1373 lines
31 KiB
Rust
1373 lines
31 KiB
Rust
#[macro_use]
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extern crate maplit;
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use glam::{Mat4, Quat, Vec3, Vec4};
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use sdl2::event::Event;
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use sdl2::keyboard::{Keycode, Scancode};
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use std::collections::*;
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use std::iter::FromIterator;
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use std::str;
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use std::time::{Duration};
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use opengl_rust::*;
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use file::load_small_file;
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use iqm::Model;
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use renderable_model::RenderableModel;
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use shader::{ShaderProgram, ShaderObject};
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use shader_closure::*;
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use texture::Texture;
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use timestep::TimeStep;
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pub fn color_from_255 <V> (rgb: V) -> Vec3
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where V: Into <Vec3>
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{
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let rgb: Vec3 = rgb.into ();
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Vec3::from ((
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rgb.x () / 255.0,
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rgb.y () / 255.0,
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rgb.z () / 255.0
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))
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}
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struct EulerAngles {
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pub azimuth: f32,
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pub altitude: f32,
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}
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impl Default for EulerAngles {
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fn default () -> Self {
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Self {
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azimuth: 0.0,
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altitude: 0.0,
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}
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}
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}
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impl EulerAngles {
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pub fn to_vec3 (&self) -> Vec3 {
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let alt = self.altitude.to_radians ();
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let azi = self.azimuth.to_radians ();
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let z = alt.sin ();
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let xy_len = alt.cos ();
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let x = xy_len * -azi.sin ();
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let y = xy_len * azi.cos ();
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(x, y, z).into ()
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}
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}
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// TODO: Use iota macro
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const KEY_LEFT: usize = 0;
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const KEY_RIGHT: usize = KEY_LEFT + 1;
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const KEY_UP: usize = KEY_RIGHT + 1;
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const KEY_DOWN: usize = KEY_UP + 1;
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struct ControllerState {
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keys: Vec <bool>,
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}
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impl ControllerState {
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pub fn from_sdl_keyboard (k: &sdl2::keyboard::KeyboardState) -> Self {
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let f = |c| k.is_scancode_pressed (c);
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Self {
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keys: vec! [
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f (Scancode::Left),
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f (Scancode::Right),
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f (Scancode::Up),
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f (Scancode::Down),
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],
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}
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}
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pub fn is_pressed (&self, code: usize) -> bool {
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self.keys [code]
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}
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pub fn control_eulers (
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&self,
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controlled_angle: &mut EulerAngles,
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spin_speed: i32
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) -> i32
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{
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const SPIN_RAMP_TIME: i32 = 30;
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let spin_f = 4.0 * spin_speed as f32 / SPIN_RAMP_TIME as f32;
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if self.is_pressed (KEY_LEFT) {
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controlled_angle.azimuth += spin_f;
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}
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else if self.is_pressed (KEY_RIGHT) {
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controlled_angle.azimuth -= spin_f;
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}
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else if self.is_pressed (KEY_UP) {
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controlled_angle.altitude = f32::min (90.0, controlled_angle.altitude + spin_f);
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}
