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

482 lines
12 KiB
Rust

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 <opengl_rust::physics::Aabb>,
}
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 <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]
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 <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 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 <Vec3> = 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 <Self>
{
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 <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
))
}