prettify
parent
e1c61d6799
commit
0028bd31c3
163
src/config.rs
163
src/config.rs
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@ -1,37 +1,24 @@
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/// Configs Module
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///
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///
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use serde::{Deserialize, Serialize};
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use ron;
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///
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///
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use serde::{Deserialize, Serialize};
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#[derive(Deserialize, Serialize)]
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pub struct Configs
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{
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}
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pub struct Configs {}
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#[derive(Deserialize, Serialize)]
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pub struct DisplayConfigs
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{
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pub struct DisplayConfigs {
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// TODO set Resolutions
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//Resolution:
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// i think thats it tbqh
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}
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#[derive(Deserialize, Serialize)]
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pub struct InputConfigs {}
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#[derive(Deserialize, Serialize)]
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pub struct InputConfigs
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{
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}
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#[derive(Deserialize, Serialize)]
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pub struct KeyboardConfig
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{
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pub struct KeyboardConfig {
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// directionals
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Up: u32,
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Down: u32,
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@ -50,13 +37,11 @@ pub struct KeyboardConfig
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// Macros
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PunchMacro: u32,
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KickMacro: u32
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KickMacro: u32,
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}
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impl Default for KeyboardConfig
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{
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fn default() -> Self
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{
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impl Default for KeyboardConfig {
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fn default() -> Self {
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KeyboardConfig {
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Up: ScanCodes::W,
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Down: ScanCodes::S,
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@ -69,9 +54,8 @@ impl Default for KeyboardConfig
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MediumKick: ScanCodes::J,
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HeavyKick: ScanCodes::K,
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PunchMacro: ScanCodes::P,
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KickMacro: ScanCodes::L
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KickMacro: ScanCodes::L,
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}
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}
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}
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@ -80,68 +64,67 @@ impl Default for KeyboardConfig
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/// TODO finish this
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/// UNTESTED AND UNFINISHED
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#[repr(u32)]
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pub enum ScanCodes
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{
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Escape = 0x01,
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Key1 = 0x02,
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Key2 = 0x03,
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Key3 = 0x04,
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Key4 = 0x05,
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Key5 = 0x06,
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Key6 = 0x07,
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Key7 = 0x08,
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Key8 = 0x09,
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Key9 = 0x0a,
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Key0 = 0x0b,
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Minus = 0x0c,
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Equal = 0x0d,
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BackSpace = 0x0e,
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Tab = 0x0f,
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Q = 0x10,
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W = 0x11,
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E = 0x12,
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R = 0x13,
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T = 0x14,
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Y = 0x15,
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U = 0x16,
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I = 0x17,
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O = 0x18,
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P = 0x19,
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OpenBracket = 0x1a,
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pub enum ScanCodes {
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Escape = 0x01,
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Key1 = 0x02,
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Key2 = 0x03,
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Key3 = 0x04,
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Key4 = 0x05,
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Key5 = 0x06,
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Key6 = 0x07,
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Key7 = 0x08,
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Key8 = 0x09,
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Key9 = 0x0a,
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Key0 = 0x0b,
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Minus = 0x0c,
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Equal = 0x0d,
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BackSpace = 0x0e,
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Tab = 0x0f,
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Q = 0x10,
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W = 0x11,
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E = 0x12,
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R = 0x13,
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T = 0x14,
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Y = 0x15,
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U = 0x16,
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I = 0x17,
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O = 0x18,
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P = 0x19,
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OpenBracket = 0x1a,
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CloseBrack = 0x1b,
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Enter = 0x1c,
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LCtrl = 0x1d,
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A = 0x1e,
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S = 0x1f,
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D = 0x20,
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F = 0x21,
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G = 0x22,
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H = 0x23,
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J = 0x24,
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K = 0x25,
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L = 0x26,
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Enter = 0x1c,
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LCtrl = 0x1d,
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A = 0x1e,
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S = 0x1f,
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D = 0x20,
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F = 0x21,
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G = 0x22,
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H = 0x23,
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J = 0x24,
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K = 0x25,
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L = 0x26,
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SemiColon = 0x27,
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Quote = 0x28,
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Tilde = 0x29,
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LShift = 0x2a,
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Pipe = 0x2b,
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Z = 0x2c,
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X = 0x2d,
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C = 0x2e,
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V = 0x2f,
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B = 0x30,
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N = 0x31,
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M = 0x32,
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Quote = 0x28,
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Tilde = 0x29,
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LShift = 0x2a,
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Pipe = 0x2b,
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Z = 0x2c,
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X = 0x2d,
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C = 0x2e,
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V = 0x2f,
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B = 0x30,
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N = 0x31,
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M = 0x32,
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// TODO figure out what these are called lmao
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// "<" and ">"
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LeftTri = 0x33,
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RightTri = 0x34,
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QMark = 0x35,
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RShift = 0x36,
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KeyPad = 0x37,
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LAlt = 0x38,
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Space = 0x39,
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Caps = 0x3a,
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QMark = 0x35,
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RShift = 0x36,
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KeyPad = 0x37,
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LAlt = 0x38,
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Space = 0x39,
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Caps = 0x3a,
