185 lines
6.9 KiB
Rust
185 lines
6.9 KiB
Rust
use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3, vec3, Vector4};
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use winit::event::Event;
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use crate::config::LogConfig;
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use crate::input::InputState;
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use crate::vulkan::{Game, LinePoint, MeshHandle, VulkanRenderer};
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use crate::vulkan::vs::ty::ObjectUniformData;
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use crate::gameobject::{GameObject, GameObjectHandle, Component, TestComponent};
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mod vulkan;
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mod input;
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mod config;
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mod mesh;
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mod gameobject;
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struct TestGame {
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input: InputState,
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cam_position: Vector3<f32>,
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cam_rotation: Quaternion<f32>,
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meshes: Vec<(MeshHandle, usize)>,
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game_objects: Vec<GameObjectHandle>,
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log_config: LogConfig,
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texture_index_counter: usize,
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last_time: f32,
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components: Vec<Box<dyn Component>>,
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}
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impl Game for TestGame {
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fn on_window_event(self: &mut Self, event: &Event<()>) {
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self.input.on_window_event(event);
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}
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fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> ObjectUniformData {
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self.input.frame_start();
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let time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32;
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let frame_time = time - self.last_time;
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let input = &self.input;
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let components = &mut self.components;
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components.iter_mut().for_each(|component| {
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component.update(frame_time, &input, renderer);
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});
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// User interaction
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if self.input.button_just_released("quit") {
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renderer.game_data.shutdown = true;
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}
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if self.input.button_just_released("test") {
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println!("{:?}", self.game_objects[0].get_game_object(renderer).unwrap().position);
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}
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if self.input.button_just_pressed("reload_shaders") {
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renderer.game_data.recreate_pipeline = true;
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}
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if self.input.button_down("print_framerate") {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0);
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self.game_objects[2].get_game_object(renderer).unwrap().position = light_pos;
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
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self.input.get_axis("move_sideways") * -0.05,
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0.0,
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self.input.get_axis("move_forward") * 0.05));
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let view = Matrix4::from(self.cam_rotation) * Matrix4::from_translation(self.cam_position);
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let mut proj = cgmath::perspective(
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Rad::from(Deg(45.0)),
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renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
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0.1,
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100.0
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);
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proj.y.y *= -1.0;
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renderer.game_data.line_push_constants.view = view.into();
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renderer.game_data.line_push_constants.projection = proj.into();
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self.last_time = time;
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self.input.frame_end();
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ObjectUniformData {
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view: view.into(),
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projection: proj.into(),
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time,
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light_position: light_pos.into(),
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camera_position: self.cam_position.into(),
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_dummy0: [0; 12],
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_dummy1: [0; 4],
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}
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}
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}
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fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f32> {
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let v4 = Vector4::new(vector.x, vector.y, vector.z, 1.0);
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let out = matrix * v4;
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Vector3::new(out.x, out.y, out.z)
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}
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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let mut test_comp = TestComponent { game_objects: vec![] };
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let cube_meshes = self.load_gltf(renderer, "models/box.glb");
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let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
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let plane_meshes = self.load_gltf(renderer, "models/plane.glb");
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let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
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cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
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test_comp.game_objects.push(cube.clone());
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let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
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let light_sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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light_sphere.get_game_object(renderer).unwrap().scale = vec3(0.1, 0.1, 0.1);
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let plane = self.add_game_object(renderer, *plane_meshes.first().unwrap(), 0);
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plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
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self.components.push(Box::new(test_comp));
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println!("Game loaded!");
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}
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fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> {
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let mut mesh_handles = Vec::new();
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let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
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for cpu_mesh in meshes.into_iter() {
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let id = match cpu_mesh.texture_index {
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Some(tex_id) => tex_id + self.texture_index_counter,
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None => 0,
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};
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self.texture_index_counter += 1;
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let mesh_handle = renderer.upload_mesh(cpu_mesh);
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self.meshes.push((mesh_handle, id));
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mesh_handles.push(mesh_handle);
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}
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textures.iter().for_each(|tex| renderer.upload_texture(tex));
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mesh_handles
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}
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle, texture_index: usize) -> &mut GameObjectHandle {
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let obj = GameObject::new(mesh, texture_index);
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let obj_handle = renderer.add_game_object(obj);
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self.game_objects.push(obj_handle);
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self.game_objects.last_mut().unwrap()
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}
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}
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fn main() {
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let log_config = LogConfig::from_file("config/log.toml");
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let mut game = TestGame {
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input: InputState::new("config/input.toml", log_config),
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cam_rotation: Quaternion::one(),
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cam_position: Vector3::new(0.0, 3.0, -10.0),
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meshes: vec![],
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game_objects: vec![],
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log_config,
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texture_index_counter: 1,
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last_time: 0.0,
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components: vec![],
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};
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let line_count = 30;
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let (mut renderer, event_loop) = VulkanRenderer::init(
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(-line_count..=line_count)
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.flat_map(|it| vec![
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LinePoint { position: [it as f32, 0., -line_count as f32] },
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LinePoint { position: [it as f32, 0., line_count as f32] },
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LinePoint { position: [-line_count as f32, 0., it as f32] },
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LinePoint { position: [line_count as f32, 0., it as f32] },
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]).collect(),
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log_config.vulkan_validation_layers,
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);
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game.game_start(&mut renderer);
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vulkan::start_event_loop(renderer, Box::new(game), event_loop);
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}
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