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else if self.is_pressed (KEY_DOWN) {
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controlled_angle.altitude = f32::max (-90.0, controlled_angle.altitude - spin_f);
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}
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else {
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return 0;
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}
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std::cmp::min (spin_speed + 1, SPIN_RAMP_TIME)
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}
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pub fn control_quat (
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&self,
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controlled_quat: &mut Quat,
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spin_speed: i32
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) -> i32
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{
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const SPIN_RAMP_TIME: i32 = 30;
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let spin_f = 4.0 * (spin_speed + 1) as f32 / SPIN_RAMP_TIME as f32;
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let spin_f = spin_f.to_radians ();
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let mut delta = Quat::default ();
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if self.is_pressed (KEY_LEFT) {
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delta = delta.mul_quat (Quat::from_rotation_y (-spin_f));
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}
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if self.is_pressed (KEY_RIGHT) {
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delta = delta.mul_quat (Quat::from_rotation_y (spin_f));
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}
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if self.is_pressed (KEY_UP) {
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delta = delta.mul_quat (Quat::from_rotation_x (-spin_f));
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}
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if self.is_pressed (KEY_DOWN) {
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delta = delta.mul_quat (Quat::from_rotation_x (spin_f));
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}
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//println! ("spin_f {}, Quat {:?}", spin_f, delta);
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if delta == Quat::default () {
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0
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}
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else {
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*controlled_quat = (controlled_quat.mul_quat (delta)).normalize ();
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std::cmp::min (spin_speed + 1, SPIN_RAMP_TIME)
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}
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}
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}
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enum PlayMode {
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WindTunnel,
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FreeFlight,
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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enum UserControl {
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Camera,
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Wind,
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Airplane,
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Sunlight,
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}
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struct WindTunnelState {
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user_control: UserControl,
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camera: EulerAngles,
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wind: EulerAngles,
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airplane: EulerAngles,
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sunlight: EulerAngles,
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spin_speed: i32,
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}
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struct Airplane {
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pos: Vec3,
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ori: Quat,
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}
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struct FlightState {
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airplane: Airplane,
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spin_speed: i32,
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}
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impl FlightState {
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pub fn handle_event (&mut self, event: &sdl2::event::Event) {
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}
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pub fn step (&mut self, controller: &ControllerState) {
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self.spin_speed = controller.control_quat (&mut self.airplane.ori, self.spin_speed);
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}
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}
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struct WorldState {
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play_mode: PlayMode,
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wind_tunnel: WindTunnelState,
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flight: FlightState,
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}
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impl WindTunnelState {
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pub fn handle_event (&mut self, event: &sdl2::event::Event) {
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match event {
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Event::KeyDown { keycode: Some (Keycode::C), .. } => {
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self.user_control = UserControl::Camera;
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},
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Event::KeyDown { keycode: Some (Keycode::W), .. } => {
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self.user_control = UserControl::Wind;
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},
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Event::KeyDown { keycode: Some (Keycode::P), .. } => {
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self.user_control = UserControl::Airplane;