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// NOTE Skip the Function Keys,
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// Delusional
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// will have to do logic later to just ignore the call for that lmao
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KeyPad4 = 0x4b,
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KeyPad5 = 0x4c,
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KeyPad6 = 0x4d,
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KeyPadPlus = 0x4e,
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KeyPadPlus = 0x4e,
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KeyPad1 = 0x4f,
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KeyPad2 = 0x50,
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KeyPad3 = 0x51,
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KeyPad0 = 0x52,
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KeyPadDot = 0x53,
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KeyPadDot = 0x53,
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// NOTE don't bother with the ones after this, these are super important
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// (for some degenerates)
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UpArrow = 0x67,
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LeftArrow = 0x69,
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RightArrow = 0x6a,
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DownArrow = 0x6c
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UpArrow = 0x67,
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LeftArrow = 0x69,
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RightArrow = 0x6a,
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DownArrow = 0x6c,
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}
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80
src/gui.rs
80
src/gui.rs
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@ -1,81 +1,67 @@
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use bevy_ecs::prelude::*;
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use egui::Key;
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use winit::event;
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use std::sync::Arc;
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use egui_glow::EguiGlow;
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use std::collections::HashMap;
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use std::sync::Arc;
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use winit::event;
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pub struct Gui
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{
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pub struct Gui {
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egui_ctx: EguiGlow,
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menus: MenuManager,
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window: Arc<winit::window::Window>,
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}
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impl Gui
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{
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pub fn new(ctx: EguiGlow, window: Arc<winit::window::Window>) -> Self
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{
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impl Gui {
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pub fn new(ctx: EguiGlow, window: Arc<winit::window::Window>) -> Self {
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let mut menus = MenuManager::new();
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menus.add(Menu::Hello);
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Self
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{
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Self {
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egui_ctx: ctx,
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menus,
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window
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window,
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}
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}
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pub fn passEvent(&mut self, event: &event::WindowEvent) -> bool
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{
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pub fn passEvent(&mut self, event: &event::WindowEvent) -> bool {
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self.egui_ctx.on_event(event).consumed
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}
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pub fn run(&mut self, world: &mut World)
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{
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pub fn run(&mut self, world: &mut World) {
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let mut to_be_removed = Vec::new();
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self.egui_ctx.run(&self.window, |ctx|
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{
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for (key, value) in &mut self.menus.0.iter_mut()
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{
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match value
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{
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Menu::Hello => if hellotest(ctx)
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{
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to_be_removed.push(*key);
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},
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Menu::Second => ()
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}
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}
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});
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for remove in to_be_removed
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{
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self.egui_ctx.run(&self.window, |ctx| {
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for (key, value) in &mut self.menus.0.iter_mut() {
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match value {
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Menu::Hello => {
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if hellotest(ctx) {
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to_be_removed.push(*key);
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}
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}
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Menu::Second => (),
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}
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}
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});
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for remove in to_be_removed {
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self.menus.0.remove(&remove);
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}
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self.egui_ctx.paint(&self.window);
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}
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}
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#[derive(PartialEq)]
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pub enum Menu
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{
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pub enum Menu {
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Hello,
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Second
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Second,
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}
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fn hellotest(ctx: &egui::Context) -> bool
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{
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fn hellotest(ctx: &egui::Context) -> bool {
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let mut open = true;
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egui::Window::new("hello there")
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.open(&mut open)
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.show(ctx, |ui| {
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if ui.button("hello").clicked()
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{
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if ui.button("hello").clicked() {
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println!("hai");
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}
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});
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struct MenuManager(pub HashMap<u8, Menu>, u8);
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impl MenuManager
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{
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pub fn new() -> Self
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{
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Self
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{
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impl MenuManager {
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pub fn new() -> Self {
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Self {
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0: HashMap::new(),
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1: 0
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1: 0,
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}
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}
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pub fn add(&mut self, new: Menu)
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{
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pub fn add(&mut self, new: Menu) {
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self.0.insert(self.1, new);
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self.1 = self.1.wrapping_add(1);
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}
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126
src/main.rs
126
src/main.rs
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@ -1,4 +1,3 @@
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use std::rc::Rc;
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use std::sync::Arc;
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use std::thread;
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@ -7,64 +6,56 @@ use std::time::{Duration, Instant};
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use egui_glow::EguiGlow;
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use glow::HasContext;
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use bevy_ecs::prelude::*;
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use gui::Gui;
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use winit::{event_loop::EventLoopBuilder, window::WindowBuilder};
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use winit::event::{Event, WindowEvent};
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use winit::{event_loop::EventLoopBuilder, window::WindowBuilder};
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use glutin::{config::ConfigTemplateBuilder, context::ContextAttributesBuilder};
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use glutin_winit::DisplayBuilder;
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use glutin::{prelude::*, context::Version};
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use glutin_winit::{self, GlWindow};
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use glutin::display::GetGlDisplay;
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use glutin::{config::ConfigTemplateBuilder, context::ContextAttributesBuilder};
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use glutin::{context::Version, prelude::*};
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use glutin_winit::DisplayBuilder;
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use glutin_winit::{self, GlWindow};
