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

478 lines
13 KiB
Rust

use glam::{Mat4, Vec3, Vec4};
use rand::Rng;
use sdl2::event::Event;
use sdl2::keyboard::{Keycode, Scancode};
use std::collections::*;
use std::iter::FromIterator;
use std::str;
use std::time::{Duration};
use opengl_rust::*;
use file::load_small_file;
use iqm::Model;
use renderable_model::RenderableModel;
use shader::{ShaderProgram, ShaderObject};
use texture::Texture;
use timestep::TimeStep;
pub 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
))
}
const KEY_LEFT: usize = 0;
const KEY_RIGHT: usize = KEY_LEFT + 1;
const KEY_UP: usize = KEY_RIGHT + 1;
const KEY_DOWN: usize = KEY_UP + 1;
struct ControllerState {
keys: Vec <bool>,
}
impl ControllerState {
pub fn from_sdl_keyboard (k: &sdl2::keyboard::KeyboardState) -> Self {
let f = |c| k.is_scancode_pressed (c);
Self {
keys: vec! [
f (Scancode::Left),
f (Scancode::Right),
f (Scancode::Up),
f (Scancode::Down),
],
}
}
pub fn is_pressed (&self, code: usize) -> bool {
self.keys [code]
}
}
struct WorldState {
azimuth: f32,
altitude: f32,
spin_speed: i32,
}
impl WorldState {
pub fn new () -> Self {
Self {
azimuth: 0.0,
altitude: 0.0,
spin_speed: 0,
}
}
pub fn step (&mut self, controller: &ControllerState) {
const SPIN_RAMP_TIME: i32 = 30;
let spin_f = 4.0 * self.spin_speed as f32 / SPIN_RAMP_TIME as f32;
if controller.is_pressed (KEY_LEFT) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.azimuth += spin_f;
}
else if controller.is_pressed (KEY_RIGHT) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.azimuth -= spin_f;
}
else if controller.is_pressed (KEY_UP) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.altitude = f32::min (90.0, self.altitude + spin_f);
}
else if controller.is_pressed (KEY_DOWN) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
self.altitude = f32::max (-90.0, self.altitude - spin_f);
}
else {
self.spin_speed = 0;
}
}
}
mod uniforms {
use iota::iota;
iota! {
pub const MVP: u32 = iota;
, OBJECT_SPACE_LIGHT
, OBJECT_SPACE_SKY
, ALBEDO
, MIN_ALBEDO
, MIN_BRIGHT
, TEXTURE
, DITHER_PHASE
}
}
fn make_object_space_vec (inverse_model_mat: &Mat4, world_space_vec: &Vec3)
-> Vec3
{
let v = world_space_vec;
let v4 = *inverse_model_mat * Vec4::from ((v.x (), v.y (), v.z (), 0.0));
Vec3::from ((v4.x (), v4.y (), v4.z ()))
}
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 ();
// I love how with Rust I can throw unwrap ()s everywhere
// It's safer than C / C++'s default behavior of unchecked errors
// It's more programmer-friendly and explicit than C#'s unchecked
// exceptions that can appear almost anywhere at runtime with no
// compile-time warning
// And I'm still not actually checking errors - Just checkmarking
// that I know where they are.
let shader_program = {
let vert_shader = ShaderObject::from_file (gl::VERTEX_SHADER, "shaders/pumpkin-vert.glsl").unwrap ();
let frag_shader = ShaderObject::from_file (gl::FRAGMENT_SHADER, "shaders/pumpkin-frag.glsl").unwrap ();
ShaderProgram::new (&vert_shader, &frag_shader).unwrap ()
};
let shadow_shader = {
let vert_shader = ShaderObject::from_file (gl::VERTEX_SHADER, "shaders/shadow-vert.glsl").unwrap ();
let frag_shader = ShaderObject::from_file (gl::FRAGMENT_SHADER, "shaders/shadow-frag.glsl").unwrap ();
ShaderProgram::new (&vert_shader, &frag_shader).unwrap ()
};
let uni_lookup: HashMap <_, &str> = HashMap::from_iter ({
use uniforms::*;
vec! [
(MVP, "mvp"),
(OBJECT_SPACE_LIGHT, "object_space_light"),
(OBJECT_SPACE_SKY, "object_space_sky"),
(ALBEDO, "albedo"),
(MIN_ALBEDO, "min_albedo"),
(MIN_BRIGHT, "min_bright"),
(TEXTURE, "texture"),
(DITHER_PHASE, "dither_phase"),
].into_iter ()
});
let unis = {
let unis = shader_program.get_uniform_locations (uni_lookup.values ().copied ());
let unis: HashMap <u32, i32> = HashMap::from_iter (
uni_lookup.iter ()
.map (|(key, name)| (*key, *unis.get (*name).unwrap ()))
);
unis
};
let shadow_unis = {
let unis = shadow_shader.get_uniform_locations (uni_lookup.values ().copied ());
let unis: HashMap <u32, i32> = HashMap::from_iter (
uni_lookup.iter ()
.map (|(key, name)| (*key, *unis.get (*name).unwrap ()))
);
unis
};
let attrs = shader_program.get_attribute_locations (vec! [
"pos",
"uv",
"normal",
].into_iter ());
let shadow_attrs = shadow_shader.get_attribute_locations (vec! [
"pos",
"uv",
"normal",
].into_iter ());
let texture = Texture::from_file ("sky.png");
texture.bind ();
let model_data = load_small_file ("pumpking.iqm", 1024 * 1024);
let model = Model::from_slice (&model_data);
let renderable_model = RenderableModel::from_iqm (&model);
