~starkingdoms/starkingdoms

ref: 016f6cec6d73c13a2a5ccc704688260cdbc72d17 starkingdoms/crates/client/src/rendering/mod.rs -rw-r--r-- 25.0 KiB
016f6cec — core cargo fix 8 months ago
                                                                                
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use std::collections::HashMap;
use std::num::NonZeroU32;
use std::sync::Arc;

use bevy_ecs::entity::Entity;
use bevy_ecs::event::Events;
use bevy_ecs::query::With;
use bevy_ecs::world::World;
use egui_glow::EguiGlow;
use glow::{HasContext, PixelUnpackData};
#[cfg(not(target_arch = "wasm32"))]
use glutin::surface::{GlSurface, Surface, SwapInterval, WindowSurface};
#[cfg(not(target_arch = "wasm32"))]
use glutin::{
    config::{ConfigTemplateBuilder, GlConfig},
    context::{ContextApi, ContextAttributesBuilder, PossiblyCurrentContext},
    display::GetGlDisplay,
    prelude::{GlDisplay, NotCurrentGlContext},
};
#[cfg(not(target_arch = "wasm32"))]
use glutin_winit::{DisplayBuilder, GlWindow};
use nalgebra::{Scale3, Translation3, Vector3};
use starkingdoms_common::packet::{ButtonType, Packet};
use starkingdoms_common::PlanetType;
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::{prelude::Closure, JsCast};
#[cfg(target_arch = "wasm32")]
use web_sys::{Event, HtmlCanvasElement};
use winit::dpi::PhysicalPosition;
use winit::event::{ElementState, MouseButton, MouseScrollDelta};
use winit::event_loop::ControlFlow;
use winit::keyboard::{KeyCode, PhysicalKey};
#[cfg(target_arch = "wasm32")]
use winit::platform::web::{WindowAttributesExtWebSys, WindowExtWebSys};
use winit::{
    application::ApplicationHandler,
    dpi::LogicalSize,
    event::WindowEvent,
    event_loop::ActiveEventLoop,
    raw_window_handle::HasWindowHandle,
    window::{Window},
};

use crate::components::{Camera, Menu, Player, RecvPacket, SendPacket, Texture, Transform};
use crate::networking::process_packets;
use crate::networking::ws::Ws;
use crate::ui::{draw_ui, init_ui};
use assets::AssetLoader;

pub mod assets;

#[derive(Default)]
pub struct App {
    window: Option<Window>,
    world: World,

    program: Option<glow::Program>,
    vertex_array: Option<glow::VertexArray>,
    vertex_buffer: Option<glow::Buffer>,
    element_buffer: Option<glow::Buffer>,
    #[cfg(not(target_arch = "wasm32"))]
    gl_surface: Option<Surface<WindowSurface>>,
    #[cfg(not(target_arch = "wasm32"))]
    gl_context: Option<PossiblyCurrentContext>,
    egui_glow: Option<EguiGlow>,
    gl: Option<Arc<glow::Context>>,
    textures: HashMap<String, glow::Texture>,

    send_packet_events: Events<SendPacket>,
    recv_packet_events: Events<RecvPacket>,
    planet_types: HashMap<PlanetType, (Entity, u32)>, // (world entity, server id)

    up: bool,
    down: bool,
    left: bool,
    right: bool,

    mouse_pos: PhysicalPosition<f64>,
}

const VERTICES: [f32; 16] = [
    -1.0, -1.0, 0.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 0.0,
];
const INDICES: [u32; 6] = [0, 1, 2, 2, 3, 0];

impl App {
    pub fn new(
        world: World,
        send_packet_events: Events<SendPacket>,
        recv_packet_events: Events<RecvPacket>,
    ) -> Self {
        Self {
            world,
            send_packet_events,
            recv_packet_events,
            ..Default::default()
        }
    }
}