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pub mod renderer;
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pub mod gui;
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pub mod renderer;
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fn main() {
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// NOTE initialization code here
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// create Event Loop
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let event_loop = EventLoopBuilder::new().build();
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// set event loop to poll events every frame
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//event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
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let window_builder = Some(WindowBuilder::new()
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.with_transparent(false)
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.with_title("MGQ Fighter Test")
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let window_builder = Some(
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WindowBuilder::new()
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.with_transparent(false)
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.with_title("MGQ Fighter Test"),
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);
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let template = ConfigTemplateBuilder::new()
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.with_transparency(false);
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let template = ConfigTemplateBuilder::new().with_transparency(false);
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let display_builder = DisplayBuilder::new()
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.with_window_builder(window_builder);
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let display_builder = DisplayBuilder::new().with_window_builder(window_builder);
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let (window, gl_config) = display_builder
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.build(&event_loop, template, |configs| {
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configs.reduce(|accum, config| {
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let transparency_check = config.supports_transparency().unwrap_or(true)
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& !accum.supports_transparency().unwrap_or(true);
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configs
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.reduce(|accum, config| {
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let transparency_check = config.supports_transparency().unwrap_or(true)
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& !accum.supports_transparency().unwrap_or(true);
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if transparency_check || config.num_samples() > accum.num_samples() {
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config
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}
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else {
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accum
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}
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})
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.unwrap()
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if transparency_check || config.num_samples() > accum.num_samples() {
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config
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} else {
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accum
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}
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})
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.unwrap()
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})
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.unwrap();
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// probably not needed here
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//let raw_window_handle = window.as_ref().map(|window| window.window_handle()
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// .unwrap()
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@ -79,32 +70,38 @@ fn main() {
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.build(None);
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let compatibility_context_attributes = ContextAttributesBuilder::new()
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.with_context_api(glutin::context::ContextApi::OpenGl(Some(Version::new(3, 3))))
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.with_context_api(glutin::context::ContextApi::OpenGl(Some(Version::new(
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3, 3,
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))))
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.build(None);
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// decide on the opengl Context to use, will use the newest one available
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// If the device does NOT at least support opengl 3.3 it will crash
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// opengl 3.3 is supported by most 64 bit computers
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let mut not_current_gl_context = Some(unsafe {
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gl_display.create_context(&gl_config, &context_attributes).unwrap_or_else(|_| {
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gl_display.create_context(&gl_config, &fallback_attributes).unwrap_or_else(|_| {
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gl_display
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.create_context(&gl_config, &context_attributes)
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.unwrap_or_else(|_| {
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gl_display
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.create_context(&gl_config, &compatibility_context_attributes)
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.expect("get a newer Computer")
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},
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)
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})
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.create_context(&gl_config, &fallback_attributes)
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.unwrap_or_else(|_| {
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gl_display
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.create_context(&gl_config, &compatibility_context_attributes)
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.expect("get a newer Computer")
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})
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})
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});
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// current Window Reference Counter
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let window = Arc::new(window.unwrap());
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let attrs = window.build_surface_attributes(<_>::default());
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let gl_surface = unsafe {
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gl_config.display().create_window_surface(&gl_config, &attrs).unwrap()
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gl_config
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.display()
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.create_window_surface(&gl_config, &attrs)
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.unwrap()
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};
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let gl_context = not_current_gl_context
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|
@ -123,7 +120,7 @@ fn main() {
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let mut gui = Gui::new(
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EguiGlow::new(&event_loop, Arc::clone(&gl), None),
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window.clone()
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window.clone(),
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);
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unsafe {
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|
@ -131,16 +128,12 @@ fn main() {
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gl.blend_func(glow::ONE, glow::ZERO);
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}
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// TODO write bevy Init code here
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let mut world = World::new();
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let mut schedule = Schedule::default();
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schedule.add_systems((
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renderer::test_draw
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));
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schedule.add_systems((renderer::test_draw));
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let init_defaults = world.register_system(renderer::initialize_defaults);
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let initialize_test = world.register_system(renderer::test_init);
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|
@ -149,43 +142,35 @@ fn main() {
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let _ = world.run_system(init_defaults);
|
||||
let _ = world.run_system(initialize_test);
|
||||
|
||||
let _ = event_loop.run(move |event, _ ,control_flow| {
|
||||
let _ = event_loop.run(move |event, _, control_flow| {
|
||||
// new_frame for Framerate Locking
|
||||
let new_frame = Instant::now() + Duration::from_secs_f32(1.0/60.0);
|
||||
match event
|
||||
{
|
||||
let new_frame = Instant::now() + Duration::from_secs_f32(1.0 / 60.0);
|
||||
match event {
|
||||
Event::WindowEvent { event, .. } => {
|
||||
|
||||
if gui.passEvent(&event) == false
|
||||
{
|
||||
match event
|
||||
{
|
||||
if gui.passEvent(&event) == false {
|
||||
match event {
|
||||
WindowEvent::CloseRequested => {
|
||||
println!("closing gracefully");
|
||||
control_flow.set_exit();
|
||||
},
|
||||
}
|
||||
WindowEvent::Resized(size) => {
|
||||
if size.width !=0 && size.height !=0 {
|
||||
if size.width != 0 && size.height != 0 {
|
||||
gl_surface.resize(
|
||||
&gl_context,
|
||||
std::num::NonZeroU32::new(size.width).unwrap(),
|
||||
std::num::NonZeroU32::new(size.height).unwrap()
|
||||
std::num::NonZeroU32::new(size.height).unwrap(),
|
||||
);
|
||||
}
|
||||
},
|
||||
}
|
||||
// TODO to be implemented later
|
||||
_ => ()
|
||||
_ => (),
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Event::Resumed => {
|
||||
|
||||
},
|
||||
Event::Resumed => {}
|
||||
Event::MainEventsCleared => {
|
||||
unsafe {
|
||||
|
||||
gl.clear_color(0.0, 0.0, 0.0, 1.0);
|
||||
gl.clear(glow::COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
@ -194,11 +179,10 @@ fn main() {
|
|||
|
||||
gui.run(&mut world);
|
||||
gl_surface.swap_buffers(&gl_context).unwrap();
|
||||
},
|
||||
}
|
||||
|
||||
// TODO to be implemented
|
||||
_ => ()
|
||||
|
||||
_ => (),
|
||||
}
|
||||
|
||||
// will wait until it's time for the next frame
|
||||
|
|
|
@ -9,15 +9,14 @@ use bevy_ecs::prelude::*;
|
|||
/// the spritesheet object is the only one of it's kind, so before it gets dropped make sure to delete
|
||||
/// the texture from vram
|
||||
#[derive(Clone)]
|
||||
pub struct SpriteSheet
|
||||
{
|
||||
pub struct SpriteSheet {
|
||||
pub texture_id: glow::NativeTexture,
|
||||
// NOTE where the spritesheet is saved
|
||||
// really only use here is just to stop saving copies
|
||||
pub path: String,
|
||||
pub path: String,
|
||||
|
||||
// NOTE amount of Horizontal Cuts, a spritesheet with 5 frames of animation will have 5 horizontal cuts
|
||||
pub cuts_x: u32,
|
||||
pub cuts_x: u32,
|
||||
|
||||
// NOTE possibly making it check vertically for saving multiple animations in one Texture?
