler = sampler.wrap_function(SamplerWrapFunction::Repeat);
|
sampler = sampler.wrap_function(SamplerWrapFunction::Repeat);
|
||||||
sampler = sampler.minify_filter(MinifySamplerFilter::Linear);
|
sampler = sampler.minify_filter(MinifySamplerFilter::Linear);
|
||||||
sampler = sampler.magnify_filter(MagnifySamplerFilter::Linear);
|
sampler = sampler.magnify_filter(MagnifySamplerFilter::Linear);
|
||||||
|
|
||||||
let c = mat.base_color_factor;
|
let c = mat.base_color_factor;
|
||||||
|
|
||||||
let uniforms = uniform! {
|
let uniforms = uniform! {
|
||||||
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],
|
||||||
uv_scale: [mat.uv_scale.x, mat.uv_scale.y],
|
uv_scale: [mat.uv_scale.x, mat.uv_scale.y],
|
||||||
};
|
};
|
||||||
|
|
||||||
ctx.target.draw(
|
ctx.target.draw(
|
||||||
&mesh.vbuf,
|
&mesh.vbuf,
|
||||||
&mesh.ibuf,
|
&mesh.ibuf,
|
||||||
&self.program,
|
&self.program,
|
||||||
&uniforms,
|
&uniforms,
|
||||||
&self.params,
|
&self.params,
|
||||||
).unwrap();
|
).unwrap();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
80
glium_platform/src/render/debug_wireframe.rs
Normal file
80
glium_platform/src/render/debug_wireframe.rs
Normal 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -8,9 +8,12 @@ use crate::system::RenderingContext;
|
||||||
use egui_glium::EguiGlium;
|
use egui_glium::EguiGlium;
|
||||||
use winit::event::{Event, WindowEvent};
|
use winit::event::{Event, WindowEvent};
|
||||||
use winit::event_loop::EventLoop;
|
use winit::event_loop::EventLoop;
|
||||||
|
use std::cell::Cell;
|
||||||
|
use std::rc::Rc;
|
||||||
|
|
||||||
pub struct EguiRenderer {
|
pub struct EguiRenderer {
|
||||||
egui_glium: EguiGlium,
|
egui_glium: EguiGlium,
|
||||||
|
should_egui_receive_input_events: Option<Rc<Cell<bool>>>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl RenderingSystem for EguiRenderer {
|
impl RenderingSystem for EguiRenderer {
|
||||||
|
|
@ -21,10 +24,14 @@ impl RenderingSystem for EguiRenderer {
|
||||||
let window = window.lock().unwrap();
|
let window = window.lock().unwrap();
|
||||||
let egui_glium = EguiGlium::new(ViewportId::ROOT, &display, &window, &event_loop);
|
let egui_glium = EguiGlium::new(ViewportId::ROOT, &display, &window, &event_loop);
|
||||||
|
|
||||||
Self { egui_glium }
|
Self { egui_glium: egui_glium, should_egui_receive_input_events: None }
|
||||||
}
|
}
|
||||||
|
|
||||||
fn render(&mut self, ctx: &mut RenderingContext) {
|
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();
|
let window = ctx.window.lock().unwrap();
|
||||||
|
|
||||||
self.egui_glium.run(&window, |egui_ctx| {
|
self.egui_glium.run(&window, |egui_ctx| {
|
||||||
|
|
@ -38,7 +45,28 @@ impl RenderingSystem for EguiRenderer {
|
||||||
let window = window.lock().unwrap();
|
let window = window.lock().unwrap();
|
||||||
match event {
|
match event {
|
||||||
Event::WindowEvent { event, .. } => {
|
Event::WindowEvent { event, .. } => {
|
||||||
let _ = self.egui_glium.on_event(&window, &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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
_ => {},
|
_ => {},
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,9 @@
|
||||||
mod basic;
|
mod basic;
|
||||||
mod skybox;
|
mod skybox;
|
||||||
mod egui;
|
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 egui::EguiRenderer;
|
||||||
|
pub use debug_wireframe::DebugWireframeRenderingSystem;
|
||||||
|
|
|
||||||
|
|
@ -7,6 +7,7 @@ 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 winit::event_loop::EventLoop;
|
||||||
use raidillon_assets::include_shader;
|
use raidillon_assets::include_shader;
|
||||||
|
|
@ -118,7 +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 }
|
||||||
}
|
}
|
||||||
|
|
@ -132,10 +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, ¶ms).ok();
|
ctx.target.draw(&self.quad_vb, &self.quad_ib, &self.program, &uniforms, ¶ms).ok();
|
||||||
|
|
|
||||||
|
|
@ -8,8 +8,10 @@ use glium::glutin::surface::WindowSurface;
|
||||||
use raidillon_assets::ModelManagerRef;
|
use raidillon_assets::ModelManagerRef;
|
||||||
use raidillon_core::{define_typemap, EguiQueue};
|
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 winit::event_loop::EventLoop;
|
||||||
|
use std::cell::Cell;
|
||||||
|
|
||||||
pub struct RenderingContext<'a> {
|
pub struct RenderingContext<'a> {
|
||||||
pub scene: &'a Scene,
|
pub scene: &'a Scene,
|
||||||
|
|
@ -18,7 +20,9 @@ pub struct RenderingContext<'a> {
|
||||||
pub display: &'a Display<WindowSurface>,
|
pub display: &'a Display<WindowSurface>,
|
||||||
pub asset_manager: ModelManagerRef,
|
pub asset_manager: ModelManagerRef,
|
||||||
pub egui_queue: Rc<RefCell<EguiQueue>>,
|
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.
|
||||||
|
|
|
||||||
|
|
@ -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"
|
||||||
|
|
|
||||||
|
|
@ -1,8 +1,66 @@
|
||||||
|
use std::cell::Cell;
|
||||||
use std::{cell::RefCell, rc::Rc};
|
use std::{cell::RefCell, rc::Rc};
|
||||||
use std::sync::{Arc, Mutex};
|
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 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 {
|
||||||
|
|
@ -13,6 +71,11 @@ pub struct PlatformContext {
|
||||||
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 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)]
|
||||||
|
|
|
||||||
|
|
@ -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
166
platform/src/settings.rs
Normal 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())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue