Dairy-Drift/src/scene/objects.rs

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//! an Object Module for defining Objects
const SCR_WIDTH: u32 = 1600;
const SCR_HEIGHT: u32 = 900;
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use cgmath::{Vector3, Quaternion, Rotation3, Deg, perspective, Matrix4};
use cgmath::prelude::*;
use crate::model::Model;
use crate::camera::Camera;
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use glow::HasContext;
pub struct Input {
pub Accel: bool,
pub Decel: bool,
pub Left: bool,
pub Right: bool
}
impl Default for Input {
fn default() -> Input {
Input {
Accel: false,
Decel: false,
Left: false,
Right: false
}
}
}
pub struct Transform {
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pub Position: Vector3<f32>,
pub Rotation: Quaternion<f32>,
pub Velocity: Vector3<f32>,
pub Scale: f32,
}
impl Default for Transform {
fn default() -> Transform
{
Transform {
Position: Vector3::<f32>::new(0.0, 0.0, 0.0),
Rotation: Quaternion::from_angle_y(cgmath::Deg(0.0)),
Velocity: Vector3::<f32>::new(0.0, 0.0, 0.0),
Scale: 0.2,
}
}
}
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impl Transform {
pub fn setPos(&mut self, input: Vector3<f32>)
{
self.Position = input;
}
}
pub struct Player {
pub Transform: Transform,
pub Model: Model
}
impl Player {
pub fn new(gl: std::sync::Arc<glow::Context>) -> Self {
Player {
Transform: Transform::default(),
Model: Model::new("resources/models/TestCarModel/CarW4.obj", gl),
}
}
pub fn update(&mut self, input: &Input)
{
if input.Accel {
self.forward(0.01);
}
if input.Decel {
self.forward(-0.01)
}
if input.Left {
self.turn(1.5)
}
if input.Right {
self.turn(-1.5)
}
self.Transform.Position += self.Transform.Velocity;
self.Transform.Rotation = self.Transform.Rotation.normalize();
}
pub fn forward(&mut self, amount: f32)
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{
let forward = self.Transform.Rotation.rotate_vector(cgmath::Vector3::unit_z());
let distance = forward * amount;
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self.Transform.Position += distance;
}
pub fn turn(&mut self, amount: f32)
{
let up = Vector3::<f32>::unit_y();
let delta_rotation = Quaternion::from_axis_angle(up, cgmath::Deg(amount));
self.Transform.Rotation = self.Transform.Rotation * delta_rotation;
}
pub fn Draw(&self, shader: &crate::shader::shader, camera: &Camera)
{
shader.Use();
let translation = cgmath::Matrix4::from_translation(self.Transform.Position);
let rotation = cgmath::Matrix4::from(self.Transform.Rotation);
let scale = cgmath::Matrix4::from_scale(self.Transform.Scale);
let model = translation * rotation * scale;
let projection = cgmath::perspective(cgmath::Deg(camera.Zoom), SCR_WIDTH as f32 /SCR_HEIGHT as f32, 0.1, 100.0 );
let view = camera.GetViewMatrix();
shader.setMat4("projection", &projection);
shader.setMat4("view", &view);
shader.setMat4("model", &model);
self.Model.Draw(shader);
}
}
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pub struct plane {
pub texture: glow::NativeTexture,
pub VAO: glow::VertexArray,
VBO: glow::Buffer,
EBO: glow::Buffer,
}
impl plane {
pub fn new(gl: std::sync::Arc<glow::Context>) -> plane
{
let vertices: [f32; 20] = [
10.5, 10.5, 0.0, 1.0, 1.0,
10.5, -10.5, 0.0, 1.0, 0.0,
-10.5, -10.5, 0.0, 0.0, 0.0,
-10.5, 10.5, 0.0, 0.0, 1.0
];
let indices: [u32; 6] = [
0, 1, 3,
1, 2, 3
];
unsafe {
let VAO = gl.create_vertex_array().unwrap();
let VBO = gl.create_buffer().unwrap();
let EBO = gl.create_buffer().unwrap();
gl.bind_vertex_array(Some(VAO));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(VBO));
let data = core::slice::from_raw_parts(
vertices.as_ptr() as *const u8,
vertices.len() * core::mem::size_of::<f32>(),
);
gl.named_buffer_data_u8_slice(VBO, data, glow::STATIC_DRAW);
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(EBO));
let data = core::slice::from_raw_parts(
indices.as_ptr() as *const u8,
indices.len() * core::mem::size_of::<u32>(),
);
gl.named_buffer_data_u8_slice(EBO, data, glow::STATIC_DRAW);
let stride = 5 * core::mem::size_of::<f32>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, stride, 0);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, stride, (3 * core::mem::size_of::<f32>()) as i32 );
gl.bind_vertex_array(None);
plane {
texture: crate::model::TextureFromFile("texture.jpg", "resources", gl.clone()),
VAO,
VBO,
EBO
}
}
}
pub fn draw(&self, shader: &crate::shader::shader, camera: &Camera)
{
unsafe {
shader.Use();
let model = cgmath::Matrix4::from_angle_x(cgmath::Deg(-90.0));
let projection = cgmath::perspective(cgmath::Deg(camera.Zoom), SCR_WIDTH as f32 /SCR_HEIGHT as f32, 0.1, 100.0);
let view = camera.GetViewMatrix();
shader.setMat4("model", &model);
shader.setMat4("view", &view);
shader.setMat4("projection", &projection);
shader.setFloat("tile_size", 0.5);
shader.setFloat("scroll_speed", 10.0);
let camera_direction = (camera.Position - cgmath::Point3::new(0.0, 0.0, 0.0));
shader.setVector3("camera_position", camera_direction);
shader.gl.bind_texture(glow::TEXTURE_2D, Some(self.texture));
shader.gl.bind_vertex_array(Some(self.VAO));
shader.gl.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_INT, 0);
shader.gl.bind_vertex_array(None);
shader.gl.active_texture(glow::TEXTURE0);
}
}
}