|
||||
//cuts_y: u32,
|
||||
|
@ -26,35 +25,30 @@ pub struct SpriteSheet
|
|||
// offsets: Vec<cgmath::Vec2<f32>>
|
||||
|
||||
// NOTE Hold frames, if 0 it means it will be displayed for only 1 frame, 1 means it will be held for 2 etc
|
||||
pub hold: Vec<u32>
|
||||
pub hold: Vec<u32>,
|
||||
}
|
||||
|
||||
impl SpriteSheet
|
||||
{
|
||||
impl SpriteSheet {
|
||||
/// creates a new Spritesheet
|
||||
pub fn new(path: &str, gl: &glow::Context, cuts_x: u32, hold: Vec<u32>) -> Self
|
||||
{
|
||||
pub fn new(path: &str, gl: &glow::Context, cuts_x: u32, hold: Vec<u32>) -> Self {
|
||||
let texture_id = texture_from_file(path, gl);
|
||||
|
||||
SpriteSheet
|
||||
{
|
||||
SpriteSheet {
|
||||
texture_id,
|
||||
path: String::from(path),
|
||||
cuts_x,
|
||||
hold
|
||||
hold,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// Animation Component
|
||||
///
|
||||
/// currently it's using a hashmap with String keys
|
||||
///
|
||||
/// current also uses a String to identify the spritesheet
|
||||
#[derive(Component)]
|
||||
pub struct Animator
|
||||
{
|
||||
pub struct Animator {
|
||||
// NOTE sprite sheets in a hashmap
|
||||
pub spritesheets: HashMap<AnimationType, SpriteSheet>,
|
||||
|
||||
|
@ -63,16 +57,11 @@ pub struct Animator
|
|||
|
||||
// NOTE have a shader option to apply a different shader
|
||||
//pub shader: Option<shader::Shader>
|
||||
|
||||
pub frame_time: f32
|
||||
|
||||
|
||||
pub frame_time: f32,
|
||||
}
|
||||
|
||||
impl Default for Animator
|
||||
{
|
||||
fn default() -> Self
|
||||
{
|
||||
impl Default for Animator {
|
||||
fn default() -> Self {
|
||||
Animator {
|
||||
spritesheets: HashMap::new(),
|
||||
current: AnimationType::Idle,
|
||||
|
@ -84,13 +73,12 @@ impl Default for Animator
|
|||
// WIP all the animations that *could* show up, most of the air ones are expected to exist
|
||||
// However just because an AnimationType is in this list doesn't mean it has to exist or be loaded in
|
||||
#[derive(PartialEq, Eq, Hash)]
|
||||
pub enum AnimationType
|
||||
{
|
||||
pub enum AnimationType {
|
||||
// Basic Animations, universal
|
||||
Idle,
|
||||
StandUp,
|
||||
CrouchDown, // <- this is the animation of crouching down after standing
|
||||
Crouch, // <- this is for the loop of being crouching
|
||||
Crouch, // <- this is for the loop of being crouching
|
||||
WalkingForward,
|
||||
WalkingBackward,
|
||||
Guard,
|
||||
|
@ -178,43 +166,53 @@ pub enum AnimationType
|
|||
Super05,
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/// load texture from a filepath and return the ID
|
||||
///
|
||||
/// NOTE this function does not check if the texture has already loaded
|
||||
fn texture_from_file(path: &str, gl: &glow::Context) -> glow::NativeTexture
|
||||
{
|
||||
fn texture_from_file(path: &str, gl: &glow::Context) -> glow::NativeTexture {
|
||||
let texture_id;
|
||||
unsafe {
|
||||
texture_id = gl.create_texture().unwrap();
|
||||
|
||||
let texture_id;
|
||||
unsafe {
|
||||
texture_id = gl.create_texture().unwrap();
|
||||
let img = image::open(&Path::new(&path)).expect("texture failed to load");
|
||||
let img = img.flipv();
|
||||
|
||||
let img = image::open(&Path::new(&path)).expect("texture failed to load");
|
||||
let img = img.flipv();
|
||||
let format = match img {
|
||||
image::DynamicImage::ImageLuma8(_) => glow::RED,
|
||||
image::DynamicImage::ImageLumaA8(_) => glow::RG,
|
||||
image::DynamicImage::ImageRgb8(_) => glow::RGB,
|
||||
image::DynamicImage::ImageRgba8(_) => glow::RGBA,
|
||||
_ => panic!("unknown image format at {path}"),
|
||||
};
|
||||
|
||||
let format = match img {
|
||||
image::DynamicImage::ImageLuma8(_) => glow::RED,
|
||||
image::DynamicImage::ImageLumaA8(_) => glow::RG,
|
||||
image::DynamicImage::ImageRgb8(_) => glow::RGB,
|
||||
image::DynamicImage::ImageRgba8(_) => glow::RGBA,
|
||||
_ => panic!("unknown image format at {path}")
|
||||
};
|
||||
let data = img.as_bytes();
|
||||
|
||||
let data = img.as_bytes();
|
||||
gl.bind_texture(glow::TEXTURE_2D, Some(texture_id));
|
||||
gl.tex_image_2d(
|
||||
glow::TEXTURE_2D,
|
||||
0,
|
||||
format as i32,
|
||||
img.width() as i32,
|
||||
img.height() as i32,
|
||||
0,
|
||||
format,
|
||||