let sky_data = load_small_file ("sky-sphere.iqm", 1024 * 1024);
let sky_model = Model::from_slice (&sky_data);
let renderable_sky = RenderableModel::from_iqm (&sky_model);
let (renderable_pitch, pitch_colors, grass_index) = {
let data = load_small_file ("pitch.iqm", 1024 * 1024);
let model = Model::from_slice (&data);
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..model.meshes.len ()).map (|i| {
let name = str::from_utf8 (model.get_mesh_name (i)).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 ();
(RenderableModel::from_iqm (&model), colors, grass_index.unwrap ())
};
glezz::enable_vertex_attrib_array (attrs ["pos"]);
glezz::enable_vertex_attrib_array (attrs ["uv"]);
glezz::enable_vertex_attrib_array (attrs ["normal"]);
glezz::enable (gl::DEPTH_TEST);
glezz::enable (gl::TEXTURE_2D);
let mut time_step = TimeStep::new (60, 1000);
let mut state = WorldState::new ();
let mut event_pump = sdl_context.event_pump ().unwrap ();
'running: loop {
let frames_to_do = time_step.step ();
let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
for _ in 0..frames_to_do {
state.step (&controller);
}
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
},
_ => (),
}
}
window.gl_make_current (&gl_ctx).unwrap ();
let dither_phase = rand::thread_rng ().gen_range (0, 16);
let longitude = state.azimuth.to_radians ();
let latitude = (state.altitude - 90.0).to_radians ();
let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
let shadow_mat = {
let mut mat = Mat4::identity ();
mat.set_z_axis ((0.25, 0.125, 0.0, 0.0).into ());
mat
};
let view_mat = 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 ())
;
let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
let light = Vec3::from ((2.0, 0.0, 5.0)).normalize ();
//let light = Vec3::from ((0.0, 0.0, 0.0)).normalize ();
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));
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);
glezz::enable (gl::CULL_FACE);
let pumpkin_model_mat =
Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
;
let world_model_mat = Mat4::identity ();
{
use uniforms::*;
shader_program.use_program ();
glezz::disable (gl::STENCIL_TEST);
glezz::front_face (gl::CW);
let mvp = view_mat * pumpkin_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
let inverse_pumpkin = pumpkin_model_mat.inverse ();
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &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);
{
glezz::uniform_3fv (unis [&ALBEDO], &orange);
renderable_model.draw (&attrs, 0);
glezz::uniform_3fv (unis [&ALBEDO], &green);
renderable_model.draw (&attrs, 1);
}
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
for (i, color) in pitch_colors.iter ().enumerate ().take (renderable_pitch.num_meshes ())
{
glezz::uniform_3fv (unis [&ALBEDO], color);
if i != grass_index {
renderable_pitch.draw (&attrs, i);
}
}
let draw_sky = true;
if draw_sky {
glezz::front_face (gl::CCW);
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);
renderable_sky.draw (&attrs, 0);
}
glezz::enable (gl::STENCIL_TEST);
unsafe {
gl::StencilFunc (gl::ALWAYS, 1, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::REPLACE);
gl::ColorMask (0, 0, 0, 0);
gl::DepthMask (0);
gl::StencilMask (1);
}
shadow_shader.use_program ();
let view_mat = view_mat * shadow_mat;
let mvp = view_mat * pumpkin_model_mat;
glezz::uniform_matrix_4fv (shadow_unis [&MVP], &mvp);
{
renderable_model.draw (&shadow_attrs, 0);
renderable_model.draw (&shadow_attrs, 1);
}
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (shadow_unis [&MVP], &mvp);
for i in 0..renderable_pitch.num_meshes () {
if i != grass_index {
renderable_pitch.draw (&shadow_attrs, i);
}
}
unsafe {
gl::ColorMask (255, 255, 255, 255);
gl::DepthMask (1);
}
shader_program.use_program ();
glezz::front_face (gl::CW);
let inverse_pumpkin = pumpkin_model_mat.inverse ();
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &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_SKY], &object_space_sky);
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [grass_index]);
unsafe {
gl::StencilFunc (gl::NOTEQUAL, 0, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
}
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
renderable_pitch.draw (&attrs, grass_index);
unsafe {
gl::StencilFunc (gl::EQUAL, 0, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);
}
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
renderable_pitch.draw (&attrs, grass_index);
}
window.gl_swap_window ();
std::thread::sleep (Duration::from_millis (15));
}
}
#[cfg (test)]
mod tests {
use super::*;
#[test]
pub fn iqm () {
}
}