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#![allow(dead_code)]
pub mod renderer;
pub mod types;
pub mod ui;
pub mod overture {
use crate::renderer::Camera;
use crate::renderer::Model;
use crate::renderer::Renderer;
use crate::types;
use crate::ui;
use glutin::config::{Config, ConfigSurfaceTypes, ConfigTemplate, ConfigTemplateBuilder};
use glutin::context::{ContextApi, ContextAttributesBuilder, NotCurrentContext};
use glutin::display::{Display, DisplayApiPreference};
use glutin::prelude::*;
use glutin::surface::{SurfaceAttributesBuilder, WindowSurface};
use raw_window_handle::{
HasRawDisplayHandle, HasRawWindowHandle, RawDisplayHandle, RawWindowHandle,
};
use std::num::NonZeroU32;
pub use winit::event::{ElementState, MouseButton, TouchPhase, VirtualKeyCode};
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop, EventLoopWindowTarget};
struct SurfaceState {
window: winit::window::Window,
surface: glutin::surface::Surface<glutin::surface::WindowSurface>,
}
pub enum CustomEvent {
Keyboard(VirtualKeyCode, ElementState, Box<dyn Fn()>),
Mouse(MouseButton, ElementState, Box<dyn Fn()>),
Touch(TouchPhase, Box<dyn Fn()>),
}
pub struct Scene {
event_loop: Option<EventLoop<CustomEvent>>,
winsys_display: Option<RawDisplayHandle>,
glutin_display: Option<Display>,
surface_state: Option<SurfaceState>,
context: Option<glutin::context::PossiblyCurrentContext>,
render_state: Option<Renderer>,
}
impl Scene {
pub fn new(event_loop: EventLoop<CustomEvent>) -> Self {
#[cfg(not(target_os = "android"))]
if std::env::var("MESA_GLES_VERSION_OVERRIDE").is_err() {
// Fallback to GLES version 2.0 for test runs (mesa drivers particularly)
std::env::set_var("MESA_GLES_VERSION_OVERRIDE", "2.0");
}
let winsys_display = event_loop.raw_display_handle();
Self {
event_loop: Some(event_loop),
winsys_display: Some(winsys_display),
glutin_display: None,
surface_state: None,
context: None,
render_state: None,
}
}
#[allow(unused_variables)]
fn create_display(
raw_display: RawDisplayHandle,
raw_window_handle: RawWindowHandle,
) -> Display {
#[cfg(target_os = "linux")]
let preference = DisplayApiPreference::Egl;
#[cfg(target_os = "android")]
let preference = DisplayApiPreference::Egl;
#[cfg(target_os = "macos")]
let preference = DisplayApiPreference::Cgl;
#[cfg(target_os = "windows")]
let preference = DisplayApiPreference::Wgl(Some(raw_window_handle));
unsafe { Display::new(raw_display, preference).unwrap() }
}
fn ensure_glutin_display(&mut self, window: &winit::window::Window) {
if self.glutin_display.is_none() {
let raw_window_handle = window.raw_window_handle();
self.glutin_display = Some(Self::create_display(
self.winsys_display.unwrap(),
raw_window_handle,
));
}
}
fn create_compatible_gl_context(
glutin_display: &Display,
raw_window_handle: RawWindowHandle,
config: &Config,
) -> NotCurrentContext {
let context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::Gles(Some(glutin::context::Version::new(2, 0))))
.with_debug(true)
.build(Some(raw_window_handle));
let fallback_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::Gles(None))
.build(Some(raw_window_handle));
unsafe {
glutin_display
.create_context(&config, &context_attributes)
.unwrap_or_else(|_| {
glutin_display
.create_context(config, &fallback_context_attributes)
.expect("failed to create context")
})
}
}
fn config_template(raw_window_handle: RawWindowHandle) -> ConfigTemplate {
let builder = ConfigTemplateBuilder::new()
.with_alpha_size(8)
.compatible_with_native_window(raw_window_handle)
.with_surface_type(ConfigSurfaceTypes::WINDOW)
.with_api(glutin::config::Api::GLES2);
builder.build()
}
fn ensure_surface_and_context<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
let window = winit::window::WindowBuilder::new()
.with_inner_size(winit::dpi::LogicalSize::new(960.0, 640.0))
.with_min_inner_size(winit::dpi::LogicalSize::new(480.0, 320.0))
.with_title("TRS_24 Window")
.build(&event_loop)
.unwrap();
let raw_window_handle = window.raw_window_handle();
self.ensure_glutin_display(&window);
let glutin_display = self
.glutin_display
