~starkingdoms/starkingdoms

6c494c3c6ee4ef0257b1d5409fd2b6c64bb86277 — ghostly_zsh 8 months ago 65c596f
triangl, but pixelated
M crates/client/Cargo.toml => crates/client/Cargo.toml +4 -2
@@ 12,12 12,11 @@ tracing = "0.1" # Log system
tracing-subscriber = "0.3" # Log layers
bevy_ecs = "0.15"
egui = "0.30"
wgpu = { version = "23", features = ["webgl"] }
winit = "0.30"
glow = "0.16.0"
thiserror = "2"
image = "0.25"
egui-winit = { version = "0.30", default-features = false, features = ["links", "wayland", "x11"] }
egui-wgpu = "0.30"
web-time = "1"
futures = "0.3"
nalgebra = "0.33"


@@ 26,6 25,7 @@ serde = "1"
serde_json = "1"
crossbeam = "0.8.4"
resvg = "0.44.0"
bytemuck = "1.22.0"

# WASM dependencies
[target.'cfg(target_arch = "wasm32")'.dependencies]


@@ 41,3 41,5 @@ poll-promise = { version = "0.3.0", features = ["web"] }
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
pollster = "0.4"
tungstenite = "0.26.1"
glutin-winit = "0.5.0"
glutin = "0.32.2"

M crates/client/index.html => crates/client/index.html +2 -1
@@ 35,5 35,6 @@
      }
      window.addEventListener('load', run);
    </script>
    <canvas id="canvas"></canvas>
  </body>
</html>
\ No newline at end of file
</html>

M crates/client/src/lib.rs => crates/client/src/lib.rs +9 -0
@@ 1,4 1,6 @@
use rendering::App;
use tracing::info;
use winit::event_loop::{ControlFlow, EventLoop};

#[cfg(target_arch = "wasm32")]
#[path = "wasm/mod.rs"]


@@ 7,6 9,8 @@ pub mod platform;
#[path = "native/mod.rs"]
pub mod platform;

pub mod rendering;

// Hi, you've found the real main function! This is called AFTER platform-specific initialization code.
pub fn start() {
    info!(


@@ 20,4 24,9 @@ pub fn start() {
    );

    info!("Creating the ECS world...");

    let event_loop = EventLoop::new().unwrap();
    event_loop.set_control_flow(ControlFlow::Poll);

    event_loop.run_app(&mut App::default()).unwrap();
}

A crates/client/src/rendering/init.rs => crates/client/src/rendering/init.rs +0 -0
A crates/client/src/rendering/mod.rs => crates/client/src/rendering/mod.rs +119 -0
@@ 0,0 1,119 @@
use glow::HasContext;
use wasm_bindgen::JsCast;
use winit::{application::ApplicationHandler, dpi::LogicalSize, event::WindowEvent, event_loop::ActiveEventLoop, platform::web::{WindowAttributesExtWebSys, WindowExtWebSys}, raw_window_handle::HasWindowHandle, window::{Window, WindowAttributes}};

pub mod init;

#[derive(Default)]
pub struct App {
    window: Option<Window>,
    program: glow::Program,
    vertex_array: glow::VertexArray,
    vertex_buffer: glow::Buffer,
    gl: Option<glow::Context>,
}

const VERTICES: [f32; 6] = [
    0.0, 1.0,
    -1.0, -1.0,
    1.0, -1.0,
];

