use std::{ collections::HashMap, }; use anyhow::Result; use maplit::hashmap; use opengl_rust::{ prelude::*, gl_state::*, physics::PhysicsBody, renderable_model::{ attributes, RenderableModel, }, shader_closure::ShaderLookup, texture::Texture, }; mod uniforms { use iota::iota; iota! { pub const MVP: u32 = iota; , OBJECT_SPACE_LIGHT , OBJECT_SPACE_SKY , ALBEDO , MIN_ALBEDO , MIN_BRIGHT , TEXTURE } } struct GameState { player: PhysicsBody, aabbs: Vec , } impl Default for GameState { fn default () -> Self { let player = Default::default (); let aabbs = [ ((-4.0, -4.0, -3.0), (4.0, 4.0, -1.0)), ((-1.5, 1.0, -1.0), (-0.5, 2.0, 0.0)), ((-0.5, 1.0, 0.0), (0.5, 2.0, 1.0)), ((0.5, 1.0, 1.0), (1.5, 2.0, 2.0)), ].into_iter () .map (|(min, max)| { opengl_rust::physics::Aabb { min: min.into (), max: max.into (), } }) .collect (); Self { player, aabbs, } } } struct GameGraphics { passes: Vec , shaders: Vec , shader_lookup: HashMap , 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] async fn main () -> Result <()> { tracing_subscriber::fmt::fmt () .with_env_filter (tracing_subscriber::EnvFilter::from_default_env()) .with_span_events (tracing_subscriber::fmt::format::FmtSpan::CLOSE) .init (); let sdl_context = sdl2::init ().map_err (|e| anyhow! ("Can't init SDL: {}", e))?; let video_subsystem = sdl_context.video ().map_err (|e| anyhow! ("Can't get SDL video subsystem: {}", e))?; let window = video_subsystem.window ("3D platformer", 320, 240) .position_centered () .opengl () .build () ?; gl::load_with (|s| { video_subsystem.gl_get_proc_address (s) as *const _ }); if ! gl::ClearColor::is_loaded () { bail! ("gl::ClearColor didn't load, something is wrong with OpenGL"); } let gl_ctx = window.gl_create_context ().map_err (|e| anyhow! ("Can't create OpenGL context: {}", e))?; window.gl_make_current (&gl_ctx).map_err (|e| anyhow! ("Can't make OpenGL context current: {}", e))?; let mut event_pump = sdl_context.event_pump ().unwrap (); 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 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 = (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 game_state = GameState::default (); let phys_params = opengl_rust::physics::Params { dt: 1.0 / 60.0, gravity: (0.0, 0.0, -0.25).into (), margin: 0.00125, }; let player_speed = 2.0; let player_jump_speed = 8.0; let mut player_jump_vec: Option = None; 'running: loop { let _frames_to_do = time_step.step (); let mut player_wants_to_jump = false; for event in event_pump.poll_iter () { match event { Event::Quit {..} | Event::KeyDown { keycode: Some (Keycode::Escape), .. } => { break 'running }, Event::KeyDown { keycode: Some (Keycode::R), .. } => { game_state = Default::default (); }, Event::KeyDown { keycode: Some (Keycode::Space), .. } => { player_wants_to_jump = true; }, _ => (), } } let kb_state = event_pump.keyboard_state (); let player_speed = if player_jump_vec.is_some () { game_state.player.vel.x = 0.0; game_state.player.vel.y = 0.0; player_speed } else { 0.125 }; if kb_state.is_scancode_pressed (Scancode::Left) { game_state.player.vel.x -= player_speed; } if kb_state.is_scancode_pressed (Scancode::Right) { game_state.player.vel.x += player_speed; } if kb_state.is_scancode_pressed (Scancode::Up) { game_state.player.vel.y += player_speed; } if kb_state.is_scancode_pressed (Scancode::Down) { game_state.player.vel.y -= player_speed; } if player_wants_to_jump { if let Some (normal) = player_jump_vec.clone () { game_state.player.vel += normal * player_jump_speed; } } let phys_result = opengl_rust::physics::step (&phys_params, &[], &game_state.aabbs, 0.5, &game_state.player); game_state.player = phys_result.body; // tracing::debug! ("player pos: {}", game_state.player.pos); dbg! (player_jump_vec); player_jump_vec = None; for normal in &phys_result.normals_hit { player_jump_vec = Some (match player_jump_vec { None => *normal, Some (old) => { if normal.z > old.z { *normal } else { old } }, }); } window.gl_make_current (&gl_ctx).unwrap (); graphics.draw (&game_state, &mut gl_state); graphics.frames += 1; window.gl_swap_window (); tokio::time::sleep (Duration::from_millis (15)).await; } Ok (()) } struct ShaderLocations { attr_pos: u32, attr_normal: u32, attr_color: u32, uni_mvp: i32, } impl ShaderLocations { pub fn new (shader_program: &opengl_rust::shader::ShaderProgram) -> anyhow::Result { let attr = |name: &str| shader_program.get_attribute_location (&CString::new (name.as_bytes ())?).try_into ().context ("Attribute location negative"); let uni = |name: &str| shader_program.get_uniform_location (&CString::new (name.as_bytes ())?).try_into ().context ("Uniform location bad"); Ok (Self { attr_pos: attr ("attr_pos")?, attr_normal: attr ("attr_normal")?, attr_color: attr ("attr_color")?, uni_mvp: uni ("uni_mvp")?, }) } } struct TriangleStream { pub verts: gpu_buffers::VertexBuffer, pub indices: gpu_buffers::IndexBuffer, } fn color_from_255 (rgb: V) -> Vec3 where V: Into { let rgb: Vec3 = rgb.into (); Vec3::from (( rgb.x / 255.0, rgb.y / 255.0, rgb.z / 255.0 )) }