outfly/src/main.rs

363 lines
11 KiB
Rust
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mod audio;
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use bevy::{
asset::LoadState,
window::{
Window,
WindowMode,
PrimaryWindow,
},
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core_pipeline::Skybox,
prelude::*,
render::{
render_resource::{TextureViewDescriptor, TextureViewDimension},
renderer::RenderDevice,
texture::CompressedImageFormats,
},
};
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fn main() {
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App::new()
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.add_systems(Startup, (
setup,
audio::setup,
))
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.add_systems(Update, (
asset_loaded.after(load_cubemap_asset),
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handle_input,
audio::toggle_bgm,
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))
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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.add_plugins(CameraControllerPlugin)
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.run();
}
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#[derive(Resource)]
struct Cubemap {
is_loaded: bool,
index: usize,
image_handle: Handle<Image>,
}
const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
(
"textures/stars_cubemap.png",
CompressedImageFormats::NONE,
),
];
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut windows: Query<&mut Window, With<PrimaryWindow>>
) {
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let skybox_handle = asset_server.load(CUBEMAPS[0].0);
for mut window in &mut windows {
window.cursor.grab_mode = CursorGrabMode::Locked;
window.cursor.visible = false;
window.mode = WindowMode::Fullscreen;
}
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// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
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CameraController::default(),
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Skybox {
image: skybox_handle.clone(),
brightness: 150.0,
},
));
commands.insert_resource(Cubemap {
is_loaded: false,
index: 0,
image_handle: skybox_handle,
});
}
fn load_cubemap_asset(
mut cubemap: ResMut<Cubemap>,
asset_server: Res<AssetServer>,
render_device: Res<RenderDevice>,
) {
let supported_compressed_formats =
CompressedImageFormats::from_features(render_device.features());
let mut new_index = cubemap.index;
for _ in 0..CUBEMAPS.len() {
new_index = (new_index + 1) % CUBEMAPS.len();
if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
break;
}
info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
}
// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
// is missing
if new_index == cubemap.index {
return;
}
cubemap.index = new_index;
cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
cubemap.is_loaded = false;
}
fn asset_loaded(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded {
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let image = images.get_mut(&cubemap.image_handle).unwrap();
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
for mut skybox in &mut skyboxes {
skybox.image = cubemap.image_handle.clone();
}
cubemap.is_loaded = true;
}
}
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fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut app_exit_events: ResMut<Events<bevy::app::AppExit>>
) {
if keyboard_input.pressed(KeyCode::KeyQ) {
app_exit_events.send(bevy::app::AppExit);
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}
}
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// ------------------------------------------------------------------------------
// --------- copy&pasted from bevy's helpers/camera_controller.rs ---------------
// ------------------------------------------------------------------------------
use bevy::input::mouse::MouseMotion;
use bevy::window::CursorGrabMode;
use std::{f32::consts::*, fmt};
pub struct CameraControllerPlugin;
impl Plugin for CameraControllerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, run_camera_controller);
}
}
/// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
/// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
/// it because it felt nice.
pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0 * 0.5;
#[derive(Component)]
pub struct CameraController {
pub enabled: bool,
pub initialized: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub mouse_key_cursor_grab: MouseButton,
pub keyboard_key_toggle_cursor_grab: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}
impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
initialized: false,
sensitivity: 1.0,
key_forward: KeyCode::KeyW,
key_back: KeyCode::KeyS,
key_left: KeyCode::KeyA,
key_right: KeyCode::KeyD,
key_up: KeyCode::KeyE,
key_down: KeyCode::KeyQ,
key_run: KeyCode::ShiftLeft,
mouse_key_cursor_grab: MouseButton::Left,
keyboard_key_toggle_cursor_grab: KeyCode::KeyM,
walk_speed: 5.0,
run_speed: 15.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}
impl fmt::Display for CameraController {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(
f,
"
Freecam Controls:
Mouse\t- Move camera orientation
{:?}\t- Hold to grab cursor
{:?}\t- Toggle cursor grab
{:?} & {:?}\t- Fly forward & backwards
{:?} & {:?}\t- Fly sideways left & right
{:?} & {:?}\t- Fly up & down
{:?}\t- Fly faster while held",
self.mouse_key_cursor_grab,
self.keyboard_key_toggle_cursor_grab,
self.key_forward,
self.key_back,
self.key_left,
self.key_right,
self.key_up,
self.key_down,
self.key_run,
)
}
}
#[allow(clippy::too_many_arguments)]
fn run_camera_controller(
time: Res<Time>,
mut windows: Query<&mut Window>,
mut mouse_events: EventReader<MouseMotion>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
key_input: Res<ButtonInput<KeyCode>>,
mut toggle_cursor_grab: Local<bool>,
mut mouse_cursor_grab: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
if let Ok((mut transform, mut controller)) = query.get_single_mut() {
if !controller.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
controller.yaw = yaw;
controller.pitch = pitch;
controller.initialized = true;
*toggle_cursor_grab = true;
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info!("{}", *controller);
}
if !controller.enabled {
mouse_events.clear();
return;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(controller.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(controller.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(controller.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(controller.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(controller.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(controller.key_down) {
axis_input.y -= 1.0;
}
let mut cursor_grab_change = false;
if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
*toggle_cursor_grab = !*toggle_cursor_grab;
cursor_grab_change = true;
}
if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
*mouse_cursor_grab = true;
cursor_grab_change = true;
}
if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
*mouse_cursor_grab = false;
cursor_grab_change = true;
}
let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(controller.key_run) {
controller.run_speed
} else {
controller.walk_speed
};
controller.velocity = axis_input.normalize() * max_speed;
} else {
let friction = controller.friction.clamp(0.0, 1.0);
controller.velocity *= 1.0 - friction;
if controller.velocity.length_squared() < 1e-6 {
controller.velocity = Vec3::ZERO;
}
}
let forward = *transform.forward();
let right = *transform.right();
transform.translation += controller.velocity.x * dt * right
+ controller.velocity.y * dt * Vec3::Y
+ controller.velocity.z * dt * forward;
// Handle cursor grab
if cursor_grab_change {
if cursor_grab {
for mut window in &mut windows {
if !window.focused {
continue;
}
window.cursor.grab_mode = CursorGrabMode::Locked;
window.cursor.visible = false;
}
} else {
for mut window in &mut windows {
window.cursor.grab_mode = CursorGrabMode::None;
window.cursor.visible = true;
}
}
}
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if cursor_grab {
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
} else {
mouse_events.clear();
}
if mouse_delta != Vec2::ZERO {
// Apply look update
controller.pitch = (controller.pitch
- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
.clamp(-PI / 2., PI / 2.);
controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
transform.rotation =
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
}
}
}