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extern crate wasm_toys as engine; | |
use engine::prelude::*; | |
pub type Mesh = DynamicMesh<vertex::ColorVertex>; | |
fn main() { | |
engine::init_engine(Bubble::new); | |
} | |
struct Bubble { | |
camera: Camera, | |
scene: Mesh, | |
portal: Mesh, | |
shader: Shader, | |
yaw_vel: f32, | |
yaw: f32, | |
} | |
impl Bubble { | |
fn new() -> Bubble { | |
let (scene, portal) = init_scene().expect("Error loading scene!"); | |
let shader = Shader::from_combined( | |
include_str!("clipped_color.glsl"), | |
&["position", "color"] | |
); | |
let mut camera = Camera::new(); | |
camera.set_near_far(0.5, 5000.0); | |
Bubble { | |
camera, | |
scene, portal, | |
shader, | |
yaw_vel: 0.0, | |
yaw: 0.0, | |
} | |
} | |
} | |
impl engine::EngineClient for Bubble { | |
fn uses_passive_input(&self) -> bool { false } | |
fn drag_threshold(&self) -> Option<u32> { None } // Always drag | |
fn update(&mut self, ctx: engine::UpdateContext) { | |
unsafe { | |
gl::enable(gl::Capability::StencilTest); | |
gl::stencil_mask(0xFF); | |
let (r,g,b,_) = Color::hsv(301.0, 0.46, 0.28).to_tuple(); | |
gl::clear_color(r, g, b, 1.0); | |
gl::clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT); | |
} | |
self.shader.bind(); | |
// spin | |
if ctx.input.dragging() { | |
let raw_delta = ctx.input.frame_delta(); | |
let delta = -raw_delta.x as f32 * PI * self.camera.aspect(); | |
self.yaw_vel += (delta - self.yaw_vel) / 5.0; | |
} else { | |
self.yaw_vel *= 1.0 - 3.0*DT; | |
} | |
self.yaw += self.yaw_vel; | |
// position camera | |
let quat = Quat::new(Vec3::from_y(1.0), self.yaw); | |
let position = quat * Vec3::from_z(2.0) + Vec3::from_y(2.0); | |
self.camera.update(ctx.viewport); | |
self.camera.set_orientation(quat); | |
self.camera.set_position(position); | |
// draw portal mask | |
self.shader.set_uniform("proj_view", self.camera.projection_view()); | |
self.shader.set_uniform("clip_plane", Vec4::new(0.0, 0.0, 0.0,-1.0)); | |
set_color_write(false); | |
set_depth_write(false); | |
set_stencil_write(true); | |
set_stencil(StencilParams::new(1).always().replace()); | |
self.portal.draw(gl::DrawMode::Triangles); | |
// draw scene - clipped | |
self.shader.set_uniform("clip_plane", quat.forward().extend(0.0)); | |
set_color_write(true); | |
set_depth_write(true); | |
set_stencil_write(false); | |
set_stencil(StencilParams::new(1).equal()); | |
self.scene.draw(gl::DrawMode::Triangles); | |
// TODO bubble shine | |
// TODO floaties | |
} | |
} | |
fn init_scene() -> EngineResult<(Mesh, Mesh)> { | |
let file = toy::load(include_bytes!("bubble.toy"))?; | |
let mut scene_mesh = Mesh::new(); | |
let mut portal_mesh = Mesh::new(); | |
let scene = file.find_scene("seaside") | |
.ok_or_else(|| format_err!("Couldn't find scene 'seaside' in toy file"))?; | |
let entities = scene.entities.iter() | |
.map(|&id| &file.entities[id as usize - 1]); | |
for e in entities { | |
bake_entity_to_mesh(&mut scene_mesh, &file, e)?; | |
} | |
let portal_ent = file.find_entity("portal") | |
.ok_or_else(|| format_err!("Couldn't find entity 'portal' in toy file"))?; | |
bake_entity_to_mesh(&mut portal_mesh, &file, &portal_ent)?; | |
scene_mesh.apply(|vert| { | |
let rgb = vert.color; | |
let (max, min, sep, coeff) = { | |
let (max, min, sep, coeff) = if rgb.x > rgb.y { | |
(rgb.x, rgb.y, rgb.y - rgb.z, 0.0) | |
} else { | |
(rgb.y, rgb.x, rgb.z - rgb.x, 2.0) | |
}; | |
if rgb.z > max { | |
(rgb.z, min, rgb.x - rgb.y, 4.0) | |
} else { | |
let min_val = if rgb.z < min { rgb.z } else { min }; | |
(max, min_val, sep, coeff) | |
} | |
}; | |
let mut h = 0.0; | |
let mut s = 0.0; | |
let v = max; | |
if max != min { | |
let d = max - min; | |
s = d / max; | |
h = (( sep / d ) + coeff) * 60.0 / 360.0; | |
}; | |
vert.color = Vec3::new(h, s, v); | |
}); | |
Ok((scene_mesh, portal_mesh)) | |
} | |
fn bake_entity_to_mesh<'s>(mesh: &mut Mesh, scene: &'s toy::Project, entity: &'s toy::EntityData) -> EngineResult<()> { | |
let mesh_id = entity.mesh_id as usize; | |
ensure!(mesh_id != 0, "Entity '{}' has no mesh", entity.name); | |
ensure!(mesh_id <= scene.meshes.len(), "Entity '{}' has invalid mesh", entity.name); | |
let mesh_data = &scene.meshes[mesh_id-1]; | |
ensure!(mesh_data.color_data.len() > 0, "Entity '{}'s mesh has no color data", entity.name); | |
let transform = entity.transform(); | |
let verts: Vec<_> = mesh_data.positions.iter() | |
.zip(mesh_data.color_data[0].data.iter()) | |
.map(|(&pos, col)| { | |
vertex::ColorVertex::new(transform * pos, col.to_vec3()) | |
}) | |
.collect(); | |
mesh.add_geometry(&verts, &mesh_data.indices); | |
Ok(()) | |
} |