1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
|
// Copyright (C) Oscar Shrimpton 2019
// This program is free software: you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation, either version 3 of the License, or (at your option)
// any later version.
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
// You should have received a copy of the GNU General Public License along
// with this program. If not, see <http://www.gnu.org/licenses/>.
//! Renders ./example.bsp
extern crate stockton_types;
extern crate stockton_levels;
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},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder
};
/// Movement speed, world units per second
const SPEED: f32 = 100.0;
/// Pixels required to rotate 90 degrees
const PIXELS_PER_90D: f32 = 100.0;
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
}
impl KeyState {
pub fn new() -> KeyState {
KeyState {
up: false,
left: false,
right: false,
down: false,
inwards: false,
out: false,
}
}
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() {
simple_logger::init_with_level(log::Level::Debug).unwrap();
// Load the world and renderer
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);
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();
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();
// }
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 {
WindowEvent::CloseRequested => {
*flow = ControlFlow::Exit
},
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,
_ => ()
},
WindowEvent::CursorMoved {
position,
..
} => {
// Special case: First frame
if last_cursor_pos.x != 0.0 || last_cursor_pos.y == 0.0 {
let x_offset = (position.x as f32 - last_cursor_pos.x) * SENSITIVITY;
let y_offset = (position.y as f32 - last_cursor_pos.y) * SENSITIVITY;
renderer.context.rotate(Vector3::new(
-y_offset,
x_offset,
0.0
));
}
last_cursor_pos.x = position.x as f32;
last_cursor_pos.y = position.y as f32;
}
_ => ()
},
Event::MainEventsCleared => {
window.request_redraw()
},
Event::RedrawRequested(_) => {
let delta = last_update.elapsed().unwrap().as_secs_f32();
last_update = SystemTime::now();
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);
}
renderer.render_frame().unwrap()
}
_ => ()
}
});
}
|