glow::UNSIGNED_BYTE,
|
||||
Some(&data),
|
||||
);
|
||||
gl.generate_mipmap(glow::TEXTURE_2D);
|
||||
|
||||
gl.bind_texture(glow::TEXTURE_2D, Some(texture_id));
|
||||
gl.tex_image_2d(glow::TEXTURE_2D, 0, format as i32, img.width() as i32, img.height() as i32,
|
||||
0, format, glow::UNSIGNED_BYTE, Some(&data));
|
||||
gl.generate_mipmap(glow::TEXTURE_2D);
|
||||
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::REPEAT as i32);
|
||||
gl.tex_parameter_i32(
|
||||
glow::TEXTURE_2D,
|
||||
glow::TEXTURE_MAG_FILTER,
|
||||
glow::NEAREST as i32,
|
||||
);
|
||||
gl.tex_parameter_i32(
|
||||
glow::TEXTURE_2D,
|
||||
glow::TEXTURE_MAG_FILTER,
|
||||
glow::NEAREST_MIPMAP_NEAREST as i32,
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::REPEAT as i32);
|
||||
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32);
|
||||
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST_MIPMAP_NEAREST as i32);
|
||||
|
||||
}
|
||||
|
||||
texture_id
|
||||
texture_id
|
||||
}
|
||||
|
|
|
@ -1,12 +1,10 @@
|
|||
/// Render Module
|
||||
pub mod animation;
|
||||
///
|
||||
/// all of the code pertaining to Rendering will be written here
|
||||
///
|
||||
/// this also includes all Bevy Components and Resources relating to rendering
|
||||
|
||||
pub mod shader;
|
||||
pub mod animation;
|
||||
|
||||
|
||||
use core::slice;
|
||||
|
||||
|
@ -35,41 +33,31 @@ pub struct DefaultShader(pub shader::Shader);
|
|||
//
|
||||
// in a line
|
||||
const VERTICES: [f32; 20] = [
|
||||
// X Y Z xTex yTex
|
||||
0.5, 0.5, 0.0, 1.0, 1.0,
|
||||
0.5, -0.5, 0.0, 1.0, 0.0,
|
||||
-0.5, -0.5, 0.0, 0.0, 0.0,
|
||||
-0.5, 0.5, 0.0, 0.0, 1.0
|
||||
// X Y Z xTex yTex
|
||||
0.5, 0.5, 0.0, 1.0, 1.0, 0.5, -0.5, 0.0, 1.0, 0.0, -0.5, -0.5, 0.0, 0.0, 0.0, -0.5, 0.5, 0.0,
|
||||
0.0, 1.0,
|
||||
];
|
||||
|
||||
// indices for the
|
||||
const INDICES: [u32; 6] = [
|
||||
0, 1, 3,
|
||||
1, 2, 3
|
||||
];
|
||||
const INDICES: [u32; 6] = [0, 1, 3, 1, 2, 3];
|
||||
|
||||
pub fn initialize_defaults(mut commands: Commands, gl: Res<GL>)
|
||||
{
|
||||
pub fn initialize_defaults(mut commands: Commands, gl: Res<GL>) {
|
||||
// create vertex array
|
||||
let vao = unsafe {
|
||||
Some(gl.0.create_vertex_array().unwrap())
|
||||
};
|
||||
let vao = unsafe { Some(gl.0.create_vertex_array().unwrap()) };
|
||||
|
||||
unsafe {
|
||||
// create buffers
|
||||
let vbo = Some(gl.0.create_buffer().unwrap());
|
||||
let ebo = Some(gl.0.create_buffer().unwrap());
|
||||
|
||||
|
||||
gl.0.bind_vertex_array(vao);
|
||||
|
||||
gl.0.bind_buffer(glow::ARRAY_BUFFER, vbo);
|
||||
|
||||
|
||||
// pass buffers
|
||||
let data = core::slice::from_raw_parts(
|
||||
VERTICES.as_ptr() as *const u8,
|
||||
VERTICES.len() * core::mem::size_of::<f32>()
|
||||
VERTICES.len() * core::mem::size_of::<f32>(),
|
||||
);
|
||||
|
||||
gl.0.named_buffer_data_u8_slice(vbo.unwrap(), data, glow::STATIC_DRAW);
|
||||
|
@ -87,11 +75,11 @@ pub fn initialize_defaults(mut commands: Commands, gl: Res<GL>)
|
|||
|
||||
// Vertex Info
|
||||
gl.0.enable_vertex_attrib_array(0);
|
||||
gl.0.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, size*5, 0);
|
||||
gl.0.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, size * 5, 0);
|
||||
|
||||
// Texture Coordinates
|
||||
gl.0.enable_vertex_attrib_array(1);
|
||||
gl.0.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, size*5, size*3);
|
||||
gl.0.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, size * 5, size * 3);
|
||||
|
||||
// unbind buffers and arrays
|
||||
gl.0.bind_buffer(glow::ARRAY_BUFFER, None);
|
||||
|
@ -107,42 +95,44 @@ pub fn initialize_defaults(mut commands: Commands, gl: Res<GL>)
|
|||
commands.insert_resource(DefaultShader(shader));
|
||||
}
|
||||
|
||||
pub fn test_init(mut commands: Commands, gl: Res<GL>)
|
||||
{
|
||||
pub fn test_init(mut commands: Commands, gl: Res<GL>) {
|
||||
let mut animator = Animator::default();
|
||||
|
||||
let spritesheet = animation::SpriteSheet::new("data/sprite1.png", &gl.0, 4, Vec::new());
|
||||
|
||||
animator.spritesheets.insert(animation::AnimationType::Idle, spritesheet);
|
||||
animator
|
||||
.spritesheets
|
||||
.insert(animation::AnimationType::Idle, spritesheet);
|
||||
|
||||
