Files
rust-engine/src/game/mod.rs
2021-10-31 16:12:32 +01:00

240 lines
7.7 KiB
Rust

use std::time::Instant;
use cgmath::{Deg, Euler, Quaternion, vec3};
use glyph_brush::GlyphBrush;
use rust_engine_proc::perf;
use winit::event::Event;
use level::{load_level, save_level};
use player::Player;
use crate::game::entities::{FpsCounter, UiQuad, WorldQuad};
use crate::text::create_brush;
use crate::vulkan::pipelines::vs;
use crate::{config::LogConfig, vulkan};
use crate::input::InputState;
use crate::vulkan::{Game, MeshHandle, TextVertex, Vertex, VulkanRenderer};
use crate::vulkan::gameobject::{GameObject, GameObjectHandle, Updatable};
use crate::vulkan::mesh;
pub mod player;
mod level;
mod entities;
pub struct GameState {
pub paused: bool,
pub brush: GlyphBrush<Vec<TextVertex>>,
pub test_str: String,
}
impl GameState {
fn new() -> GameState {
GameState {
brush: create_brush(),
paused: false,
test_str: "".to_string(),
}
}
}
pub struct TestGame {
pub input: InputState,
pub player: Player,
pub game_objects: Vec<GameObject>,
pub log_config: LogConfig,
pub texture_index_counter: usize,
pub last_time: f32,
pub components: Vec<Box<dyn Updatable>>,
pub game_state: GameState,
pub ubo: vs::ty::ObjectUniformData,
}
impl Game for TestGame {
fn get_game_objects(&self) -> &Vec<GameObject> {
&self.game_objects
}
fn on_window_event(self: &mut Self, event: &Event<()>) {
self.input.on_window_event(event);
}
#[perf("update", crate::perf::PerformanceCounter)]
fn update(self: &mut Self, renderer: &mut VulkanRenderer) {
// 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 objs = &mut self.game_objects;
let components = &mut self.components;
let paused = self.game_state.paused;
let state = &mut self.game_state;
if !paused {
components.iter_mut().for_each(|component| {
component.update(frame_time, &input, state, objs, renderer);
});
self.player.update(frame_time, &input, state, objs, 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_just_pressed("test") {
self.game_state.paused = !self.game_state.paused;
}
for char in self.input.typed_characters.iter() {
match char {
'\u{8}' => { self.game_state.test_str.pop(); },
c => { self.game_state.test_str.push(*c); },
}
}
// Custom game object stuff
let light_pos = vec3(2.0, 0.5, 2.0);
// End frame
self.last_time = time;
self.input.frame_end();
self.ubo = vs::ty::ObjectUniformData {
view: self.player.camera.view.into(),
projection: self.player.camera.proj.into(),
ortho_projection: self.player.camera.ortho_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],
};
}
fn get_ubo(&self) -> &vs::ty::ObjectUniformData {
&self.ubo
}
}
impl TestGame {
pub fn new(toml_path: &str, log_config: LogConfig) -> TestGame {
TestGame {
input: InputState::new(toml_path, log_config),
player: Player::new(3., 30.),
game_objects: vec![],
log_config,
texture_index_counter: 0,
last_time: 0.0,
components: vec![],
game_state: GameState::new(),
ubo: vs::ty::ObjectUniformData {
view: [[0.; 4]; 4],
projection: [[0.; 4]; 4],
ortho_projection: [[0.; 4]; 4],
time: 0.,
light_position: [0.; 3],
light_directional_rotation: [0.; 3],
camera_position: [0.; 3],
_dummy0: [0; 12],
_dummy1: [0; 4],
_dummy2: [0; 4],
},
}
}
pub fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
load_level("levels/test.lvl", self, renderer).unwrap();
let fps = FpsCounter::new(self, renderer);
self.components.push(Box::new(fps));
let test_quad = UiQuad::new(self, renderer);
self.components.push(Box::new(test_quad));
let world_quad = WorldQuad::new(self, renderer);
let quad_go = &mut self.game_objects[world_quad.game_object];
quad_go.position = vec3(0.0, 0.01, 0.0);
quad_go.scale = vec3(10., 10., 10.);
println!("Game loaded!");
}
pub fn offset_texture_id(&mut self, local_tex_id: Option<usize>) -> 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<MeshHandle> {
let mut mesh_handles = Vec::new();
// Load file
let (meshes, document) = mesh::load_mesh::<Vertex>(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, Some(gltf_path.to_string()));
let mesh_handle = MeshHandle {
index: mesh_id,
textures: vec![diffuse_id, normal_id],
original_path: Some(gltf_path.to_string()),
pipeline_index: 0
};
mesh_handles.push(mesh_handle);
}
for doc_image in document.images() {
let texture_start_time = Instant::now();
let texture = vulkan::dds::upload_texture_from_file(&format!("models/textures/{}.dds", doc_image.name().unwrap()), renderer).unwrap();
renderer.game_data.textures.push(texture);
self.texture_index_counter += 1;
if self.log_config.mesh_load_info {
println!("Uploading texture took {:?}ms", texture_start_time.elapsed().as_millis());
}
}
mesh_handles
}
pub fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> GameObjectHandle {
let mut obj = GameObject::new(mesh);
obj.init_descriptor_sets(renderer);
self.game_objects.push(obj);
self.game_objects.len() - 1
}
pub fn clear_level(&mut self, renderer: &mut VulkanRenderer) {
self.game_objects.clear();
self.texture_index_counter = 0;
renderer.clear_all();
}
}
pub fn _print_quat_as_euler(quat: Quaternion<f32>) {
let euler = Euler::from(quat);
print!("({:?},{:?},{:?})", Deg::from(euler.x), Deg::from(euler.y), Deg::from(euler.z));
}