extern crate tobj; extern crate winit; extern crate ncollide3d; use std::rc::Rc; use std::sync::Arc; #[cfg(not(target_arch = "wasm32"))] use std::time::{Duration, Instant}; use bytemuck::__core::ops::Range; use cgmath::{Matrix4, Point3, Decomposed, Quaternion, Rotation3, Deg, InnerSpace, SquareMatrix}; use futures::task::LocalSpawn; use legion::*; use wgpu::{BindGroup, Buffer, TextureView}; use wgpu_subscriber; use winit::platform::unix::x11::ffi::Time; use winit::{ event::{self, WindowEvent}, event_loop::{ControlFlow, EventLoop}, }; use crate::render::Renderer; use winit::event::DeviceEvent::MouseMotion; mod framework; mod geometry; mod light; mod render; /* Collision detection https://crates.io/crates/mgf Obj file format http://paulbourke.net/dataformats/obj/ tobj obj loader https://docs.rs/tobj/2.0.3/tobj/index.html mesh generator lib, might be useful https://docs.rs/genmesh/0.6.2/genmesh/ legion ECS https://github.com/amethyst/legion mvp: ECS animation render 3d input/io collision / physics entities & behaviours */ #[cfg_attr(rustfmt, rustfmt_skip)] #[allow(unused)] pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4 = cgmath::Matrix4::new( 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.5, 1.0, ); #[allow(dead_code)] pub fn cast_slice(data: &[T]) -> &[u8] { use std::{mem::size_of, slice::from_raw_parts}; unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::()) } } #[allow(dead_code)] pub enum ShaderStage { Vertex, Fragment, Compute, } // a component is any type that is 'static, sized, send and sync #[derive(Clone, Copy, Debug, PartialEq)] pub struct Position { x: f32, y: f32, z: f32, mx: Matrix4, } #[derive(Clone, Copy, Debug, PartialEq)] pub struct Color { r: f32, g: f32, b: f32, a: f32, } #[derive(Clone, Copy, Debug, PartialEq)] pub struct Velocity { dx: f32, dy: f32, rs: f32, } #[derive(Clone, Default, PartialEq, Eq, Hash, Copy, Debug)] pub struct RangeCopy { pub start: Idx, pub end: Idx, } #[derive(Clone, Debug)] pub struct DirectionalLight { color: wgpu::Color, fov: f32, depth: RangeCopy, target_view: Arc, } #[derive(Clone, Debug)] pub struct Mesh { index_buffer: Arc, index_count: usize, vertex_buffer: Arc, uniform_buffer: Arc, bind_group: Arc, } //log::info!(""); fn main() { let mut world = World::default(); let (mut pool, spawner) = { let local_pool = futures::executor::LocalPool::new(); let spawner = local_pool.spawner(); (local_pool, spawner) }; // Schedule for the render systen let mut render_schedule = Schedule::builder() .add_system(render::render_test_system()) .build(); // TODO schedule for the update system and others let event_loop = EventLoop::new(); let mut builder = winit::window::WindowBuilder::new(); builder = builder.with_title("MVGE"); // I don't know what they are doing here #[cfg(windows_OFF)] // TODO { use winit::platform::windows::WindowBuilderExtWindows; builder = builder.with_no_redirection_bitmap(true); } let window = builder.build(&event_loop).unwrap(); let mut last_update_inst = Instant::now(); // Load up the renderer (and the resources) let mut renderer = { let mut renderer = render::Renderer::init(&window); entity_loading(&mut world, &mut renderer); renderer }; let mut resources = Resources::default(); resources.insert(renderer); event_loop.run(move |event, _, control_flow| { // Artificially slows the loop rate to 10 millis // This is called after redraw events cleared *control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10)); match event { event::Event::MainEventsCleared => { // ask for a redraw every 20 millis if last_update_inst.elapsed() > Duration::from_millis(20) { window.request_redraw(); last_update_inst = Instant::now(); } pool.run_until_stalled(); } event::Event::DeviceEvent { event: MouseMotion{ delta }, .. } => { resources .get_mut::() .unwrap() .cam_look_delta((delta.0, delta.1)); //swap_chain = device.create_swap_chain(&surface, &sc_desc); }, // Resizing will queue a request_redraw event::Event::WindowEvent { event: WindowEvent::Resized(size), .. } => { log::info!("Resizing to {:?}", size); let width = size.width; let height = size.height; resources .get_mut::() .unwrap() .resize(width, height); //swap_chain = device.create_swap_chain(&surface, &sc_desc); }, event::Event::WindowEvent { event, .. } => match event { WindowEvent::KeyboardInput { input: event::KeyboardInput { virtual_keycode: Some(event::VirtualKeyCode::Escape), state: event::ElementState::Pressed, .. }, .. } | WindowEvent::CloseRequested => { *control_flow = ControlFlow::Exit; } _ => { //renderer.update(event); } }, event::Event::RedrawRequested(_) => { // Call the render system render_schedule.execute(&mut world, &mut resources); } _ => {} } }); } pub fn entity_loading(world: &mut World, renderer: &mut Renderer) { let untitled_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj"); // This could be used for relationships between entities...??? let light_entity: Entity = world.push(( cgmath::Point3 { x: 7.0 as f32, y: -5.0 as f32, z: 10.0 as f32, }, renderer.create_light(), )); let light_entity: Entity = world.push(( cgmath::Point3 { x: -5.0 as f32, y: 7.0 as f32, z: 10.0 as f32, }, renderer.create_light(), )); let offset = cgmath::vec3(2.0, 2.0, 2.0); let transform = Decomposed { disp: offset.clone(), rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)), scale: 1.0, }; let mesh_entity: Entity = world.push(( Position { x: 17.0, y: 15.0, z: 10.0, mx: cgmath::Matrix4::from(transform), }, untitled_mesh, Color { r: 1.0, g: 0.5, b: 0.5, a: 1.0, }, )); let plane_mesh = renderer.create_plane(7.0); let plane_entity: Entity = world.push(( Position { x: 0.0, y: 0.0, z: 0.0, mx: cgmath::Matrix4::identity(), }, plane_mesh, Color { r: 1.0, g: 0.5, b: 0.5, a: 1.0, }, )); }