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

346 lines
8.2 KiB
Rust

use std::{
collections::HashMap,
};
use opengl_rust::{
prelude::*,
gl_state::{
FrontFace,
GlState,
Pass,
},
renderable_model::{
attributes,
RenderableModel,
},
shader_closure::ShaderLookup,
texture::Texture,
};
use crate::{
GameState,
TriangleStream,
};
mod uniforms {
use iota::iota;
iota! {
pub const
MVP: u32 = iota;
, OBJECT_SPACE_LIGHT
, OBJECT_SPACE_SKY
, ALBEDO
, MIN_ALBEDO
, MIN_BRIGHT
, TEXTURE
}
}
pub struct Graphics {
passes: Vec <Pass>,
shaders: Vec <ShaderClosure>,
shader_lookup: HashMap <u32, usize>,
mesh_cube: RenderableModel,
mesh_sky: RenderableModel,
mesh_sphere: RenderableModel,
text_stream: TriangleStream,
texture_crate: Texture,
texture_earth: Texture,
texture_sky: Texture,
texture_white: Texture,
pub frames: u64,
}
impl ShaderLookup for Graphics {
fn lookup <'a> (&'a self, id: u32) -> &'a ShaderClosure {
&self.shaders [self.shader_lookup [&id]]
}
}
impl Graphics {
pub fn new () -> Self {
let uniform_names = {
vec! [
(uniforms::MVP, "uni_mvp"),
(uniforms::OBJECT_SPACE_LIGHT, "uni_object_space_light"),
(uniforms::OBJECT_SPACE_SKY, "uni_object_space_sky"),
(uniforms::ALBEDO, "uni_albedo"),
(uniforms::MIN_ALBEDO, "uni_min_albedo"),
(uniforms::MIN_BRIGHT, "uni_min_bright"),
(uniforms::TEXTURE, "uni_texture"),
]
};
let attr_names = {
vec! [
(attributes::POS, "attr_pos"),
(attributes::UV, "attr_uv"),
(attributes::NORMAL, "attr_normal"),
]
};
let shaders: Vec <_> = [
("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"),
("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"),
("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl"),
].into_iter ()
.map (|(v, f)| {
ShaderClosure::new (shader_from_files (v, f), &uniform_names, &attr_names)
})
.collect ();
let mesh_cube = renderable_from_iqm_file ("cube.iqm");
let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
let mesh_sphere = renderable_from_iqm_file ("sphere.iqm");
let passes = vec![
// Clear everything
Pass::default ()
.color_mask ([1, 1, 1, 1])
.depth_mask (1)
.clone (),
// Draw world
Pass::default ()
.shader (&shaders [0])
.flags ([
(gl::CULL_FACE, false),
(gl::DEPTH_TEST, true),
(gl::TEXTURE_2D, true),
(gl::STENCIL_TEST, false),
].into_iter ())
.front_face (FrontFace::Ccw)
.color_mask ([1, 1, 1, 1])
.depth_mask (1)
.clone (),
];
let text_stream = TriangleStream {
verts: gpu_buffers::VertexBuffer::streaming (4 * 5 * 6 * 1024),
indices: {
let quad = [
0, 1, 2,
0, 2, 3,
];
let v: Vec <u32> = (0u32..1024).map (|i| {
quad.iter ().map (move |j| 4 * i + j)
}).flatten ().collect ();
gpu_buffers::IndexBuffer::from_slice_u32 (&v)
}
};
let shader_lookup = HashMap::from_iter (shaders.iter ().enumerate ()
.map (|(i, s)| {
(s.get_id (), i)
}));
shaders [0].with (None, |shader_vars| {
let attrs = shader_vars.attrs;
glezz::enable_vertex_attrib_array (attrs [attributes::POS]);
glezz::enable_vertex_attrib_array (attrs [attributes::UV]);
glezz::enable_vertex_attrib_array (attrs [attributes::NORMAL]);
});
Graphics {
mesh_cube,
mesh_sky,
mesh_sphere,
passes,
shader_lookup,
shaders,
text_stream,
texture_crate: Texture::from_file ("crate.png"),
texture_earth: Texture::from_file ("earth.png"),
texture_sky: Texture::from_file ("sky.png"),
texture_white: Texture::from_file ("white.png"),
frames: 0,
}
}
pub fn draw (
&self,
state: &GameState,
gl_state: &mut GlState,
level: &crate::LoadedLevel,
camera: &crate::Camera,
) {
use uniforms as u;
let white = color_from_255 ((255.0, 255.0, 255.0));
let black = color_from_255 ((0.0, 0.0, 0.0));