commands.spawn(animator);
|
||||
}
|
||||
|
||||
pub fn test_draw(mut query: Query<&mut Animator>,
|
||||
gl: Res<GL>,
|
||||
vao: Res<DefaultVAO>,
|
||||
shader: Res<DefaultShader>
|
||||
)
|
||||
{
|
||||
for mut animator in query.iter_mut()
|
||||
{
|
||||
pub fn test_draw(
|
||||
mut query: Query<&mut Animator>,
|
||||
gl: Res<GL>,
|
||||
vao: Res<DefaultVAO>,
|
||||
shader: Res<DefaultShader>,
|
||||
) {
|
||||
for mut animator in query.iter_mut() {
|
||||
animator.frame_time += 0.1;
|
||||
let frame_time = animator.frame_time.clone();
|
||||
let sheet = &animator
|
||||
.spritesheets
|
||||
.get(&animator.current)
|
||||
.unwrap();
|
||||
|
||||
let sheet = &animator.spritesheets.get(&animator.current).unwrap();
|
||||
|
||||
shader.0.Use(&gl.0);
|
||||
shader.0.set_float(&gl.0, "frameCount", 1.0 / (sheet.cuts_x as f32));
|
||||
shader.0.set_float(&gl.0, "frameTime", frame_time.floor() + 1.0);
|
||||
shader
|
||||
.0
|
||||
.set_float(&gl.0, "frameCount", 1.0 / (sheet.cuts_x as f32));
|
||||
shader
|
||||
.0
|
||||
.set_float(&gl.0, "frameTime", frame_time.floor() + 1.0);
|
||||
shader.0.set_float(&gl.0, "scale", 1.0);
|
||||
|
||||
// NOTE this is where you would put the position
|
||||
shader.0.set_vector2(&gl.0, "uniPos", cgmath::Vector2::new(0.0, 0.0));
|
||||
shader
|
||||
.0
|
||||
.set_vector2(&gl.0, "uniPos", cgmath::Vector2::new(0.0, 0.0));
|
||||
|
||||
unsafe{
|
||||
unsafe {
|
||||
gl.0.bind_vertex_array(Some(vao.0));
|
||||
gl.0.bind_texture(glow::TEXTURE_2D, Some(sheet.texture_id));
|
||||
|
||||
|
|
|
@ -3,135 +3,175 @@ use glow::*;
|
|||
use std::fs;
|
||||
use std::str;
|
||||
|
||||
|
||||
|
||||
/// Shader Struct for creating and using shaders in the Context of engine
|
||||
///
|
||||
/// Shader Struct for creating and using shaders in the Context of engine
|
||||
///
|
||||
#[derive(Clone)]
|
||||
pub struct Shader {
|
||||
pub ID: NativeProgram,
|
||||
|
||||
pub ID: NativeProgram,
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub path: String
|
||||
impl Shader {
|
||||
/// Shader Constructor, will read, Compile and Create a GLSL Program for use
|
||||
///
|
||||
/// currently panics if the files can't be found or the shader is wrong
|
||||
///
|
||||
///
|
||||
/// # Example
|
||||
/// `let shader = Shader::new("Example", &gl);`
|
||||
///
|
||||
/// if the String given was "Example" the Program expects both shaders to be in the directory "data/shaders/Example/"
|
||||
/// with the vertex shader being called "shader.vert" and fragment "shader.frag"
|
||||
pub fn new(path: &str, gl: &glow::Context) -> Shader {
|
||||
//read file contents
|
||||
let VERT_SHADER = fs::read_to_string(format!("data/shaders/{path}/shader.vert")).unwrap();
|
||||
let FRAG_SHADER = fs::read_to_string(format!("data/shaders/{path}/shader.frag")).unwrap();
|
||||
|
||||
//create vertex shader
|
||||
let vertex_shader = unsafe { gl.create_shader(glow::VERTEX_SHADER).unwrap() };
|
||||
unsafe {
|
||||
gl.shader_source(vertex_shader, &VERT_SHADER);
|
||||
gl.compile_shader(vertex_shader);
|
||||
}
|
||||
// create fragment shader
|
||||
let fragment_shader = unsafe { gl.create_shader(glow::FRAGMENT_SHADER).unwrap() };
|
||||
unsafe {
|
||||
gl.shader_source(fragment_shader, &FRAG_SHADER);
|
||||
gl.compile_shader(fragment_shader);
|
||||
if !gl.get_shader_compile_status(fragment_shader) {
|
||||
panic!(
|
||||
"Error, Compiling Fragment Shader: {}",
|
||||
gl.get_shader_info_log(fragment_shader)
|
||||
);
|
||||
}
|
||||
|
||||
let shader_program = gl.create_program().unwrap();
|
||||
|
||||
gl.attach_shader(shader_program, vertex_shader);
|
||||
gl.attach_shader(shader_program, fragment_shader);
|
||||
gl.link_program(shader_program);
|
||||
if !gl.get_program_link_status(shader_program) {
|
||||
panic!(
|
||||
"Error, Linking Shader Program {}",
|
||||
gl.get_program_info_log(shader_program)
|
||||
);
|
||||
}
|
||||
gl.detach_shader(shader_program, vertex_shader);
|
||||
gl.detach_shader(shader_program, fragment_shader);
|
||||
gl.delete_shader(vertex_shader);
|
||||
gl.delete_shader(fragment_shader);
|
||||
|
||||
Shader {
|
||||
ID: shader_program,
|
||||
path: path.to_string(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// return program
