♻️ Extract GameGraphics struct

main
_ 2020-03-08 17:20:49 +00:00
parent 1560b2d3cd
commit 1a42b60f71
1 changed files with 316 additions and 270 deletions

View File

@ -149,26 +149,23 @@ struct RenderableArrow {
inv_model_mat: Mat4, inv_model_mat: Mat4,
} }
fn main () { struct GameGraphics {
let sdl_context = sdl2::init ().unwrap (); shader_diffuse: ShaderClosure,
let video_subsystem = sdl_context.video ().unwrap (); shader_shadow: ShaderClosure,
let window = video_subsystem.window ("OpenGL? In my Rust?", 1280, 720) mesh_pumpkin: RenderableModel,
.position_centered () mesh_sky: RenderableModel,
.opengl () mesh_pitch: RenderableModel,
.build () mesh_arrow: RenderableModel,
.unwrap ();
gl::load_with (|s| { texture: Texture,
video_subsystem.gl_get_proc_address (s) as *const _
});
assert! (gl::ClearColor::is_loaded ()); pitch_colors: Vec <Vec3>,
grass_index: usize,
let gl_ctx = window.gl_create_context ().unwrap (); }
window.gl_make_current (&gl_ctx).unwrap ();
impl GameGraphics {
pub fn new () -> Self {
let uniform_names = { let uniform_names = {
use uniforms::*; use uniforms::*;
vec! [ vec! [
@ -202,26 +199,13 @@ fn main () {
glezz::enable_vertex_attrib_array (attrs [NORMAL]); glezz::enable_vertex_attrib_array (attrs [NORMAL]);
}); });
let texture = Texture::from_file ("sky.png");
texture.bind ();
let mesh_pumpkin = renderable_from_iqm_file ("pumpking.iqm"); let mesh_pumpkin = renderable_from_iqm_file ("pumpking.iqm");
let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm"); let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
let mesh_pitch = renderable_from_iqm_file ("pitch.iqm"); let mesh_pitch = renderable_from_iqm_file ("pitch.iqm");
let mesh_arrow = renderable_from_iqm_file ("arrow.iqm"); let mesh_arrow = renderable_from_iqm_file ("arrow.iqm");
let magenta = color_from_255 ((255.0, 0.0, 255.0)); let texture = Texture::from_file ("sky.png");
let orange = color_from_255 ((210.0, 125.0, 44.0)); texture.bind ();
let green = color_from_255 ((52.0, 101.0, 36.0));
let white = color_from_255 ((255.0, 255.0, 255.0));
let _off_white = color_from_255 ((222.0, 238.0, 214.0));
let black = color_from_255 ((0.0, 0.0, 0.0));
let _off_black = color_from_255 ((20.0, 12.0, 28.0));
let pumpkin_colors = vec! [
orange,
green,
];
let (pitch_colors, grass_index) = { let (pitch_colors, grass_index) = {
let silver = (255.0, 255.0, 255.0); let silver = (255.0, 255.0, 255.0);
@ -262,35 +246,40 @@ fn main () {
(colors, grass_index.unwrap ()) (colors, grass_index.unwrap ())
}; };
glezz::enable (gl::DEPTH_TEST); Self {
glezz::enable (gl::TEXTURE_2D); shader_diffuse,
shader_shadow,
let mut time_step = TimeStep::new (60, 1000); mesh_pumpkin,
let mut state = WorldState::new (); mesh_sky,
mesh_pitch,
mesh_arrow,
let mut event_pump = sdl_context.event_pump ().unwrap (); texture,
'running: loop {
let frames_to_do = time_step.step ();
let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ()); pitch_colors,
grass_index,
for _ in 0..frames_to_do {
state.step (&controller);
}
let _mouse = event_pump.mouse_state ();
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 (); pub fn draw (
&self,
state: &WorldState,
arrows: &[RenderableArrow]
)
{
let magenta = color_from_255 ((255.0, 0.0, 255.0));
let orange = color_from_255 ((210.0, 125.0, 44.0));
let green = color_from_255 ((52.0, 101.0, 36.0));
let white = color_from_255 ((255.0, 255.0, 255.0));
let _off_white = color_from_255 ((222.0, 238.0, 214.0));
let black = color_from_255 ((0.0, 0.0, 0.0));
let _off_black = color_from_255 ((20.0, 12.0, 28.0));
let pumpkin_colors = vec! [
orange,
green,
];
let longitude = state.azimuth.to_radians (); let longitude = state.azimuth.to_radians ();
let latitude = (state.altitude - 90.0).to_radians (); let latitude = (state.altitude - 90.0).to_radians ();
