first rendering done

This commit is contained in:
Victor Vobis 2026-01-16 18:06:49 +01:00
parent 0f451c715c
commit 8b9e08f076
28 changed files with 1457 additions and 319 deletions

1
.gitignore vendored
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@ -1 +1,2 @@
/target
assets/models/bugatti/*

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@ -0,0 +1,9 @@
Hi, thanks for downloadiing this model.It was created by Bob Kimani (Kimz Auto).
if you like the model please feel free to donate to my PayPal account at
bobiankimani@gmail.com
Or simply buy the model for a price of your choice here
https://sellfy.com/p/FrEB/
I would reaaly appreciate it even if its just one dollar.Thanks;)
Please include this credit when you use the file.
Regards Bob :)

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@ -0,0 +1,400 @@
# Blender MTL File: 'bugatti.blend'
# Material Count: 40
newmtl BLUE.002
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl ENGINE
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl GRILL.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.026482 0.026482 0.026482
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Mirrors
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl NAVY
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.017778 0.047407
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
newmtl Nut.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Studio_Lights.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Studio_Lights.005
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Trim.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl WHEEL_CURB.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl WHITE.002
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl aluminiumm
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl back_drop.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl black
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.102592 0.102592 0.102592
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl black_cable
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl black_fuel_tank.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl black_side_vent
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.001651 0.001651 0.001651
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl black_strip.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.009774 0.009774 0.009774
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl black_vent.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl brake_disk.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl breaks_
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl cALLIPERS.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.014633 0.586055 0.640002
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl exhaust
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.204648 0.451652 0.640001
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl front_window.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl glass_front.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.054000 0.640003 0.568643
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl glossy
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.568960 0.640002
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl headlight_glass.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl headlight_square.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl red.002
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl red_glass
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640002 0.047774 0.026908
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl reflective_coat.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.026482 0.026482 0.026482
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl rim_blue.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.026033 0.152250 0.640001
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl rim_silver.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl silver_door_strip.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.601480 0.265530
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl silver_trim
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.043975 0.043975 0.043975
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl sun
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl tyre.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.011736 0.011736 0.011736
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl wheel_joint.004
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl white_holders
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

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@ -1,21 +1,74 @@
use winit::application::ApplicationHandler;
use winit::event::KeyEvent;
use winit::keyboard::{Key, NamedKey};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::WindowAttributes;
use winit::{event, window};
use crate::backend::RenderBackend;
use crate::app::scene::Scene;
use crate::backend::{DrawCommand, RenderBackend};
use crate::geometry::Mesh;
use crate::handles::{MeshHandle, ShaderHandle};
use crate::models::{self, ModelData};
pub enum UploadData<B: RenderBackend> {
ModelData(ModelData),
Shader(B::ShaderSource),
}
pub struct App<B: RenderBackend> {
backend: B,
pub backend: B,
pub scene: Scene,
pub meshes: Vec<Mesh>,
pub mesh_handles: Vec<MeshHandle>,
pub model_queue: Vec<ModelData>,
pub shader_queue: Vec<B::ShaderSource>,
pub shaders: Vec<ShaderHandle>,
}
impl<B: RenderBackend> App<B> {
pub fn new() -> Self {
Self {
backend: B::new(),
scene: Default::default(),
meshes: Vec::new(),
mesh_handles: Vec::new(),
shaders: Vec::new(),
model_queue: Vec::new(),
shader_queue: Vec::new(),
}
}
pub fn add_shader(&mut self, shader_src: B::ShaderSource) {
self.shader_queue.push(shader_src);
}
pub fn add_model(&mut self, model_data: ModelData) {
self.model_queue.push(model_data);
}
fn upload_data_queue(&mut self) {
for mesh in &self.meshes {
let handle = self.backend.create_mesh(mesh).expect("Should be able to create mesh");
self.mesh_handles.push(handle);
}
let mut model: models::Model = Default::default();
for shader_src in &self.shader_queue {
let shader = self.backend.create_shader(&shader_src).expect("Should be able to create shaders");
self.shaders.push(shader);
}
for model_data in &mut self.model_queue {
for mesh in &mut model_data.meshes {
let mat = model_data.materials.iter_mut().find(|mat| mat.name == *mesh.material_name.as_ref()
.expect("Mesh should have associated Material!")
).expect("Model should have Material requested by mesh");
mat.shader = *self.shaders.get(0).expect("Should have a shader");
let new_mesh = self.backend.create_mesh(mesh).unwrap();
let mat_handle = self.scene.add_material(mat);
model.parts.push((new_mesh, mat_handle))
}
model.set_transform(model_data.transform);
}
self.scene.models.push(model);
}
}
pub fn window_attributes() -> WindowAttributes {
@ -27,6 +80,7 @@ pub fn window_attributes() -> WindowAttributes {
impl<B: RenderBackend> ApplicationHandler for App<B> {
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
self.backend.resume(event_loop);
self.upload_data_queue();
}
fn suspended(&mut self, _event_loop: &winit::event_loop::ActiveEventLoop) {
@ -42,10 +96,25 @@ impl<B: RenderBackend> ApplicationHandler for App<B> {
match event {
event::WindowEvent::Resized(size) if size.width != 0 && size.height != 0 => {
},
event::WindowEvent::CloseRequested
| event::WindowEvent::KeyboardInput { event: KeyEvent { logical_key: Key::Named(NamedKey::Escape), .. }, .. } => {
event::WindowEvent::CloseRequested => {
event_loop.exit();
}
event::WindowEvent::KeyboardInput { event, .. } => {
println!("Hit key: {:#?}", &event.physical_key);
match event.physical_key {
PhysicalKey::Code(KeyCode::KeyW) => {
self.scene.camera.position.z -= 0.1;
}
PhysicalKey::Code(KeyCode::KeyS) => {
self.scene.camera.position.z += 0.1;
}
PhysicalKey::Code(KeyCode::Escape) => {
event_loop.exit();
}
_ => {
}
}
}
_ => ()
}
}
@ -63,5 +132,16 @@ impl<B: RenderBackend> ApplicationHandler for App<B> {
}
fn about_to_wait(&mut self, _event_loop: &winit::event_loop::ActiveEventLoop) {
self.backend.begin_frame();
for mesh in &self.mesh_handles {
let cmd = DrawCommand {
mesh: mesh.clone(),
shader: ShaderHandle(0),
textures: &[],
uniforms: &[]
};
self.backend.draw(&cmd);
}
self.backend.end_frame();
}
}

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@ -1,3 +1,35 @@
pub struct Camera {
use crate::math::{Mat4, Vec3};
pub struct Camera {
pub position: Vec3,
pub target: Vec3,
pub up: Vec3,
pub fov: f32,
pub aspect_ratio: f32,
pub near: f32,
pub far: f32,
}
impl Default for Camera {
fn default() -> Self {
Self {
position: Vec3::new(0.0, 2.0, 5.0),
target: Vec3::new(0.0, 0.0, 0.0),
up: Vec3::new(0.0, 1.0, 0.0),
fov: 45.0_f32.to_radians(),
aspect_ratio: 16.0 / 9.0,
near: 0.1,
far: 100.0,
}
}
}
impl Camera {
pub fn view_matrix(&self) -> Mat4 {
Mat4::look_at(self.position, self.target, self.up)
}
pub fn projection_matrix(&self) -> Mat4 {
Mat4::perspective(self.fov, self.aspect_ratio, self.near, self.far)
}
}

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@ -1,3 +1,15 @@
pub struct Light {
use crate::math::Vec3;
pub struct Light {
pub position: Vec3,
pub color: Vec3,
}
impl Default for Light {
fn default() -> Self {
Self {
position: Vec3::new(3.0, 5.0, 3.0),
color: Vec3::new(1.0, 1.0, 1.0),
}
}
}

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@ -1,36 +1,74 @@
use std::collections::HashMap;
use crate::{app::{camera::Camera, light::Light}, assets, backend::{backend, opengl::GlDrawCommand}, handles, models::Model};
use crate::{app::{camera::Camera, light::Light}, assets, backend::{Uniform, backend}, handles, math::Mat4, models::Model};
#[derive(Default)]
pub struct Scene {
pub light: Light,
pub camera: Camera,
pub models: Vec<Model>,
pub materials: HashMap<handles::MaterialHandle, assets::mtl::Material>
pub materials: HashMap<handles::MaterialHandle, assets::mtl::Material>,
next_mat_id: u32,
}
impl Scene {
pub fn new() -> Self {
Self {
light: Light {},
camera: Camera {},
light: Light::default(),
camera: Camera::default(),
materials: HashMap::new(),
next_mat_id: 0,
models: vec![]
}
}
pub fn render(&self, backend: &impl backend::RenderBackend) {
for model in &self.models {
pub fn add_material(&mut self, material: &assets::mtl::Material) -> handles::MaterialHandle {
let mat_handle = handles::MaterialHandle(self.next_mat_id);
self.materials.insert(mat_handle, material.clone());
self.next_mat_id += 1;
mat_handle
}
pub fn render(&mut self, backend: &mut impl backend::RenderBackend) {
backend.begin_frame();
let view = self.camera.view_matrix();
let projection = self.camera.projection_matrix();
let scene_uniforms = [
Uniform::Mat4(c"u_view".into(), view),
Uniform::Mat4(c"u_projection".into(), projection),
Uniform::Vec3(c"u_view_pos".into(), self.camera.position),
Uniform::Vec3(c"u_light_pos".into(), self.light.position),
Uniform::Vec3(c"u_light_color".into(), self.light.color),
];
for model in &mut self.models {
let current_transform = model.transform;
let transform = current_transform
* Mat4::rotation_y(0.05);
model.set_transform(transform);
let model_uniform = Uniform::Mat4(c"u_model".into(), model.transform);
for (mesh, mtl) in &model.parts {
let mtl = &self.materials[&mtl];
let draw_cmd = GlDrawCommand {
let mut all_uniforms = vec![model_uniform.clone()];
all_uniforms.extend(scene_uniforms.iter().cloned());
all_uniforms.extend(mtl.uniforms().iter().cloned());
let draw_cmd = backend::DrawCommand {
mesh: *mesh,
shader: mtl.shader,
uniforms: mtl.to_uniforms(),
textures: None,
uniforms: &all_uniforms,
textures: &vec![],
};
backend.draw(&draw_cmd);
}
}
backend.end_frame();
}
}

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@ -1,41 +1,153 @@
use crate::{assets::{error::AssetError, parser::parse_args}, backend::opengl::Uniform, math::Vec3, shaders::ShaderHandle};
use core::ffi;
use crate::{assets::{error::AssetError, parser::parse_args}, backend::Uniform, handles::ShaderHandle, math::{Mat4, Vec3, Vec4, Vec2}};
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct TextureId(pub u32);
#[derive(Clone, Debug, Default)]
#[derive(Clone, Debug)]
pub struct Material {
pub name: String,
pub shader: ShaderHandle,
pub ambient: Vec3,
pub diffuse: Vec3,
pub specular: Vec3,
pub emissive: Vec3,
pub shininess: f32,
pub opacity: f32,
ambient: Vec3,
diffuse: Vec3,
specular: Vec3,
emissive: Vec3,
_shininess: f32,
opacity: f32,
pub diffuse_texture: Option<TextureId>,
pub normal_texture: Option<TextureId>,
pub specular_texture: Option<TextureId>,
uniforms: Vec<Uniform>,
textures: Vec<TextureId>,
}
impl Default for Material {
fn default() -> Self {
let mut mat = Self {
name: String::new(),
shader: ShaderHandle::default(),
ambient: Vec3::new(0.1, 0.1, 0.1),
diffuse: Vec3::new(0.8, 0.8, 0.8),
specular: Vec3::new(0.5, 0.5, 0.5),
emissive: Vec3::new(0.0, 0.0, 0.0),
_shininess: 32.0,
opacity: 1.0,
diffuse_texture: None,
normal_texture: None,
specular_texture: None,
uniforms: Vec::new(),
textures: Vec::new(),
};
// Set default uniforms
mat.set_uniform_v3(c"u_ambient", mat.ambient);
mat.set_uniform_v3(c"u_diffuse", mat.diffuse);
mat.set_uniform_v3(c"u_specular", mat.specular);
mat.set_uniform_f(c"u_shininess", mat._shininess);
mat
}
}
impl Material {
pub fn new() -> Self {
Default::default()
Self::default()
}
pub fn to_uniforms(&self) -> [Uniform; 8] {
[
Uniform::Vec3(c"u_ambient".into(), self.ambient),
Uniform::Vec3(c"u_diffuse".into(), self.diffuse),
Uniform::Vec3(c"u_specular".into(), self.specular),
Uniform::Float(c"u_shininess".into(), self.shininess),
Uniform::None,
Uniform::None,
Uniform::None,
Uniform::None,
]
pub fn set_ambient(&mut self, v: Vec3) {
self.ambient = v;
self.set_uniform_v3(c"u_ambient", v);
}
pub fn set_diffuse(&mut self, v: Vec3) {
self.diffuse = v;
self.set_uniform_v3(c"u_diffuse", v);
}
pub fn set_specular(&mut self, v: Vec3) {
self.specular = v;
self.set_uniform_v3(c"u_specular", v);
}
pub fn set_emissive(&mut self, v: Vec3) {
self.emissive = v;
self.set_uniform_v3(c"u_emissive", v);
}
pub fn set_shininess(&mut self, v: f32) {
self._shininess = v;
self.set_uniform_f(c"u_shininess", v);
}
pub fn set_opacity(&mut self, v: f32) {
self.opacity = v;
self.set_uniform_f(c"u_opacity", v);
}
pub fn set_uniform_f(&mut self, name: &ffi::CStr, val: f32) {
if let Some(Uniform::Float(_, v)) = self.uniforms
.iter_mut()
.find(|u| matches!(u, Uniform::Float(n, _) if n == name))
{
*v = val;
} else {
self.uniforms.push(Uniform::Float(name.into(), val));
}
}
pub fn set_uniform_v2(&mut self, name: &ffi::CStr, val: Vec2) {
if let Some(Uniform::Vec2(_, v)) = self.uniforms
.iter_mut()
.find(|u| matches!(u, Uniform::Vec2(n, _) if n == name))
{
*v = val;
} else {
self.uniforms.push(Uniform::Vec2(name.into(), val));
}
}
pub fn set_uniform_v3(&mut self, name: &ffi::CStr, val: Vec3) {
if let Some(Uniform::Vec3(_, v)) = self.uniforms
.iter_mut()
.find(|u| matches!(u, Uniform::Vec3(n, _) if n == name))
{
*v = val;
} else {
self.uniforms.push(Uniform::Vec3(name.into(), val));
}
}
pub fn set_uniform_v4(&mut self, name: &ffi::CStr, val: Vec4) {
if let Some(Uniform::Vec4(_, v)) = self.uniforms
.iter_mut()
.find(|u| matches!(u, Uniform::Vec4(n, _) if n == name))
{
*v = val;
} else {
self.uniforms.push(Uniform::Vec4(name.into(), val));
}
}
pub fn set_uniform_m4(&mut self, name: &ffi::CStr, val: Mat4) {
if let Some(Uniform::Mat4(_, v)) = self.uniforms
.iter_mut()
.find(|u| matches!(u, Uniform::Mat4(n, _) if n == name))
{
*v = val;
} else {
self.uniforms.push(Uniform::Mat4(name.into(), val));
}
}
pub fn uniforms(&self) -> &[Uniform] {
&self.uniforms
}
pub fn textures(&self) -> &[TextureId] {
&self.textures
}
}
@ -71,7 +183,7 @@ pub fn load_materials(path: &str) -> Result<Vec<Material>, AssetError> {
match key.trim() {
"Ka" => {
match parse_args::<3, f32>(values, delim) {
Ok(v) => material.ambient = Vec3(v),
Ok([x, y, z]) => material.set_ambient(Vec3::new(x, y, z)),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,
@ -81,7 +193,7 @@ pub fn load_materials(path: &str) -> Result<Vec<Material>, AssetError> {
},
"Kd" => {
match parse_args::<3, f32>(values, delim) {
Ok(v) => material.diffuse = Vec3(v),
Ok([x, y, z]) => material.set_diffuse(Vec3::new(x, y, z)),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,
@ -91,7 +203,7 @@ pub fn load_materials(path: &str) -> Result<Vec<Material>, AssetError> {
},
"Ks" => {
match parse_args::<3, f32>(values, delim) {
Ok(v) => material.specular = Vec3(v),
Ok([x, y, z]) => material.set_specular(Vec3::new(x, y, z)),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,
@ -101,7 +213,7 @@ pub fn load_materials(path: &str) -> Result<Vec<Material>, AssetError> {
},
"Ke" => {
match parse_args::<3, f32>(values, delim) {
Ok(v) => material.emissive = Vec3(v),
Ok([x, y, z]) => material.set_emissive(Vec3::new(x, y, z)),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,
@ -111,7 +223,7 @@ pub fn load_materials(path: &str) -> Result<Vec<Material>, AssetError> {
}
"Ns" => {
match parse_args::<1, f32>(values, delim) {
Ok(v) => material.shininess = v[0],
Ok(v) => material.set_shininess(v[0]),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,
@ -121,7 +233,7 @@ pub fn load_materials(path: &str) -> Result<Vec<Material>, AssetError> {
},
"d" => {
match parse_args::<1, f32>(values, delim) {
Ok(v) => material.opacity = v[0],
Ok(v) => material.set_opacity(v[0]),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,

View File

@ -22,7 +22,7 @@ pub fn load_obj(path: &str) -> Result<types::ObjData, AssetError> {
match prefix.trim() {
"v" => {
match parse_args::<3, f32>(values, delim) {
Ok(vec) => obj_data.vertices.push(Vec3(vec)),
Ok([x, y, z]) => obj_data.vertices.push(Vec3::new(x, y, z)),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,
@ -32,7 +32,7 @@ pub fn load_obj(path: &str) -> Result<types::ObjData, AssetError> {
},
"vt" => {
match parse_args::<2, f32>(values, delim) {
Ok(vec) => obj_data.tex_coords.push(Vec2(vec)),
Ok([x, y]) => obj_data.tex_coords.push(Vec2::new(x, y)),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,
@ -42,7 +42,7 @@ pub fn load_obj(path: &str) -> Result<types::ObjData, AssetError> {
},
"vn" => {
match parse_args::<3, f32>(values, delim) {
Ok(vec) => obj_data.normals.push(Vec3(vec)),
Ok([x, y, z]) => obj_data.normals.push(Vec3::new(x, y, z)),
Err(e) => return Err(AssetError::Parse {
file: path.to_string(),
line: i,

View File

@ -1,27 +1,43 @@
use crate::shaders;
use crate::{geometry, handles::{self, MeshHandle}, math};
use std::ffi::CString;
pub struct DrawCommand<'a> {
pub mesh: handles::MeshHandle,
pub shader: handles::ShaderHandle,
pub uniforms: &'a [Uniform],
pub textures: &'a [(u32, u32)],
}
#[derive(Clone, Debug)]
pub enum Uniform {
Float(CString, f32),
Vec2(CString, math::Vec2),
Vec3(CString, math::Vec3),
Vec4(CString, math::Vec4),
Mat4(CString, math::Mat4),
Int(CString, i32)
}
pub trait RenderBackend {
type ShaderSource;
type DrawCommand;
fn new() -> Self where Self: Sized;
type ShaderSource: Default;
fn new() -> Self;
fn resume(&mut self, event_loop: &winit::event_loop::ActiveEventLoop);
fn resize(&mut self, width: u32, height: u32);
fn draw(&self, cmd: &Self::DrawCommand);
fn suspend(&mut self);
// // Frame
// fn begin_frame(&mut self) -> FrameContext;
// fn end_frame(&mut self);
//
// // Resources
fn create_shader(&mut self, desc: Self::ShaderSource) -> Result<shaders::ShaderHandle, String>;
fn begin_frame(&mut self);
fn draw(&self, cmd: &DrawCommand);
fn end_frame(&self);
fn create_shader(&mut self, desc: &Self::ShaderSource) -> Result<handles::ShaderHandle, String>;
fn create_mesh(&mut self, mesh: &geometry::Mesh) -> Result<MeshHandle, String>;
// fn create_buffer(&mut self, data: &[u8], usage: BufferUsage) -> BufferHandle;
// fn create_texture(&mut self, desc: TextureDescriptor) -> TextureHandle;
//
// // Material = shader + uniforms + textures bundled
// fn create_material(&mut self, shader: ShaderHandle) -> MaterialHandle;
// fn set_material_param(&mut self, material: MaterialHandle, name: &str, value: UniformValue);
fn set_target_fps(&mut self, fps: u32);
}
// pub struct FrameContext<'a> {

View File

@ -1,3 +1,4 @@
#[derive(Debug)]
pub struct GpuMesh {
pub vao: gl::types::GLuint,
pub vbo: gl::types::GLuint,

View File

@ -2,8 +2,6 @@
#![allow(unsafe_op_in_unsafe_fn)]
include!(concat!(env!("OUT_DIR"), "/gl_bindings.rs"));
use std::ffi::CString;
pub use Gles2 as Gl;
pub use crate::math;
@ -14,25 +12,6 @@ use glutin::prelude::GlDisplay;
use raw_window_handle::HasWindowHandle;
use winit::window::Window;
use crate::handles::MeshHandle;
use crate::shaders::ShaderHandle;
pub enum Uniform {
Float(CString, f32),
Vec3(CString, math::Vec3),
Vec4(CString, math::Vec4),
Mat4(CString, math::Mat4),
Int(CString, i32),
None,
}
pub struct GlDrawCommand {
pub mesh: MeshHandle,
pub shader: ShaderHandle,
pub uniforms: [Uniform; 8],
pub textures: Option<Vec<(u32, u32)>>,
}
pub fn gl_config_picker(configs: Box<dyn Iterator<Item = Config> + '_>) -> Config {
configs
.reduce(|accum, config| {

View File

@ -1,5 +1,7 @@
use std::collections::HashMap;
use std::num::NonZero;
use std::thread;
use std::time::{Duration, Instant};
use glutin::config::GetGlConfig;
use glutin::display::GetGlDisplay;
use glutin::prelude::{GlDisplay, NotCurrentGlContext, PossiblyCurrentGlContext};
@ -8,15 +10,17 @@ use glutin_winit::GlWindow;
use winit::window::Window;
use crate::backend::gpu;
use crate::{backend, handles, shaders};
use crate::{backend, geometry, handles, shaders};
use crate::app::app::window_attributes;
use crate::backend::opengl::{self, GlRenderer};
#[derive(Debug)]
enum GlDisplayCreationState {
Builder(glutin_winit::DisplayBuilder),
Init
}
#[derive(Debug)]
struct AppState {
gl_surface: glutin::surface::Surface<glutin::surface::WindowSurface>,
window: Window,
@ -29,16 +33,23 @@ pub struct GlBackend {
template: glutin::config::ConfigTemplateBuilder,
state: Option<AppState>,
meshes: HashMap<handles::MeshHandle, gpu::GpuMesh>,
shaders: HashMap<shaders::ShaderHandle, shaders::Shader>,
shaders: HashMap<handles::ShaderHandle, shaders::Shader>,
// tmp
next_mesh_id: u32,
next_shader_id: u32,
frame_time: Duration,
start: Instant,
}
impl backend::RenderBackend for GlBackend {
type DrawCommand = opengl::GlDrawCommand;
type ShaderSource = opengl::GlShaderSource;
fn new() -> Self where Self: Sized {
let template = glutin::config::ConfigTemplateBuilder::new()
.with_alpha_size(8)
.with_multisampling(4)
.with_transparency(cfg!(target_os = "macos"));
let display_builder = glutin_winit::DisplayBuilder::new().with_window_attributes(Some(window_attributes()));
@ -50,7 +61,11 @@ impl backend::RenderBackend for GlBackend {
gl: None,
meshes: HashMap::new(),
shaders: HashMap::new(),
template
next_mesh_id: 0,
next_shader_id: 0,
frame_time: Duration::from_secs_f32(1.0 / 60.0),
start: Instant::now(),
template,
}
}
@ -112,6 +127,8 @@ impl backend::RenderBackend for GlBackend {
eprintln!("Error setting vsync: {:?}", res)
}
window.request_redraw();
assert!(self.state.replace(AppState { gl_surface, window }).is_none());
}
@ -141,23 +158,70 @@ impl backend::RenderBackend for GlBackend {
}
}
fn create_shader(&mut self, desc: Self::ShaderSource) -> Result<shaders::ShaderHandle, String> {
fn create_shader(&mut self, desc: &Self::ShaderSource) -> Result<handles::ShaderHandle, String> {
if let Some(gl) = &self.gl {
let shader = gl.create_shader(&desc);
let shader_handle = self.shaders.len() as u32;
let shader_handle = handles::ShaderHandle(self.next_shader_id);
self.shaders.insert(shader_handle, shader);
self.next_shader_id += 1;
Ok(shader_handle)
} else {
todo!("implement error type for GlBackend")
}
}
fn draw(&self, cmd: &Self::DrawCommand) {
fn create_mesh(&mut self, mesh: &geometry::Mesh) -> Result<handles::MeshHandle, String> {
if let Some(gl) = &self.gl {
let gpu_mesh = gl.upload_mesh(mesh);
let mesh_handle = handles::MeshHandle(self.next_mesh_id);
self.meshes.insert(mesh_handle, gpu_mesh);
self.next_mesh_id += 1;
Ok(mesh_handle)
} else {
todo!("implement error type for GlBackend")
}
}
fn begin_frame(&mut self) {
if let Some(gl) = &self.gl {
gl.clear(0.1, 0.1, 0.1, 1.0);
self.start = Instant::now();
}
}
fn draw(&self, cmd: &backend::DrawCommand) {
let mesh = self.meshes.get(&cmd.mesh);
let shader = self.shaders.get(&cmd.shader);
if let (Some(mesh), Some(shader)) = (mesh, shader) {
if let (Some(mesh), Some(shader), Some(gl)) = (mesh, shader, &self.gl) {
gl.use_shader(*shader);
for u in cmd.uniforms {
gl.apply_uniform(*shader, &u);
}
gl.draw_mesh(mesh);
} else {
println!("{:#?}", mesh);
println!("{:#?}", shader);
println!("{:#?}", self.state);
println!("{:#?}", self.gl.is_some());
}
}
fn end_frame(&self) {
if let (Some(state), Some(gl_context)) = (&self.state, &self.gl_context) {
state.window.request_redraw();
state.gl_surface.swap_buffers(gl_context).unwrap();
let elapsed = self.start.elapsed();
if elapsed < self.frame_time {
thread::sleep(self.frame_time - elapsed);
}
}
}
fn set_target_fps(&mut self, fps: u32) {
self.frame_time = Duration::from_secs_f32(1.0 / (fps as f32));
}
}

View File

@ -1,12 +1,14 @@
use gl::types::GLfloat;
use glutin::prelude::GlDisplay;
use crate::backend::opengl::{self, Uniform};
use crate::backend::{opengl, Uniform};
use crate::math::{ Mat4, Vec3 };
use crate::{geometry, backend::gpu::GpuMesh};
use crate::shaders::Shader;
use std::ops::Deref;
use std::ffi::{ CStr, CString };
use std::ffi::{ CStr, CString, c_void };
use super::gl::Gl;
/// Render state containing camera and lighting information
#[derive(Debug)]
pub struct RenderState {
pub projection: Mat4,
pub view: Mat4,
@ -18,18 +20,18 @@ pub struct RenderState {
impl RenderState {
pub fn new(aspect_ratio: f32) -> Self {
let camera_pos = Vec3([0.0, 2.0, 5.0]);
let camera_pos = Vec3::new(0.0, 2.0, 5.0);
Self {
projection: Mat4::perspective(45.0_f32.to_radians(), aspect_ratio, 0.1, 100.0),
view: Mat4::look_at(
camera_pos,
Vec3 ([0.0, 0.0, 0.0]),
Vec3 ([0.0, 1.0, 0.0]),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
),
model: Mat4::identity(),
camera_pos,
light_pos: Vec3([3.0, 5.0, 3.0]),
light_color: Vec3([1.0, 1.0, 1.0]),
light_pos: Vec3::new(3.0, 5.0, 3.0),
light_color: Vec3::new(1.0, 1.0, 1.0),
}
}
}
@ -42,7 +44,7 @@ fn get_gl_string(gl: &opengl::Gl, variant: gl::types::GLenum) -> Option<&'static
}
pub struct GlRenderer {
gl: std::rc::Rc<opengl::Gl>,
gl: Gl,
}
impl GlRenderer {
@ -64,14 +66,15 @@ impl GlRenderer {
println!("Shaders version on {}", shaders_version.to_string_lossy());
}
// Enable depth testing for 3D rendering
unsafe {
gl.Enable(gl::DEPTH_TEST);
gl.DepthFunc(gl::LESS);
gl.Enable(gl::MULTISAMPLE);
}
Self {
gl: std::rc::Rc::new(gl),
gl
}
}
@ -83,43 +86,30 @@ impl GlRenderer {
gl.GenVertexArrays(1, &mut vao);
gl.BindVertexArray(vao);
// Upload vertex data (position, normal, texcoord)
let mut vbo = std::mem::zeroed();
gl.GenBuffers(1, &mut vbo);
gl.BindBuffer(gl::ARRAY_BUFFER, vbo);
// Vertex layout: [pos.x, pos.y, pos.z, norm.x, norm.y, norm.z, tex.x, tex.y]
let vertex_data: Vec<f32> = mesh.vertices
.iter()
.flat_map(|v| [
v.position.x(), v.position.y(), v.position.z(),
v.normal.x(), v.normal.y(), v.normal.z(),
v.tex_coord.x(), v.tex_coord.y(),
])
.collect();
for attribute in &mesh.format.attributes {
let location = attribute.semantic.location();
gl.VertexAttribPointer(
attribute.semantic.location(),
attribute.comp_count as i32,
attribute.data_type.to_gpu(),
attribute.normalized as u8,
mesh.format.stride as i32,
attribute.offset as *const c_void,
);
gl.EnableVertexAttribArray(location);
}
gl.BufferData(
gl::ARRAY_BUFFER,
(vertex_data.len() * std::mem::size_of::<f32>()) as gl::types::GLsizeiptr,
vertex_data.as_ptr() as *const _,
mesh.vertex_data.len() as gl::types::GLsizeiptr,
mesh.vertex_data.as_ptr() as *const _,
gl::STATIC_DRAW,
);
let stride = 8 * std::mem::size_of::<f32>() as gl::types::GLsizei;
// Position attribute (location = 0)
gl.VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, std::ptr::null());
gl.EnableVertexAttribArray(0);
// Normal attribute (location = 1)
gl.VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE, stride, (3 * std::mem::size_of::<f32>()) as *const _);
gl.EnableVertexAttribArray(1);
// Texcoord attribute (location = 2)
gl.VertexAttribPointer(2, 2, gl::FLOAT, gl::FALSE, stride, (6 * std::mem::size_of::<f32>()) as *const _);
gl.EnableVertexAttribArray(2);
// Upload index data if available
let (ebo, index_count) = if !mesh.indices.is_empty() {
let mut ebo = std::mem::zeroed();
gl.GenBuffers(1, &mut ebo);
@ -141,7 +131,7 @@ impl GlRenderer {
vao,
vbo,
ebo,
vertex_count: mesh.vertices.len() as i32,
vertex_count: mesh.vertex_count as i32,
index_count,
}
}
@ -183,34 +173,48 @@ impl GlRenderer {
}
}
pub fn apply_uniform(&self, shader: Shader, uniform: Uniform) {
pub fn apply_uniform(&self, shader: Shader, uniform: &Uniform) {
unsafe {
match uniform {
Uniform::Float(name, value) => {
let location = self.GetUniformLocation(shader.0, name.as_ptr());
self.Uniform1f(location, value);
let location = self.GetUniformLocation(*shader, name.as_ptr());
self.Uniform1f(location, *value);
}
Uniform::Int(name, value) => {
let location = self.GetUniformLocation(shader.0, name.as_ptr());
self.Uniform1i(location, value);
let location = self.GetUniformLocation(*shader, name.as_ptr());
self.Uniform1i(location, *value);
}
Uniform::Vec2(name, value) => {
let location = self.GetUniformLocation(*shader, name.as_ptr());
self.Uniform2f(location, value[0], value[1]);
}
Uniform::Vec3(name, value) => {
let location = self.GetUniformLocation(shader.0, name.as_ptr());
let location = self.GetUniformLocation(*shader, name.as_ptr());
self.Uniform3f(location, value[0], value[1], value[2]);
}
Uniform::Vec4(name, value) => {
let location = self.GetUniformLocation(shader.0, name.as_ptr());
let location = self.GetUniformLocation(*shader, name.as_ptr());
self.Uniform4f(location, value[0], value[1], value[2], value[3]);
}
Uniform::Mat4(name, value) => {
let location = self.GetUniformLocation(shader.0, name.as_ptr());
let location = self.GetUniformLocation(*shader, name.as_ptr());
self.UniformMatrix4fv(location, 1, gl::FALSE, value.as_ptr());
}
Uniform::None => {}
}
}
}
pub fn clear(&self, red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat) {
unsafe {
self.ClearColor(red, green, blue, alpha);
self.Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
}
}
pub fn use_shader(&self, shader: Shader) {
unsafe { self.UseProgram(*shader) };
}
pub fn resize(&self, width: i32, height: i32) {
unsafe {
self.gl.Viewport(0, 0, width, height);