let shadow_blue = color_from_255 ((68.0, 36.0, 52.0));
let screen_size = (320.0, 240.0);
let fov = 39.6f32 * screen_size.1 / screen_size.0;
let proj_mat = Mat4::perspective_rh_gl (fov.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
let view_mat = proj_mat * camera.mat;
let world_model_mat = Mat4::IDENTITY;
self.passes [0].with (gl_state, || {
glezz::clear_color (109f32 / 255.0, 194f32 / 255.0, 202f32 / 255.0, 1.0f32);
glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
});
self.passes [1].with_shader (gl_state, self, |shader_vars| {
let attrs = shader_vars.attrs;
let unis = shader_vars.unis;
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
glezz::uniform_3fv (unis [&u::MIN_BRIGHT], &white);
if true {
self.texture_earth.bind ();
let mvp = view_mat *
Mat4::from_translation (state.player.pos) *
Mat4::from_scale ((0.5, 0.5, 0.5).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
self.mesh_sphere.draw_all (attrs, |_| {
true
});
}
self.texture_crate.bind ();
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
if true {
use opengl_rust::renderable_model::attributes as a;
let scene = level.level.scenes ().next ().unwrap ();
unsafe {
gl::BindBuffer (gl::ARRAY_BUFFER, 0);
gl::BindBuffer (gl::ELEMENT_ARRAY_BUFFER, 0);
}
for node in scene.nodes () {
let mesh = match node.mesh () {
None => continue,
Some (x) => x,
};
let mvp = view_mat *
Mat4::from_cols_array_2d (&node.transform ().matrix ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
for prim in mesh.primitives () {
use gltf::{
Semantic,
};
let positions = match prim.get (&Semantic::Positions) {
None => continue,
Some (x) => x,
};
let pos_view = match positions.view () {
None => continue,
Some (x) => x,
};
let uv_coords = match prim.get (&Semantic::TexCoords (0)) {
None => continue,
Some (x) => x,
};
let uv_view = match uv_coords.view () {
None => continue,
Some (x) => x,
};
let indices = match prim.indices () {
None => continue,
Some (x) => x,
};
let indices_view = match indices.view () {
None => continue,
Some (x) => x,
};
unsafe {
gl::VertexAttribPointer (
attrs [a::POS].unwrap (),
3,
gl::FLOAT,
0,
4 * 3,
&level.buffer [positions.offset () + pos_view.offset ()] as *const u8 as *const c_void,
);
gl::VertexAttribPointer (
attrs [a::UV].unwrap (),
2,
gl::FLOAT,
0,
4 * 2,
&level.buffer [uv_coords.offset () + uv_view.offset ()] as *const u8 as *const c_void,
);
gl::DrawElements (
gl::TRIANGLES,
indices.count ().try_into ().unwrap (),
gl::UNSIGNED_SHORT,
&level.buffer [indices.offset () + indices_view.offset ()] as *const u8 as *const c_void,
);
}
}
}
}
glezz::uniform_3fv (unis [&u::ALBEDO], &shadow_blue);
if true {
// Raycast for player shadow
let coll = opengl_rust::physics::get_candidate (
&state.phys_tris, &state.aabbs,
state.player.pos,
state.player.pos + Vec3::new (0.0, 0.0, -100.0),
0.0
);
self.texture_white.bind ();
if coll.t <= 1.0 {
let mvp = view_mat *
Mat4::from_translation (coll.p_impact + Vec3::new (0.0, 0.0, 0.0625)) *
Mat4::from_scale ((0.5, 0.5, 0.0).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
self.mesh_sphere.draw_all (attrs, |_| {
true
});
}
}
if false {
let sky_mvp_mat = view_mat * Mat4::from_scale ((64.0, 64.0, 64.0).into ());
self.texture_sky.bind ();
glezz::uniform_matrix_4fv (unis [&u::MVP], &sky_mvp_mat);
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
glezz::uniform_3fv (unis [&u::MIN_BRIGHT], &white);
glezz::uniform_3fv (unis [&u::MIN_ALBEDO], &black);
glezz::uniform_1i (unis [&u::TEXTURE], 0);
self.mesh_sky.draw_all (attrs, |_| true);
}
});
}
}
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
))
}