♻️ refactor

main
_ 2021-12-19 16:44:01 +00:00
parent bb9a637686
commit d9534554d1
2 changed files with 308 additions and 278 deletions

View File

@ -0,0 +1,303 @@
use std::{
collections::HashMap,
};
use opengl_rust::{
prelude::*,
gl_state::{
FrontFace,
GlState,
Pass,
},
renderable_model::{
attributes,
RenderableModel,
},
shader_closure::ShaderLookup,
texture::Texture,
};
use crate::{
GameState,
TriangleStream,
};
mod uniforms {
use iota::iota;
iota! {
pub const
MVP: u32 = iota;
, OBJECT_SPACE_LIGHT
, OBJECT_SPACE_SKY
, ALBEDO
, MIN_ALBEDO
, MIN_BRIGHT
, TEXTURE
}
}
pub struct Graphics {
passes: Vec <Pass>,
shaders: Vec <ShaderClosure>,
shader_lookup: HashMap <u32, usize>,
mesh_cube: RenderableModel,
mesh_sky: RenderableModel,
mesh_sphere: RenderableModel,
text_stream: TriangleStream,
texture_crate: Texture,
texture_earth: Texture,
texture_sky: Texture,
pub frames: u64,
}
impl ShaderLookup for Graphics {
fn lookup <'a> (&'a self, id: u32) -> &'a ShaderClosure {
&self.shaders [self.shader_lookup [&id]]
}
}
impl Graphics {
pub fn new () -> Self {
let uniform_names = {
vec! [
(uniforms::MVP, "uni_mvp"),
(uniforms::OBJECT_SPACE_LIGHT, "uni_object_space_light"),
(uniforms::OBJECT_SPACE_SKY, "uni_object_space_sky"),
(uniforms::ALBEDO, "uni_albedo"),
(uniforms::MIN_ALBEDO, "uni_min_albedo"),
(uniforms::MIN_BRIGHT, "uni_min_bright"),
(uniforms::TEXTURE, "uni_texture"),
]
};
let attr_names = {
vec! [
(attributes::POS, "attr_pos"),
(attributes::UV, "attr_uv"),
(attributes::NORMAL, "attr_normal"),
]
};
let shaders: Vec <_> = [
("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"),
("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"),
("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl"),
].into_iter ()
.map (|(v, f)| {
ShaderClosure::new (shader_from_files (v, f), &uniform_names, &attr_names)
})
.collect ();
let mesh_cube = renderable_from_iqm_file ("cube.iqm");
let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
let mesh_sphere = renderable_from_iqm_file ("sphere.iqm");
let passes = vec![
// Clear everything
Pass::default ()
.color_mask ([1, 1, 1, 1])
.depth_mask (1)
.clone (),
// Draw world
Pass::default ()
.shader (&shaders [0])
.flags ([
(gl::CULL_FACE, true),
(gl::DEPTH_TEST, true),
(gl::TEXTURE_2D, true),
(gl::STENCIL_TEST, false),
].into_iter ())
.front_face (FrontFace::Ccw)
.color_mask ([1, 1, 1, 1])
.depth_mask (1)
.clone (),
];
let text_stream = TriangleStream {
verts: gpu_buffers::VertexBuffer::streaming (4 * 5 * 6 * 1024),
indices: {
let quad = [
0, 1, 2,
0, 2, 3,
];
let v: Vec <u32> = (0u32..1024).map (|i| {
quad.iter ().map (move |j| 4 * i + j)
}).flatten ().collect ();
gpu_buffers::IndexBuffer::from_slice_u32 (&v)
}
};
let shader_lookup = HashMap::from_iter (shaders.iter ().enumerate ()
.map (|(i, s)| {
(s.get_id (), i)
}));
shaders [0].with (None, |shader_vars| {
let attrs = shader_vars.attrs;
glezz::enable_vertex_attrib_array (attrs [attributes::POS]);
glezz::enable_vertex_attrib_array (attrs [attributes::UV]);
glezz::enable_vertex_attrib_array (attrs [attributes::NORMAL]);
});
Graphics {
mesh_cube,
mesh_sky,
mesh_sphere,
passes,
shader_lookup,
shaders,
text_stream,
texture_crate: Texture::from_file ("crate.png"),
texture_earth: Texture::from_file ("earth.png"),
texture_sky: Texture::from_file ("sky.png"),
frames: 0,
}
}
pub fn draw (
&self,
state: &GameState,
gl_state: &mut GlState,
) {
use uniforms as u;
let white = color_from_255 ((255.0, 255.0, 255.0));
let black = color_from_255 ((0.0, 0.0, 0.0));
let shadow_blue = color_from_255 ((0.0, 0.0, 0.25));
let screen_size = (320.0, 240.0);
let fov = 30.0f32;
let proj_mat = Mat4::perspective_rh_gl (fov.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
let view_mat = proj_mat *
Mat4::from_translation ((0.0, 0.0, -20.0).into ()) *
Mat4::from_rotation_x ((45.0 - 90.0f32).to_radians ())
;
let world_model_mat = Mat4::IDENTITY;
self.passes [0].with (gl_state, || {
glezz::clear_color (0.5f32, 0.5f32, 0.5f32, 1.0f32);
glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
});
self.passes [1].with_shader (gl_state, self, |shader_vars| {
let attrs = shader_vars.attrs;
let unis = shader_vars.unis;
self.texture_earth.bind ();
{
let mvp = view_mat *
Mat4::from_translation (state.player.pos) *
Mat4::from_scale ((0.5, 0.5, 0.5).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
self.mesh_sphere.draw_all (attrs, |_| {
true
});
}
self.texture_crate.bind ();
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
for aabb in &state.aabbs {
let min = aabb.min;
let max = aabb.max;
let center = (min + max) / 2.0;
let scale = (max - min) / 2.0;
let mvp = view_mat *
Mat4::from_translation (center) *
Mat4::from_scale (scale);
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
self.mesh_cube.draw_all (attrs, |_| {
true
});
}
glezz::uniform_3fv (unis [&u::ALBEDO], &shadow_blue);
if true {
// Raycast for player shadow
let coll = opengl_rust::physics::get_candidate (
&[], &state.aabbs,
state.player.pos,
state.player.pos + Vec3::new (0.0, 0.0, -100.0),
0.0
);
if coll.t <= 1.0 {
let mvp = view_mat *
Mat4::from_translation (coll.p_impact + Vec3::new (0.0, 0.0, 0.0625)) *
Mat4::from_scale ((0.5, 0.5, 0.0).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
self.mesh_sphere.draw_all (attrs, |_| {
true
});
}
for aabb in &state.aabbs {
// Raycast for box shadows
let min = aabb.min;
let max = aabb.max;
let center = (min + max) / 2.0;
let scale = (max - min) / 2.0;
let coll = opengl_rust::physics::get_candidate (
&[], &state.aabbs,
center,
center + Vec3::new (0.0, 0.0, -100.0),
0.0
);
if coll.t <= 1.0 {
let mvp = view_mat *
Mat4::from_translation (coll.p_impact + Vec3::new (0.0, 0.0, 0.0625)) *
Mat4::from_scale ((scale.x, scale.y, 0.0).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
self.mesh_cube.draw_all (attrs, |_| {
true
});
}
}
}
{
let sky_mvp_mat = view_mat * Mat4::from_scale ((64.0, 64.0, 64.0).into ());
self.texture_sky.bind ();
glezz::uniform_matrix_4fv (unis [&u::MVP], &sky_mvp_mat);
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
glezz::uniform_3fv (unis [&u::MIN_BRIGHT], &white);
glezz::uniform_3fv (unis [&u::MIN_ALBEDO], &black);
glezz::uniform_1i (unis [&u::TEXTURE], 0);
// self.mesh_sky.draw_all (attrs, |_| true);
}
});
}
}
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
))
}

View File

@ -17,21 +17,11 @@ use opengl_rust::{
texture::Texture, texture::Texture,
}; };
mod uniforms { mod graphics;
use iota::iota;
iota! {
pub const
MVP: u32 = iota;
, OBJECT_SPACE_LIGHT
, OBJECT_SPACE_SKY
, ALBEDO
, MIN_ALBEDO
, MIN_BRIGHT
, TEXTURE
}
}
struct GameState { use graphics::Graphics;
pub struct GameState {
player: PhysicsBody, player: PhysicsBody,
aabbs: Vec <opengl_rust::physics::Aabb>, aabbs: Vec <opengl_rust::physics::Aabb>,
} }
@ -60,162 +50,6 @@ impl Default for GameState {
} }
} }
