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-rw-r--r--examples/render-bsp/src/main.rs56
1 files changed, 34 insertions, 22 deletions
diff --git a/examples/render-bsp/src/main.rs b/examples/render-bsp/src/main.rs
index 0d81759..37807a9 100644
--- a/examples/render-bsp/src/main.rs
+++ b/examples/render-bsp/src/main.rs
@@ -21,16 +21,9 @@ extern crate stockton_render;
extern crate winit;
extern crate log;
extern crate simple_logger;
-extern crate image;
use std::time::SystemTime;
use std::f32::consts::PI;
-use image::load_from_memory;
-
-use stockton_levels::prelude::*;
-use stockton_levels::q3::Q3BSPFile;
-use stockton_types::{World, Vector3, Vector2};
-use stockton_render::Renderer;
use winit::{
event::{Event, WindowEvent, ElementState},
@@ -38,12 +31,21 @@ use winit::{
window::WindowBuilder
};
+use stockton_levels::{
+ prelude::*,
+ q3::Q3BSPFile
+};
+use stockton_types::{World, Vector3, Vector2};
+use stockton_render::Renderer;
+
+
/// Movement speed, world units per second
const SPEED: f32 = 100.0;
/// Pixels required to rotate 90 degrees
const PIXELS_PER_90D: f32 = 100.0;
+/// Sensitivity, derived from above
const SENSITIVITY: f32 = PI / (2.0 * PIXELS_PER_90D);
#[derive(Debug)]
@@ -68,6 +70,7 @@ impl KeyState {
}
}
+ /// 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);
@@ -89,14 +92,16 @@ impl KeyState {
vec.z = -1.0;
}
+ vec.normalize_mut();
vec
}
}
fn main() {
+ // Initialise logger
simple_logger::init_with_level(log::Level::Debug).unwrap();
- // Load the world and renderer
+ // Make a window
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
@@ -105,25 +110,17 @@ fn main() {
}
window.set_cursor_visible(false);
+ // Parse the map file and swizzle the co-ords
let data = include_bytes!("../data/test.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();
- // {
- // renderer.context.add_texture(
- // load_from_memory(include_bytes!("../../render-quad/data/test1.png"))
- // .expect("Couldn't load test texture 1")
- // .into_rgba()).unwrap();
-
- // renderer.context.add_texture(
- // load_from_memory(include_bytes!("../../render-quad/data/test2.png"))
- // .expect("Couldn't load test texture 2")
- // .into_rgba()).unwrap();
- // }
+ // Done loading - This is our main loop.
let mut last_update = SystemTime::now();
let mut key_state = KeyState::new();
@@ -137,9 +134,12 @@ fn main() {
event,
..
} => match event {
+ // Close when requested
WindowEvent::CloseRequested => {
*flow = ControlFlow::Exit
},
+
+ // Update our keystates
WindowEvent::KeyboardInput {input, ..} => match input.scancode {
// A
30 => key_state.left = input.state == ElementState::Pressed,
@@ -155,41 +155,53 @@ fn main() {
42 => key_state.down = input.state == ElementState::Pressed,
_ => ()
},
+
+ // Look around with mouse
WindowEvent::CursorMoved {
position,
..
} => {
- // Special case: First frame
+ // 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()
},
- Event::RedrawRequested(_) => {
+ // 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()
}
_ => ()