refactoring

This commit is contained in:
LunarAkai 2025-07-27 10:25:31 +02:00
commit 552a36a146
7 changed files with 282 additions and 130 deletions

1
Cargo.lock generated
View file

@ -1028,6 +1028,7 @@ checksum = "7edddbd0b52d732b21ad9a5fab5c704c14cd949e5e9a1ec5929a24fded1b904c"
name = "playground"
version = "0.1.0"
dependencies = [
"glium",
"moonhare_engine",
]

129
moonhare_engine/src/game.rs Normal file
View file

@ -0,0 +1,129 @@
use std::sync::{Arc, Mutex};
use glium::{glutin::surface::WindowSurface, winit::{application::ApplicationHandler, event::{Event, WindowEvent}, event_loop::{self, EventLoop}, window::{self, Window}}, Display};
use crate::game_plugin::GamePlugin;
pub struct Game {
running: bool,
game_plugin: Option<Box<dyn GamePlugin>>,
window: Option<Window>,
display: Arc<Mutex<Option<glium::Display<WindowSurface>>>>,
event_loop: EventLoop<()>
}
impl Game {
pub fn new() -> Self {
Self {
running: true,
game_plugin: None,
window: None,
display: Arc::new(Mutex::new(None)),
event_loop: init_event_loop(),
}
}
pub fn register_plugin(&mut self, plugin: Box<dyn GamePlugin>) {
self.game_plugin = Some(plugin);
}
pub fn init(&mut self) {
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.init();
} else {
todo!("Default Impl init")
}
let (_window, _display) = return_window(&self.event_loop);
self.window = Some(_window);
self.display = Arc::new(Mutex::new(Some(_display)));
}
pub fn update(&mut self) {
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.update();
} else {
todo!("Default Impl update")
}
}
pub fn render(&mut self) {
if let Some(ref display) = self.display.into() {
let mut target = display.draw();
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.render(&mut target);
} else {
todo!("Default Impl render")
}
target.finish().unwrap();
}
}
pub fn cleanup(&mut self) {
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.cleanup();
} else {
todo!("Default Impl cleanup")
}
}
pub fn run(&mut self) {
self.init();
while self.running {
self.update();
self.render();
}
self.cleanup();
}
}
impl ApplicationHandler for Game {
fn resumed(&mut self, event_loop: &event_loop::ActiveEventLoop) {
self.window = Some(event_loop.create_window(Window::default_attributes()).unwrap())
}
fn window_event(
&mut self,
event_loop: &event_loop::ActiveEventLoop,
window_id: window::WindowId,
event: WindowEvent,
) {
match event {
WindowEvent::CloseRequested => {
event_loop.exit();
},
WindowEvent::Resized(window_size) => {
self.display.as_ref().unwrap().resize(window_size.into());
},
WindowEvent::RedrawRequested => {
self.window.as_ref().unwrap().request_redraw();
},
_ => (),
}
}
}
fn init_event_loop() -> EventLoop<()> {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
.expect("event loop building");
return event_loop;
}
fn return_window(event_loop: &EventLoop<()>) -> (Window, Display<WindowSurface>) {
let (_window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
.with_title(crate::ENGINE_NAME)
.build(event_loop);
return (_window, display);
}

View file

@ -0,0 +1,8 @@
use glium::Frame;
pub trait GamePlugin {
fn init(&mut self);
fn update(&mut self);
fn render(&mut self, target: &mut Frame);
fn cleanup(&mut self);
}