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();
            canvas.set_width(
                web_sys::window()
                    .unwrap()
                    .inner_width()
                    .unwrap()
                    .as_f64()
                    .unwrap() as u32,
            );
            canvas.set_height(
                web_sys::window()
                    .unwrap()
                    .inner_height()
                    .unwrap()
                    .as_f64()
                    .unwrap() as u32,
            );
            Window::default_attributes()
                .with_title("StarKingdoms.TK")
                .with_canvas(Some(canvas))
        };
        #[cfg(not(target_arch = "wasm32"))]
        let attributes = {
            Window::default_attributes()
                .with_transparent(true)
                .with_title("StarKingdoms.TK")
                .with_inner_size(LogicalSize::new(400, 300))
        };
        self.window = Some(event_loop.create_window(attributes.clone()).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(target_arch = "wasm32")]
        let (gl, shader_version) = (
            Arc::new(glow::Context::from_webgl2_context(context)),
            "#version 300 es",
        );

        #[cfg(not(target_arch = "wasm32"))]
        let (gl, shader_version) = unsafe {
            let template = ConfigTemplateBuilder::new().with_transparency(true);

            let display_builder = DisplayBuilder::new().with_window_attributes(Some(attributes));

            let (window, gl_config) = display_builder
                .build(event_loop, template, |configs| {
                    configs
                        .reduce(|accum, config| {
                            let supports_transparency =
                                config.supports_transparency().unwrap_or(false)
                                    && !accum.supports_transparency().unwrap_or(false);
                            if supports_transparency || config.num_samples() > accum.num_samples() {
                                config
                            } else {
                                accum
                            }
                        })
                        .unwrap()
                })
                .unwrap();
            let raw_handle = window.as_ref().map(|window| {
                window
                    .window_handle()
                    .unwrap()
                    .window_handle()
                    .unwrap()
                    .as_raw()
            });
            let gl_display = gl_config.display();
            let context_attributes = ContextAttributesBuilder::new()
                .with_context_api(ContextApi::OpenGl(Some(glutin::context::Version {
                    major: 3,
                    minor: 0,
                })))
                .build(raw_handle);

            let not_current_gl_context = gl_display
                .create_context(&gl_config, &context_attributes)
                .unwrap();

            let window = window.unwrap();
            let surface_attributes = window.build_surface_attributes(Default::default()).unwrap();
            let gl_surface = gl_display
                .create_window_surface(&gl_config, &surface_attributes)
                .unwrap();

            let gl_context = not_current_gl_context.make_current(&gl_surface).unwrap();

            let gl = glow::Context::from_loader_function_cstr(|s| gl_display.get_proc_address(s));

            gl_surface
                .set_swap_interval(&gl_context, SwapInterval::Wait(NonZeroU32::new(1).unwrap()))
                .unwrap();

            self.gl_surface = Some(gl_surface);
            self.gl_context = Some(gl_context);

            (Arc::new(gl), "#version 300 es")
        };
        unsafe {
            let shaders = [
                (
                    "vertex",
                    include_str!("../shaders/vertex.glsl"),
                    glow::VERTEX_SHADER,
                ),
                (
                    "fragment",
                    include_str!("../shaders/fragment.glsl"),
                    glow::FRAGMENT_SHADER,
                ),
            ];
            let program = gl.create_program().expect("Failed to create program");

            for (name, source, shader_type) in shaders {
                let shader = gl
                    .create_shader(shader_type)
                    .expect("Failed to create vertex shader");
                gl.shader_source(shader, &format!("{}\n{}", shader_version, source));
                gl.compile_shader(shader);
                if !gl.get_shader_compile_status(shader) {
                    tracing::error!(
                        "error in {} shader: {}",
                        name,
                        gl.get_shader_info_log(shader)
                    );
                }
                gl.attach_shader(program, shader);
                gl.delete_shader(shader);
            }
            gl.link_program(program);

            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));
            let element_buffer = gl.create_buffer().expect("Failed to create element buffer");
            gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(element_buffer));
            gl.buffer_data_u8_slice(
                glow::ARRAY_BUFFER,
                std::slice::from_raw_parts(VERTICES.as_ptr() as *const u8, size_of_val(&VERTICES)),
                glow::STATIC_DRAW,
            );
            gl.buffer_data_u8_slice(
                glow::ELEMENT_ARRAY_BUFFER,
                std::slice::from_raw_parts(INDICES.as_ptr() as *const u8, size_of_val(&INDICES)),
                glow::STATIC_DRAW,
            );

            gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, 4 * size_of::<f32>() as i32, 0);
            gl.enable_vertex_attrib_array(0);
            gl.vertex_attrib_pointer_f32(
                1,
                2,
                glow::FLOAT,
                false,
                4 * size_of::<f32>() as i32,
                2 * size_of::<f32>() as i32,
            );
            gl.enable_vertex_attrib_array(1);

            gl.clear_color(0.1, 0.1, 0.1, 1.0);
            gl.viewport(
                0,
                0,
                window.inner_size().width as i32,
                window.inner_size().height as i32,
            );
            gl.enable(glow::BLEND);
            gl.blend_func(glow::SRC_ALPHA, glow::ONE_MINUS_SRC_ALPHA);

            self.program = Some(program);
            self.vertex_array = Some(vertex_array);
            self.vertex_buffer = Some(vertex_buffer);
            self.element_buffer = Some(element_buffer);
        }
        #[cfg(target_arch = "wasm32")]
        web_sys::window().unwrap().set_onresize(Some(
            Closure::<dyn Fn(Event)>::new(move |_| {
                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();
                canvas.set_width(
                    web_sys::window()
                        .unwrap()
                        .inner_width()
                        .unwrap()
                        .as_f64()
                        .unwrap() as u32,
                );
                canvas.set_height(
                    web_sys::window()
                        .unwrap()
                        .inner_height()
                        .unwrap()
                        .as_f64()
                        .unwrap() as u32,
                );
            })
            .into_js_value()
            .as_ref()
            .unchecked_ref(),
        ));

        let egui_glow = egui_glow::EguiGlow::new(event_loop, gl.clone(), None, None, true);

        init_ui(egui_glow.egui_ctx.clone());

        self.egui_glow = Some(egui_glow);
        self.gl = Some(gl);
    }
    fn window_event(
        &mut self,
        event_loop: &ActiveEventLoop,
        _window_id: winit::window::WindowId,
        event: winit::event::WindowEvent,
    ) {
        let event_response = self
            .egui_glow
            .as_mut()
            .unwrap()
            .on_window_event(self.window.as_ref().unwrap(), &event);
        if event_response.consumed {
            return;
        }
        match event {
            WindowEvent::CloseRequested => {
                event_loop.exit();
            }
            WindowEvent::Resized(size) => {
                #[cfg(not(target_arch = "wasm32"))]
                self.gl_surface.as_ref().unwrap().resize(
                    self.gl_context.as_ref().unwrap(),
                    NonZeroU32::new(size.width).unwrap(),
                    NonZeroU32::new(size.height).unwrap(),
                );

                let mut camera = self.world.get_resource_mut::<Camera>().unwrap();
                camera.width = size.width;
                camera.height = size.height;

                unsafe {
                    self.gl
                        .as_ref()
                        .unwrap()
                        .viewport(0, 0, size.width as i32, size.height as i32);
                }
            }
            WindowEvent::MouseWheel { delta, .. } => {
                let mut camera = self.world.get_resource_mut::<Camera>().unwrap();
                let raw_delta = match delta {
                    MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
                    MouseScrollDelta::LineDelta(y, ..) => y,
                };
                let delta = 1.1;
                if raw_delta < 0.0 {
                    camera.zoom = (camera.zoom * 1.0 / delta).max(0.13);
                } else {
                    camera.zoom = (camera.zoom * delta).min(5.0);
                }
            }
            WindowEvent::KeyboardInput { ref event, .. } => {
                match event.physical_key {
                    PhysicalKey::Code(key) => {
                        let matched: bool;
                        match event.state {
                            ElementState::Pressed => match key {
                                KeyCode::KeyW => {
                                    self.up = true;
                                    matched = true;
                                }
                                KeyCode::KeyS => {
                                    self.down = true;
                                    matched = true;
                                }
                                KeyCode::KeyA => {
                                    self.left = true;
                                    matched = true;
                                }
                                KeyCode::KeyD => {
                                    self.right = true;
                                    matched = true;
                                }
                                _ => matched = false,
                            },
                            ElementState::Released => match key {
                                KeyCode::KeyW => {
                                    self.up = false;
                                    matched = true;
                                }
                                KeyCode::KeyS => {
                                    self.down = false;
                                    matched = true;
                                }
                                KeyCode::KeyA => {
                                    self.left = false;
                                    matched = true;
                                }
                                KeyCode::KeyD => {
                                    self.right = false;
                                    matched = true;
                                }
                                _ => matched = false,
                            },
                        }
                        if matched {
                            self.send_packet_events
                                .send(SendPacket(Packet::PlayerInput {
                                    up: self.up,
                                    down: self.down,
                                    left: self.left,
                                    right: self.right,
                                }));
                        }
                    }
                    PhysicalKey::Unidentified(_) => {} // unsupported
                }
            }
            WindowEvent::CursorMoved { position, .. } => self.mouse_pos = position,
            WindowEvent::MouseInput { state, button, .. } => {
                let button = match button {
                    MouseButton::Left => ButtonType::Left,
                    MouseButton::Middle => ButtonType::Middle,
                    MouseButton::Right => ButtonType::Right,
                    _ => return,
                };

