- New Resource, EguiQueue: Utility to queue egui ui builders - New Rendering System, EguiRenderer: Utilizes a modified egui_glium library to render egui UI - Adjusted RenderingSystem trait and RenderingContext structure to provide event_loop and egui_queue. - Various minor adjusments
109 lines
3.9 KiB
Rust
109 lines
3.9 KiB
Rust
use std::any::Any;
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use std::sync::{Arc, Mutex};
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use glium::{uniform, Display, Program, Surface};
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use glium::glutin::surface::WindowSurface;
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use glium::texture::{RawImage2d, SrgbTexture2d};
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use crate::{GliumAssetManager, RenderingSystem};
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use crate::system::RenderingContext;
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use raidillon_assets::include_shader;
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pub use raidillon_platform::Camera;
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use glam::Vec3;
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use glium::uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction};
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use winit::event::Event;
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use winit::event_loop::EventLoop;
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use raidillon_ecs::{Transform, ModelID};
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use raidillon_ecs::components::ModelHandle;
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use crate::model::Model;
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/// A basic renderer pipeline step.
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pub struct BasicMeshRenderingSystem {
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program: Program,
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white_tex: SrgbTexture2d,
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params: glium::DrawParameters<'static>,
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}
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impl RenderingSystem for BasicMeshRenderingSystem {
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fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>) -> Self {
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const VERT_SRC: &str = include_shader!("gl_textured.vert");
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const FRAG_SRC: &str = include_shader!("gl_textured.frag");
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let program = Program::from_source(display, VERT_SRC, FRAG_SRC, None).unwrap();
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let white_tex = {
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let data = vec![255u8, 255u8, 255u8, 255u8];
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let raw = RawImage2d::from_raw_rgba(data, (1, 1));
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SrgbTexture2d::new(display, raw).unwrap()
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};
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let params = glium::DrawParameters {
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depth: glium::Depth {
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test: glium::draw_parameters::DepthTest::IfLess,
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write: true,
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.. Default::default()
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},
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.. Default::default()
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};
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Self {
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program, white_tex, params
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}
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}
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fn render(&mut self, ctx: &mut RenderingContext) {
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let cam = match ctx.scene.world.query::<&Camera>().iter().next() {
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Some((_, cam)) => *cam,
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None => {
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eprintln!("[renderer] No camera component found. Skipping frame");
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return;
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}
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};
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// Use HDR-derived environment light direction if provided, otherwise default to downward
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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) };
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let asset_manager = ctx.asset_manager.borrow();
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for (_, (tr, mh)) in ctx.scene.world.query::<(&Transform, &ModelHandle)>().iter() {
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let model = match asset_manager.get_model(&mh.0) {
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Some(model) => model,
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_ => continue,
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};
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let model = match model.downcast_ref::<Model>() {
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Some(model) => model,
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None => continue,
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};
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let mesh = &model.mesh;
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let mat = &model.material;
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let tex_ref: &SrgbTexture2d = mat.base_color.as_ref().unwrap_or(&self.white_tex);
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let mut sampler = tex_ref.sampled();
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sampler = sampler.wrap_function(SamplerWrapFunction::Repeat);
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sampler = sampler.minify_filter(MinifySamplerFilter::Linear);
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sampler = sampler.magnify_filter(MagnifySamplerFilter::Linear);
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let c = mat.base_color_factor;
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let uniforms = uniform! {
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model: tr.matrix().to_cols_array_2d(),
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view: cam.view().to_cols_array_2d(),
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projection: cam.projection().to_cols_array_2d(),
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u_light: [light_dir.x, light_dir.y, light_dir.z],
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tex: sampler,
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color: [c[0], c[1], c[2]],
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uv_offset: [mat.uv_offset.x, mat.uv_offset.y],
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uv_scale: [mat.uv_scale.x, mat.uv_scale.y],
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};
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ctx.target.draw(
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&mesh.vbuf,
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&mesh.ibuf,
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&self.program,
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&uniforms,
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&self.params,
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).unwrap();
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}
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}
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}
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