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},
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Event::KeyDown { keycode: Some (Keycode::L), .. } => {
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self.user_control = UserControl::Sunlight;
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},
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_ => (),
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}
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}
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pub fn step (
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&mut self,
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controller: &ControllerState
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) {
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let controlled_angle = match self.user_control {
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UserControl::Camera => &mut self.camera,
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UserControl::Wind => &mut self.wind,
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UserControl::Airplane => &mut self.airplane,
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UserControl::Sunlight => &mut self.sunlight,
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};
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self.spin_speed = controller.control_eulers (controlled_angle, self.spin_speed);
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}
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}
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impl WorldState {
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pub fn new () -> Self {
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Self {
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play_mode: PlayMode::WindTunnel,
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wind_tunnel: WindTunnelState {
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user_control: UserControl::Camera,
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camera: Default::default (),
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wind: Default::default (),
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airplane: Default::default (),
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sunlight: EulerAngles {
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altitude: 90.0,
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azimuth: 0.0,
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},
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spin_speed: 0,
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},
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flight: FlightState {
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airplane: Airplane {
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pos: (0.0, 0.0, 1.35).into (),
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ori: Default::default (),
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},
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spin_speed: 0,
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},
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}
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}
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pub fn handle_event (&mut self, event: &sdl2::event::Event) {
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match event {
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Event::KeyDown { keycode: Some (Keycode::T), .. } => {
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self.play_mode = PlayMode::WindTunnel;
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},
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Event::KeyDown { keycode: Some (Keycode::F), .. } => {
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self.play_mode = PlayMode::FreeFlight;
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},
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_ => match self.play_mode {
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PlayMode::WindTunnel => self.wind_tunnel.handle_event (event),
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PlayMode::FreeFlight => self.flight.handle_event (event),
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},
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}
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}
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pub fn step (
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&mut self,
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controller: &ControllerState
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) {
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match self.play_mode {
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PlayMode::WindTunnel => self.wind_tunnel.step (controller),
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PlayMode::FreeFlight => self.flight.step (controller),
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}
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}
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}
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mod uniforms {
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use iota::iota;
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iota! {
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pub const
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MVP: u32 = iota;
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, OBJECT_SPACE_LIGHT
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, OBJECT_SPACE_SKY
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, ALBEDO
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, MIN_ALBEDO
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, MIN_BRIGHT
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, TEXTURE
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}
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}
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fn make_object_space_vec (inverse_model_mat: &Mat4, world_space_vec: &Vec3)
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-> Vec3
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{
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let v = world_space_vec;
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let v4 = *inverse_model_mat * Vec4::from ((v.x (), v.y (), v.z (), 0.0));
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Vec3::from ((v4.x (), v4.y (), v4.z ()))
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}
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fn renderable_from_iqm_file <P> (filename: P) -> RenderableModel
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where P: AsRef <std::path::Path>
