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//! A thin game engine (hence the name). Drawing done with `glium`, game variables done with
//! `glium-types`, windowing done with `winit` and input done with `winit-input-map`. It has easy fxaa
//! support and low boilerplate despite having lots of control.
//! ```
//! use thin_engine::{prelude::*, meshes::screen};
//! use Action::*;
//!
//! #[derive(ToUsize)]
//! enum Action {
//! Left,
//! Right,
//! Jump,
//! Exit
//! }
//! let (event_loop, window, display) = thin_engine::set_up().unwrap();
//! let mut input = input_map!(
//! (Left, KeyCode::KeyA, MouseButton::Left, KeyCode::ArrowLeft),
//! (Right, KeyCode::KeyD, MouseButton::Right, KeyCode::ArrowRight),
//! (Jump, KeyCode::KeyW, KeyCode::ArrowUp, KeyCode::Space),
//! (Exit, KeyCode::Escape)
//! );
//! let (box_indices, box_verts) = mesh!(
//! &display, &screen::INDICES, &screen::VERTICES
//! );
//! let box_shader = Program::from_source(
//! &display, shaders::VERTEX,
//! "#version 140
//! out vec4 colour;
//! void main() {
//! colour = vec4(1.0, 0.0, 0.0, 1.0);
//! }", None).unwrap();
//!
//! let mut player_pos = Vec2::ZERO;
//! let mut player_gravity = 0.0;
//! let mut player_can_jump = true;
//!
//! // camera matrix must be inverse
//! let camera = Mat4::from_scale(Vec3::splat(10.0)).inverse();
//!
//! let target_delay = Duration::from_secs_f32(1.0/60.0); // target of 60 fps
//! let mut delta_time = 0.016; // change in time between frames
//! thin_engine::run(event_loop, &mut input, |input, target| {
//! let frame_start = Instant::now();
//! // set up frame
//! let size = window.inner_size().into();
//! display.resize(size);
//! let mut frame = display.draw();
//! let view2d = Mat4::view_matrix_2d(size);
//!
//! // game logic
//! player_pos.x += input.axis(Right, Left) * 10.0 * delta_time;
//! player_gravity += delta_time * 50.0;
//! player_pos.y -= player_gravity * delta_time;
//! if player_pos.y < 0.0 {
//! player_pos.y = 0.0;
//! player_can_jump = true;
//! }
//! if player_can_jump && input.pressed(Jump) {
//! player_gravity = -20.0;
//! player_can_jump = false;
//! }
//!
//! // draw
//! frame.clear_color(0.0, 0.0, 0.0, 1.0);
//! frame.draw(
//! &box_verts, &box_indices, &box_shader, &uniform! {
//! view: view2d, camera: camera,
//! model: Mat4::from_pos(player_pos.extend(0.0)),
//! }, &DrawParameters::default()
//! );
//!
//! frame.finish().unwrap();
//! if input.pressed(Exit) { target.exit() }
//! thread::sleep(target_delay.saturating_sub(frame_start.elapsed()));
//! delta_time = frame_start.elapsed().as_secs_f32();
//! }).unwrap();
//! ```
use glium::backend::glutin::SimpleWindowBuilder;
use winit::{
error::EventLoopError,
event::*,
window::Window,
};
use winit_input_map::InputMap;
pub use glium;
pub use glium_types;
pub use winit;
pub use winit_input_map as input_map;
pub mod meshes;
pub mod shaders;
pub type Display = glium::Display<glium::glutin::surface::WindowSurface>;
pub type EventLoop = winit::event_loop::EventLoop<()>;
pub type WindowTarget = winit::event_loop::EventLoopWindowTarget<()>;
pub mod prelude {
pub use glium::{
draw_parameters, IndexBuffer,
VertexBuffer, Program, Texture2d,
uniform, Surface, Frame, DrawParameters
};
pub use std::time::{Duration, Instant};
pub use std::thread;
pub use glium_types::prelude::*;
pub use crate::{meshes, shaders};
pub use winit::event::MouseButton;
pub use winit::keyboard::KeyCode;
pub use winit::window::{Fullscreen, CursorGrabMode};
pub use crate::input_map::*;
}
/// used to quickly set up thin engine.
pub fn set_up() -> Result<(EventLoop, Window, Display), EventLoopError> {
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
let (window, display) = SimpleWindowBuilder::new().build(&event_loop);
Ok((event_loop, window, display))
}
/// used to quickly set up logic. handles closed and input events for you. the `logic` var will be
/// run every frame.
