RustPhysicsMQ/src/tools/main.rs

150 lines
4.5 KiB
Rust

use macroquad::prelude::{self as mq, UniformDesc};
#[macroquad::main("Normal Shading")]
async fn main() {
let vertex = include_str!("shader.vert");
let fragment = include_str!("shader.frag");
let material = mq::load_material(
mq::ShaderSource::Glsl { vertex, fragment },
mq::MaterialParams {
pipeline_params: mq::PipelineParams {
depth_test: mq::Comparison::LessOrEqual,
depth_write: true,
..Default::default()
},
uniforms: vec![UniformDesc::new(
"render_normals_bool",
mq::UniformType::Int1,
)],
..Default::default()
},
)
.unwrap();
material.set_uniform("render_normals_bool", 1);
loop {
mq::clear_background(mq::GRAY);
mq::set_camera(&mq::Camera3D {
position: mq::vec3(4.0, 4.0, 4.0),
target: mq::vec3(0.0, 0.0, 0.0),
up: mq::vec3(0.0, 1.0, 0.0),
..Default::default()
});
mq::gl_use_material(&material);
draw_cuboid(mq::vec3(3.0, 0.0, 0.0), mq::vec3(1.0, 2.0, 3.0), mq::RED);
mq::gl_use_default_material();
mq::set_default_camera();
mq::next_frame().await;
}
}
pub fn generate_normals_smooth(vertexes: &mut Vec<mq::Vertex>, indices: &[u16]) {
for v in vertexes.iter_mut() {
v.normal = mq::vec4(0.0, 0.0, 0.0, 0.0);
}
for i in 0..(indices.len() / 3) {
let idx0 = indices[i * 3 + 0] as usize;
let idx1 = indices[i * 3 + 1] as usize;
let idx2 = indices[i * 3 + 2] as usize;
let pos0 = vertexes[idx0].position;
let pos1 = vertexes[idx1].position;
let pos2 = vertexes[idx2].position;
let side1 = pos1 - pos0;
let side2 = pos2 - pos0;
let normal = side1.cross(side2);
let normal_vec4 = mq::vec4(normal.x, normal.y, normal.z, 0.0);
vertexes[idx0].normal = vertexes[idx0].normal + normal_vec4;
vertexes[idx1].normal = vertexes[idx1].normal + normal_vec4;
vertexes[idx2].normal = vertexes[idx2].normal + normal_vec4;
}
for v in vertexes.iter_mut() {
v.normal.z = 0.0;
let normalized = v.normal.normalize();
v.normal = normalized;
}
}
pub fn draw_cuboid(center: mq::Vec3, size: mq::Vec3, color: mq::Color) {
use mq::{Vec2, Vec3, Vertex};
let hs = size * 0.5;
let mut positions = [
Vec3::new(-hs.x, -hs.y, -hs.z),
Vec3::new(hs.x, -hs.y, -hs.z),
Vec3::new(hs.x, hs.y, -hs.z),
Vec3::new(-hs.x, hs.y, -hs.z),
Vec3::new(-hs.x, -hs.y, hs.z),
Vec3::new(hs.x, -hs.y, hs.z),
Vec3::new(hs.x, hs.y, hs.z),
Vec3::new(-hs.x, hs.y, hs.z),
];
for i in 0..positions.len() {
positions[i] += center;
}
let faces = [
([0, 1, 2, 3], Vec3::new(0.0, 0.0, -1.0)), // Back
([5, 4, 7, 6], Vec3::new(0.0, 0.0, 1.0)), // Front
([4, 0, 3, 7], Vec3::new(-1.0, 0.0, 0.0)), // Left
([1, 5, 6, 2], Vec3::new(1.0, 0.0, 0.0)), // Right
([3, 2, 6, 7], Vec3::new(0.0, 1.0, 0.0)), // Up
([4, 5, 1, 0], Vec3::new(0.0, -1.0, 0.0)), // Down
];
let uvs = [
Vec2::new(0.0, 0.0),
Vec2::new(1.0, 0.0),
Vec2::new(1.0, 1.0),
Vec2::new(0.0, 1.0),
];
let mut vertices = [Vertex {
position: mq::Vec3::ZERO,
uv: mq::Vec2::ZERO,
color: color.into(),
normal: mq::Vec4::ZERO,
}; 24];
let mut vi = 0;
for (face, normal) in faces.iter() {
for (j, &corner) in face.iter().enumerate() {
let pos = positions[corner];
vertices[vi] = Vertex {
position: mq::vec3(pos.x, pos.y, pos.z),
uv: mq::vec2(uvs[j].x, uvs[j].y),
color: color.into(),
normal: mq::vec4(normal.x, normal.y, normal.z, 0.0),
};
vi += 1;
}
}
let mut indices = [0u16; 36];
for i in 0..6 {
let base = (i * 4) as u16;
let offset = i * 6;
indices[offset + 0] = base;
indices[offset + 1] = base + 1;
indices[offset + 2] = base + 2;
indices[offset + 3] = base;
indices[offset + 4] = base + 2;
indices[offset + 5] = base + 3;
}
generate_normals_smooth(&mut vertices.into(), &indices);
unsafe {
mq::get_internal_gl()
.quad_gl
.draw_mode(mq::DrawMode::Triangles);
mq::get_internal_gl().quad_gl.geometry(&vertices, &indices);
}
}