View File

@ -1,3 +1,4 @@
#[derive(Default)]
pub struct GlShaderSource {
pub vertex_src: String,
pub fragment_src: String,

View File

@ -1,18 +1,67 @@
use std::collections::HashMap;
use crate::assets::types::{VertexIndex, ObjData, ObjMesh};
use crate::{assets::types::{ObjData, ObjMesh, VertexIndex}, geometry::VertexFormat, math::{Vec2, Vec4}};
use super::Vertex;
#[derive(Debug, Default)]
pub struct Mesh {
pub name: String,
pub format: VertexFormat,
pub vertex_data: Vec<u8>,
pub vertex_count: usize,
pub vertices: Vec<Vertex>,
pub indices: Vec<u32>,
pub material_name: Option<String>,
}
#[derive(Default)]
pub struct MeshBuilder {
mesh: Mesh,
current_vertex: Vec<u8>,
}
impl MeshBuilder {
pub fn build(self) -> Mesh {
self.mesh
}
pub fn begin_vertex(mut self) -> Self {
self.current_vertex.clear();
self
}
pub fn end_vertex(mut self) -> Self {
if self.current_vertex.len() > 0 {
self.mesh.vertex_data.extend_from_slice(&self.current_vertex);
self.mesh.vertex_count += 1;
}
self
}
pub fn position2(mut self, pos: Vec2) -> Self {
self.current_vertex.extend_from_slice(&pos.to_bytes());
self
}
pub fn tex_coord(mut self, pos: Vec2) -> Self {
self.current_vertex.extend_from_slice(&pos.to_bytes());
self
}
pub fn color(mut self, color: Vec4) -> Self {
self.current_vertex.extend_from_slice(&color.to_bytes());
self
}
}
impl Mesh {
pub fn builder(name: impl AsRef<str>, format: VertexFormat) -> MeshBuilder {
let mesh: Self = Self { name: name.as_ref().to_string(), format, ..Default::default() };
MeshBuilder {
mesh,
current_vertex: vec![],
}
}
pub fn new(obj: &ObjData, obj_mash: &ObjMesh) -> Self {
let mut vertices: Vec<Vertex> = Vec::new();
let mut indices: Vec<u32> = Vec::new();
@ -36,6 +85,9 @@ impl Mesh {
}
Mesh {
vertices,
format: Default::default(),
vertex_data: vec![],
vertex_count: 0,
indices,
name: obj_mash.name.clone(),
material_name: obj_mash.material_name.clone(),

View File

@ -1,5 +1,97 @@
use std::fmt::Debug;
use crate::math::{ Vec2, Vec3 };
#[derive(Debug)]
pub enum VertexSemantic {
Position,
Normal,
TexCoord0,
TexCoord1,
Color,
}
impl VertexSemantic {
pub fn location(&self) -> u32 {
match self {
VertexSemantic::Position => 0,
VertexSemantic::Normal => 1,
VertexSemantic::Color => 2,
VertexSemantic::TexCoord0 => 3,
VertexSemantic::TexCoord1 => 4,
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub enum AttributeType {
Float,
Int,
UnsignedInt,
Byte,
UnsignedByte,
}
impl AttributeType {
pub fn to_gpu(&self) -> gl::types::GLenum {
match self {
AttributeType::Float => gl::FLOAT,
AttributeType::Int => gl::INT,
AttributeType::UnsignedInt => gl::UNSIGNED_INT,
AttributeType::Byte => gl::BYTE,
AttributeType::UnsignedByte => gl::UNSIGNED_BYTE,
}
}
}
#[derive(Debug)]
pub struct VertexAttribute {
pub semantic: VertexSemantic,
pub comp_count: usize,
pub data_type: AttributeType,
pub normalized: bool,
pub offset: usize,
}
#[derive(Debug)]
pub struct VertexFormat {
pub attributes: Vec<VertexAttribute>,
pub stride: usize,
}
impl VertexFormat {
pub fn ui_2d() -> Self {
Self {
attributes: vec![
VertexAttribute {
semantic: VertexSemantic::Position,
comp_count: 2,
data_type: AttributeType::Float,
normalized: false,
offset: 0,
},
VertexAttribute {
semantic: VertexSemantic::Color,
comp_count: 4,
data_type: AttributeType::Float,
normalized: false,
offset: 2 * std::mem::size_of::<f32>()
}
],
stride: (2 + 4) * std::mem::size_of::<f32>()
}
}
}
impl Default for VertexFormat {
fn default() -> Self {
Self {
attributes: vec![],
stride: 0
}
}
}
#[derive(Debug)]
pub struct Vertex {
pub position: Vec3,

View File

@ -1,5 +1,17 @@
#[derive(Copy, Clone, Hash, PartialEq, Eq)]
use std::ops::Deref;
#[derive(Debug, Default, Copy, Clone, Hash, PartialEq, Eq)]
pub struct MeshHandle(pub u32);
#[derive(Copy, Clone, Hash, PartialEq, Eq)]
#[derive(Debug, Default, Copy, Clone, Hash, PartialEq, Eq)]
pub struct MaterialHandle(pub u32);
#[derive(Default, Debug, Copy, Clone, Hash, PartialEq, Eq)]
pub struct ShaderHandle(pub u32);
impl Deref for ShaderHandle {
type Target = u32;
fn deref(&self) -> &Self::Target {
&self.0
}
}

View File

@ -1,5 +1,4 @@
pub mod models {
pub mod model;
pub use model::*;
}
@ -53,6 +52,8 @@ pub mod shaders {
pub mod constants;
pub use constants::*;
pub mod inputs;
}
pub mod backend {

