2021-32-bit-holiday-jam/src/bin/pumpkin.rs

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Rust
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use glam::{Mat4, Vec3, Vec4};
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use sdl2::event::Event;
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use sdl2::keyboard::{Keycode, Scancode};
use std::collections::HashMap;
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use std::ffi::{c_void};
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use std::time::{Duration};
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use opengl_rust::*;
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use file::load_small_file;
use iqm::Model;
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use shader::{ShaderProgram, ShaderObject};
use texture::Texture;
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use timestep::TimeStep;
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pub fn color_from_255 <V> (rgb: V) -> Vec3
where V: Into <Vec3>
{
let rgb: Vec3 = rgb.into ();
Vec3::from ((
rgb.x () / 255.0,
rgb.y () / 255.0,
rgb.z () / 255.0
))
}
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const VERT_SHADER_SRC: &str =
"
#define lowp
#define mediump
#define highp
#line 0
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uniform highp mat4 uni_mvp;
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attribute highp vec4 attr_pos;
attribute mediump vec2 attr_uv;
attribute lowp vec3 attr_normal;
varying mediump vec2 vary_uv;
varying lowp vec3 vary_normal;
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void main (void) {
vary_uv = attr_uv;
lowp vec4 light_color = vec4 (1.0);
vary_normal = attr_normal;
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gl_Position = uni_mvp * attr_pos;
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}";
const FRAG_SHADER_SRC: &str =
"
#define lowp
#define mediump
#define highp
#line 0
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uniform lowp sampler2D uni_texture;
uniform lowp vec3 uni_albedo;
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uniform lowp vec3 uni_object_space_light;
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uniform lowp vec3 uni_min_bright;
uniform lowp vec3 uni_min_albedo;
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//varying lowp vec4 vary_color;
varying lowp vec3 vary_normal;
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varying mediump vec2 vary_uv;
void main (void) {
lowp vec3 normal = normalize (vary_normal);
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lowp vec3 albedo = uni_albedo * max (uni_min_albedo, texture2D (uni_texture, vary_uv).rgb);
//lowp vec3 albedo = vec3 (vary_uv, 0.0);
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lowp float diffuse_factor = dot (normal, uni_object_space_light);
lowp vec3 sun = max (diffuse_factor, 0.0) * vec3 (0.95, 0.9, 0.85);
lowp vec3 sky = (diffuse_factor * 0.45 + 0.55) * vec3 (0.05, 0.1, 0.15);
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lowp vec3 diffuse_color = albedo * max (uni_min_bright, (sun + sky));
gl_FragColor = vec4 (sqrt (diffuse_color), 1.0);
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}
";
fn enable_vertex_attrib_array (id: Option <u32>) {
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if let Some (id) = id {
// Are safety checks really needed here?
unsafe {
gl::EnableVertexAttribArray (id);
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}
}
}
unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, slice: &[u8]) {
const FALSE_U8: u8 = 0;
const FLOAT_SIZE: i32 = 4;
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if let Some (id) = id {
gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, &slice [0] as *const u8 as *const c_void);
}
}
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unsafe fn point_to_model (
attrs: &HashMap <String, Option <u32>>,
model: &Model
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) {
vertex_attrib_pointer (attrs ["pos"], 3, model.get_vertex_slice (0));
vertex_attrib_pointer (attrs ["uv"], 2, model.get_vertex_slice (1));
vertex_attrib_pointer (attrs ["normal"], 3, model.get_vertex_slice (2));
}
const KEY_LEFT: usize = 0;
const KEY_RIGHT: usize = KEY_LEFT + 1;
const KEY_UP: usize = KEY_RIGHT + 1;
const KEY_DOWN: usize = KEY_UP + 1;
struct ControllerState {
keys: Vec <bool>,
}
impl ControllerState {
pub fn from_sdl_keyboard (k: &sdl2::keyboard::KeyboardState) -> Self {
let f = |c| k.is_scancode_pressed (c);
Self {
keys: vec! [
f (Scancode::Left),
f (Scancode::Right),
f (Scancode::Up),
f (Scancode::Down),
],
}
}
pub fn is_pressed (&self, code: usize) -> bool {
self.keys [code]
}
}
struct WorldState {
azimuth: f32,
altitude: f32,
spin_speed: i32,
}
impl WorldState {
pub fn new () -> Self {
Self {
azimuth: 0.0,
altitude: 0.0,
spin_speed: 0,
}
}
pub fn step (&mut self, controller: &ControllerState) {
const SPIN_RAMP_TIME: i32 = 30;
let spin_f = 4.0 * self.spin_speed as f32 / SPIN_RAMP_TIME as f32;
if controller.is_pressed (KEY_LEFT) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.azimuth += spin_f;
}
else if controller.is_pressed (KEY_RIGHT) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.azimuth -= spin_f;
}
else if controller.is_pressed (KEY_UP) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.altitude = f32::min (90.0, self.altitude + spin_f);
}
else if controller.is_pressed (KEY_DOWN) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.altitude = f32::max (-90.0, self.altitude - spin_f);
}
else {
self.spin_speed = 0;
}
}
}
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fn main () {
let sdl_context = sdl2::init ().unwrap ();
let video_subsystem = sdl_context.video ().unwrap ();
let window = video_subsystem.window ("OpenGL? In my Rust?", 1280, 720)
.position_centered ()
.opengl ()
.build ()
.unwrap ();
gl::load_with (|s| {
let result = video_subsystem.gl_get_proc_address (s) as *const _;
//println! ("{:?}", result);
result
});
assert! (gl::ClearColor::is_loaded ());
let gl_ctx = window.gl_create_context ().unwrap ();
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window.gl_make_current (&gl_ctx).unwrap ();
// I love how with Rust I can throw unwrap ()s everywhere
// It's safer than C / C++'s default behavior of unchecked errors
// It's more programmer-friendly and explicit than C#'s unchecked
// exceptions that can appear almost anywhere at runtime with no
// compile-time warning
// And I'm still not actually checking errors - Just checkmarking
// that I know where they are.
