//! Renders ./example.bsp geometry: (), texture_idx: () geometry: (), texture_idx: () #[macro_use] extern crate stockton_input_codegen; #[macro_use] extern crate legion; use anyhow::{Context, Result}; use log::warn; use std::collections::BTreeMap; use std::sync::{Arc, RwLock}; use stockton_levels::parts::data::{Geometry, Vertex}; use stockton_levels::types::Rgba; use stockton_render::draw::LevelDrawPass; use winit::{event::Event, event_loop::EventLoop, window::WindowBuilder}; use egui::{containers::CentralPanel, Frame}; use stockton_contrib::delta_time::*; use stockton_contrib::flycam::*; use stockton_input::{Axis, InputManager, Mouse}; use stockton_render::error::full_error_display; use stockton_render::systems::*; use stockton_render::{Renderer, UiState, WindowEvent}; use stockton_types::components::{CameraSettings, CameraVPMatrix, Transform}; use stockton_types::{Session, Vector2, Vector3}; mod level; use level::*; type Dp<'a> = LevelDrawPass<'a, DemoLevel>; #[derive(InputManager, Default, Clone, Debug)] struct MovementInputs { #[axis] x: Axis, #[axis] y: Axis, #[axis] z: Axis, } impl FlycamInput for MovementInputs { fn get_x_axis(&self) -> &Axis { &self.x } fn get_y_axis(&self) -> &Axis { &self.y } fn get_z_axis(&self) -> &Axis { &self.z } } #[system] fn hello_world(#[resource] ui: &mut UiState) { CentralPanel::default() .frame(Frame::none()) .show(ui.ctx(), |ui| { ui.heading("Hello, World!"); }); } fn main() { if let Err(err) = try_main() { eprintln!("{}", full_error_display(err)); } } fn try_main<'a>() -> Result<()> { // Initialise logger simplelog::TermLogger::init( log::LevelFilter::Debug, simplelog::ConfigBuilder::new() .set_max_level(log::LevelFilter::Debug) .set_thread_mode(simplelog::ThreadLogMode::Names) .build(), simplelog::TerminalMode::Stderr, simplelog::ColorChoice::Auto, ) .context("Error initialising logger")?; // Make a window let event_loop = EventLoop::new(); let window = WindowBuilder::new() .build(&event_loop) .context("Error creating window")?; if window.set_cursor_grab(true).is_err() { warn!("warning: cursor not grabbed"); } window.set_cursor_visible(false); // TODO: Parse the map file let map = Arc::new(RwLock::new(DemoLevel { faces: vec![Face { geometry: Geometry::Vertices( Vertex { position: Vector3::new(-128.0, 128.0, 128.0), tex: Vector2::new(0.0, 0.0), color: Rgba::from_slice(&[0, 0, 0, 1]), }, Vertex { position: Vector3::new(-128.0, -128.0, 128.0), tex: Vector2::new(0.0, 1.0), color: Rgba::from_slice(&[0, 0, 0, 1]), }, Vertex { position: Vector3::new(128.0, 128.0, 128.0), tex: Vector2::new(1.0, 0.0), color: Rgba::from_slice(&[0, 0, 0, 1]), }, ), texture_idx: 0, }] .into_boxed_slice(), textures: vec![Texture { name: "example_texture".to_string(), }] .into_boxed_slice(), })); // Create the UI State let mut ui = UiState::new(); // Create the input manager let manager = { use stockton_input::InputMutation::*; use MovementInputsFields::*; let mut actions = BTreeMap::new(); actions.insert(17, (Z, PositiveAxis)); // W actions.insert(30, (X, NegativeAxis)); // A actions.insert(31, (Z, NegativeAxis)); // S actions.insert(32, (X, PositiveAxis)); // D actions.insert(29, (Y, NegativeAxis)); // Ctrl actions.insert(57, (Y, PositiveAxis)); // Space MovementInputsManager::new(actions) }; let ratio = window.inner_size().width as f32 / window.inner_size().height as f32; // Load everything into the session let mut session = Session::new( move |resources| { resources.insert(map); resources.insert(manager); resources.insert(Timing::default()); resources.insert(Mouse::default()); }, move |schedule| { schedule .add_system(update_deltatime_system()) .add_system(process_window_events_system::< MovementInputsManager, Dp<'static>, >()) .flush() .add_system(hello_world_system()) .add_system(flycam_move_system::()) .flush() .add_thread_local(calc_vp_matrix_system(ratio)); }, ); // Add our player entity let player = session.world.push(( Transform { position: Vector3::new(0.0, 0.0, 0.0), rotation: Vector3::new(0.0, 0.0, 0.0), }, CameraSettings { far: 1024.0, fov: 90.0, near: 0.1, }, CameraVPMatrix::default(), FlycamControlled::new(512.0, 400.0), )); // Create the renderer let (renderer, tx): (Renderer>, _) = Renderer::new(&window, &session, player)?; let new_control_flow = renderer.update_control_flow.clone(); // Populate the initial UI state ui.populate_initial_state(&renderer); session.resources.insert(renderer); session.resources.insert(ui); // Done loading - This is our main loop. // It just communicates events to the session and continuously ticks event_loop.run(move |event, _, flow| { match event { Event::MainEventsCleared => { window.request_redraw(); } Event::RedrawRequested(_) => { session.do_update(); let mut renderer = session .resources .get_mut::>>() .unwrap(); renderer.render(&session).unwrap(); } _ => { if let Some(we) = WindowEvent::from(&event) { tx.send(we).unwrap() } } } // Update the control flow if the session has requested it. { let new_control_flow = new_control_flow.read().unwrap(); if *new_control_flow != *flow { *flow = *new_control_flow; } }; }); }