impl ApplicationHandler for App {
    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
        #[cfg(target_arch = "wasm32")]
        let attributes = {
            let document = web_sys::window().unwrap().document().unwrap();
            let canvas = document.get_element_by_id("canvas").unwrap();
            let canvas = canvas.dyn_into::<web_sys::HtmlCanvasElement>()
                .map_err(|_| ()).unwrap();
            Window::default_attributes()
                .with_title("StarKingdoms.TK")
                .with_canvas(Some(canvas))
        };
        #[cfg(not(target_arch = "wasm32"))]
        let attributes = {
            Window::default_attributes().with_title("StarKingdoms.TK");
        };
        self.window = Some(event_loop.create_window(attributes).unwrap());
        let window = self.window.as_ref().unwrap();
        #[cfg(target_arch = "wasm32")]
        let context = window.canvas().unwrap().get_context("webgl2")
            .unwrap().unwrap()
            .dyn_into::<web_sys::WebGl2RenderingContext>()
            .unwrap();
        #[cfg(not(target_arch = "wasm32"))]
        unsafe {
        }
        let (gl, shader_version) = (glow::Context::from_webgl2_context(context), "#version 300 es");
        unsafe {
            let vertex_shader = gl.create_shader(glow::VERTEX_SHADER).expect("Failed to create vertex shader");
            let fragment_shader = gl.create_shader(glow::FRAGMENT_SHADER).expect("Failed to create fragment shader");

            let vertex_source = include_str!("../shaders/vertex.glsl");
            let fragment_source = include_str!("../shaders/fragment.glsl");

            gl.shader_source(vertex_shader, &format!("{}\n{}", shader_version, vertex_source));
            gl.compile_shader(vertex_shader);
            if !gl.get_shader_compile_status(vertex_shader) {
                tracing::error!("error in vertex shader: {}", gl.get_shader_info_log(vertex_shader));
            }
            gl.shader_source(fragment_shader, &format!("{}\n{}", shader_version, fragment_source));
            gl.compile_shader(fragment_shader);
            if !gl.get_shader_compile_status(fragment_shader) {
                tracing::error!("error in fragment shader: {}", gl.get_shader_info_log(fragment_shader));
            }

            let program = gl.create_program().expect("Failed to create program");
            gl.attach_shader(program, vertex_shader);
            gl.attach_shader(program, fragment_shader);
            gl.link_program(program);

            gl.delete_shader(vertex_shader);
            gl.delete_shader(fragment_shader);

            gl.use_program(Some(program));

            let vertex_array = gl.create_vertex_array().expect("Failed to create vertex array");
            gl.bind_vertex_array(Some(vertex_array));
            let vertex_buffer = gl.create_buffer().expect("Failed to create vertex buffer");
            gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
            gl.buffer_data_u8_slice(glow::ARRAY_BUFFER,
                std::slice::from_raw_parts(VERTICES.as_ptr() as *const u8, 6*4),
                glow::STATIC_DRAW);

            gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, 2*std::mem::size_of::<f32>() as i32, 0);
            gl.enable_vertex_attrib_array(0);

            gl.clear_color(1.0, 1.0, 1.0, 1.0);

            self.program = program;
            self.vertex_array = vertex_array;
            self.vertex_buffer = vertex_buffer;
        }
        self.gl = Some(gl);
    }
    fn window_event(
        &mut self,
        event_loop: &ActiveEventLoop,
        window_id: winit::window::WindowId,
        event: winit::event::WindowEvent,
    ) {
        match event {
            WindowEvent::Resized(size) => {
            }
            WindowEvent::RedrawRequested => {
                let window = self.window.as_ref().unwrap();
                let gl = self.gl.as_ref().unwrap();

                unsafe {
                    gl.clear(glow::COLOR_BUFFER_BIT);
                    gl.draw_arrays(glow::TRIANGLES, 0, 3);
                }

                window.request_redraw();
            }
            _ => {}
        }
    }
}

A crates/client/src/shaders/fragment.glsl => crates/client/src/shaders/fragment.glsl +9 -0
@@ 0,0 1,9 @@
precision mediump float;

in vec2 v_pos;

out vec4 color;

void main() {
    color = vec4(v_pos+1.0f, 0.0f, 1.0f);
}

A crates/client/src/shaders/vertex.glsl => crates/client/src/shaders/vertex.glsl +10 -0
@@ 0,0 1,10 @@
precision mediump float;

in vec2 pos;

out vec2 v_pos;

void main() {
    v_pos = pos;
    gl_Position = vec4(v_pos, 0.0, 1.0);
}