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let vert_shader = ShaderObject::new (gl::VERTEX_SHADER, VERT_SHADER_SRC).unwrap ();
let frag_shader = ShaderObject::new (gl::FRAGMENT_SHADER, FRAG_SHADER_SRC).unwrap ();
let shader_program = ShaderProgram::new (&vert_shader, &frag_shader).unwrap ();
let unis = shader_program.get_uniform_locations (vec! [
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"mvp",
"object_space_light",
"albedo",
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"min_albedo",
"min_bright",
"texture",
].into_iter ());
let attrs = shader_program.get_attribute_locations (vec! [
"pos",
"uv",
"normal",
].into_iter ());
let texture = Texture::from_file ("sky.png");
texture.bind ();
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let model_data = load_small_file ("pumpking.iqm", 1024 * 1024);
let model = Model::from_slice (&model_data [..]);
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let sky_data = load_small_file ("sky-sphere.iqm", 1024 * 1024);
let sky_model = Model::from_slice (&sky_data [..]);
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const FALSE_U8: u8 = 0;
unsafe {
enable_vertex_attrib_array (attrs ["pos"]);
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enable_vertex_attrib_array (attrs ["uv"]);
enable_vertex_attrib_array (attrs ["normal"]);
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gl::Enable (gl::DEPTH_TEST);
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gl::Enable (gl::TEXTURE);
}
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let mut time_step = TimeStep::new (60, 1000);
let mut state = WorldState::new ();
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let mut event_pump = sdl_context.event_pump ().unwrap ();
'running: loop {
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let frames_to_do = time_step.step ();
let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
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for _ in 0..frames_to_do {
state.step (&controller);
}
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let _mouse = event_pump.mouse_state ();
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for event in event_pump.poll_iter() {
match event {
Event::Quit {..} |
Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
break 'running
},
_ => (),
}
}
window.gl_make_current (&gl_ctx).unwrap ();
let longitude = state.azimuth.to_radians ();
let latitude = (state.altitude - 90.0).to_radians ();
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
let model_mat =
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -2.7 * 0.5)))
;
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let view_mat = proj_mat *
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
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Mat4::from_rotation_x (latitude) *
Mat4::from_rotation_z (longitude)
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;
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let mvp_mat = view_mat * model_mat;
let sky_mvp_mat = view_mat * Mat4::from_scale (Vec3::from ((16.0, 16.0, 16.0)));
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let light = Vec3::from ((2.0, 0.0, 5.0)).normalize ();
let object_space_light = model_mat.inverse () * Vec4::from ((light.x (), light.y (), light.z (), 0.0));
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let orange = color_from_255 ((255.0, 154.0, 0.0));
let green = color_from_255 ((14.0, 127.0, 24.0));
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let white = Vec3::from ((1.0, 1.0, 1.0));
let black = Vec3::from ((0.0, 0.0, 0.0));
let orange = orange * orange;
let green = green * green;
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unsafe {
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gl::ClearColor (1.0f32, 1.0f32, 1.0f32, 1.0f32);
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gl::Clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
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gl::Disable (gl::CULL_FACE);
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gl::Uniform3fv (unis ["min_bright"], 1, &black as *const Vec3 as *const f32);
gl::Uniform3fv (unis ["min_albedo"], 1, &white as *const Vec3 as *const f32);
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gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &mvp_mat as *const Mat4 as *const f32);
gl::Uniform3fv (unis ["object_space_light"], 1, &object_space_light as *const Vec4 as *const f32);
gl::Uniform3fv (unis ["albedo"], 1, &orange as *const Vec3 as *const f32);
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point_to_model (&attrs, &model);
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gl::DrawElements (gl::TRIANGLES, (model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (0) [0] as *const u8 as *const c_void);
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if true {
gl::Uniform3fv (unis ["albedo"], 1, &green as *const Vec3 as *const f32);
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gl::DrawElements (gl::TRIANGLES, (model.meshes [1].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (1) [0] as *const u8 as *const c_void);
}
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let draw_sky = true;
if draw_sky {
//println! ("Drawing sky");
gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &sky_mvp_mat as *const Mat4 as *const f32);
gl::Uniform3fv (unis ["albedo"], 1, &white as *const Vec3 as *const f32);
gl::Uniform3fv (unis ["min_bright"], 1, &white as *const Vec3 as *const f32);
gl::Uniform3fv (unis ["min_albedo"], 1, &black as *const Vec3 as *const f32);
gl::Uniform1i (unis ["texture"], 0);
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point_to_model (&attrs, &sky_model);
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gl::DrawElements (gl::TRIANGLES, (sky_model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &sky_model.get_index_slice (0) [0] as *const u8 as *const c_void);
}
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}
window.gl_swap_window ();
::std::thread::sleep (Duration::from_millis (15));
}
}
#[cfg (test)]
mod tests {
use super::*;
#[test]
pub fn iqm () {
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let data = load_small_file ("pumpking.iqm");
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{
let model = eader::from_slice (&data [..]).unwrap ().1;
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assert_eq! (model.fields [1], 90368);
assert_eq! (model.fields [2], 0);
assert_eq! (model.fields [consts::VERSION], 2);
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}
{
let model = Model::from_slice (&data [..]);
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println! ("{:?}", model.meshes);
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println! ("{:?}", model.vertexarrays);
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}
}
}