diff --git a/README.md b/README.md index 20bac2e..3222063 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,8 @@ # Engine.rs + + +The Goal of this repo is to make a simple engine like program in Rust + +It is mainly for learning purposes and should be the base for a later, more fleshed out Engine made in Rust (with the possibility to create logic in Julia) + diff --git a/opengl_beginnings/.gitignore b/opengl_beginnings/.gitignore new file mode 100644 index 0000000..ea8c4bf --- /dev/null +++ b/opengl_beginnings/.gitignore @@ -0,0 +1 @@ +/target diff --git a/opengl_beginnings/.idea/.gitignore b/opengl_beginnings/.idea/.gitignore new file mode 100644 index 0000000..13566b8 --- /dev/null +++ b/opengl_beginnings/.idea/.gitignore @@ -0,0 +1,8 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Editor-based HTTP Client requests +/httpRequests/ +# Datasource local storage ignored files +/dataSources/ +/dataSources.local.xml diff --git a/opengl_beginnings/.idea/dictionaries/project.xml 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b/opengl_beginnings/src/camera/perspective_camera.rs @@ -0,0 +1,90 @@ +use nalgebra::{Matrix3, Matrix4, Point3, Vector2, Vector3}; +use winit::dpi::LogicalSize; + +pub struct PerspectiveCamera { + position: Vector3, + world_up: Vector3, + yaw: f32, + pitch: f32, + front: Vector3, + intrinsic_coordinates: Matrix3, // right (x) | up (y) | front (z) + aspect_ratio: Option, + + pub fov: f32, + pub movement_speed: f32, // In general, all the movement stuff should be moved to a "GameObject" that has the camera as a component, as well a movement script. However, for this I would need to build an entire Entity Component System, so thats for way farther into the future +} + +impl PerspectiveCamera { + pub fn new(position: Vector3, yaw: Option, pitch: Option, fov: Option, movement_speed: Option) -> PerspectiveCamera { + let yaw = yaw.unwrap_or(-90.0); + let pitch = pitch.unwrap_or(0.0); + let world_up = Vector3::y_axis().into_inner(); + + let front = Vector3::new( + yaw.to_radians().cos() * pitch.to_radians().cos(), + pitch.to_radians().sin(), + yaw.to_radians().sin() * pitch.to_radians().cos(), + ).normalize(); + let right = Vector3::cross(&front, &world_up).normalize(); + let up = Vector3::cross(&right, &front).normalize(); + + let coordinates = Matrix3::new( + front.x, right.x, up.x, + front.y, right.y, up.y, + front.z, right.z, up.z); + + Self { + yaw, + pitch, + world_up, + front, + position, + intrinsic_coordinates: coordinates, + fov: fov.unwrap_or(45.0), + movement_speed: movement_speed.unwrap_or(2.5), + aspect_ratio: None, + } + } + + pub fn view_matrix(&self) -> Matrix4 { + Matrix4::look_at_rh(&Point3::from(self.position), &Point3::from(self.position + self.front), &self.world_up) + } + + pub fn projection_matrix(&self) -> Matrix4 { + Matrix4::new_perspective(self.aspect_ratio.unwrap(), self.fov, 0.1, 100.0) // TODO: make clipping plane configureable. probably through public property + } + + pub fn update_aspect(&mut self, logical_size: &LogicalSize) { + self.aspect_ratio = Some(logical_size.width as f32 / logical_size.height as f32); + } + + pub fn process_movement(&mut self, delta_time: f32, movement_direction: Vector3) { + let velocity = self.movement_speed * delta_time; // velocity not really the right term, but oh well + self.position += self.intrinsic_coordinates * (movement_direction * velocity); + } + pub fn process_mouse(&mut self, offset: Vector2) { + self.yaw += offset.x; + self.pitch += offset.y; + + if self.pitch > 89.0 {self.pitch = 89.0;} + if self.pitch < -89.0 {self.pitch = -89.0;} + + self.update_camera_vectors(); + } + + fn update_camera_vectors(&mut self) { + let front = Vector3::new( + self.yaw.to_radians().cos() * self.pitch.to_radians().cos(), + self.pitch.to_radians().sin(), + self.yaw.to_radians().sin() * self.pitch.to_radians().cos(), + ).normalize(); + let right = Vector3::cross(&front, &self.world_up).normalize(); + let up = Vector3::cross(&right, &front).normalize(); + + self.front = front; + self.intrinsic_coordinates = Matrix3::new( + right.x, up.x, front.x, + right.y, up.y, front.y, + right.z, up.z, front.z); + } +} \ No newline at end of file diff --git a/opengl_beginnings/src/engine.rs b/opengl_beginnings/src/engine.rs new file mode 100644 index 0000000..7fc22f7 --- /dev/null +++ b/opengl_beginnings/src/engine.rs @@ -0,0 +1,5 @@ +pub mod nebulix; +pub mod time; +pub mod input; +mod shader; +mod mesh; diff --git a/opengl_beginnings/src/engine/input.rs b/opengl_beginnings/src/engine/input.rs new file mode 100644 index 0000000..5697c7f --- /dev/null +++ b/opengl_beginnings/src/engine/input.rs @@ -0,0 +1,96 @@ +use nalgebra::Vector2; +use std::collections::HashSet; +use winit::dpi::LogicalPosition; +use winit::keyboard::{NamedKey, SmolStr}; + +enum Keys { + /// Shift, Control, etc. + SpecialKey(NamedKey), + /// A, B, 1, 2, etc. case-insensitive. If case is required, also sheck for special key "Shift" + StandardKey(SmolStr) +} + +pub struct Input { + previous_mouse_position: Option>, + current_mouse_position: Option>, + mouse_offset: Vector2, + mouse_left_screen: bool, + pressed_keys: HashSet, + pressed_special_keys: HashSet, + + pub mouse_sensitivity: f32, +} + +impl Input { + /// param ```mouse_sensitivity``` Defaults to 0.1 + pub fn new(mouse_sensitivity: Option) -> Self { + Self { + previous_mouse_position: None, + current_mouse_position: None, + mouse_offset: Vector2::zeros(), + mouse_left_screen: false, + pressed_keys: HashSet::new(), + pressed_special_keys: HashSet::new(), + + mouse_sensitivity: mouse_sensitivity.unwrap_or(0.1), + } + } + + pub fn get_mouse_offset(&self) -> Vector2 { + self.mouse_offset + } + + /// Case insensitive + pub fn is_key_pressed(&self, key: &str) -> bool { + self.pressed_keys.contains(&key.to_uppercase()) + } + + pub fn is_special_key_pressed(&self, key: NamedKey) -> bool { + self.pressed_special_keys.contains(&key) + } + + pub(crate) fn mouse_moved(&mut self, mouse_position: LogicalPosition) { + if self.mouse_left_screen { + self.previous_mouse_position = Some(mouse_position); + } + else { + self.previous_mouse_position = match self.current_mouse_position { + None => None, + Some(mp) => Some(mp) + }; + } + + self.current_mouse_position = Some(mouse_position); + self.calculate_mouse_offset(); + } + + pub(crate) fn mouse_left_screen(&mut self) { + self.mouse_left_screen = true; + } + + pub(crate) fn special_key_pressed(&mut self, key: NamedKey) { + self.pressed_special_keys.insert(key); + } + pub(crate) fn special_key_released(&mut self, key: NamedKey) { + self.pressed_special_keys.remove(&key); + } + + pub(crate) fn key_pressed(&mut self, key: SmolStr) { + self.pressed_keys.insert(key.to_uppercase()); + } + pub(crate) fn key_released(&mut self, key: SmolStr) { + self.pressed_keys.remove(&key.to_uppercase()); + } + + fn calculate_mouse_offset(&mut self) { + match self.previous_mouse_position { + None => {} + Some(prev_pos) => { // previous can only have a value if current also has one. so we only need to match previous + self.mouse_offset = Vector2::new((self.current_mouse_position.unwrap().x - prev_pos.x), + (self.current_mouse_position.unwrap().y - prev_pos.y)) * self.mouse_sensitivity; + } + } + } + + +} \ No newline at end of file diff --git a/opengl_beginnings/src/engine/mesh.rs b/opengl_beginnings/src/engine/mesh.rs new file mode 100644 index 0000000..39fdb54 --- /dev/null +++ b/opengl_beginnings/src/engine/mesh.rs @@ -0,0 +1,98 @@ +use glow::{Context, HasContext, NativeBuffer, NativeVertexArray}; +use nalgebra::Vector3; + +// TODO: create a "MeshRenderer" which contains a mesh and a shader +// the MeshRenderer uses the mesh of this file as the data for rendering and ensures the shader is enabled so it is rendered correctly +// Down the line the MeshRenderer should have a material. The material then holds the data that is needed by the shader (so the actual texture or data for variables inside the shader) +// End Goal: Shader