@ -326,6 +315,198 @@ fn main () {
let world_model_mat = Mat4::identity (); let world_model_mat = Mat4::identity ();
use uniforms::*;
glezz::enable (gl::DEPTH_TEST);
glezz::enable (gl::TEXTURE_2D);
self.shader_diffuse.with (|shader_vars| {
let unis = shader_vars.unis;
let attrs = shader_vars.attrs;
// Pass 1 - Draw the world except the ground plane
glezz::disable (gl::STENCIL_TEST);
glezz::front_face (gl::CW);
let mvp = view_mat * pumpkin_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
let inverse_pumpkin = pumpkin_model_mat.inverse ();
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
self.mesh_pumpkin.draw_all (attrs, |i| {
glezz::uniform_3fv (unis [&ALBEDO], &pumpkin_colors [i]);
true
});
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
self.mesh_pitch.draw_all (attrs, |i| {
glezz::uniform_3fv (unis [&ALBEDO], &self.pitch_colors [i]);
i != self.grass_index
});
glezz::uniform_3fv (unis [&ALBEDO], &magenta);
for arrow in arrows.iter () {
let mvp = view_mat * arrow.model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
let object_space_light = make_object_space_vec (&arrow.inv_model_mat, &light);
let object_space_sky = make_object_space_vec (&arrow.inv_model_mat, &Vec3::from ((0.0, 0.0, 1.0)));
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
self.mesh_arrow.draw_all (attrs, |_| true);
}
let draw_sky = true;
if draw_sky {
self.texture.bind ();
glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat);
glezz::uniform_3fv (unis [&ALBEDO], &white);
glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &black);
glezz::uniform_1i (unis [&TEXTURE], 0);
self.mesh_sky.draw_all (attrs, |_| true);
}
});
self.shader_shadow.with (|shader_vars| {
let unis = shader_vars.unis;
let attrs = shader_vars.attrs;
// Pass 2: Draw shadows into stencil buffer
glezz::front_face (gl::CCW);
glezz::enable (gl::STENCIL_TEST);
unsafe {
gl::StencilFunc (gl::ALWAYS, 1, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::REPLACE);
gl::ColorMask (0, 0, 0, 0);
gl::DepthMask (0);
gl::StencilMask (1);
}
let view_mat = view_mat * shadow_mat;
let mvp = view_mat * pumpkin_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
self.mesh_pumpkin.draw_all (attrs, |_| true);
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
self.mesh_pitch.draw_all (attrs, |i| i != self.grass_index);
for arrow in arrows.iter () {
let mvp = view_mat * arrow.model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
self.mesh_arrow.draw_all (attrs, |_| true);
}
});
self.shader_diffuse.with (|shader_vars| {
let unis = shader_vars.unis;
let attrs = shader_vars.attrs;
// Pass 3: Draw lit ground
unsafe {
gl::ColorMask (255, 255, 255, 255);
gl::DepthMask (1);
gl::StencilFunc (gl::NOTEQUAL, 0, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
}
glezz::front_face (gl::CW);
let inverse_pumpkin = pumpkin_model_mat.inverse ();
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
glezz::uniform_3fv (unis [&ALBEDO], &self.pitch_colors [self.grass_index]);
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
self.mesh_pitch.draw (attrs, self.grass_index);
// Pass 4: Draw shadowed ground
unsafe {
gl::StencilFunc (gl::EQUAL, 0, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
}
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
self.mesh_pitch.draw (attrs, self.grass_index);
});
}
}
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| {
video_subsystem.gl_get_proc_address (s) as *const _
});
assert! (gl::ClearColor::is_loaded ());
let gl_ctx = window.gl_create_context ().unwrap ();
window.gl_make_current (&gl_ctx).unwrap ();
let mut time_step = TimeStep::new (60, 1000);
let mut state = WorldState::new ();
let graphics = GameGraphics::new ();
