refactoring
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parent
3a92f526a0
commit
552a36a146
7 changed files with 282 additions and 130 deletions
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@ -1,3 +1,116 @@
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use std::fs::read_to_string;
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use glium::{index::NoIndices, Frame, Program, VertexBuffer};
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use glium::{program, uniform, Display, Surface};
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use moonhare_engine::{game::Game, game_plugin::GamePlugin, vertex::Vertex};
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struct PlaygroundGame {
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t: f32,
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shape: Vec<Vertex>,
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vertex_buffer: VertexBuffer<Vertex>,
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indices: NoIndices,
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program: Program,
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}
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impl GamePlugin for PlaygroundGame {
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fn init(&mut self) {
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self.t = 0.0;
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}
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fn update(&mut self) {
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self.t += 0.02;
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// use 't' as an offset -> smooth animation
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}
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fn render(&mut self, target: &mut Frame) {
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target.clear_color(
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0.0,
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0.0,
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1.0,
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1.0
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);
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let x_offset = self.t.sin() * 0.5;
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// Note: In OpenGL matrices are column-major
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// Standard mathematical notation is row major:
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// 1.0 0.0 0.0 x_offset
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// 0.0 1.0 0.0 0.0
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// 0.0 0.0 1.0 0.0
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// 0.0 0.0 0.0 1.0
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let uniforms = uniform! {
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matrix: [
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[1.0, 0.0, 0.0, 0.0],
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[0.0, 1.0, 0.0, 0.0],
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[0.0, 0.0, 1.0, 0.0],
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[x_offset, 0.0, 0.0, 1.0f32],
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]
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};
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target.draw(
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&self.vertex_buffer,
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&self.indices,
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&self.program,
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&uniforms,
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&Default::default()
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).unwrap();
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target.finish().unwrap();
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}
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fn cleanup(&mut self) {
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}
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}
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fn main() {
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println!("Hello World");
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let mut game: Game = Game::new();
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let shape = Vertex::define_shape(
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Vertex { position: [-0.5, -0.5], color: [1.0, 0.0, 0.0] },
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Vertex { position: [ 0.0, 0.5], color: [0.0, 1.0, 0.0] },
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Vertex { position: [ 0.5, -0.25], color: [0.0, 0.0, 1.0] }
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);
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// "Upload" shape to the memory of the GPU (Vertex Buffer)
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// Isn't strictly necessary but, makes tge drawing operation faster
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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// Complex shapes consist of hundreds/thousands of vertices -> need to have a list of vertices and tell OpenGL how to link these
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// vertices together to obtain triangles.
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// For only one triangle -> pass dummy marker to glium
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// This line tells OpenGl that we don't use indices and instand want to draw a certain number of seperate triangles
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let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
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// (Simplified) Render Pipeline:
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// Vertex Shader -> Fragment (Pixel) Shader
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// uniform:
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// value is set when we draw by passing its value to the draw function
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// (easiest way is uniform! macro)
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// Important to write matrix * vertex -> Matrix operations produce different results depending on the order
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// out: defines a variable that is going to be passed along to the fragment shader
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let vertex_shader_src = read_to_string("./shaders/vertex_shader.glsl").unwrap();
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let fragment_shader_src = read_to_string("./shaders/fragment_shader.glsl").unwrap();
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// send shader source code to glium
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let program = glium::Program::from_source(
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glium::Display::new(context, surface),
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&vertex_shader_src,
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&fragment_shader_src,
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None
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).unwrap();
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let mut pg_game = PlaygroundGame {
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t: 0.0,
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shape: shape,
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vertex_buffer: vertex_buffer,
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indices: indices,
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program: program,
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};
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game.register_plugin(Box::new(pg_game));
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game.run();
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}
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