.as_ref()
.expect("Can't ensure surface + context without a Glutin Display connection");
let template = Self::config_template(raw_window_handle);
let config = unsafe {
glutin_display
.find_configs(template)
.unwrap()
.reduce(|accum, config| {
if config.num_samples() > accum.num_samples() {
config
} else {
accum
}
})
.unwrap()
};
println!("Picked a config with {} samples", config.num_samples());
let (width, height): (u32, u32) = window.inner_size().into();
let raw_window_handle = window.raw_window_handle();
let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
raw_window_handle,
NonZeroU32::new(width).unwrap(),
NonZeroU32::new(height).unwrap(),
);
let surface = unsafe {
glutin_display
.create_window_surface(&config, &attrs)
.unwrap()
};
let surface_state = SurfaceState { window, surface };
let prev_ctx = self.context.take();
match prev_ctx {
Some(ctx) => {
let not_current_context = ctx
.make_not_current()
.expect("Failed to make GL context not current");
self.context = Some(
not_current_context
.make_current(&surface_state.surface)
.expect("Failed to make GL context current"),
);
}
None => {
let not_current_context = Self::create_compatible_gl_context(
glutin_display,
raw_window_handle,
&config,
);
self.context = Some(
not_current_context
.make_current(&surface_state.surface)
.expect("Failed to make GL context current"),
);
}
}
self.surface_state = Some(surface_state);
}
fn ensure_renderer(&mut self, models: &Vec<Model>, ui: &Vec<ui::Element>) {
let glutin_display = self
.glutin_display
.as_ref()
.expect("Can't ensure renderer without a Glutin Display connection");
self.render_state
.get_or_insert_with(|| Renderer::new(glutin_display, models, ui));
}
fn queue_redraw(&self) {
if let Some(surface_state) = &self.surface_state {
surface_state.window.request_redraw();
}
}
fn resume<T>(
&mut self,
event_loop: &EventLoopWindowTarget<T>,
models: &Vec<Model>,
ui: &Vec<ui::Element>,
) {
self.ensure_surface_and_context(event_loop);
self.ensure_renderer(models, ui);
self.queue_redraw();
}
pub fn run(mut self, world_color: types::RGBA, models: Vec<Model>, ui: Vec<ui::Element>) {
let mut camera: Camera = Camera::new(0.0, 0.0);
let mut allowed_to_set_camera: bool = true;
#[cfg(debug_assertions)]
let mut left_mouse_button_pressed = false;
let mut key_input_vec: Vec<(VirtualKeyCode, ElementState, Box<dyn Fn()>)> = Vec::new();
let mut mouse_input_vec: Vec<(MouseButton, ElementState, Box<dyn Fn()>)> = Vec::new();
let mut touch_input_vec: Vec<(TouchPhase, Box<dyn Fn()>)> = Vec::new();
let mut previous_frame_time = std::time::Instant::now();
if let Some(event_loop) = self.event_loop.take() {
event_loop.run(move |event, event_loop, control_flow| {
if let Some(ref surface_state) = self.surface_state {
let (width, height): (u32, u32) = surface_state.window.inner_size().into();
if allowed_to_set_camera {
camera = Camera::new(width as f32, height as f32);
allowed_to_set_camera = false;
}
}
*control_flow = ControlFlow::Wait;
match event {
Event::Resumed => {
self.resume(&event_loop, &models, &ui);
}
Event::Suspended => {
self.surface_state = None;
}
Event::RedrawRequested(_) => {
let current_frame_time = std::time::Instant::now();
let _timestep = current_frame_time
.duration_since(previous_frame_time)
.as_secs_f32();
previous_frame_time = current_frame_time;
//println!("{:?}ms", timestep * 1000.0);
if let Some(ref surface_state) = self.surface_state {
if let Some(ctx) = &self.context {
if let Some(ref mut renderer) = self.render_state {
renderer.draw(&world_color, &camera);
if let Err(err) = surface_state.surface.swap_buffers(ctx) {
println!(
"Failed to swap buffers after render: {}",
err
);
}
}
self.queue_redraw();
}
}
}
Event::UserEvent(custom_event) => match custom_event {
CustomEvent::Keyboard(key, state, result) => {
key_input_vec.push((key, state, result))
}
CustomEvent::Touch(touch, result) => {
touch_input_vec.push((touch, result))
}
CustomEvent::Mouse(mouse, state, result) => {
mouse_input_vec.push((mouse, state, result))
}
},
Event::WindowEvent {
event: WindowEvent::Touch(location),
..