let mut event_pump = sdl_context.event_pump ().unwrap ();
'running: loop {
let frames_to_do = time_step.step ();
let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
for _ in 0..frames_to_do {
state.step (&controller);
}
let _mouse = event_pump.mouse_state ();
for event in event_pump.poll_iter() {
match event {
Event::Quit {..} |
Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
break 'running
},
_ => (),
}
}
let arrows = vec![ let arrows = vec![
Arrow { Arrow {
origin: (0.0, 0.0, 1.0).into (), origin: (0.0, 0.0, 1.0).into (),
@ -378,144 +559,9 @@ fn main () {
} }
}).collect (); }).collect ();
use uniforms::*; window.gl_make_current (&gl_ctx).unwrap ();
shader_diffuse.with (|shader_vars| { graphics.draw (&state, &renderable_arrows);
let unis = shader_vars.unis;
let attrs = shader_vars.attrs;
// Pass 1 - Draw the world except the ground plane
glezz::disable (gl::STENCIL_TEST);
glezz::front_face (gl::CW);
let mvp = view_mat * pumpkin_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
let inverse_pumpkin = pumpkin_model_mat.inverse ();
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
mesh_pumpkin.draw_all (attrs, |i| {
glezz::uniform_3fv (unis [&ALBEDO], &pumpkin_colors [i]);
true
});
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
mesh_pitch.draw_all (attrs, |i| {
glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [i]);
i != grass_index
});
glezz::uniform_3fv (unis [&ALBEDO], &magenta);
for arrow in &renderable_arrows {
let mvp = view_mat * arrow.model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
let object_space_light = make_object_space_vec (&arrow.inv_model_mat, &light);
let object_space_sky = make_object_space_vec (&arrow.inv_model_mat, &Vec3::from ((0.0, 0.0, 1.0)));
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
mesh_arrow.draw_all (attrs, |_| true);
}
let draw_sky = true;
if draw_sky {
glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat);
glezz::uniform_3fv (unis [&ALBEDO], &white);
glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &black);
glezz::uniform_1i (unis [&TEXTURE], 0);
mesh_sky.draw_all (attrs, |_| true);
}
});
shader_shadow.with (|shader_vars| {
let unis = shader_vars.unis;
let attrs = shader_vars.attrs;
// Pass 2: Draw shadows into stencil buffer
glezz::front_face (gl::CCW);
glezz::enable (gl::STENCIL_TEST);
unsafe {
gl::StencilFunc (gl::ALWAYS, 1, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::REPLACE);
gl::ColorMask (0, 0, 0, 0);
gl::DepthMask (0);
gl::StencilMask (1);
}
let view_mat = view_mat * shadow_mat;
let mvp = view_mat * pumpkin_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
mesh_pumpkin.draw_all (attrs, |_| true);
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
mesh_pitch.draw_all (attrs, |i| i != grass_index);
for renderable_arrow in &renderable_arrows {
let mvp = view_mat * renderable_arrow.model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
mesh_arrow.draw_all (attrs, |_| true);
}
});
shader_diffuse.with (|shader_vars| {
let unis = shader_vars.unis;
let attrs = shader_vars.attrs;
// Pass 3: Draw lit ground
unsafe {
gl::ColorMask (255, 255, 255, 255);
gl::DepthMask (1);
gl::StencilFunc (gl::NOTEQUAL, 0, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
}
glezz::front_face (gl::CW);
let inverse_pumpkin = pumpkin_model_mat.inverse ();
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [grass_index]);
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
mesh_pitch.draw (attrs, grass_index);
// Pass 4: Draw shadowed ground
unsafe {
gl::StencilFunc (gl::EQUAL, 0, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
}
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
mesh_pitch.draw (attrs, grass_index);
});
window.gl_swap_window (); window.gl_swap_window ();