struct GameGraphics {
passes: Vec <Pass>,
shaders: Vec <ShaderClosure>,
shader_lookup: HashMap <u32, usize>,
mesh_cube: RenderableModel,
mesh_sky: RenderableModel,
mesh_sphere: RenderableModel,
text_stream: TriangleStream,
texture_crate: Texture,
texture_earth: Texture,
texture_sky: Texture,
frames: u64,
}
impl ShaderLookup for GameGraphics {
fn lookup <'a> (&'a self, id: u32) -> &'a ShaderClosure {
&self.shaders [self.shader_lookup [&id]]
}
}
impl GameGraphics {
fn draw (
&self,
state: &GameState,
gl_state: &mut GlState,
) {
use uniforms as u;
let white = color_from_255 ((255.0, 255.0, 255.0));
let black = color_from_255 ((0.0, 0.0, 0.0));
let shadow_blue = color_from_255 ((0.0, 0.0, 0.25));
let screen_size = (320.0, 240.0);
let fov = 30.0f32;
let proj_mat = Mat4::perspective_rh_gl (fov.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
let view_mat = proj_mat *
Mat4::from_translation ((0.0, 0.0, -20.0).into ()) *
Mat4::from_rotation_x ((45.0 - 90.0f32).to_radians ())
;
let world_model_mat = Mat4::IDENTITY;
self.passes [0].with (gl_state, || {
glezz::clear_color (0.5f32, 0.5f32, 0.5f32, 1.0f32);
glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
});
self.passes [1].with_shader (gl_state, self, |shader_vars| {
let attrs = shader_vars.attrs;
let unis = shader_vars.unis;
self.texture_earth.bind ();
{
let mvp = view_mat *
Mat4::from_translation (state.player.pos) *
Mat4::from_scale ((0.5, 0.5, 0.5).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
self.mesh_sphere.draw_all (attrs, |_| {
true
});
}
self.texture_crate.bind ();
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
for aabb in &state.aabbs {
let min = aabb.min;
let max = aabb.max;
let center = (min + max) / 2.0;
let scale = (max - min) / 2.0;
let mvp = view_mat *
Mat4::from_translation (center) *
Mat4::from_scale (scale);
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
self.mesh_cube.draw_all (attrs, |_| {
true
});
}
glezz::uniform_3fv (unis [&u::ALBEDO], &shadow_blue);
if true {
// Raycast for player shadow
let coll = opengl_rust::physics::get_candidate (
&[], &state.aabbs,
state.player.pos,
state.player.pos + Vec3::new (0.0, 0.0, -100.0),
0.0
);
if coll.t <= 1.0 {
let mvp = view_mat *
Mat4::from_translation (coll.p_impact + Vec3::new (0.0, 0.0, 0.0625)) *
Mat4::from_scale ((0.5, 0.5, 0.0).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
self.mesh_sphere.draw_all (attrs, |_| {
true
});
}
for aabb in &state.aabbs {
// Raycast for box shadows
let min = aabb.min;
let max = aabb.max;
let center = (min + max) / 2.0;
let scale = (max - min) / 2.0;
let coll = opengl_rust::physics::get_candidate (
&[], &state.aabbs,
center,
center + Vec3::new (0.0, 0.0, -100.0),
0.0
);
if coll.t <= 1.0 {
let mvp = view_mat *
Mat4::from_translation (coll.p_impact + Vec3::new (0.0, 0.0, 0.0625)) *
Mat4::from_scale ((scale.x, scale.y, 0.0).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
self.mesh_cube.draw_all (attrs, |_| {
true
});
}
}
}
{
let sky_mvp_mat = view_mat * Mat4::from_scale ((64.0, 64.0, 64.0).into ());
self.texture_sky.bind ();
glezz::uniform_matrix_4fv (unis [&u::MVP], &sky_mvp_mat);
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
glezz::uniform_3fv (unis [&u::MIN_BRIGHT], &white);
glezz::uniform_3fv (unis [&u::MIN_ALBEDO], &black);
glezz::uniform_1i (unis [&u::TEXTURE], 0);
// self.mesh_sky.draw_all (attrs, |_| true);
}
});
}
}
#[tokio::main] #[tokio::main]