View File

@ -1,37 +1,46 @@
use proj::{
app::app::App, assets, backend::opengl, shaders::{FRAGMENT_SHADER_SOURCE, VERTEX_SHADER_SOURCE}
app::app::App, assets, backend::opengl, geometry::{AttributeType, Mesh, MeshBuilder, VertexFormat, VertexSemantic}, math::{Mat4, Vec2, Vec4}, models::{self, Model}, shaders::{FRAGMENT_SHADER_2D, FRAGMENT_SHADER_SOURCE, VERTEX_SHADER_2D, VERTEX_SHADER_SOURCE, inputs::ShaderInputs}
};
use winit::event_loop::EventLoop;
const HOUSE_OBJ_PATH: &str = "assets/models/small_house/model.obj";
const HOUSE_MAT_PATH: &str = "assets/models/small_house/materials.mtl";
const BUGATTI_OBJ_PATH: &str = "assets/models/bugatti/bugatti.obj";
const BUGATTI_MTL_PATH: &str = "assets/models/bugatti/bugatti.mtl";
fn main() {
dotenvy::dotenv().ok();
let event_loop = EventLoop::new()
.expect("Should be able to have Event Loop");
let _shader_src = opengl::GlShaderSource {
vertex_src: VERTEX_SHADER_SOURCE.to_string(),
fragment_src: FRAGMENT_SHADER_SOURCE.to_string()
let shader_src = opengl::GlShaderSource {
vertex_src: VERTEX_SHADER_2D.to_string(),
fragment_src: FRAGMENT_SHADER_2D.to_string(),
};
// Load OBJ and materials (CPU-side, before GL context)
let obj_data = match assets::obj::load_obj(HOUSE_OBJ_PATH) {
Ok(o) => o,
Err(e) => return eprintln!("Error loading OBJ: {}", e),
};
let materials = match assets::mtl::load_materials(HOUSE_MAT_PATH) {
Ok(m) => m,
Err(e) => return eprintln!("Error loading materials: {}", e),
};
println!("Loaded {} meshes, {} materials", obj_data.meshes.len(), materials.len());
let mut app = App::<opengl::GlBackend>::new();
let mesh = Mesh::builder("triangle", VertexFormat::ui_2d())
.begin_vertex()
.position2(Vec2::new(0.0, 0.5))
.color(Vec4::new(1.0, 0.0, 0.0, 1.0))
.end_vertex()
.begin_vertex()
.position2(Vec2::new(-0.5, -0.5))
.color(Vec4::new(1.0, 1.0, 0.0, 1.0))
.end_vertex()
.begin_vertex()
.position2(Vec2::new(0.5, -0.5))
.color(Vec4::new(0.0, 0.0, 1.0, 1.0))
.end_vertex()
.build();
app.meshes.push(mesh);
app.add_shader(shader_src);
let event_res = event_loop.run_app(&mut app);
println!("{:#?}", event_res);

View File

@ -98,9 +98,9 @@ impl Mat4 {
let u = r.cross(&f);
Self {
data: [
r.x(), u.x(), -f.x(), 0.0,
r.y(), u.y(), -f.y(), 0.0,
r.z(), u.z(), -f.z(), 0.0,
r.x, u.x, -f.x, 0.0,
r.y, u.y, -f.y, 0.0,
r.z, u.z, -f.z, 0.0,
-r.dot(&eye), -u.dot(&eye), f.dot(&eye), 1.0,
],
}

View File

@ -2,39 +2,26 @@ use std::ops::{Add, Sub, Mul, Div, Neg, Index, IndexMut};
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[repr(C)]
pub struct Vec2(pub [f32; 2]);
pub struct Vec2 {
pub x: f32,
pub y: f32,
}
impl Vec2 {
pub const fn new(x: f32, y: f32) -> Self {
Self([x, y])
Self { x, y }
}
pub const fn zero() -> Self {
Self([0.0, 0.0])
Self { x: 0.0, y: 0.0 }
}
pub const fn one() -> Self {
Self([1.0, 1.0])
}
pub fn x(&self) -> f32 {
self.0[0]
}
pub fn y(&self) -> f32 {
self.0[1]
}
pub fn x_mut(&mut self) -> &mut f32 {
&mut self.0[0]
}
pub fn y_mut(&mut self) -> &mut f32 {
&mut self.0[1]
Self { x: 1.0, y: 1.0 }
}
pub fn length_squared(&self) -> f32 {
self.0[0] * self.0[0] + self.0[1] * self.0[1]
self.x * self.x + self.y * self.y
}
pub fn length(&self) -> f32 {
@ -46,28 +33,40 @@ impl Vec2 {
if len == 0.0 {
return *self;
}
Self([self.0[0] / len, self.0[1] / len])
Self {
x: self.x / len,
y: self.y / len,
}
}
pub fn dot(&self, other: &Self) -> f32 {
self.0[0] * other.0[0] + self.0[1] * other.0[1]
self.x * other.x + self.y * other.y
}
pub fn as_ptr(&self) -> *const f32 {
self.0.as_ptr()
&self.x as *const f32
}
pub fn as_mut_ptr(&mut self) -> *mut f32 {
self.0.as_mut_ptr()
&mut self.x as *mut f32
}
pub fn to_bytes(&self) -> [u8; 8] {
let mut bytes = [0u8; 8];
bytes[0..4].copy_from_slice(&self.x.to_ne_bytes());
bytes[4..8].copy_from_slice(&self.y.to_ne_bytes());
bytes
}
}
// Add operations
impl Add for Vec2 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self([self.0[0] + rhs.0[0], self.0[1] + rhs.0[1]])
Self {
x: self.x + rhs.x,
y: self.y + rhs.y,
}
}
}
@ -75,16 +74,21 @@ impl Add<f32> for Vec2 {
type Output = Self;
fn add(self, rhs: f32) -> Self::Output {
Self([self.0[0] + rhs, self.0[1] + rhs])
Self {
x: self.x + rhs,
y: self.y + rhs,
}
}
}
// Subtraction operations
impl Sub for Vec2 {
type Output = Self;
fn sub(self, rhs: Self) -> Self::Output {
Self([self.0[0] - rhs.0[0], self.0[1] - rhs.0[1]])
Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
}
}
}
@ -92,16 +96,21 @@ impl Sub<f32> for Vec2 {
type Output = Self;
fn sub(self, rhs: f32) -> Self::Output {
Self([self.0[0] - rhs, self.0[1] - rhs])
Self {
x: self.x - rhs,
y: self.y - rhs,
}
}
}
// Multiplication operations
impl Mul for Vec2 {
type Output = Self;
fn mul(self, rhs: Self) -> Self::Output {
Self([self.0[0] * rhs.0[0], self.0[1] * rhs.0[1]])
Self {
x: self.x * rhs.x,
y: self.y * rhs.y,
}
}
}
@ -109,16 +118,21 @@ impl Mul<f32> for Vec2 {
type Output = Self;
fn mul(self, rhs: f32) -> Self::Output {
Self([self.0[0] * rhs, self.0[1] * rhs])
Self {
x: self.x * rhs,
y: self.y * rhs,
}
}
}
// Division operations
impl Div for Vec2 {
type Output = Self;
fn div(self, rhs: Self) -> Self::Output {
Self([self.0[0] / rhs.0[0], self.0[1] / rhs.0[1]])
Self {
x: self.x / rhs.x,
y: self.y / rhs.y,
}
}
}
@ -126,30 +140,42 @@ impl Div<f32> for Vec2 {
type Output = Self;
fn div(self, rhs: f32) -> Self::Output {
Self([self.0[0] / rhs, self.0[1] / rhs])
Self {
x: self.x / rhs,
y: self.y / rhs,
}
}
}
// Negation
impl Neg for Vec2 {
type Output = Self;
fn neg(self) -> Self::Output {
Self([-self.0[0], -self.0[1]])
Self {
x: -self.x,
y: -self.y,
}
}
}
// Index operations
impl Index<usize> for Vec2 {
type Output = f32;
fn index(&self, index: usize) -> &Self::Output {
&self.0[index]
match index {
0 => &self.x,
1 => &self.y,
_ => panic!("Vec2 index out of bounds: {}", index),
}
}
}
impl IndexMut<usize> for Vec2 {
fn index_mut(&mut self, index: usize) -> &mut Self::Output {
&mut self.0[index]
match index {
0 => &mut self.x,
1 => &mut self.y,
_ => panic!("Vec2 index out of bounds: {}", index),
}
}
}

View File

@ -2,47 +2,27 @@ use std::ops::{Add, Sub, Mul, Div, Neg, Index, IndexMut};
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[repr(C)]
pub struct Vec3(pub [f32; 3]);
pub struct Vec3 {
pub x: f32,
pub y: f32,
pub z: f32,
}
impl Vec3 {
pub const fn new(x: f32, y: f32, z: f32) -> Self {
Self([x, y, z])
Self { x, y, z }
}
pub const fn zero() -> Self {
Self([0.0, 0.0, 0.0])
Self { x: 0.0, y: 0.0, z: 0.0 }
}
pub const fn one() -> Self {
Self([1.0, 1.0, 1.0])
}
pub fn x(&self) -> f32 {
self.0[0]
}
pub fn y(&self) -> f32 {
self.0[1]
}
pub fn z(&self) -> f32 {
self.0[2]
}
pub fn x_mut(&mut self) -> &mut f32 {
&mut self.0[0]
}
pub fn y_mut(&mut self) -> &mut f32 {
&mut self.0[1]
}
pub fn z_mut(&mut self) -> &mut f32 {
&mut self.0[2]
Self { x: 1.0, y: 1.0, z: 1.0 }
}
pub fn length_squared(&self) -> f32 {
self.0[0] * self.0[0] + self.0[1] * self.0[1] + self.0[2] * self.0[2]
self.x * self.x + self.y * self.y + self.z * self.z
}
pub fn length(&self) -> f32 {
@ -54,36 +34,51 @@ impl Vec3 {
if len == 0.0 {
return *self;
}
Self([self.0[0] / len, self.0[1] / len, self.0[2] / len])
Self {
x: self.x / len,
y: self.y / len,
z: self.z / len,
}
}
pub fn dot(&self, other: &Self) -> f32 {
self.0[0] * other.0[0] + self.0[1] * other.0[1] + self.0[2] * other.0[2]
self.x * other.x + self.y * other.y + self.z * other.z
}
pub fn cross(&self, other: &Self) -> Self {
Self([
self.0[1] * other.0[2] - self.0[2] * other.0[1],
self.0[2] * other.0[0] - self.0[0] * other.0[2],
self.0[0] * other.0[1] - self.0[1] * other.0[0],
])
Self {
x: self.y * other.z - self.z * other.y,
y: self.z * other.x - self.x * other.z,
z: self.x * other.y - self.y * other.x,
}
}
pub fn as_ptr(&self) -> *const f32 {
self.0.as_ptr()
&self.x as *const f32
}
pub fn as_mut_ptr(&mut self) -> *mut f32 {
self.0.as_mut_ptr()
&mut self.x as *mut f32
}
pub fn to_bytes(&self) -> [u8; 12] {
let mut bytes = [0u8; 12];
bytes[0..4].copy_from_slice(&self.x.to_ne_bytes());
bytes[4..8].copy_from_slice(&self.y.to_ne_bytes());
bytes[8..12].copy_from_slice(&self.z.to_ne_bytes());
bytes
}
}
// Add operations
impl Add for Vec3 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self([self.0[0] + rhs.0[0], self.0[1] + rhs.0[1], self.0[2] + rhs.0[2]])
Self {
x: self.x + rhs.x,
y: self.y + rhs.y,
z: self.z + rhs.z,
}
}
}
@ -91,16 +86,23 @@ impl Add<f32> for Vec3 {
type Output = Self;
fn add(self, rhs: f32) -> Self::Output {
Self([self.0[0] + rhs, self.0[1] + rhs, self.0[2] + rhs])
Self {
x: self.x + rhs,
y: self.y + rhs,
z: self.z + rhs,
}
}
}
// Subtraction operations
impl Sub for Vec3 {
type Output = Self;
fn sub(self, rhs: Self) -> Self::Output {
Self([self.0[0] - rhs.0[0], self.0[1] - rhs.0[1], self.0[2] - rhs.0[2]])
Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
z: self.z - rhs.z,
}
}
}
@ -108,16 +110,23 @@ impl Sub<f32> for Vec3 {
type Output = Self;
fn sub(self, rhs: f32) -> Self::Output {
Self([self.0[0] - rhs, self.0[1] - rhs, self.0[2] - rhs])
Self {
x: self.x - rhs,
y: self.y - rhs,
z: self.z - rhs,
}
}
}
// Multiplication operations
impl Mul for Vec3 {
type Output = Self;
fn mul(self, rhs: Self) -> Self::Output {
Self([self.0[0] * rhs.0[0], self.0[1] * rhs.0[1], self.0[2] * rhs.0[2]])
Self {
x: self.x * rhs.x,
y: self.y * rhs.y,
z: self.z * rhs.z,
}
}
}
@ -125,16 +134,23 @@ impl Mul<f32> for Vec3 {
type Output = Self;
fn mul(self, rhs: f32) -> Self::Output {
Self([self.0[0] * rhs, self.0[1] * rhs, self.0[2] * rhs])
Self {
x: self.x * rhs,
y: self.y * rhs,
z: self.z * rhs,
}
}
}
// Division operations
impl Div for Vec3 {
type Output = Self;
fn div(self, rhs: Self) -> Self::Output {
Self([self.0[0] / rhs.0[0], self.0[1] / rhs.0[1], self.0[2] / rhs.0[2]])
Self {
x: self.x / rhs.x,
y: self.y / rhs.y,
z: self.z / rhs.z,
}
}
}
@ -142,30 +158,46 @@ impl Div<f32> for Vec3 {
type Output = Self;
fn div(self, rhs: f32) -> Self::Output {
Self([self.0[0] / rhs, self.0[1] / rhs, self.0[2] / rhs])
Self {
x: self.x / rhs,
y: self.y / rhs,
z: self.z / rhs,
}
}
}
// Negation
impl Neg for Vec3 {
type Output = Self;
fn neg(self) -> Self::Output {
Self([-self.0[0], -self.0[1], -self.0[2]])
Self {
x: -self.x,
y: -self.y,
z: -self.z,
}
}
}
// Index operations
impl Index<usize> for Vec3 {
type Output = f32;
fn index(&self, index: usize) -> &Self::Output {
&self.0[index]
match index {
0 => &self.x,
1 => &self.y,
2 => &self.z,
_ => panic!("Vec3 index out of bounds: {}", index),
}
}
}
impl IndexMut<usize> for Vec3 {
fn index_mut(&mut self, index: usize) -> &mut Self::Output {
&mut self.0[index]
match index {
0 => &mut self.x,
1 => &mut self.y,
2 => &mut self.z,
_ => panic!("Vec3 index out of bounds: {}", index),
}
}
}

View File

@ -2,55 +2,28 @@ use std::ops::{Add, Sub, Mul, Div, Neg, Index, IndexMut};
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[repr(C)]
pub struct Vec4(pub [f32; 4]);
pub struct Vec4 {
pub x: f32,
pub y: f32,
pub z: f32,
pub w: f32,
}
impl Vec4 {
pub const fn new(x: f32, y: f32, z: f32, w: f32) -> Self {
Self([x, y, z, w])
Self { x, y, z, w }
}
pub const fn zero() -> Self {
Self([0.0, 0.0, 0.0, 0.0])
Self { x: 0.0, y: 0.0, z: 0.0, w: 0.0 }
}
pub const fn one() -> Self {
Self([1.0, 1.0, 1.0, 1.0])
}
pub fn x(&self) -> f32 {
self.0[0]
}
pub fn y(&self) -> f32 {
self.0[1]
}
pub fn z(&self) -> f32 {
self.0[2]
}
pub fn w(&self) -> f32 {
self.0[3]
}
pub fn x_mut(&mut self) -> &mut f32 {
&mut self.0[0]
}
pub fn y_mut(&mut self) -> &mut f32 {
&mut self.0[1]
}
pub fn z_mut(&mut self) -> &mut f32 {
&mut self.0[2]
}
pub fn w_mut(&mut self) -> &mut f32 {
&mut self.0[3]
Self { x: 1.0, y: 1.0, z: 1.0, w: 1.0 }
}
pub fn length_squared(&self) -> f32 {
self.0[0] * self.0[0] + self.0[1] * self.0[1] + self.0[2] * self.0[2] + self.0[3] * self.0[3]
self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w
}
pub fn length(&self) -> f32 {
@ -62,28 +35,46 @@ impl Vec4 {
if len == 0.0 {
return *self;
}
Self([self.0[0] / len, self.0[1] / len, self.0[2] / len, self.0[3] / len])
Self {
x: self.x / len,
y: self.y / len,
z: self.z / len,
w: self.w / len,
}
}
pub fn dot(&self, other: &Self) -> f32 {
self.0[0] * other.0[0] + self.0[1] * other.0[1] + self.0[2] * other.0[2] + self.0[3] * other.0[3]
self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w
}
pub fn as_ptr(&self) -> *const f32 {
self.0.as_ptr()
&self.x as *const f32
}
pub fn as_mut_ptr(&mut self) -> *mut f32 {
self.0.as_mut_ptr()
&mut self.x as *mut f32
}
pub fn to_bytes(&self) -> [u8; 16] {
let mut bytes = [0u8; 16];
bytes[0..4].copy_from_slice(&self.x.to_ne_bytes());
bytes[4..8].copy_from_slice(&self.y.to_ne_bytes());
bytes[8..12].copy_from_slice(&self.z.to_ne_bytes());
bytes[12..16].copy_from_slice(&self.w.to_ne_bytes());
bytes
}
}
// Add operations
impl Add for Vec4 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self([self.0[0] + rhs.0[0], self.0[1] + rhs.0[1], self.0[2] + rhs.0[2], self.0[3] + rhs.0[3]])
Self {
x: self.x + rhs.x,
y: self.y + rhs.y,
z: self.z + rhs.z,
w: self.w + rhs.w,
}
}
}
@ -91,16 +82,25 @@ impl Add<f32> for Vec4 {
type Output = Self;
fn add(self, rhs: f32) -> Self::Output {
Self([self.0[0] + rhs, self.0[1] + rhs, self.0[2] + rhs, self.0[3] + rhs])
Self {
x: self.x + rhs,
y: self.y + rhs,
z: self.z + rhs,
w: self.w + rhs,
}
}
}
// Subtraction operations
impl Sub for Vec4 {
type Output = Self;
fn sub(self, rhs: Self) -> Self::Output {
Self([self.0[0] - rhs.0[0], self.0[1] - rhs.0[1], self.0[2] - rhs.0[2], self.0[3] - rhs.0[3]])
Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
z: self.z - rhs.z,
w: self.w - rhs.w,
}
}
}
@ -108,16 +108,25 @@ impl Sub<f32> for Vec4 {
type Output = Self;
fn sub(self, rhs: f32) -> Self::Output {
Self([self.0[0] - rhs, self.0[1] - rhs, self.0[2] - rhs, self.0[3] - rhs])
Self {
x: self.x - rhs,
y: self.y - rhs,
z: self.z - rhs,
w: self.w - rhs,
}
}
}
// Multiplication operations
impl Mul for Vec4 {
type Output = Self;
fn mul(self, rhs: Self) -> Self::Output {
Self([self.0[0] * rhs.0[0], self.0[1] * rhs.0[1], self.0[2] * rhs.0[2], self.0[3] * rhs.0[3]])
Self {
x: self.x * rhs.x,
y: self.y * rhs.y,
z: self.z * rhs.z,
w: self.w * rhs.w,
}
}
}
@ -125,16 +134,25 @@ impl Mul<f32> for Vec4 {
type Output = Self;
fn mul(self, rhs: f32) -> Self::Output {
Self([self.0[0] * rhs, self.0[1] * rhs, self.0[2] * rhs, self.0[3] * rhs])
Self {
x: self.x * rhs,
y: self.y * rhs,
z: self.z * rhs,
w: self.w * rhs,
}
}
}
// Division operations
impl Div for Vec4 {
type Output = Self;
fn div(self, rhs: Self) -> Self::Output {
Self([self.0[0] / rhs.0[0], self.0[1] / rhs.0[1], self.0[2] / rhs.0[2], self.0[3] / rhs.0[3]])
Self {
x: self.x / rhs.x,
y: self.y / rhs.y,
z: self.z / rhs.z,
w: self.w / rhs.w,
}
}
}
@ -142,30 +160,50 @@ impl Div<f32> for Vec4 {
type Output = Self;
fn div(self, rhs: f32) -> Self::Output {
Self([self.0[0] / rhs, self.0[1] / rhs, self.0[2] / rhs, self.0[3] / rhs])
Self {
x: self.x / rhs,
y: self.y / rhs,
z: self.z / rhs,
w: self.w / rhs,
}
}
}
// Negation
impl Neg for Vec4 {
type Output = Self;
fn neg(self) -> Self::Output {
Self([-self.0[0], -self.0[1], -self.0[2], -self.0[3]])
Self {
x: -self.x,
y: -self.y,
z: -self.z,
w: -self.w,
}
}
}
// Index operations
impl Index<usize> for Vec4 {
type Output = f32;
fn index(&self, index: usize) -> &Self::Output {
&self.0[index]
match index {
0 => &self.x,
1 => &self.y,
2 => &self.z,
3 => &self.w,
_ => panic!("Vec4 index out of bounds: {}", index),
}
}
}
impl IndexMut<usize> for Vec4 {
fn index_mut(&mut self, index: usize) -> &mut Self::Output {
&mut self.0[index]
match index {
0 => &mut self.x,
1 => &mut self.y,
2 => &mut self.z,
3 => &mut self.w,
_ => panic!("Vec4 index out of bounds: {}", index),
}
}
}

View File

@ -2,11 +2,13 @@ use crate::geometry::Mesh;
use crate::assets::mtl::Material;
use crate::handles::{ MeshHandle, MaterialHandle };
use crate::assets::types::ObjData;
use crate::math::Mat4;
pub struct ModelData {
pub name: String,
pub meshes: Vec<Mesh>,
pub materials: Vec<Material>,
pub transform: Mat4,
}
impl From<&ObjData> for ModelData {
@ -19,11 +21,41 @@ impl From<&ObjData> for ModelData {
name: String::new(),
meshes,
materials: Vec::new(),
transform: Mat4::identity(),
}
}
}
#[derive(Debug)]
pub struct Model {
pub name: String,
pub parts: Vec<(MeshHandle, MaterialHandle)>,
pub transform: Mat4,
}
impl Default for Model {
fn default() -> Self {
Self {
name: String::new(),
parts: Vec::new(),
transform: Mat4::identity(),
}
}
}
impl Model {
/// Set position (translation)
pub fn set_position(&mut self, x: f32, y: f32, z: f32) {
self.transform = Mat4::translation(x, y, z);
}
/// Set scale
pub fn set_scale(&mut self, x: f32, y: f32, z: f32) {
self.transform = Mat4::scale(x, y, z);
}
/// Set full transform (for combining translation * rotation * scale)
pub fn set_transform(&mut self, transform: Mat4) {
self.transform = transform;
}
}

View File

@ -59,3 +59,29 @@ void main() {
vec3 result = ambient + diffuse + specular;
frag_color = vec4(result, 1.0);
}"#;
pub const VERTEX_SHADER_2D: &str = r#"
#version 330 core
layout (location = 0) in vec2 a_position;
layout (location = 2) in vec4 a_color;
out vec4 v_color;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_color = a_color;
}
"#;
pub const FRAGMENT_SHADER_2D: &str = r#"
#version 330 core
in vec4 v_color;
out vec4 frag_color;
void main() {
frag_color = v_color;
}
"#;

55
src/shaders/inputs.rs Normal file
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@ -0,0 +1,55 @@
use crate::geometry;
pub enum InputRequirement {
Required,
Optional
}
pub struct ShaderInput {
pub semantic: geometry::VertexSemantic,
pub component_count: usize,
pub data_type: geometry::AttributeType,
pub requirement: InputRequirement
}
pub struct ShaderInputs {
pub inputs: Vec<ShaderInput>,
}
impl ShaderInputs {
pub fn new() -> Self {
Self {
inputs: vec![]
}
}
pub fn required(
mut self,
semantic: geometry::VertexSemantic,
component_count: usize,
data_type: geometry::AttributeType
) -> Self {
self.inputs.push(ShaderInput {
semantic,
data_type,
component_count,
requirement: InputRequirement::Required,
});
self
}
pub fn optional(
mut self,
semantic: geometry::VertexSemantic,
component_count: usize,
data_type: geometry::AttributeType
) -> Self {
self.inputs.push(ShaderInput {
semantic,
data_type,
component_count,
requirement: InputRequirement::Optional,
});
self
}
}

View File

@ -1,5 +1,19 @@
use std::ops::Deref;
pub struct ShaderSource {}
#[derive(Clone, Copy, Debug)]
pub struct Shader(pub u32);
pub type ShaderHandle = u32;
impl From<Shader> for u32 {
fn from(value: Shader) -> Self {
value.0
}
}
impl Deref for Shader {
type Target = u32;
fn deref(&self) -> &Self::Target {
&self.0
}
}