} => {
for phase in &touch_input_vec {
if location.phase == phase.0 {
(phase.1)();
}
}
}
Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput { input, .. } => {
if let Some(key) = input.virtual_keycode {
#[cfg(debug_assertions)]
match key {
VirtualKeyCode::W => {
camera.position += camera.speed * camera.orientation;
}
VirtualKeyCode::A => {
camera.position += camera.speed
* -nalgebra_glm::normalize(&nalgebra_glm::cross(
&camera.orientation,
&camera.up,
))
}
VirtualKeyCode::S => {
camera.position -= camera.speed * camera.orientation
}
VirtualKeyCode::D => {
camera.position += camera.speed
* nalgebra_glm::normalize(&nalgebra_glm::cross(
&camera.orientation,
&camera.up,
))
}
VirtualKeyCode::Space => {
camera.position += camera.speed * camera.up
}
VirtualKeyCode::LControl => {
camera.position -= camera.speed * camera.up
}
VirtualKeyCode::LShift => {
camera.speed = if input.state == ElementState::Pressed {
0.4
} else {
0.1
};
}
_ => {}
}
for given_key in &key_input_vec {
match (input.state, key) {
(s, b) if s == given_key.1 && b == given_key.0 => {
(given_key.2)();
}
_ => {}
}
}
}
}
WindowEvent::MouseInput { state, button, .. } => {
#[cfg(debug_assertions)]
match (state, button) {
(ElementState::Pressed, MouseButton::Left) => {
if let Some(ref surface_state) = &self.surface_state {
surface_state.window.set_cursor_visible(false);
if camera.first_click {
surface_state
.window
.set_cursor_grab(
winit::window::CursorGrabMode::Locked,
)
.unwrap();
surface_state
.window
.set_cursor_position(
winit::dpi::LogicalPosition::<f64>::from((
camera.width as f64 / 2.0,
camera.height as f64 / 2.0,
)),
)
.unwrap();
surface_state
.window
.set_cursor_grab(
winit::window::CursorGrabMode::Confined,
)
.unwrap();
camera.first_click = false;
left_mouse_button_pressed = true;
}
}
}
(ElementState::Released, MouseButton::Left) => {
if let Some(ref surface_state) = &self.surface_state {
surface_state
.window
.set_cursor_grab(
winit::window::CursorGrabMode::Confined,
)
.unwrap();
surface_state.window.set_cursor_visible(true);
camera.first_click = true;
left_mouse_button_pressed = false;
}
}
_ => {}
}
for given_mouse in &mouse_input_vec {
match (state, button) {
(s, b) if s == given_mouse.1 && b == given_mouse.0 => {
(given_mouse.2)();
}
_ => {}
}
}
}
#[cfg(debug_assertions)]
WindowEvent::CursorMoved { position, .. } => {
if left_mouse_button_pressed {
if let Some(ref surface_state) = &self.surface_state {
let mouse_x: f32 = position.x as f32;
let mouse_y: f32 = position.y as f32;
let rot_x = camera.sensitivity
* (mouse_y - (camera.height / 2.0))
/ camera.height;
let rot_y = camera.sensitivity
* (mouse_x - (camera.width / 2.0))
/ camera.width;
let new_orientation = nalgebra_glm::rotate_vec3(
&camera.orientation,
-rot_x as f32,
&nalgebra_glm::normalize(&nalgebra_glm::cross(
&camera.orientation,
&camera.up,
)),
);
if (nalgebra_glm::angle(&new_orientation, &camera.up)
- 90.0)
.abs()
<= 85.0
{
camera.orientation = new_orientation;
}
camera.orientation = nalgebra_glm::rotate_vec3(
&camera.orientation,
-rot_y as f32,
&camera.up,
);
surface_state
.window
.set_cursor_grab(winit::window::CursorGrabMode::Locked)
.unwrap();
surface_state
.window
.set_cursor_position(
winit::dpi::LogicalPosition::<f64>::from((
camera.width as f64 / 2.0,
camera.height as f64 / 2.0,
)),
)
.unwrap();
surface_state
.window
.set_cursor_grab(
winit::window::CursorGrabMode::Confined,
)
.unwrap();
}
}
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
_ => {}
},
_ => {}
}
});
}
}
}
pub use winit::event_loop::EventLoopBuilder;
#[cfg(target_os = "android")]
pub use winit::platform::android::activity::AndroidApp;
#[cfg(target_os = "android")]
pub use winit::platform::android::EventLoopBuilderExtAndroid;
}