                if state.is_pressed() {
                    let mut menu_query = self.world.query_filtered::<Entity, With<Menu>>();
                    let mut menus = Vec::new();
                    for menu in menu_query.iter(&self.world) {
                        menus.push(menu);
                    }
                    for menu in menus {
                        self.world.entity_mut(menu).remove::<Menu>();
                    }
                }

                let camera = self.world.get_resource::<Camera>().unwrap();
                let view = camera.to_cursor_matrix();
                let pos =
                    view * Vector3::new(self.mouse_pos.x as f32, self.mouse_pos.y as f32, 1.0);
                let pos = pos / pos.z;
                self.send_packet_events
                    .send(SendPacket(Packet::PlayerMouseInput {
                        x: pos.x,
                        y: pos.y,
                        released: !state.is_pressed(),
                        button,
                    }));
            }
            _ => {}
        }
    }
    fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
        let ws = self
            .world
            .get_resource_mut::<Ws>()
            .expect("Failed to get Ws resource");
        #[cfg(target_arch = "wasm32")]
        while let Ok(Some(packet)) = ws.receiver.try_next() {
            self.recv_packet_events.send(RecvPacket(packet));
        }
        #[cfg(not(target_arch = "wasm32"))]
        for packet in ws.receiver.iter() {
            self.recv_packet_events.send(RecvPacket(packet));
        }
        self.send_packet_events.update();
        self.recv_packet_events.update();

        process_packets(
            &mut self.world,
            &mut self.send_packet_events,
            &mut self.recv_packet_events,
            &mut self.planet_types,
        );

        let gl = self.gl.as_ref().unwrap();

        let player = self.world.query_filtered::<&Transform, With<Player>>();

        self.egui_glow
            .as_mut()
            .unwrap()
            .run(self.window.as_ref().unwrap(), |ctx| {
                draw_ui(ctx, &mut self.world, &mut self.send_packet_events);
            });

        let camera = self.world.get_resource::<Camera>().unwrap();
        let x_scale = camera.zoom / camera.width as f32 * 2.0;
        let y_scale = camera.zoom / camera.height as f32 * 2.0;
        let view = &[
            x_scale,
            0.0,
            0.0,
            camera.x * x_scale,
            0.0,
            y_scale,
            0.0,
            camera.y * y_scale,
            0.0,
            0.0,
            1.0,
            0.0,
            0.0,
            0.0,
            0.0,
            1.0,
        ];

        let mut sprite_query = self.world.query::<(&Transform, &mut Texture)>();

        let mut sprites = Vec::new();
        for (transform, texture) in sprite_query.iter(&self.world) {
            sprites.push((transform, texture));
        }

        unsafe {
            gl.clear(glow::COLOR_BUFFER_BIT);
            gl.use_program(self.program);
            gl.bind_vertex_array(self.vertex_array);
            gl.bind_buffer(glow::ARRAY_BUFFER, self.vertex_buffer);
            gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, self.element_buffer);
            gl.active_texture(glow::TEXTURE0);

            let view_loc = gl.get_uniform_location(self.program.unwrap(), "view");
            let model_loc = gl.get_uniform_location(self.program.unwrap(), "model");

            gl.uniform_matrix_4_f32_slice(view_loc.as_ref(), true, view);

