Files
rust-engine/src/main.rs
2020-07-06 23:50:16 +02:00

185 lines
6.9 KiB
Rust

use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3, vec3, Vector4};
use winit::event::Event;
use crate::config::LogConfig;
use crate::input::InputState;
use crate::vulkan::{Game, LinePoint, MeshHandle, VulkanRenderer};
use crate::vulkan::vs::ty::ObjectUniformData;
use crate::gameobject::{GameObject, GameObjectHandle, Component, TestComponent};
mod vulkan;
mod input;
mod config;
mod mesh;
mod gameobject;
struct TestGame {
input: InputState,
cam_position: Vector3<f32>,
cam_rotation: Quaternion<f32>,
meshes: Vec<(MeshHandle, usize)>,
game_objects: Vec<GameObjectHandle>,
log_config: LogConfig,
texture_index_counter: usize,
last_time: f32,
components: Vec<Box<dyn Component>>,
}
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 {
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;
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_released("test") {
println!("{:?}", self.game_objects[0].get_game_object(renderer).unwrap().position);
}
if self.input.button_just_pressed("reload_shaders") {
renderer.game_data.recreate_pipeline = true;
}
if self.input.button_down("print_framerate") {
println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
}
let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0);
self.game_objects[2].get_game_object(renderer).unwrap().position = light_pos;
self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
self.input.get_axis("move_sideways") * -0.05,
0.0,
self.input.get_axis("move_forward") * 0.05));
let view = Matrix4::from(self.cam_rotation) * Matrix4::from_translation(self.cam_position);
let mut proj = cgmath::perspective(
Rad::from(Deg(45.0)),
renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
0.1,
100.0
);
proj.y.y *= -1.0;
renderer.game_data.line_push_constants.view = view.into();
renderer.game_data.line_push_constants.projection = proj.into();
self.last_time = time;
self.input.frame_end();
ObjectUniformData {
view: view.into(),
projection: proj.into(),
time,
light_position: light_pos.into(),
camera_position: self.cam_position.into(),
_dummy0: [0; 12],
_dummy1: [0; 4],
}
}
}
fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f32> {
let v4 = Vector4::new(vector.x, vector.y, vector.z, 1.0);
let out = matrix * v4;
Vector3::new(out.x, out.y, out.z)
}
impl TestGame {
fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
let mut test_comp = TestComponent { game_objects: vec![] };
let cube_meshes = self.load_gltf(renderer, "models/box.glb");
let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
let plane_meshes = self.load_gltf(renderer, "models/plane.glb");
let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
test_comp.game_objects.push(cube.clone());
let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
let light_sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
light_sphere.get_game_object(renderer).unwrap().scale = vec3(0.1, 0.1, 0.1);
let plane = self.add_game_object(renderer, *plane_meshes.first().unwrap(), 0);
plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
self.components.push(Box::new(test_comp));
println!("Game loaded!");
}
fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> {
let mut mesh_handles = Vec::new();
let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
for cpu_mesh in meshes.into_iter() {
let id = match cpu_mesh.texture_index {
Some(tex_id) => tex_id + self.texture_index_counter,
None => 0,
};
self.texture_index_counter += 1;
let mesh_handle = renderer.upload_mesh(cpu_mesh);
self.meshes.push((mesh_handle, id));
mesh_handles.push(mesh_handle);
}
textures.iter().for_each(|tex| renderer.upload_texture(tex));
mesh_handles
}
fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle, texture_index: usize) -> &mut GameObjectHandle {
let obj = GameObject::new(mesh, texture_index);
let obj_handle = renderer.add_game_object(obj);
self.game_objects.push(obj_handle);
self.game_objects.last_mut().unwrap()
}
}
fn main() {
let log_config = LogConfig::from_file("config/log.toml");
let mut game = TestGame {
input: InputState::new("config/input.toml", log_config),
cam_rotation: Quaternion::one(),
cam_position: Vector3::new(0.0, 3.0, -10.0),
meshes: vec![],
game_objects: vec![],
log_config,
texture_index_counter: 1,
last_time: 0.0,
components: vec![],
};
let line_count = 30;
let (mut renderer, event_loop) = VulkanRenderer::init(
(-line_count..=line_count)
.flat_map(|it| vec![
LinePoint { position: [it as f32, 0., -line_count as f32] },
LinePoint { position: [it as f32, 0., line_count as f32] },
LinePoint { position: [-line_count as f32, 0., it as f32] },
LinePoint { position: [line_count as f32, 0., it as f32] },
]).collect(),
log_config.vulkan_validation_layers,
);
game.game_start(&mut renderer);
vulkan::start_event_loop(renderer, Box::new(game), event_loop);
}