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// 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_bsp;
extern crate stockton_render;
extern crate winit;
extern crate simple_logger;
extern crate rand;
extern crate image;
use stockton_render::draw::{RenderingContext, UVPoint};
use stockton_types::{Vector2, Vector3};
use image::load_from_memory;
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder
};
fn main() {
let cube_points: [UVPoint; 24] = [
// Face 1 (front)
UVPoint(Vector3::new(0.0, 0.0, 0.0), Vector2::new(0.0, 1.0), 0), /* bottom left */
UVPoint(Vector3::new(0.0, 1.0, 0.0), Vector2::new(0.0, 0.0), 0), /* top left */
UVPoint(Vector3::new(1.0, 0.0, 0.0), Vector2::new(1.0, 1.0), 0), /* bottom right */
UVPoint(Vector3::new(1.0, 1.0, 0.0), Vector2::new(1.0, 0.0), 0), /* top right */
// Face 2 (top)
UVPoint(Vector3::new(0.0, 1.0, 0.0), Vector2::new(0.0, 1.0), 0), /* bottom left */
UVPoint(Vector3::new(0.0, 1.0, 1.0), Vector2::new(0.0, 0.0), 0), /* top left */
UVPoint(Vector3::new(1.0, 1.0, 0.0), Vector2::new(1.0, 1.0), 0), /* bottom right */
UVPoint(Vector3::new(1.0, 1.0, 1.0), Vector2::new(1.0, 0.0), 0), /* top right */
// Face 3 (back)
UVPoint(Vector3::new(0.0, 0.0, 1.0), Vector2::new(0.0, 1.0), 1), /* bottom left */
UVPoint(Vector3::new(0.0, 1.0, 1.0), Vector2::new(0.0, 0.0), 1), /* top left */
UVPoint(Vector3::new(1.0, 0.0, 1.0), Vector2::new(1.0, 1.0), 1), /* bottom right */
UVPoint(Vector3::new(1.0, 1.0, 1.0), Vector2::new(1.0, 0.0), 1), /* top right */
// Face 4 (bottom)
UVPoint(Vector3::new(0.0, 0.0, 0.0), Vector2::new(0.0, 1.0), 1), /* bottom left */
UVPoint(Vector3::new(0.0, 0.0, 1.0), Vector2::new(0.0, 0.0), 1), /* top left */
UVPoint(Vector3::new(1.0, 0.0, 0.0), Vector2::new(1.0, 1.0), 1), /* bottom right */
UVPoint(Vector3::new(1.0, 0.0, 1.0), Vector2::new(1.0, 0.0), 1), /* top right */
// Face 5 (left)
UVPoint(Vector3::new(0.0, 0.0, 1.0), Vector2::new(0.0, 1.0), 1), /* bottom left */
UVPoint(Vector3::new(0.0, 1.0, 1.0), Vector2::new(0.0, 0.0), 1), /* top left */
UVPoint(Vector3::new(0.0, 0.0, 0.0), Vector2::new(1.0, 1.0), 1), /* bottom right */
UVPoint(Vector3::new(0.0, 1.0, 0.0), Vector2::new(1.0, 0.0), 1), /* top right */
// Face 6 (right)
UVPoint(Vector3::new(1.0, 0.0, 0.0), Vector2::new(0.0, 1.0), 0), /* bottom left */
UVPoint(Vector3::new(1.0, 1.0, 0.0), Vector2::new(0.0, 0.0), 0), /* top left */
UVPoint(Vector3::new(1.0, 0.0, 1.0), Vector2::new(1.0, 1.0), 0), /* bottom right */
UVPoint(Vector3::new(1.0, 1.0, 1.0), Vector2::new(1.0, 0.0), 0), /* top right */
];
let cube_indices: [(u16, u16, u16); 12] = [
(0, 1, 2), (2, 1, 3), // front
(4, 5, 6), (7, 6, 5), // top
(10, 9, 8), (9, 10, 11), // back
(12, 14, 13), (15, 13, 14), // bottom
(16, 17, 18), (19, 18, 17), // left
(20, 21, 22), (23, 22, 21), // right
];
simple_logger::init().unwrap();
// Create the renderer.
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let mut ctx = RenderingContext::new(&window).unwrap();
// Load 2 test textures
ctx.add_texture(
load_from_memory(include_bytes!("../data/test1.png"))
.expect("Couldn't load test texture 1")
.into_rgba())
.unwrap();
ctx.add_texture(
load_from_memory(include_bytes!("../data/test2.png"))
.expect("Couldn't load test texture 2")
.into_rgba())
.unwrap();
// First quad with test1
for (index, point) in cube_points.iter().enumerate() {
ctx.vert_buffer[index] = *point;
}
for (index, value) in cube_indices.iter().enumerate() {
ctx.index_buffer[index] = *value;
}
event_loop.run(move |event, _, flow| {
*flow = ControlFlow::Poll;
match event {
// TODO: Handle resize
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*flow = ControlFlow::Exit
},
Event::MainEventsCleared => {
window.request_redraw()
},
Event::RedrawRequested(_) => {
ctx.draw_vertices().unwrap();
}
_ => ()
}
});
}
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