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|
//! Renders ./example.bsp geometry: (), texture_idx: () geometry: (), texture_idx: ()
#[macro_use]
extern crate stockton_input_codegen;
#[macro_use]
extern crate legion;
use std::{
collections::BTreeMap,
path::Path,
sync::{Arc, RwLock},
};
use stockton_contrib::{delta_time::*, flycam::*};
use stockton_input::{Axis, InputManager, Mouse};
use stockton_levels::{
parts::data::{Geometry, Vertex},
types::Rgba,
};
use stockton_render::{
camera::calc_vp_matrix_system,
level::{LevelDrawPass, LevelDrawPassConfig},
ui::UiDrawPass,
window::{process_window_events_system, UiState, WindowEvent, WindowFlow},
};
use stockton_skeleton::{
draw_passes::ConsDrawPass, error::full_error_display, texture::resolver::FsResolver, Renderer,
};
use stockton_types::{
components::{CameraSettings, CameraVPMatrix, Transform},
Session, Vector2, Vector3,
};
use anyhow::{Context, Result};
use egui::{containers::CentralPanel, Frame};
use log::warn;
use winit::{
event::Event,
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
mod level;
use level::*;
type Dp<'a> = ConsDrawPass<LevelDrawPass<'a, DemoLevel>, UiDrawPass<'a>>;
#[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() -> 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 ui = UiState::default();
// 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)
};
// Load everything into the session
let mut session = Session::new(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::<MovementInputsManager>())
.flush()
.add_thread_local(calc_vp_matrix_system::<Dp<'static>>());
});
session.resources.insert(map.clone());
session.resources.insert(manager);
session.resources.insert(Timing::default());
session.resources.insert(Mouse::default());
session.resources.insert(ui);
// 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 = Renderer::<Dp<'static>>::new(
&window,
&mut session,
(
LevelDrawPassConfig {
active_camera: player,
tex_resolver: FsResolver::new(Path::new("./examples/render-quad/textures"), map),
},
(),
),
)?;
let new_control_flow = Arc::new(RwLock::new(ControlFlow::Poll));
let (window_flow, tx) = WindowFlow::new(new_control_flow.clone());
session.resources.insert(window_flow);
// Populate the initial UI state
{
let ui = &mut session.resources.get_mut::<UiState>().unwrap();
ui.populate_initial_state(&renderer);
}
session.resources.insert(renderer);
// 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::<Renderer<Dp<'static>>>()
.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;
}
};
});
}
|