use std::time::SystemTime; use cgmath::{Deg, InnerSpace, Quaternion, Rotation3, vec3}; use winit::event::Event; use level::{load_level, save_level}; use player::Player; use crate::{config::LogConfig, vulkan}; use crate::input::InputState; use crate::vulkan::{Game, MeshHandle, VulkanRenderer}; use crate::vulkan::gameobject::{GameObject, GameObjectHandle, Updatable}; use crate::vulkan::mesh; use crate::vulkan::pipelines::vs::ty::ObjectUniformData; pub mod player; mod level; pub struct TestGame { pub input: InputState, pub player: Player, pub game_objects: Vec, pub log_config: LogConfig, pub texture_index_counter: usize, pub last_time: f32, pub components: Vec>, pub paused: bool, } impl Game for TestGame { fn on_window_event(self: &mut Self, event: &Event<()>) { self.input.on_window_event(event); } fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> ObjectUniformData { // Input and timing self.input.frame_start(); let time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32; let frame_time = time - self.last_time; // Component update let input = &self.input; let components = &mut self.components; components.iter_mut().for_each(|component| { component.update(frame_time, &input, renderer); }); // User interaction if self.input.button_just_released("quit") { renderer.game_data.shutdown = true; } if self.input.button_just_pressed("reload_shaders") { renderer.recreate_swapchain = true; } if self.input.button_just_pressed("quicksave") { save_level("levels/test.lvl", self, renderer).unwrap(); } if self.input.button_just_pressed("quickload") { self.clear_level(renderer); load_level("levels/test.lvl", self, renderer).unwrap(); } if self.input.button_down("print_framerate") { println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time); } if self.input.button_just_pressed("test") { self.paused = !self.paused; } // Custom game object stuff let light_pos = vec3(2.0, 0.5, 2.0); if !self.paused { self.player.update(frame_time, &self.input, renderer); } self.game_objects[1].get_game_object_mut(renderer).unwrap().rotation = Quaternion::from_angle_y(Deg(time * -20.)).normalize(); // End frame self.last_time = time; self.input.frame_end(); ObjectUniformData { view: self.player.camera.view.into(), projection: self.player.camera.proj.into(), time, light_position: light_pos.into(), light_directional_rotation: [45.0, 45.0, 0.0], camera_position: self.player.camera.position.into(), _dummy0: [0; 12], _dummy1: [0; 4], _dummy2: [0; 4], } } } impl TestGame { pub fn new(toml_path: &str, log_config: LogConfig) -> TestGame { TestGame { input: InputState::new(toml_path, log_config), player: Player::new(), game_objects: vec![], log_config, texture_index_counter: 0, last_time: 0.0, components: vec![], paused: false, } } pub fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) { load_level("levels/test.lvl", self, renderer).unwrap(); println!("Game loaded!"); } pub fn offset_texture_id(&mut self, local_tex_id: Option) -> usize { match local_tex_id { Some(local_id) => local_id + self.texture_index_counter, None => 0, } } pub fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec { let mut mesh_handles = Vec::new(); // Load file let (meshes, document) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap(); for cpu_mesh in meshes.into_iter() { // Convert file texture id to game texture id let diffuse_id = self.offset_texture_id(cpu_mesh.local_texture_index); let normal_id = self.offset_texture_id(cpu_mesh.local_normal_map_index); // Upload mesh let mesh_id = renderer.upload_mesh(cpu_mesh, gltf_path.to_string()); let mesh_handle = MeshHandle { index: mesh_id, diffuse_handle: diffuse_id, normal_handle: normal_id, original_path: gltf_path.to_string() }; mesh_handles.push(mesh_handle); } for doc_image in document.images() { let texture_start_time = SystemTime::now(); vulkan::dds::upload_texture_from_file(&format!("models/textures/{}.dds", doc_image.name().unwrap()), renderer).unwrap(); self.texture_index_counter += 1; if self.log_config.mesh_load_info { println!("Uploading texture took {:?}ms", texture_start_time.elapsed().unwrap().as_millis()); } } mesh_handles } pub fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> GameObjectHandle { let obj = GameObject::new(mesh); let obj_handle = renderer.add_game_object(obj, 0); self.game_objects.push(obj_handle); self.game_objects.last().unwrap().clone() } pub fn clear_level(&mut self, renderer: &mut VulkanRenderer) { self.game_objects.clear(); self.texture_index_counter = 0; renderer.clear_all(); } }