/// ```
/// use thin_engine::prelude::*;
/// let (event_loop, window, display) = thin_engine::set_up().unwrap();
/// #[derive(ToUsize)]
/// enum Actions{
/// Debug
/// }
/// use Actions::*;
/// let mut input = input_map!(
/// (Debug, KeyCode::Space)
/// );
///
/// thin_engine::run(event_loop, &mut input, |_, _| {
/// let mut frame = display.draw();
/// frame.clear_color(0.0, 0.0, 0.0, 1.0);
/// frame.finish().unwrap();
/// });
/// ```
pub fn run<const BINDS: usize, F>(
event_loop: EventLoop,
input: &mut InputMap<BINDS>,
mut logic: F,
) -> Result<(), EventLoopError>
where
F: FnMut(&mut InputMap<BINDS>, &WindowTarget),
{
event_loop.run(|event, target| {
input.update(&event);
match &event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => target.exit(),
Event::AboutToWait => {
logic(input, target);
input.init();
}
_ => (),
}
})?;
Ok(())
}
/// used to quickly set up logic. handles closed and input events for you. the `logic` var will be
/// run every frame. the `event_handler` var is
/// for if you want more control over the event handling and is run multiple times before logic.
/// ```
/// use thin_engine::prelude::*;
/// let (event_loop, window, display) = thin_engine::set_up().unwrap();
/// #[derive(ToUsize)]
/// enum Actions{
/// Debug
/// }
/// use Actions::*;
/// let mut input = input_map!(
/// (Debug, KeyCode::Space)
/// );
///
///
/// thin_engine::run_with_event_handler(
/// event_loop,
/// &mut input,
/// |event, target| {
/// match event {
/// //do something with events
/// _ => ()
/// }
/// }, |_|{
/// let mut frame = display.draw();
/// frame.clear_color(0.0, 0.0, 0.0, 1.0);
/// frame.finish().unwrap();
/// });
/// ```
pub fn run_with_event_handler<const BINDS: usize, F1, F2>(
event_loop: EventLoop,
input: &mut InputMap<BINDS>,
mut event_handler: F2,
mut logic: F1,
) -> Result<(), EventLoopError>
where
F1: FnMut(&mut InputMap<BINDS>),
F2: FnMut(&Event<()>, &WindowTarget),
{
event_loop.run(|event, target| {
input.update(&event);
event_handler(&event, target);
match &event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => target.exit(),
Event::AboutToWait => {
logic(input);
input.init();
}
_ => (),
}
})?;
Ok(())
}
/// resizable depth texture. recomended to use with gliums `SimpleFrameBuffer` to draw onto a texture you can use
/// in another shader! usefull for fxaa
#[derive(Default)]
pub struct ResizableTexture2D {
pub size: (u32, u32),
pub texture: Option<glium::Texture2d>
}
impl ResizableTexture2D {
pub fn resize(&mut self, display: &Display, new_size: (u32, u32)) {
if self.size.0 != new_size.0 || self.size.1 != new_size.1 {
self.texture = glium::Texture2d::empty(display, new_size.0, new_size.1).ok();
self.size = new_size;
}
}
pub fn resize_to_display(&mut self, display: &Display) {
let new_size = display.get_framebuffer_dimensions();
if self.size.0 != new_size.0 || self.size.1 != new_size.1 {
self.texture = glium::Texture2d::empty(display, new_size.0, new_size.1).ok();
self.size = new_size;
}
}
/// borrows the texture or panics. to handle failed borrows use `self.texture.as_ref()` instead
pub fn texture(&self) -> &glium::Texture2d {
self.texture.as_ref().expect("texture was not initialised. maybe use 'new()' instead of 'default()'")
}
pub fn new(size: (u32, u32), display: &Display) -> Self {
Self { size, texture: glium::Texture2d::empty(display, size.0, size.1).ok() }
}
}
/// resizable depth texture. use with gliums `SimpleFrameBuffer::WithDepthTexture()`
/// to create a texture you can draw on! usefull for things like fog and fxaa.
#[derive(Default)]
pub struct ResizableDepthTexture2D {
size: (u32, u32),
pub texture: Option<glium::texture::DepthTexture2d>
}
impl ResizableDepthTexture2D {
pub fn resize(&mut self, display: &Display, new_size: (u32, u32)) {
if self.size.0 != new_size.0 || self.size.1 != new_size.1 {
self.texture = glium::texture::DepthTexture2d::empty(display, new_size.0, new_size.1).ok();
self.size = new_size;
}
}
/// borrows the texture or panics. to handle failed borrows use `self.texture.as_ref()` instead
pub fn texture(&self) -> &glium::texture::DepthTexture2d {
self.texture.as_ref().expect("texture was not initialised. maybe use 'new()' instead of 'default()'")
}
pub fn new(size: (u32, u32), display: &Display) -> Self {
Self { size, texture: glium::texture::DepthTexture2d::empty(display, size.0, size.1).ok() }
}
pub fn resize_to_display(&mut self, display: &Display) {
let new_size = display.get_framebuffer_dimensions();
if self.size.0 != new_size.0 || self.size.1 != new_size.1 {
self.texture = glium::texture::DepthTexture2d::empty(display, new_size.0, new_size.1).ok();
self.size = new_size;
}
}
}