async fn main () -> Result <()> { async fn main () -> Result <()> {
tracing_subscriber::fmt::fmt () tracing_subscriber::fmt::fmt ()
@ -246,41 +80,6 @@ async fn main () -> Result <()> {
let mut event_pump = sdl_context.event_pump ().unwrap (); let mut event_pump = sdl_context.event_pump ().unwrap ();
let mut time_step = TimeStep::new (60, 1000); let mut time_step = TimeStep::new (60, 1000);
let mut graphics_frames = 0;
let uniform_names = {
vec! [
(uniforms::MVP, "uni_mvp"),
(uniforms::OBJECT_SPACE_LIGHT, "uni_object_space_light"),
(uniforms::OBJECT_SPACE_SKY, "uni_object_space_sky"),
(uniforms::ALBEDO, "uni_albedo"),
(uniforms::MIN_ALBEDO, "uni_min_albedo"),
(uniforms::MIN_BRIGHT, "uni_min_bright"),
(uniforms::TEXTURE, "uni_texture"),
]
};
let attr_names = {
vec! [
(attributes::POS, "attr_pos"),
(attributes::UV, "attr_uv"),
(attributes::NORMAL, "attr_normal"),
]
};
let shaders: Vec <_> = [
("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"),
("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"),
("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl"),
].into_iter ()
.map (|(v, f)| {
ShaderClosure::new (shader_from_files (v, f), &uniform_names, &attr_names)
})
.collect ();
let mesh_cube = renderable_from_iqm_file ("cube.iqm");
let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
let mesh_sphere = renderable_from_iqm_file ("sphere.iqm");
let level = gltf::Gltf::open ("gltf/level-00.gltf")?; let level = gltf::Gltf::open ("gltf/level-00.gltf")?;
for scene in level.scenes () { for scene in level.scenes () {
@ -293,67 +92,7 @@ async fn main () -> Result <()> {
} }
} }
let passes = vec![ let mut graphics = Graphics::new ();
// Clear everything
Pass::default ()
.color_mask ([1, 1, 1, 1])
.depth_mask (1)
.clone (),
// Draw world
Pass::default ()
.shader (&shaders [0])
.flags ([
(gl::CULL_FACE, true),
(gl::DEPTH_TEST, true),
(gl::TEXTURE_2D, true),
(gl::STENCIL_TEST, false),
].into_iter ())
.front_face (FrontFace::Ccw)
.color_mask ([1, 1, 1, 1])
.depth_mask (1)
.clone (),
];
let text_stream = TriangleStream {
verts: gpu_buffers::VertexBuffer::streaming (4 * 5 * 6 * 1024),
indices: {
let quad = [
0, 1, 2,
0, 2, 3,
];
let v: Vec <u32> = (0u32..1024).map (|i| {
quad.iter ().map (move |j| 4 * i + j)
}).flatten ().collect ();
gpu_buffers::IndexBuffer::from_slice_u32 (&v)
}
};
let shader_lookup = HashMap::from_iter (shaders.iter ().enumerate ()
.map (|(i, s)| {
(s.get_id (), i)
}));
shaders [0].with (None, |shader_vars| {
let attrs = shader_vars.attrs;
glezz::enable_vertex_attrib_array (attrs [attributes::POS]);
glezz::enable_vertex_attrib_array (attrs [attributes::UV]);
glezz::enable_vertex_attrib_array (attrs [attributes::NORMAL]);
});
let mut graphics = GameGraphics {
mesh_cube,
mesh_sky,
mesh_sphere,
passes,
shader_lookup,
shaders,
text_stream,
texture_crate: Texture::from_file ("crate.png"),
texture_earth: Texture::from_file ("earth.png"),
texture_sky: Texture::from_file ("sky.png"),
frames: 0,
};
let mut gl_state = Default::default (); let mut gl_state = Default::default ();
let mut game_state = GameState::default (); let mut game_state = GameState::default ();
@ -478,15 +217,3 @@ struct TriangleStream {
pub verts: gpu_buffers::VertexBuffer, pub verts: gpu_buffers::VertexBuffer,
pub indices: gpu_buffers::IndexBuffer, pub indices: gpu_buffers::IndexBuffer,
} }
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
))
}