View file

@ -1,135 +1,17 @@
mod vertex;
pub mod vertex;
pub mod game;
pub mod game_plugin;
use glium::{uniform, uniforms, Surface};
use glium::{glutin::surface::WindowSurface, uniform, uniforms, winit::{event::{self, StartCause}, event_loop::{self, EventLoop, EventLoopBuilder}, window::{self, Window}}, Display, Surface};
use vertex::Vertex;
const ENGINE_NAME: &str = "Moonhare Engine";
// rescaling: position *= factor;
// rotating: new_position = vec2(pos.x * cos(angle) - pos.y * sin(angle), pos.x * sin(single) + pos.y * cos(angle));
// skewing: position.x += position.y * factor;
fn main() {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
.expect("event loop building");
let (_window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
.with_title("Moonhare Engine")
.build(&event_loop);
let shape = vec![
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, -0.25], 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 = glium::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 = r#"
#version 140
in vec2 position;
in vec3 color;
out vec3 vertex_color;
uniform mat4 matrix;
void main() {
vertex_color = color;
gl_Position = matrix * vec4(position, 0.0, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec3 vertex_color;
out vec4 color;
void main() {
color = vec4(vertex_color, 1.0);
}
"#;
// send shader source code to glium
let program = glium::Program::from_source(
&display,
vertex_shader_src,
fragment_shader_src,
None
).unwrap();
let mut t: f32 = 0.0;
let _ = event_loop.run(move |event, window_target| {
match event {
glium::winit::event::Event::WindowEvent { event, .. } => match event {
glium::winit::event::WindowEvent::CloseRequested => window_target.exit(),
glium::winit::event::WindowEvent::Resized(window_size) => {
display.resize(window_size.into());
}
glium::winit::event::WindowEvent::RedrawRequested => {
t += 0.02;
// use 't' as an offset -> smooth animation
let x_offset = t.sin() * 0.5;
let mut target = display.draw();
target.clear_color(
0.0,
0.0,
1.0,
1.0);
// 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(
&vertex_buffer,
&indices,
&program,
&uniforms,
&Default::default()
).unwrap();
target.finish().unwrap();
},
_ => (),
},
// request a redraw ourselves once we've finished rendering
glium::winit::event::Event::AboutToWait => {
_window.request_redraw();
},
_ => (),
};
});
}

View file

@ -1,8 +1,26 @@
use glium::implement_vertex;
#[derive(Copy, Clone)]
pub(crate) struct Vertex {
pub(crate) position: [f32; 2],
pub(crate) color: [f32; 3],
pub struct Vertex {
pub position: [f32; 2],
pub color: [f32; 3],
}
implement_vertex!(Vertex, position, color);
impl Vertex {
pub fn new() -> Self {
Self {
position: [0.0, 0.0],
color: [0.0, 0.0, 0.0],
}
}
pub fn define_shape(v1: Vertex, v2: Vertex, v3: Vertex) -> Vec<Vertex> {
let shape = vec![
v1,
v2,
v3
];
return shape;
}
}

View file

@ -5,3 +5,4 @@ edition = "2024"
[dependencies]
moonhare_engine = { path = "../moonhare_engine" }
glium = "0.36.0"

View file

@ -1,3 +1,116 @@
fn main() {
println!("Hello World");
use std::fs::read_to_string;
use glium::{index::NoIndices, Frame, Program, VertexBuffer};
use glium::{program, uniform, Display, Surface};
use moonhare_engine::{game::Game, game_plugin::GamePlugin, vertex::Vertex};
struct PlaygroundGame {
t: f32,
shape: Vec<Vertex>,
vertex_buffer: VertexBuffer<Vertex>,
indices: NoIndices,
program: 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,
&self.indices,
&self.program,
&uniforms,
&Default::default()
).unwrap();
target.finish().unwrap();
}
fn cleanup(&mut self) {
}
}
fn main() {
let mut game: Game = Game::new();
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, -0.25], 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 = glium::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("./shaders/vertex_shader.glsl").unwrap();
let fragment_shader_src = read_to_string("./shaders/fragment_shader.glsl").unwrap();
// send shader source code to glium
let program = glium::Program::from_source(
glium::Display::new(context, surface),
&vertex_shader_src,
&fragment_shader_src,
None
).unwrap();
let mut pg_game = PlaygroundGame {
t: 0.0,
shape: shape,
vertex_buffer: vertex_buffer,
indices: indices,
program: program,
};
game.register_plugin(Box::new(pg_game));
game.run();
}