|
||||
|
||||
|
||||
impl Shader
|
||||
{
|
||||
/// Shader Constructor, will read, Compile and Create a GLSL Program for use
|
||||
///
|
||||
/// currently panics if the files can't be found or the shader is wrong
|
||||
///
|
||||
///
|
||||
/// # Example
|
||||
/// `let shader = Shader::new("Example", &gl);`
|
||||
///
|
||||
/// if the String given was "Example" the Program expects both shaders to be in the directory "data/shaders/Example/"
|
||||
/// with the vertex shader being called "shader.vert" and fragment "shader.frag"
|
||||
pub fn new(path: &str, gl: &glow::Context) -> Shader
|
||||
{
|
||||
//read file contents
|
||||
let VERT_SHADER = fs::read_to_string(format!("data/shaders/{path}/shader.vert")).unwrap();
|
||||
let FRAG_SHADER = fs::read_to_string(format!("data/shaders/{path}/shader.frag")).unwrap();
|
||||
|
||||
//create vertex shader
|
||||
let vertex_shader = unsafe {gl.create_shader(glow::VERTEX_SHADER).unwrap() };
|
||||
unsafe {
|
||||
gl.shader_source(vertex_shader, &VERT_SHADER);
|
||||
gl.compile_shader(vertex_shader);
|
||||
|
||||
}
|
||||
// create fragment shader
|
||||
let fragment_shader = unsafe{gl.create_shader(glow::FRAGMENT_SHADER).unwrap()};
|
||||
unsafe {
|
||||
gl.shader_source(fragment_shader, &FRAG_SHADER);
|
||||
gl.compile_shader(fragment_shader);
|
||||
if !gl.get_shader_compile_status(fragment_shader) {
|
||||
panic!("Error, Compiling Fragment Shader: {}", gl.get_shader_info_log(fragment_shader));
|
||||
}
|
||||
|
||||
let shader_program = gl.create_program().unwrap();
|
||||
|
||||
gl.attach_shader(shader_program, vertex_shader);
|
||||
gl.attach_shader(shader_program, fragment_shader);
|
||||
gl.link_program(shader_program);
|
||||
if !gl.get_program_link_status(shader_program) {
|
||||
panic!("Error, Linking Shader Program {}", gl.get_program_info_log(shader_program));
|
||||
}
|
||||
gl.detach_shader(shader_program, vertex_shader);
|
||||
gl.detach_shader(shader_program, fragment_shader);
|
||||
gl.delete_shader(vertex_shader);
|
||||
gl.delete_shader(fragment_shader);
|
||||
|
||||
Shader {
|
||||
ID: shader_program,
|
||||
path: path.to_string()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// return program
|
||||
|
||||
/// uses Shader
|
||||
///
|
||||
pub fn Use(&self, gl: &glow::Context)
|
||||
{
|
||||
unsafe {gl.use_program(Some(self.ID));}
|
||||
}
|
||||
|
||||
// BOILERPLATE JUMPSCARE
|
||||
//pub fn set_bool(&self, gl: &glow::Context name: &str, value: bool )
|
||||
//{unsafe {gl.uniform_1_bool(gl.get_uniform_location(self.ID, name).as_ref(), value);}}
|
||||
|
||||
pub fn set_int(&self, gl: &glow::Context, name: &str, value: i32 )
|
||||
{unsafe {gl.uniform_1_i32(gl.get_uniform_location(self.ID, name).as_ref(), value);}}
|
||||
|
||||
pub fn set_float(&self, gl: &glow::Context, name: &str, value: f32 )
|
||||
{unsafe {gl.uniform_1_f32(gl.get_uniform_location(self.ID, name).as_ref(), value);}}
|
||||
|
||||
pub fn set_vector2(&self, gl: &glow::Context, name: &str, value: cgmath::Vector2<f32> )
|
||||
{unsafe {gl.uniform_2_f32(gl.get_uniform_location(self.ID, name).as_ref(), value[0], value[1]);}}
|
||||
|
||||
pub fn set_vector2d(&self, gl: &glow::Context, name: &str, x: f32, y: f32)
|
||||
{unsafe {gl.uniform_2_f32(gl.get_uniform_location(self.ID, name).as_ref(), x, y);}}
|
||||
|
||||
pub fn set_vector3(&self, gl: &glow::Context, name: &str, value: cgmath::Vector3<f32> )
|
||||
{unsafe {gl.uniform_3_f32(gl.get_uniform_location(self.ID, name).as_ref(), value[0], value[1], value[2]);}}
|
||||
|
||||
pub fn set_vector3d(&self, gl: &glow::Context, name: &str, x: f32, y: f32, z: f32 )
|
||||
{unsafe {gl.uniform_3_f32(gl.get_uniform_location(self.ID, name).as_ref(), x, y, z);}}
|
||||
|
||||
pub fn set_vector4(&self, gl: &glow::Context, name: &str, value: &cgmath::Vector4<f32> )
|
||||
{unsafe {gl.uniform_4_f32(gl.get_uniform_location(self.ID, name).as_ref(), value[0], value[1], value[2], value[3]);}}
|
||||
|
||||
pub fn set_vector4d(&self, gl: &glow::Context, name: &str, x: f32, y: f32, z: f32, w: f32)
|
||||
{unsafe {gl.uniform_4_f32(gl.get_uniform_location(self.ID, name).as_ref(), x, y, z, w);}}
|
||||
//pub fn setMat2(&self, name: &str, value: cgmath::Matrix2<f32>)