            if !self.textures.contains_key("starfield.svg") {
                let assets = self.world.resource::<crate::platform::assets::Assets>();
                match assets.get("starfield.svg") {
                    Some(image) => {
                        let texture_object = gl.create_texture().expect("Failed to create texture object");
                        gl.bind_texture(glow::TEXTURE_2D, Some(texture_object));
                        gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::LINEAR_MIPMAP_LINEAR as i32);
                        gl.tex_image_2d(glow::TEXTURE_2D, 0, glow::RGBA as i32,
                            image.width as i32, image.height as i32, 0, glow::RGBA,
                            glow::UNSIGNED_BYTE, PixelUnpackData::Slice(Some(&image.bytes)));
                        gl.generate_mipmap(glow::TEXTURE_2D);

                        self.textures.insert("starfield.svg".to_string(), texture_object);
                    }
                    None => {}
                }
            }
            if self.textures.contains_key("starfield.svg") {
                gl.bind_texture(glow::TEXTURE_2D, self.textures.get("starfield.svg").copied());

                let camera = self.world.get_resource::<Camera>().unwrap();
                let x = -(camera.x + camera.x.signum() * 200.0)
                    + camera.x % 400.0;
                let y = -(camera.y + camera.y.signum() * 200.0)
                    + camera.y % 400.0;
                let x_range = camera.width as f32 / camera.zoom / 400.0;
                let y_range = camera.height as f32 / camera.zoom / 400.0;
                for i in ((-x_range/2.0) as i32 - 1)..=((x_range/2.0) as i32 + 1) {
                    for j in ((-y_range/2.0) as i32 - 1)..=((y_range/2.0) as i32 + 1) {
                        let model = Translation3::new(x + (i*400) as f32, y + (j*400) as f32, 0.0).to_homogeneous()
                            * Scale3::new(200.0, 200.0, 1.0).to_homogeneous();
                        gl.uniform_matrix_4_f32_slice(model_loc.as_ref(), false, model.as_slice());
                        gl.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_INT, 0);
                    }
                }
            }

            for (transform, texture) in sprites {
                if !self.textures.contains_key(&texture.name) {
                    let assets = self.world.resource::<crate::platform::assets::Assets>();
                    let image = match assets.get(texture.name.clone()) {
                        Some(t) => t,
                        None => continue,
                    };

                    let texture_object = gl
                        .create_texture()
                        .expect("Failed to create texture object");
                    gl.bind_texture(glow::TEXTURE_2D, Some(texture_object));
                    gl.tex_parameter_i32(
                        glow::TEXTURE_2D,
                        glow::TEXTURE_MIN_FILTER,
                        glow::LINEAR_MIPMAP_LINEAR as i32,
                    );
                    gl.tex_image_2d(
                        glow::TEXTURE_2D,
                        0,
                        glow::RGBA as i32,
                        image.width as i32,
                        image.height as i32,
                        0,
                        glow::RGBA,
                        glow::UNSIGNED_BYTE,
                        PixelUnpackData::Slice(Some(&image.bytes)),
                    );
                    gl.generate_mipmap(glow::TEXTURE_2D);

                    self.textures.insert(texture.name.clone(), texture_object);
                }
                // now the texture must exist

                let model = transform.to_matrix();
                let model = model.as_slice();
                gl.uniform_matrix_4_f32_slice(model_loc.as_ref(), false, model);

                gl.bind_texture(glow::TEXTURE_2D, self.textures.get(&texture.name).copied());
                gl.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_INT, 0);
            }
        }

        self.egui_glow
            .as_mut()
            .unwrap()
            .paint(self.window.as_ref().unwrap());

        #[cfg(not(target_arch = "wasm32"))]
        self.gl_surface
            .as_ref()
            .unwrap()
            .swap_buffers(self.gl_context.as_ref().unwrap())
            .unwrap();

        let mut ws = self
            .world
            .get_resource_mut::<Ws>()
            .expect("Failed to get Ws resource");
        let mut send_event_cursor = self.send_packet_events.get_cursor();
        for event in send_event_cursor.read(&self.send_packet_events) {
            ws.send_packet(event.0.clone());
        }

        event_loop.set_control_flow(ControlFlow::WaitUntil(
            web_time::Instant::now()
                .checked_add(web_time::Duration::from_millis(16))
                .unwrap(),
        ));
    }
}