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{
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let data = load_small_file (filename, 1024 * 1024).unwrap ();
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let model = Model::from_slice (&data).unwrap ();
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RenderableModel::from_iqm (&model)
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}
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fn shader_from_files <P> (vert: P, frag: P) -> ShaderProgram
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where P: AsRef <std::path::Path>
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{
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let vert_shader = ShaderObject::from_file (gl::VERTEX_SHADER, vert).unwrap ();
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let frag_shader = ShaderObject::from_file (gl::FRAGMENT_SHADER, frag).unwrap ();
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ShaderProgram::new (&vert_shader, &frag_shader).unwrap ()
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}
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struct Arrow {
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origin: Vec3,
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direction: Vec3,
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color: Vec3,
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}
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struct RenderableArrow {
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model_mat: Mat4,
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inv_model_mat: Mat4,
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color: Vec3,
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub enum FrontFace {
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Cw,
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Ccw,
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}
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impl From <FrontFace> for u32 {
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fn from (v: FrontFace) -> Self {
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use FrontFace::*;
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{
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use gl::*;
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match v {
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Cw => CW,
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Ccw => CCW,
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}
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}
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub enum StencilOp {
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Keep,
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Zero,
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Replace,
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Incr,
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Decr,
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Invert,
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IncrWrap,
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DecrWrap,
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}
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impl From <StencilOp> for u32 {
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fn from (v: StencilOp) -> Self {
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use StencilOp::*;
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{
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use gl::*;
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match v {
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Keep => KEEP,
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Zero => ZERO,
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Replace => REPLACE,
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Incr => INCR,
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Decr => DECR,
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Invert => INVERT,
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IncrWrap => INCR_WRAP,
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DecrWrap => DECR_WRAP,
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}
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}
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub enum StencilFunc {
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Never,
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Always,
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Less,
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LessEqual,
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Equal,
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Greater,
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GreaterEqual,
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NotEqual,
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}
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impl From <StencilFunc> for u32 {
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fn from (v: StencilFunc) -> Self {
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use StencilFunc::*;
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{
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use gl::*;
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match v {
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Never => NEVER,
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Always => ALWAYS,
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Less => LESS,
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LessEqual => LEQUAL,
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Equal => EQUAL,
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Greater => GREATER,
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GreaterEqual => GEQUAL,
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NotEqual => NOTEQUAL,
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}
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}
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub enum DepthFunc {
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Never,
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Always,
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Less,
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LessEqual,
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Equal,
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Greater,
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GreaterEqual,
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NotEqual,
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}
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impl From <DepthFunc> for u32 {
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fn from (v: DepthFunc) -> Self {
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use DepthFunc::*;
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{
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use gl::*;
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match v {
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Never => NEVER,
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Always => ALWAYS,
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Less => LESS,
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LessEqual => LEQUAL,
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Equal => EQUAL,
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Greater => GREATER,
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GreaterEqual => GEQUAL,
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NotEqual => NOTEQUAL,
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}
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}
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub struct StencilOpState {
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sfail: StencilOp,
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dpfail: StencilOp,
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dppass: StencilOp,
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub struct StencilFuncState {
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func: StencilFunc,
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reference: i32,
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mask: u32,
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub struct StencilState {
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op: StencilOpState,
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func: StencilFuncState,
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}
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// These are POD where no extra data is needed
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// to safely use the flags / numbers
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pub struct IsoGlState {
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shader_id: Option <u32>,
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flags: HashMap <u32, bool>,
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front_face: Option <FrontFace>,
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stencil: Option <StencilState>,
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depth_func: Option <DepthFunc>,
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color_mask: Option <(u8, u8, u8, u8)>,
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depth_mask: Option <u8>,
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stencil_mask: Option <u32>,
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}
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impl std::default::Default for IsoGlState {
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fn default () -> Self {
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Self {
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shader_id: None,
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flags: hashmap! {},
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front_face: None,
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stencil: None,
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depth_func: None,
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color_mask: None,
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depth_mask: None,
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stencil_mask: None,
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}
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}
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}
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// These are POD IDs or hashes of non-POD data
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pub struct NonIsoGlState {
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}
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impl std::default::Default for NonIsoGlState {
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fn default () -> Self {
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Self {
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}
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}
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}
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pub struct GlState {
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iso: IsoGlState,
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non_iso: NonIsoGlState,
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}
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impl std::default::Default for GlState {
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fn default () -> Self {
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Self {
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iso: Default::default (),
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non_iso: Default::default (),
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}
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}
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}
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|
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pub struct Pass {
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// In the context of a Pass, "None" means "Don't care"
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iso: IsoGlState,
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}
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impl Pass {
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pub fn apply_diff (&self, old_state: &mut IsoGlState) {
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let state = &self.iso;
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let mut flag_elision_count = 0;
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for (flag, value) in state.flags.iter () {
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let old_entry = old_state.flags.entry (*flag);
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if match &old_entry {
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hash_map::Entry::Vacant (_) => true,
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hash_map::Entry::Occupied (o) => o.get () != value,
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} {
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if *value {
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glezz::enable (*flag);
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}
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else {
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glezz::disable (*flag);
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}
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old_entry.or_insert (*value);
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}
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else {
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flag_elision_count += 1;
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}
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}
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if flag_elision_count > 0 {
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//println! ("Elided {} flags", flag_elision_count);
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}
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if let Some (v) = &state.front_face {
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if old_state.front_face != state.front_face {
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glezz::front_face ((*v).into ());
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old_state.front_face = state.front_face;
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}
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else {
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//println! ("Elided front_face ()");
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}
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}
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|
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if let Some (v) = &state.stencil {
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if old_state.stencil != state.stencil {
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let func = &v.func;
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unsafe {
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gl::StencilFunc (
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func.func.into (),
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func.reference.into (),
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func.mask.into ()
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);
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}
|
|
|
|
let op = &v.op;
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unsafe {
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gl::StencilOp (
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op.sfail.into (),
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op.dpfail.into (),
|
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op.dppass.into ()
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|
);
|
|
}
|
|
}
|
|
else {
|
|
//println! ("Elided stencil state");
|
|
}
|
|
}
|
|
|
|
if let Some (v) = &state.depth_func {
|
|
if old_state.depth_func != state.depth_func {
|
|
glezz::depth_func ((*v).into ());
|
|
old_state.depth_func = state.depth_func;
|
|
}
|
|
else {
|
|
//println! ("Elided depth_func ()");
|
|
}
|
|
}
|
|
|
|
if let Some ((r, g, b, a)) = &state.color_mask {
|
|
if old_state.color_mask != state.color_mask {
|
|
glezz::color_mask (*r, *g, *b, *a);
|
|
old_state.color_mask = state.color_mask;
|
|
}
|
|
else {
|
|
//println! ("Elided color_mask ()");
|
|
}
|
|
}
|
|
|
|
if let Some (v) = &state.depth_mask {
|
|
if old_state.depth_mask != state.depth_mask {
|
|
glezz::depth_mask (*v);
|
|
old_state.depth_mask = state.depth_mask;
|
|
}
|
|
else {
|
|
//println! ("Elided depth_mask ()");
|
|
}
|
|
}
|
|
|
|
if let Some (v) = &state.stencil_mask {
|
|
if old_state.stencil_mask != state.stencil_mask {
|
|
glezz::stencil_mask (*v);
|
|
old_state.stencil_mask = state.stencil_mask;
|
|
}
|
|
else {
|
|
//println! ("Elided stencil_mask ()");
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn apply_slow (&self) {
|
|
let mut iso = IsoGlState::default ();
|
|
|
|
self.apply_diff (&mut iso);
|
|
}
|
|
|
|
pub fn with <F> (&self, gl_state: &mut GlState, callback: F)
|
|
where F: Fn ()
|
|
{
|
|
self.apply_diff (&mut gl_state.iso);
|
|
callback ();
|
|
}
|
|
|
|
pub fn with_shader <F, S> (
|
|
&self,
|
|
gl_state: &mut GlState,
|
|
shader_component: &S,
|
|
callback: F
|
|
)
|
|
where F: Fn (BorrowedShaderVars), S: ShaderLookup
|
|
{
|
|
if let Some (s) = self.iso.shader_id {
|
|
self.apply_diff (&mut gl_state.iso);
|
|
shader_component.lookup (s).with (gl_state.iso.shader_id, |shader_vars| {
|
|
callback (shader_vars);
|
|
});
|
|
gl_state.iso.shader_id = Some (s);
|
|
}
|
|
else {
|
|
panic! ("Called with_shader on a pass with no shader");
|
|
}
|
|
}
|
|
}
|
|
|
|
pub trait ShaderLookup {
|
|
fn lookup <'a> (&'a self, id: u32) -> &'a ShaderClosure;
|
|
}
|
|
|
|
struct GameGraphics {
|
|
passes: Vec <Pass>,
|
|
|
|
shaders: Vec <ShaderClosure>,
|
|
shader_lookup: HashMap <u32, usize>,
|
|
|
|
mesh_airplane: RenderableModel,
|
|
mesh_sky: RenderableModel,
|
|
mesh_pitch: RenderableModel,
|
|
mesh_arrow: RenderableModel,
|
|
|
|
texture: Texture,
|
|
|
|
pitch_colors: Vec <Vec3>,
|
|
grass_index: usize,
|
|
}
|
|
|
|
impl ShaderLookup for GameGraphics {
|
|
fn lookup <'a> (&'a self, id: u32) -> &'a ShaderClosure {
|
|
&self.shaders [self.shader_lookup [&id]]
|
|
}
|
|
}
|
|
|
|
impl GameGraphics {
|
|
pub fn new () -> Self {
|
|
let uniform_names = {
|
|
use uniforms::*;
|
|
vec! [
|
|
(MVP, "uni_mvp"),
|
|
(OBJECT_SPACE_LIGHT, "uni_object_space_light"),
|
|
(OBJECT_SPACE_SKY, "uni_object_space_sky"),
|
|
(ALBEDO, "uni_albedo"),
|
|
(MIN_ALBEDO, "uni_min_albedo"),
|
|
(MIN_BRIGHT, "uni_min_bright"),
|
|
(TEXTURE, "uni_texture"),
|
|
]
|
|
};
|
|
|
|
let attr_names = {
|
|
use renderable_model::attributes::*;
|
|
vec! [
|
|
(POS, "attr_pos"),
|
|
(UV, "attr_uv"),
|
|
(NORMAL, "attr_normal"),
|
|
]
|
|
};
|
|
|
|
let shaders: Vec <_> = [
|
|
("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"),
|
|
("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"),
|
|
].iter ()
|
|
.map (|(v, f)| {
|
|
ShaderClosure::new (shader_from_files (v, f), &uniform_names, &attr_names)
|
|
})
|
|
.collect ();
|
|
|
|
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;
|
|
use renderable_model::attributes::*;
|
|
glezz::enable_vertex_attrib_array (attrs [POS]);
|
|
glezz::enable_vertex_attrib_array (attrs [UV]);
|
|
glezz::enable_vertex_attrib_array (attrs [NORMAL]);
|
|
});
|
|
|
|
let mesh_airplane = renderable_from_iqm_file ("airplane.iqm");
|
|
let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
|
|
let mesh_pitch = renderable_from_iqm_file ("pitch.iqm");
|
|
let mesh_arrow = renderable_from_iqm_file ("arrow.iqm");
|
|
|
|
let texture = Texture::from_file ("sky.png");
|
|
texture.bind ();
|
|
|
|
let (pitch_colors, grass_index) = {
|
|
let silver = (255.0, 255.0, 255.0);
|
|
let wood = (133.0, 76.0, 48.0);
|
|
|
|
let color_lookup: HashMap <&str, _> = HashMap::from_iter (vec! [
|
|
("GoalN1", silver),
|
|
("GoalN2", silver),
|
|
("GoalN3", silver),
|
|
|
|
("GoalS1", silver),
|
|
("GoalS2", silver),
|
|
("GoalS3", silver),
|
|
|
|
("TowerNW", wood),
|
|
("TowerNE", wood),
|
|
("TowerSW", wood),
|
|
("TowerSE", wood),
|
|
|
|
("Wall", wood),
|
|
|
|
("Grass", (52.0, 101.0, 36.0)),
|
|
].into_iter ());
|
|
|
|
let mut grass_index = None;
|
|
let colors: Vec <_> = (0..mesh_pitch.meshes.len ()).map (|i| {
|
|
let name = str::from_utf8 (&mesh_pitch.meshes [i].name).unwrap ();
|
|
if name == "Grass" {
|
|
grass_index = Some (i);
|
|
}
|
|
|
|
match color_lookup.get (name) {
|
|
Some (t) => color_from_255 (*t),
|
|
_ => (0.0, 0.0, 0.0).into (),
|
|
}
|
|
}).collect ();
|
|
|
|
(colors, grass_index.unwrap ())
|
|
};
|
|
|
|
let passes = vec! [
|
|
// Clear everything
|
|
Pass {
|
|
iso: IsoGlState {
|
|
shader_id: None,
|
|
flags: hashmap! {},
|
|
front_face: None,
|
|
stencil: None,
|
|
depth_func: None,
|
|
color_mask: Some ((1, 1, 1, 1)),
|
|
depth_mask: Some (1),
|
|
stencil_mask: Some (255),
|
|
},
|
|
},
|
|
// Draw world
|
|
Pass {
|
|
iso: IsoGlState {
|
|
shader_id: Some (shaders [0].get_id ()),
|
|
flags: hashmap! {
|
|
gl::CULL_FACE => true,
|
|
gl::DEPTH_TEST => true,
|
|
gl::TEXTURE_2D => true,
|
|
gl::STENCIL_TEST => false,
|
|
},
|
|
front_face: Some (FrontFace::Cw),
|
|
stencil: Some (StencilState {
|
|
func: StencilFuncState {
|
|
func: StencilFunc::Always,
|
|
reference: 0,
|
|
mask: 0,
|
|
},
|
|
op: StencilOpState {
|
|
sfail: StencilOp::Keep,
|
|
dpfail: StencilOp::Keep,
|
|
dppass: StencilOp::Keep,
|
|
},
|
|
}),
|
|
depth_func: Some (DepthFunc::Less),
|
|
color_mask: Some ((1, 1, 1, 1)),
|
|
depth_mask: Some (1),
|
|
stencil_mask: Some (0),
|
|
},
|
|
},
|
|
// Write shadows into stencil buffer
|
|
Pass {
|
|
iso: IsoGlState {
|
|
shader_id: Some (shaders [1].get_id ()),
|
|
flags: hashmap! {
|
|
gl::CULL_FACE => true,
|
|
gl::DEPTH_TEST => true,
|
|
gl::STENCIL_TEST => true,
|
|
},
|
|
front_face: Some (FrontFace::Ccw),
|
|
stencil: Some (StencilState {
|
|
func: StencilFuncState {
|
|
func: StencilFunc::Always,
|
|
reference: 1,
|
|
mask: 1,
|
|
},
|
|
op: StencilOpState {
|
|
sfail: StencilOp::Keep,
|
|
dpfail: StencilOp::Keep,
|
|
dppass: StencilOp::Replace,
|
|
},
|
|
}),
|
|
depth_func: Some (DepthFunc::Less),
|
|
color_mask: Some ((0, 0, 0, 0)),
|
|
depth_mask: Some (0),
|
|
stencil_mask: Some (255),
|
|
},
|
|
},
|
|
// Draw lit ground
|
|
Pass {
|
|
iso: IsoGlState {
|
|
shader_id: Some (shaders [0].get_id ()),
|
|
flags: hashmap! {
|
|
gl::CULL_FACE => true,
|
|
gl::DEPTH_TEST => true,
|
|
gl::TEXTURE_2D => true,
|
|
gl::STENCIL_TEST => true,
|
|
},
|
|
front_face: Some (FrontFace::Cw),
|
|
stencil: Some (StencilState {
|
|
func: StencilFuncState {
|
|
func: StencilFunc::NotEqual,
|
|
reference: 0,
|
|
mask: 1,
|
|
},
|
|
op: StencilOpState {
|
|
sfail: StencilOp::Keep,
|
|
dpfail: StencilOp::Keep,
|
|
dppass: StencilOp::Keep,
|
|
},
|
|
}),
|
|
depth_func: Some (DepthFunc::Less),
|
|
color_mask: Some ((1, 1, 1, 1)),
|
|
depth_mask: Some (1),
|
|
stencil_mask: Some (0),
|
|
},
|
|
},
|
|
// Draw unlit ground
|
|
Pass {
|
|
iso: IsoGlState {
|
|
shader_id: Some (shaders [0].get_id ()),
|
|
flags: hashmap! {
|
|
gl::CULL_FACE => true,
|
|
gl::DEPTH_TEST => true,
|
|
gl::TEXTURE_2D => true,
|
|
gl::STENCIL_TEST => true,
|
|
},
|
|
front_face: Some (FrontFace::Cw),
|
|
stencil: Some (StencilState {
|
|
func: StencilFuncState {
|
|
func: StencilFunc::Equal,
|
|
reference: 0,
|
|
mask: 1,
|
|
},
|
|
op: StencilOpState {
|
|
sfail: StencilOp::Keep,
|
|
dpfail: StencilOp::Keep,
|
|
dppass: StencilOp::Keep,
|
|
},
|
|
}),
|
|
depth_func: Some (DepthFunc::Less),
|
|
color_mask: Some ((1, 1, 1, 1)),
|
|
depth_mask: Some (1),
|
|
stencil_mask: Some (0),
|
|
},
|
|
},
|
|
// Clear depth
|
|
Pass {
|
|
iso: IsoGlState {
|
|
shader_id: None,
|
|
flags: hashmap! {},
|
|
front_face: None,
|
|
stencil: None,
|
|
depth_func: None,
|
|
color_mask: None,
|
|
depth_mask: Some (1),
|
|
stencil_mask: None,
|
|
},
|
|
},
|
|
// Draw arrows
|
|
Pass {
|
|
iso: IsoGlState {
|
|
shader_id: Some (shaders [0].get_id ()),
|
|
flags: hashmap! {
|
|
gl::CULL_FACE => true,
|
|
gl::DEPTH_TEST => true,
|
|
gl::TEXTURE_2D => true,
|
|
gl::STENCIL_TEST => false,
|
|
},
|
|
front_face: Some (FrontFace::Cw),
|
|
stencil: Some (StencilState {
|
|
func: StencilFuncState {
|
|
func: StencilFunc::Always,
|
|
reference: 0,
|
|
mask: 0,
|
|
},
|
|
op: StencilOpState {
|
|
sfail: StencilOp::Keep,
|
|
dpfail: StencilOp::Keep,
|
|
dppass: StencilOp::Keep,
|
|
},
|
|
}),
|
|
depth_func: Some (DepthFunc::Less),
|
|
color_mask: Some ((1, 1, 1, 1)),
|
|
depth_mask: Some (1),
|
|
stencil_mask: Some (0),
|
|
},
|
|
},
|
|
];
|
|
|
|
Self {
|
|
passes,
|
|
shaders,
|
|
shader_lookup,
|
|
|
|
mesh_airplane,
|
|
mesh_sky,
|
|
mesh_pitch,
|
|
mesh_arrow,
|
|
|
|
texture,
|
|
|
|
pitch_colors,
|
|
grass_index,
|
|
}
|
|
}
|
|
|
|
pub fn draw (
|
|
&self,
|
|
state: &WorldState,
|
|
gl_state: &mut GlState,
|
|
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 light = state.wind_tunnel.sunlight.to_vec3 ();
|
|
|
|
let shadow_mat = {
|
|
let mut mat = Mat4::identity ();
|
|
mat.set_z_axis ((-light.x () / light.z (), -light.y () / light.z (), 0.0, 0.0).into ());
|
|
mat
|
|
};
|
|
|
|
let mut passes = self.passes.iter ();
|
|
//println! ("Started frame");
|
|
|
|
passes.next ().unwrap ().with (gl_state, || {
|
|
glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
|
|
glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
|
|
});
|
|
|
|
let airplane_model_mat = match state.play_mode {
|
|
PlayMode::WindTunnel => {
|
|
let euler = &state.wind_tunnel.airplane;
|
|
Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
|
|
Mat4::from_rotation_z (euler.azimuth.to_radians ()) *
|
|
Mat4::from_rotation_x (euler.altitude.to_radians ())
|
|
},
|
|
PlayMode::FreeFlight => {
|
|
let airplane = &state.flight.airplane;
|
|
Mat4::from_translation (airplane.pos) *
|
|
Mat4::from_quat (airplane.ori)
|
|
},
|
|
};
|
|
let inverse_airplane = airplane_model_mat.inverse ();
|
|
|
|
let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
|
|
|
|
let view_mat = match state.play_mode {
|
|
PlayMode::WindTunnel => {
|
|
let state = &state.wind_tunnel;
|
|
|
|
let longitude = state.camera.azimuth.to_radians ();
|
|
let latitude = (state.camera.altitude - 90.0).to_radians ();
|
|
|
|
proj_mat *
|
|
Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
|
|
Mat4::from_rotation_x (latitude) *
|
|
Mat4::from_rotation_z (longitude) *
|
|
Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
|
|
},
|
|
PlayMode::FreeFlight => {
|
|
proj_mat *
|
|
Mat4::from_translation ((0.0, -0.6, -4.0).into ()) *
|
|
Mat4::from_rotation_x (-90.0f32.to_radians ()) *
|
|
inverse_airplane
|
|
},
|
|
};
|
|
|
|
let airplane_model_mat = airplane_model_mat *
|
|
Mat4::from_scale ((0.125, 0.125, 0.125).into ());
|
|
|
|
let world_model_mat = Mat4::identity ();
|
|
|
|
use uniforms::*;
|
|
|
|
// Draw the world except the ground plane
|
|
passes.next ().unwrap ().with_shader (gl_state, self,
|
|
|shader_vars| {
|
|
let unis = shader_vars.unis;
|
|
let attrs = shader_vars.attrs;
|
|
|
|
let mvp = view_mat * airplane_model_mat;
|
|
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
|
|
|
let object_space_light = make_object_space_vec (&inverse_airplane, &light);
|
|
let object_space_sky = make_object_space_vec (&inverse_airplane, &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);
|
|
|
|
let gunmetal_grey = color_from_255 ((133.0, 149.0, 161.0));
|
|
glezz::uniform_3fv (unis [&ALBEDO], &gunmetal_grey);
|
|
|
|
self.mesh_airplane.draw_all (attrs, |i| {
|
|
true
|
|
});
|
|
|
|
let mvp = view_mat * world_model_mat;
|
|
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
|
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &light);
|
|
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &Vec3::from ((0.0, 0.0, 1.0)));
|
|
|
|
self.mesh_pitch.draw_all (attrs, |i| {
|
|
glezz::uniform_3fv (unis [&ALBEDO], &self.pitch_colors [i]);
|
|
i != self.grass_index
|
|
});
|
|
|
|
let draw_sky = true;
|
|
if draw_sky {
|
|
let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
|
|
|
|
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);
|
|
}
|
|
});
|
|
|
|
// Draw shadows into stencil buffer
|
|
passes.next ().unwrap ().with_shader (gl_state, self,
|
|
|shader_vars| {
|
|
let unis = shader_vars.unis;
|
|
let attrs = shader_vars.attrs;
|
|
|
|
let view_mat = view_mat * shadow_mat;
|
|
|
|
let mvp = view_mat * airplane_model_mat;
|
|
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
|
|
|
|
self.mesh_airplane.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);
|
|
}
|
|
});
|
|
|
|
// Draw unlit ground
|
|
passes.next ().unwrap ().with_shader (gl_state, self,
|
|
|shader_vars| {
|
|
let unis = shader_vars.unis;
|
|
let attrs = shader_vars.attrs;
|
|
|
|
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
|
|
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
|
|
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &light);
|
|
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &Vec3::from ((0.0, 0.0, 1.0)));
|
|
|
|
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);
|
|
});
|
|
|
|
// Draw lit ground
|
|
passes.next ().unwrap ().with_shader (gl_state, self,
|
|
|shader_vars| {
|
|
let unis = shader_vars.unis;
|
|
let attrs = shader_vars.attrs;
|
|
|
|
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &light);
|
|
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &Vec3::from ((0.0, 0.0, 1.0)));
|
|
self.mesh_pitch.draw (attrs, self.grass_index);
|
|
});
|
|
|
|
// Clear depth
|
|
passes.next ().unwrap ().with (gl_state, || {
|
|
glezz::clear (gl::DEPTH_BUFFER_BIT);
|
|
});
|
|
|
|
// Draw arrows
|
|
passes.next ().unwrap ().with_shader (gl_state, self,
|
|
|shader_vars| {
|
|
let unis = &shader_vars.unis;
|
|
|
|
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
|
|
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
|
|
|
|
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);
|
|
|
|
glezz::uniform_3fv (unis [&ALBEDO], &arrow.color);
|
|
|
|
self.mesh_arrow.draw_all (shader_vars.attrs, |_| true);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
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 gl_state = Default::default ();
|
|
|
|
let mut graphics_frames = 0;
|
|
|
|
let mut event_pump = sdl_context.event_pump ().unwrap ();
|
|
'running: loop {
|
|
let frames_to_do = time_step.step ();
|
|
|
|
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
|
|
},
|
|
_ => state.handle_event (&event),
|
|
}
|
|
}
|
|
|
|
let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
|
|
|
|
for _ in 0..frames_to_do {
|
|
state.step (&controller);
|
|
}
|
|
|
|
let control_flash = if graphics_frames % 16 >= 8 {
|
|
(1.0, 1.0, 1.0).into ()
|
|
}
|
|
else {
|
|
(1.0, 0.0, 0.0).into ()
|
|
};
|
|
|
|
let arrows = match state.play_mode {
|
|
PlayMode::WindTunnel => {
|
|
let state = &state.wind_tunnel;
|
|
let purple = (1.0, 0.5, 1.0).into ();
|
|
|
|
let origin: Vec3 = (0.0, 0.0, 1.35).into ();
|
|
let gravity = (0.0, 0.0, -1.0).into ();
|
|
|
|
let wind = state.wind.to_vec3 () * -1.0;
|
|
let wind_force = (wind.x (), 0.125 * wind.y (), wind.z ()).into ();
|
|
|
|
let get_flash = |control_type, default_color| {
|
|
if state.user_control == control_type {
|
|
control_flash
|
|
}
|
|
else {
|
|
default_color
|
|
}
|
|
};
|
|
|
|
vec![
|
|
Arrow {
|
|
origin: (0.0, 0.0, 1.35).into (),
|
|
direction: gravity,
|
|
color: (1.0, 0.5, 0.5).into (),
|
|
},
|
|
Arrow {
|
|
origin: origin + wind * -2.0,
|
|
direction: wind,
|
|
color: get_flash (UserControl::Wind, purple),
|
|
},
|
|
Arrow {
|
|
origin: origin,
|
|
direction: wind_force,
|
|
color: purple,
|
|
},
|
|
Arrow {
|
|
origin: origin,
|
|
direction: state.airplane.to_vec3 () * 0.5,
|
|
color: get_flash (UserControl::Airplane, (0.0, 0.0, 0.0).into ()),
|
|
}
|
|
]
|
|
},
|
|
_ => vec![],
|
|
};
|
|
|
|
let renderable_arrows: Vec <_> = arrows.iter ().map (|arrow| {
|
|
let dir_len = arrow.direction.length ();
|
|
|
|
let d = arrow.direction / dir_len;
|
|
|
|
let up: Vec3 = if d.z () > 0.5 {
|
|
(-1.0, 0.0, 0.0)
|
|
}
|
|
else if d.z () < -0.5 {
|
|
(-1.0, 0.0, 0.0)
|
|
}
|
|
else {
|
|
(0.0, 0.0, 1.0)
|
|
}.into ();
|
|
|
|
// These are probably all fucked
|
|
|
|
let left = d.cross (up);
|
|
let up = d.cross (left);
|
|
|
|
let mut dir_mat = Mat4::identity ();
|
|
|
|
dir_mat.set_x_axis ((left.x (), left.y (), left.z (), 0.0).into ());
|
|
dir_mat.set_y_axis ((up.x (), up.y (), up.z (), 0.0).into ());
|
|
dir_mat.set_z_axis ((d.x (), d.y (), d.z (), 0.0).into ());
|
|
|
|
let s = dir_len * 0.0625;
|
|
|
|
let model_mat =
|
|
Mat4::from_translation (arrow.origin) *
|
|
Mat4::from_scale ((s, s, s).into ()) *
|
|
dir_mat;
|
|
|
|
let inv_model_mat = model_mat.inverse ();
|
|
|
|
RenderableArrow {
|
|
model_mat,
|
|
inv_model_mat,
|
|
color: arrow.color,
|
|
}
|
|
}).collect ();
|
|
|
|
window.gl_make_current (&gl_ctx).unwrap ();
|
|
|
|
graphics.draw (&state, &mut gl_state, &renderable_arrows);
|
|
|
|
window.gl_swap_window ();
|
|
graphics_frames += 1;
|
|
|
|
std::thread::sleep (Duration::from_millis (15));
|
|
}
|
|
}
|
|
|
|
#[cfg (test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
#[test]
|
|
pub fn sizes () {
|
|
use std::mem;
|
|
|
|
assert_eq! (8, mem::size_of::<Option <u32>>());
|
|
assert_eq! (1, mem::size_of::<FrontFace>());
|
|
assert_eq! (1, mem::size_of::<Option <FrontFace>>());
|
|
}
|
|
}
|