|
||||
|
||||
pub fn set_mat3(&self, gl: &glow::Context, name: &str, value: cgmath::Matrix3<f32>)
|
||||
{
|
||||
let nums = vec![value.x.x, value.x.y, value.x.z,
|
||||
value.y.x, value.y.y, value.y.z,
|
||||
value.z.x, value.z.y, value.z.z];
|
||||
unsafe
|
||||
{
|
||||
gl.uniform_matrix_3_f32_slice(gl.get_uniform_location(self.ID, name).as_ref(), false, nums.as_ref());
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_mat4(&self, gl: &glow::Context, name: &str, value: &cgmath::Matrix4<f32>)
|
||||
{
|
||||
let nums = vec![value.x.x, value.x.y, value.x.z, value.x.w,
|
||||
value.y.x, value.y.y, value.y.z, value.y.w,
|
||||
value.z.x, value.z.y, value.z.z, value.z.w,
|
||||
value.w.x, value.w.y, value.w.z, value.w.w];
|
||||
unsafe
|
||||
{
|
||||
gl.uniform_matrix_4_f32_slice(gl.get_uniform_location(self.ID, name).as_ref(), false, nums.as_ref());
|
||||
}
|
||||
}
|
||||
|
||||
/// uses Shader
|
||||
///
|
||||
pub fn Use(&self, gl: &glow::Context) {
|
||||
unsafe {
|
||||
gl.use_program(Some(self.ID));
|
||||
}
|
||||
}
|
||||
|
||||
// BOILERPLATE JUMPSCARE
|
||||
//pub fn set_bool(&self, gl: &glow::Context name: &str, value: bool )
|
||||
//{unsafe {gl.uniform_1_bool(gl.get_uniform_location(self.ID, name).as_ref(), value);}}
|
||||
|
||||
pub fn set_int(&self, gl: &glow::Context, name: &str, value: i32) {
|
||||
unsafe {
|
||||
gl.uniform_1_i32(gl.get_uniform_location(self.ID, name).as_ref(), value);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_float(&self, gl: &glow::Context, name: &str, value: f32) {
|
||||
unsafe {
|
||||
gl.uniform_1_f32(gl.get_uniform_location(self.ID, name).as_ref(), value);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_vector2(&self, gl: &glow::Context, name: &str, value: cgmath::Vector2<f32>) {
|
||||
unsafe {
|
||||
gl.uniform_2_f32(
|
||||
gl.get_uniform_location(self.ID, name).as_ref(),
|
||||
value[0],
|
||||
value[1],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_vector2d(&self, gl: &glow::Context, name: &str, x: f32, y: f32) {
|
||||
unsafe {
|
||||
gl.uniform_2_f32(gl.get_uniform_location(self.ID, name).as_ref(), x, y);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_vector3(&self, gl: &glow::Context, name: &str, value: cgmath::Vector3<f32>) {
|
||||
unsafe {
|
||||
gl.uniform_3_f32(
|
||||
gl.get_uniform_location(self.ID, name).as_ref(),
|
||||
value[0],
|
||||
value[1],
|
||||
value[2],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_vector3d(&self, gl: &glow::Context, name: &str, x: f32, y: f32, z: f32) {
|
||||
unsafe {
|
||||
gl.uniform_3_f32(gl.get_uniform_location(self.ID, name).as_ref(), x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_vector4(&self, gl: &glow::Context, name: &str, value: &cgmath::Vector4<f32>) {
|
||||
unsafe {
|
||||
gl.uniform_4_f32(
|
||||
gl.get_uniform_location(self.ID, name).as_ref(),
|
||||
value[0],
|
||||
value[1],
|
||||
value[2],
|
||||
value[3],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_vector4d(&self, gl: &glow::Context, name: &str, x: f32, y: f32, z: f32, w: f32) {
|
||||
unsafe {
|
||||
gl.uniform_4_f32(gl.get_uniform_location(self.ID, name).as_ref(), x, y, z, w);
|
||||
}
|
||||
}
|
||||
//pub fn setMat2(&self, name: &str, value: cgmath::Matrix2<f32>)
|
||||
|
||||
pub fn set_mat3(&self, gl: &glow::Context, name: &str, value: cgmath::Matrix3<f32>) {
|
||||
let nums = vec![
|
||||
value.x.x, value.x.y, value.x.z, value.y.x, value.y.y, value.y.z, value.z.x, value.z.y,
|
||||
value.z.z,
|
||||
];
|
||||
unsafe {
|
||||
gl.uniform_matrix_3_f32_slice(
|
||||
gl.get_uniform_location(self.ID, name).as_ref(),
|
||||
false,
|
||||
nums.as_ref(),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_mat4(&self, gl: &glow::Context, name: &str, value: &cgmath::Matrix4<f32>) {
|
||||
let nums = vec![
|
||||
value.x.x, value.x.y, value.x.z, value.x.w, value.y.x, value.y.y, value.y.z, value.y.w,
|
||||
value.z.x, value.z.y, value.z.z, value.z.w, value.w.x, value.w.y, value.w.z, value.w.w,
|
||||
];
|
||||
unsafe {
|
||||
gl.uniform_matrix_4_f32_slice(
|
||||
gl.get_uniform_location(self.ID, name).as_ref(),
|
||||
false,
|
||||
nums.as_ref(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue