diff options
author | tcmal <me@aria.rip> | 2024-08-25 17:44:21 +0100 |
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committer | tcmal <me@aria.rip> | 2024-08-25 17:44:21 +0100 |
commit | 2111c1248b08236a839dcf22036f92735bceb31c (patch) | |
tree | 9313da344b7134a913d1d917162e55b35fe1e74f /examples | |
parent | 102e166b040030b590df83888a1d1a47d0130f10 (diff) |
chore(all): style formatting and clippy fixes
Diffstat (limited to 'examples')
-rw-r--r-- | examples/render-bsp/src/main.rs | 323 |
1 files changed, 156 insertions, 167 deletions
diff --git a/examples/render-bsp/src/main.rs b/examples/render-bsp/src/main.rs index aeaf4e6..d4e5ba3 100644 --- a/examples/render-bsp/src/main.rs +++ b/examples/render-bsp/src/main.rs @@ -15,29 +15,25 @@ //! Renders ./example.bsp -extern crate stockton_types; +extern crate log; +extern crate simple_logger; extern crate stockton_levels; extern crate stockton_render; +extern crate stockton_types; extern crate winit; -extern crate log; -extern crate simple_logger; -use std::time::SystemTime; use std::f32::consts::PI; +use std::time::SystemTime; use winit::{ - event::{Event, WindowEvent, ElementState}, + event::{ElementState, Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, - window::WindowBuilder + window::WindowBuilder, }; -use stockton_levels::{ - prelude::*, - q3::Q3BSPFile -}; -use stockton_types::{World, Vector3, Vector2}; +use stockton_levels::{prelude::*, q3::Q3BSPFile}; use stockton_render::Renderer; - +use stockton_types::{Vector2, Vector3, World}; /// Movement speed, world units per second const SPEED: f32 = 100.0; @@ -46,168 +42,161 @@ const SPEED: f32 = 100.0; const PIXELS_PER_90D: f32 = 100.0; /// Sensitivity, derived from above -const SENSITIVITY: f32 = PI / (2.0 * PIXELS_PER_90D); +const SENSITIVITY: f32 = PI / (2.0 * PIXELS_PER_90D); #[derive(Debug)] struct KeyState { - pub up: bool, - pub left: bool, - pub right: bool, - pub down: bool, - pub inwards: bool, - pub out: bool + pub up: bool, + pub left: bool, + pub right: bool, + pub down: bool, + pub inwards: bool, + pub out: bool, } impl KeyState { - pub fn new() -> KeyState { - KeyState { - up: false, - left: false, - right: false, - down: false, - inwards: false, - out: false, - } - } - - /// Helper function to get our movement request as a normalized vector - pub fn as_vector(&self) -> Vector3 { - let mut vec = Vector3::new(0.0, 0.0, 0.0); - - if self.up { - vec.y = 1.0; - } else if self.down { - vec.y = -1.0; - } - - if self.right { - vec.x = 1.0; - } else if self.left { - vec.x = -1.0; - } - - if self.inwards { - vec.z = 1.0; - } else if self.out { - vec.z = -1.0; - } - - vec - } + pub fn new() -> KeyState { + KeyState { + up: false, + left: false, + right: false, + down: false, + inwards: false, + out: false, + } + } + + /// Helper function to get our movement request as a normalized vector + pub fn as_vector(&self) -> Vector3 { + let mut vec = Vector3::new(0.0, 0.0, 0.0); + + if self.up { + vec.y = 1.0; + } else if self.down { + vec.y = -1.0; + } + + if self.right { + vec.x = 1.0; + } else if self.left { + vec.x = -1.0; + } + + if self.inwards { + vec.z = 1.0; + } else if self.out { + vec.z = -1.0; + } + + vec + } } fn main() { - // Initialise logger - simple_logger::init_with_level(log::Level::Debug).unwrap(); - - // Make a window - let event_loop = EventLoop::new(); - let window = WindowBuilder::new().build(&event_loop).unwrap(); - - if let Err(_) = window.set_cursor_grab(true) { - println!("warning: cursor not grabbed"); - } - window.set_cursor_visible(false); - - // Parse the map file and swizzle the co-ords - let data = include_bytes!("../data/newtest.bsp").to_vec().into_boxed_slice(); - let bsp: Result<Q3BSPFile<Q3System>, stockton_levels::types::ParseError> = Q3BSPFile::parse_file(&data); - let bsp: Q3BSPFile<Q3System> = bsp.unwrap(); - let bsp: Q3BSPFile<VulkanSystem> = bsp.swizzle_to(); - - // Load into a world and create the new renderer - let world = World::new(bsp); - let mut renderer = Renderer::new(world, &window).unwrap(); - - // Done loading - This is our main loop. - - let mut last_update = SystemTime::now(); - let mut key_state = KeyState::new(); - let mut last_cursor_pos = Vector2::new(0.0, 0.0); - - // Keep rendering the world - event_loop.run(move |event, _, flow| { - *flow = ControlFlow::Poll; - match event { - Event::WindowEvent { - event, - .. - } => match event { - // Close when requested - WindowEvent::CloseRequested => { - *flow = ControlFlow::Exit - }, - - WindowEvent::Resized(_) => { - unsafe { renderer.context.handle_surface_change().unwrap() }; - } - - // Update our keystates - WindowEvent::KeyboardInput {input, ..} => match input.scancode { - // A - 30 => key_state.left = input.state == ElementState::Pressed, - // D - 32 => key_state.right = input.state == ElementState::Pressed, - // W (in) - 17 => key_state.inwards = input.state == ElementState::Pressed, - // S (out) - 31 => key_state.out = input.state == ElementState::Pressed, - // Space (up) - 57 => key_state.up = input.state == ElementState::Pressed, - // Ctrl (down) - 42 => key_state.down = input.state == ElementState::Pressed, - _ => () - }, - - // Look around with mouse - WindowEvent::CursorMoved { - position, - .. - } => { - // Don't do anything on the first frame - if last_cursor_pos.x != 0.0 || last_cursor_pos.y == 0.0 { - // Figure out how much to rotate by - let x_offset = (position.x as f32 - last_cursor_pos.x) * SENSITIVITY; - let y_offset = (position.y as f32 - last_cursor_pos.y) * SENSITIVITY; - - // Rotate - renderer.context.rotate(Vector3::new( - -y_offset, - x_offset, - 0.0 - )); - } - - // For tracking how much the mouse has moved - last_cursor_pos.x = position.x as f32; - last_cursor_pos.y = position.y as f32; - } - _ => () - }, - - // Nothing new happened - Event::MainEventsCleared => { - // Draw as many frames as we can - // This isn't ideal, but it'll do for now. - window.request_redraw() - }, - - // Redraw - either from above or resizing, etc - Event::RedrawRequested(_) => { - // Time since last frame drawn. Again, not ideal. - let delta = last_update.elapsed().unwrap().as_secs_f32(); - last_update = SystemTime::now(); - - // Move our camera if needed - let delta_pos = key_state.as_vector() * delta * SPEED; - if delta_pos.x != 0.0 || delta_pos.y != 0.0 || delta_pos.z != 0.0 { - renderer.context.move_camera_relative(delta_pos); - } - - // Render the frame - renderer.render_frame().unwrap() - } - _ => () - } - }); + // Initialise logger + simple_logger::init_with_level(log::Level::Debug).unwrap(); + + // Make a window + let event_loop = EventLoop::new(); + let window = WindowBuilder::new().build(&event_loop).unwrap(); + + if window.set_cursor_grab(true).is_err() { + println!("warning: cursor not grabbed"); + } + window.set_cursor_visible(false); + + // Parse the map file and swizzle the co-ords + let data = include_bytes!("../data/newtest.bsp") + .to_vec() + .into_boxed_slice(); + let bsp: Result<Q3BSPFile<Q3System>, stockton_levels::types::ParseError> = + Q3BSPFile::parse_file(&data); + let bsp: Q3BSPFile<Q3System> = bsp.unwrap(); + let bsp: Q3BSPFile<VulkanSystem> = bsp.swizzle_to(); + + // Load into a world and create the new renderer + let world = World::new(bsp); + let mut renderer = Renderer::new(world, &window).unwrap(); + + // Done loading - This is our main loop. + + let mut last_update = SystemTime::now(); + let mut key_state = KeyState::new(); + let mut last_cursor_pos = Vector2::new(0.0, 0.0); + + // Keep rendering the world + event_loop.run(move |event, _, flow| { + *flow = ControlFlow::Poll; + match event { + Event::WindowEvent { event, .. } => match event { + // Close when requested + WindowEvent::CloseRequested => *flow = ControlFlow::Exit, + + WindowEvent::Resized(_) => { + unsafe { renderer.context.handle_surface_change().unwrap() }; + } + + // Update our keystates + WindowEvent::KeyboardInput { input, .. } => match input.scancode { + // A + 30 => key_state.left = input.state == ElementState::Pressed, + // D + 32 => key_state.right = input.state == ElementState::Pressed, + // W (in) + 17 => key_state.inwards = input.state == ElementState::Pressed, + // S (out) + 31 => key_state.out = input.state == ElementState::Pressed, + // Space (up) + 57 => key_state.up = input.state == ElementState::Pressed, + // Ctrl (down) + 42 => key_state.down = input.state == ElementState::Pressed, + _ => (), + }, + + // Look around with mouse + WindowEvent::CursorMoved { position, .. } => { + // Don't do anything on the first frame + if last_cursor_pos.x != 0.0 || last_cursor_pos.y == 0.0 { + // Figure out how much to rotate by + let x_offset = (position.x as f32 - last_cursor_pos.x) * SENSITIVITY; + let y_offset = (position.y as f32 - last_cursor_pos.y) * SENSITIVITY; + + // Rotate + renderer + .context + .rotate(Vector3::new(-y_offset, x_offset, 0.0)); + } + + // For tracking how much the mouse has moved + last_cursor_pos.x = position.x as f32; + last_cursor_pos.y = position.y as f32; + } + _ => (), + }, + + // Nothing new happened + Event::MainEventsCleared => { + // Draw as many frames as we can + // This isn't ideal, but it'll do for now. + window.request_redraw() + } + + // Redraw - either from above or resizing, etc + Event::RedrawRequested(_) => { + // Time since last frame drawn. Again, not ideal. + let delta = last_update.elapsed().unwrap().as_secs_f32(); + last_update = SystemTime::now(); + + // Move our camera if needed + let delta_pos = key_state.as_vector() * delta * SPEED; + if delta_pos.x != 0.0 || delta_pos.y != 0.0 || delta_pos.z != 0.0 { + renderer.context.move_camera_relative(delta_pos); + } + + // Render the frame + renderer.render_frame().unwrap() + } + _ => (), + } + }); } |