trying to eat the spaghetti (make it less)

This commit is contained in:
LunarAkai 2025-07-29 11:59:34 +02:00
commit 4ad7d2ebd0
42 changed files with 189 additions and 668 deletions

View file

@ -1,144 +1,6 @@
use std::fs::read_to_string;
use glium::{index::NoIndices, Frame, Program, VertexBuffer};
use glium::{uniform, Surface};
use moonhare_engine::{core::game::Game, game_plugin::GamePlugin, vertex::Vertex};
use moonhare_log::{mh_debug, mh_error, mh_info, mh_trace, mh_warn};
struct PlaygroundGame {
t: f32,
shape: Vec<Vertex>,
vertex_buffer: Option<VertexBuffer<Vertex>>,
indices: Option<NoIndices>,
program: Option<Program>,
}
impl GamePlugin for PlaygroundGame {
fn init(&mut self) {
self.t = 0.0;
}
fn update(&mut self) {
self.t += 0.02;
// use 't' as an offset -> smooth animation
}
fn render(&mut self, target: &mut Frame) {
target.clear_color(
0.0,
0.0,
1.0,
1.0
);
let x_offset = self.t.sin() * 0.5;
// Note: In OpenGL matrices are column-major
// Standard mathematical notation is row major:
// 1.0 0.0 0.0 x_offset
// 0.0 1.0 0.0 0.0
// 0.0 0.0 1.0 0.0
// 0.0 0.0 0.0 1.0
let uniforms = uniform! {
matrix: [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[x_offset, 0.0, 0.0, 1.0f32],
]
};
target.draw(
self.vertex_buffer.as_ref().unwrap(),
&self.indices.unwrap(),
self.program.as_ref().unwrap(),
&uniforms,
&Default::default()
).unwrap();
}
fn cleanup(&mut self) {
}
fn handle_events(&mut self) {
}
}
use moonhare_engine::{event, log::{self}, window::{self, winit_window::WinitWindow}};
fn main() {
let _ = moonhare_log::configere_logger();
mh_info("Blub");
mh_debug("blub");
mh_warn("blug");
mh_trace("trace");
mh_error("error");
println!("Blaa");
/*
let mut game = Game::new();
game.register_plugin(Box::new(PlaygroundGame{ t: 0.0, shape: Default::default(), vertex_buffer: None, indices: None, program: None }));
game.init();
let binding = Some(game.display.clone()).unwrap();
// todo: unwraps on none
let display = binding;
let shape = Vertex::define_shape(
Vertex { position: [-0.5, -0.5], color: [1.0, 0.0, 0.0] },
Vertex { position: [ 0.0, 0.5], color: [0.0, 1.0, 0.0] },
Vertex { position: [ 0.5, -0.5], color: [0.0, 0.0, 1.0] }
);
// "Upload" shape to the memory of the GPU (Vertex Buffer)
// Isn't strictly necessary but, makes tge drawing operation faster
let vertex_buffer: VertexBuffer<Vertex> = VertexBuffer::new(&display, &shape).unwrap();
// Complex shapes consist of hundreds/thousands of vertices -> need to have a list of vertices and tell OpenGL how to link these
// vertices together to obtain triangles.
// For only one triangle -> pass dummy marker to glium
// This line tells OpenGl that we don't use indices and instand want to draw a certain number of seperate triangles
let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
// (Simplified) Render Pipeline:
// Vertex Shader -> Fragment (Pixel) Shader
// uniform:
// value is set when we draw by passing its value to the draw function
// (easiest way is uniform! macro)
// Important to write matrix * vertex -> Matrix operations produce different results depending on the order
// out: defines a variable that is going to be passed along to the fragment shader
let vertex_shader_src = read_to_string("playground/src/shaders/vertex_shader.glsl").unwrap_or("vertex shader failed to unwrap".to_owned());
let fragment_shader_src = read_to_string("playground/src/shaders/fragment_shader.glsl").unwrap_or("fragment shader failed to unwrap".to_owned());
// send shader source code to glium
let program = match glium::Program::from_source(
&display,
&vertex_shader_src,
&fragment_shader_src,
None
) {
Ok(program) => program,
Err(err) => {
eprintln!("Shader compilation error: {:?}", err);
panic!("Failed to compile shaders")
}
};
let pg_game = PlaygroundGame {
t: 0.0,
shape: shape,
vertex_buffer: Some(vertex_buffer),
indices: Some(indices),
program: Some(program),
};
//let mut a = game.borrow_mut();
game.register_plugin(Box::new(pg_game));
game.run();
*/
let _ = log::configere_logger();
log::info("test");
}