belongs to Material; Material belongs to MeshRenderer; Mesh belongs to MeshRenderer; MeshRenderer renders the mesh using the shader and data provided by the material + +struct Mesh { + vertices: Vec>, + normals: Vec>, + indices: Vec, + // TODO: implement optional uv coordinates, which are added to the mesh data in the function "generate" if they are actually set + + vao: Option, + vbo: Option, + ebo: Option, + regenerate: bool // TODO: Set to "true" everytime vertices or indices are changed +} + +impl Mesh { + pub fn new(vertices: Vec>, indices: Vec) -> Self { + let num_vertices = vertices.len(); + Self { + vertices, + indices, + normals: Vec::with_capacity(num_vertices), + vao: None, + vbo: None, + ebo: None, + regenerate: true + } + } + + pub(crate) fn render(&mut self, gl: &Context) { + if self.regenerate { + self.generate(gl) + } + + unsafe { + gl.bind_vertex_array(self.vao); + gl.draw_elements(glow::TRIANGLES, self.indices.len() as i32, glow::UNSIGNED_INT, 0); + } + } + + fn generate(&mut self, gl: &Context) { + self.regenerate = false; + + unsafe { + match self.vao { + None => {self.vao = Some(gl.create_vertex_array().unwrap())} + _ => {} + } + match self.vbo { + None => {self.vbo = Some(gl.create_buffer().unwrap())} + _ => {} + } + match self.ebo { + None => {self.ebo = Some(gl.create_buffer().unwrap())} + _ => {} + } + + gl.bind_vertex_array(self.vao); + + let mut mesh_data: Vec = Vec::with_capacity(self.vertices.len() * 3 + self.normals.len() * 3); + + for i in 0..self.vertices.len() { + mesh_data.push(self.vertices[i].x); + mesh_data.push(self.vertices[i].y); + mesh_data.push(self.vertices[i].z); + + mesh_data.push(self.normals[i].x); + mesh_data.push(self.normals[i].y); + mesh_data.push(self.normals[i].z); + } + + Self::fill_buffer(mesh_data.as_ptr() as *const u8, mesh_data.len(), self.vbo, gl); + Self::fill_buffer(self.indices.as_ptr() as *const u8, self.indices.len(), self.ebo, gl); + + // vertices + gl.enable_vertex_attrib_array(0); + gl.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, 6 * size_of::() as i32, 0); // stride is (6 * size_of::) because 3 for vertices and 3 for normals + + // normals + gl.enable_vertex_attrib_array(1); + gl.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, 6 * size_of::() as i32, 0); // stride is (6 * size_of::) because 3 for vertices and 3 for normals + } + } + + unsafe fn fill_buffer(data: *const u8, num_elements: usize, dst_buffer: Option, gl: &Context) { + unsafe { + let mesh_data_u8: &[u8] = std::slice::from_raw_parts(data, num_elements * size_of::()); + + gl.bind_buffer(glow::ARRAY_BUFFER, dst_buffer); + gl.buffer_data_u8_slice(glow::ARRAY_BUFFER, mesh_data_u8, glow::STATIC_DRAW); + } + } +} \ No newline at end of file diff --git a/opengl_beginnings/src/engine/nebulix.rs b/opengl_beginnings/src/engine/nebulix.rs new file mode 100644 index 0000000..f6cd092 --- /dev/null +++ b/opengl_beginnings/src/engine/nebulix.rs @@ -0,0 +1,208 @@ +use crate::camera::perspective_camera::PerspectiveCamera; +use crate::engine::input::Input; +use crate::engine::time::Time; +use crate::Extension; +use glow::{Context, HasContext}; +use glutin::config::{ConfigTemplateBuilder, GlConfig}; +use glutin::context::{ContextApi, ContextAttributesBuilder, NotCurrentContext, NotCurrentGlContext, PossiblyCurrentContext}; +use glutin::display::{GetGlDisplay, GlDisplay}; +use glutin::prelude::GlSurface; +use glutin::surface::{Surface, SwapInterval, WindowSurface}; +use glutin_winit::{DisplayBuilder, GlWindow}; +use nalgebra::{Matrix4, Vector3}; +use raw_window_handle::HasWindowHandle; +use std::num::NonZeroU32; +use winit::application::ApplicationHandler; +use winit::dpi::LogicalSize; +use winit::event::{ElementState, WindowEvent}; +use winit::event_loop::ActiveEventLoop; +use winit::keyboard::{Key, NamedKey}; +use winit::window::{Window, WindowId}; + +pub struct Nebulix { + window: Option, + gl: Option, + gl_context: Option, + gl_surface: Option>, + camera: PerspectiveCamera, + time: Option