419 lines
9.9 KiB
Rust
419 lines
9.9 KiB
Rust
use std::{
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collections::HashMap,
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};
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use anyhow::Result;
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use maplit::hashmap;
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use opengl_rust::{
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prelude::*,
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gl_state::*,
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physics::PhysicsBody,
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renderable_model::{
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attributes,
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RenderableModel,
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},
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shader_closure::ShaderLookup,
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texture::Texture,
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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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struct GameState {
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player: PhysicsBody,
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aabbs: Vec <opengl_rust::physics::Aabb>,
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}
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impl Default for GameState {
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fn default () -> Self {
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let player = Default::default ();
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let aabbs = [
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((-4.0, -4.0, -3.0), (4.0, 4.0, -1.0)),
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((-1.5, 1.0, -1.0), (-0.5, 2.0, 0.0)),
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((-0.5, 1.0, 0.0), (0.5, 2.0, 1.0)),
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((0.5, 1.0, 1.0), (1.5, 2.0, 2.0)),
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].into_iter ()
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.map (|(min, max)| {
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opengl_rust::physics::Aabb {
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min: min.into (),
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max: max.into (),
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}
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})
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.collect ();
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Self {
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player,
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aabbs,
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}
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}
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}
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struct GameGraphics {
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passes: Vec <Pass>,
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shaders: Vec <ShaderClosure>,
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shader_lookup: HashMap <u32, usize>,
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mesh_cube: RenderableModel,
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mesh_sky: RenderableModel,
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mesh_sphere: RenderableModel,
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text_stream: TriangleStream,
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texture_sky: Texture,
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}
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impl ShaderLookup for GameGraphics {
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fn lookup <'a> (&'a self, id: u32) -> &'a ShaderClosure {
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&self.shaders [self.shader_lookup [&id]]
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}
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}
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impl GameGraphics {
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fn draw (
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&self,
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state: &GameState,
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gl_state: &mut GlState,
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) {
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use uniforms as u;
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let white = color_from_255 ((255.0, 255.0, 255.0));
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let black = color_from_255 ((0.0, 0.0, 0.0));
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let screen_size = (1280.0, 720.0);
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let fov = 30.0f32;
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let proj_mat = Mat4::perspective_rh_gl (fov.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let view_mat = proj_mat *
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Mat4::from_translation ((0.0, 0.0, -20.0).into ()) *
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Mat4::from_rotation_x ((45.0 - 90.0f32).to_radians ())
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;
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let world_model_mat = Mat4::IDENTITY;
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self.passes [0].with (gl_state, || {
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glezz::clear_color (0.5f32, 0.5f32, 0.5f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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});
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self.passes [1].with_shader (gl_state, self, |shader_vars| {
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let attrs = shader_vars.attrs;
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let unis = shader_vars.unis;
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{
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let mvp = view_mat *
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Mat4::from_translation (state.player.pos) *
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Mat4::from_scale ((0.5, 0.5, 0.5).into ());
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glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
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self.mesh_sphere.draw_all (attrs, |_| {
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true
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});
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}
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for aabb in &state.aabbs {
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let min = aabb.min;
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let max = aabb.max;
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let center = (min + max) / 2.0;
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let scale = (max - min) / 2.0;
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let mvp = view_mat *
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Mat4::from_translation (center) *
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Mat4::from_scale (scale);
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glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
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self.mesh_cube.draw_all (attrs, |_| {
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true
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});
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}
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{
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let sky_mvp_mat = view_mat * Mat4::from_scale ((64.0, 64.0, 64.0).into ());
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self.texture_sky.bind ();
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glezz::uniform_matrix_4fv (unis [&u::MVP], &sky_mvp_mat);
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glezz::uniform_3fv (unis [&u::ALBEDO], &white);
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glezz::uniform_3fv (unis [&u::MIN_BRIGHT], &white);
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glezz::uniform_3fv (unis [&u::MIN_ALBEDO], &black);
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glezz::uniform_1i (unis [&u::TEXTURE], 0);
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// self.mesh_sky.draw_all (attrs, |_| true);
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}
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});
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}
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}
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#[tokio::main]
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async fn main () -> Result <()> {
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tracing_subscriber::fmt::fmt ()
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.with_env_filter (tracing_subscriber::EnvFilter::from_default_env())
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.with_span_events (tracing_subscriber::fmt::format::FmtSpan::CLOSE)
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.init ();
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let sdl_context = sdl2::init ().map_err (|e| anyhow! ("Can't init SDL: {}", e))?;
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let video_subsystem = sdl_context.video ().map_err (|e| anyhow! ("Can't get SDL video subsystem: {}", e))?;
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let window = video_subsystem.window ("3D platformer", 1280, 720)
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.position_centered ()
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.opengl ()
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.build ()
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?;
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gl::load_with (|s| {
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video_subsystem.gl_get_proc_address (s) as *const _
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});
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if ! gl::ClearColor::is_loaded () {
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bail! ("gl::ClearColor didn't load, something is wrong with OpenGL");
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}
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let gl_ctx = window.gl_create_context ().map_err (|e| anyhow! ("Can't create OpenGL context: {}", e))?;
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window.gl_make_current (&gl_ctx).map_err (|e| anyhow! ("Can't make OpenGL context current: {}", e))?;
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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let mut time_step = TimeStep::new (60, 1000);
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let mut graphics_frames = 0;
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let uniform_names = {
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vec! [
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(uniforms::MVP, "uni_mvp"),
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(uniforms::OBJECT_SPACE_LIGHT, "uni_object_space_light"),
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(uniforms::OBJECT_SPACE_SKY, "uni_object_space_sky"),
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(uniforms::ALBEDO, "uni_albedo"),
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(uniforms::MIN_ALBEDO, "uni_min_albedo"),
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(uniforms::MIN_BRIGHT, "uni_min_bright"),
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(uniforms::TEXTURE, "uni_texture"),
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]
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};
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let attr_names = {
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vec! [
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(attributes::POS, "attr_pos"),
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(attributes::UV, "attr_uv"),
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(attributes::NORMAL, "attr_normal"),
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]
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};
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let shaders: Vec <_> = [
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("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"),
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("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"),
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("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl"),
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].into_iter ()
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.map (|(v, f)| {
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ShaderClosure::new (shader_from_files (v, f), &uniform_names, &attr_names)
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})
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.collect ();
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let mesh_cube = renderable_from_iqm_file ("cube.iqm");
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let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
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let mesh_sphere = renderable_from_iqm_file ("sphere.iqm");
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let passes = vec![
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// Clear everything
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Pass::default ()
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.color_mask ([1, 1, 1, 1])
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.depth_mask (1)
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.clone (),
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// Draw world
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Pass::default ()
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.shader (&shaders [0])
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.flags ([
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(gl::CULL_FACE, true),
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(gl::DEPTH_TEST, true),
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(gl::TEXTURE_2D, true),
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(gl::STENCIL_TEST, false),
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].into_iter ())
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.front_face (FrontFace::Ccw)
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.color_mask ([1, 1, 1, 1])
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.depth_mask (1)
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.clone (),
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];
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let text_stream = TriangleStream {
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verts: gpu_buffers::VertexBuffer::streaming (4 * 5 * 6 * 1024),
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indices: {
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let quad = [
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0, 1, 2,
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0, 2, 3,
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];
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let v: Vec <u32> = (0u32..1024).map (|i| {
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quad.iter ().map (move |j| 4 * i + j)
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}).flatten ().collect ();
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gpu_buffers::IndexBuffer::from_slice_u32 (&v)
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}
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};
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let shader_lookup = HashMap::from_iter (shaders.iter ().enumerate ()
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.map (|(i, s)| {
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(s.get_id (), i)
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}));
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shaders [0].with (None, |shader_vars| {
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let attrs = shader_vars.attrs;
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glezz::enable_vertex_attrib_array (attrs [attributes::POS]);
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glezz::enable_vertex_attrib_array (attrs [attributes::UV]);
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glezz::enable_vertex_attrib_array (attrs [attributes::NORMAL]);
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});
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let graphics = GameGraphics {
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mesh_cube,
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mesh_sky,
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mesh_sphere,
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passes,
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shader_lookup,
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shaders,
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text_stream,
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texture_sky: Texture::from_file ("sky.png"),
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};
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let mut gl_state = Default::default ();
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let mut game_state = GameState::default ();
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let phys_params = opengl_rust::physics::Params {
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dt: 1.0 / 60.0,
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gravity: (0.0, 0.0, -0.25).into (),
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margin: 0.00125,
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};
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let player_speed = 2.0;
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let player_jump_speed = 8.0;
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let mut player_jump_vec: Option <Vec3> = None;
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'running: loop {
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let _frames_to_do = time_step.step ();
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let mut player_wants_to_jump = false;
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for event in event_pump.poll_iter () {
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match event {
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Event::Quit {..} |
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Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
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break 'running
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},
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Event::KeyDown { keycode: Some (Keycode::R), .. } => {
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game_state = Default::default ();
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},
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Event::KeyDown { keycode: Some (Keycode::Space), .. } => {
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player_wants_to_jump = true;
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},
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_ => (),
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}
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}
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let kb_state = event_pump.keyboard_state ();
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let player_speed = if player_jump_vec.is_some () {
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game_state.player.vel.x = 0.0;
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game_state.player.vel.y = 0.0;
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player_speed
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}
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else {
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0.125
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};
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if kb_state.is_scancode_pressed (Scancode::Left) {
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game_state.player.vel.x -= player_speed;
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}
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if kb_state.is_scancode_pressed (Scancode::Right) {
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game_state.player.vel.x += player_speed;
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}
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if kb_state.is_scancode_pressed (Scancode::Up) {
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game_state.player.vel.y += player_speed;
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}
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if kb_state.is_scancode_pressed (Scancode::Down) {
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game_state.player.vel.y -= player_speed;
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}
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if player_wants_to_jump {
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if let Some (normal) = player_jump_vec.clone () {
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game_state.player.vel += normal * player_jump_speed;
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}
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}
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let phys_result = opengl_rust::physics::step (&phys_params, &[], &game_state.aabbs, 0.5, &game_state.player);
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game_state.player = phys_result.body;
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// tracing::debug! ("player pos: {}", game_state.player.pos);
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dbg! (player_jump_vec);
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player_jump_vec = None;
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for normal in &phys_result.normals_hit {
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player_jump_vec = Some (match player_jump_vec {
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None => *normal,
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Some (old) => {
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if normal.z > old.z {
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*normal
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}
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else {
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old
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}
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},
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});
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}
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window.gl_make_current (&gl_ctx).unwrap ();
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graphics.draw (&game_state, &mut gl_state);
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window.gl_swap_window ();
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graphics_frames += 1;
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tokio::time::sleep (Duration::from_millis (15)).await;
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}
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Ok (())
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}
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struct ShaderLocations {
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attr_pos: u32,
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attr_normal: u32,
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attr_color: u32,
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uni_mvp: i32,
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}
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impl ShaderLocations {
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pub fn new (shader_program: &opengl_rust::shader::ShaderProgram) -> anyhow::Result <Self>
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{
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let attr = |name: &str| shader_program.get_attribute_location (&CString::new (name.as_bytes ())?).try_into ().context ("Attribute location negative");
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let uni = |name: &str| shader_program.get_uniform_location (&CString::new (name.as_bytes ())?).try_into ().context ("Uniform location bad");
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Ok (Self {
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attr_pos: attr ("attr_pos")?,
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attr_normal: attr ("attr_normal")?,
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attr_color: attr ("attr_color")?,
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uni_mvp: uni ("uni_mvp")?,
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})
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}
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}
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struct TriangleStream {
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pub verts: gpu_buffers::VertexBuffer,
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pub indices: gpu_buffers::IndexBuffer,
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}
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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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