add scene and rendering order

This commit is contained in:
Mikkel Troels Kongsted 2026-03-27 16:15:10 +01:00
parent 9c8f2e5787
commit 44483daa72
7 changed files with 166 additions and 84 deletions

View File

@ -6,19 +6,15 @@ use std::{marker::PhantomData, time::Duration};
use super::error::Error;
pub trait Object<R: Renderer> {
fn update(&mut self, delta: Duration);
fn render(&mut self, r: &mut R);
}
pub trait Io<R: Renderer, O: Object<R>> {
fn run(&mut self, game: &mut Game<R, O>);
pub trait Io<R: Renderer, G: Game<R>> {
fn run(&mut self, game: &mut G);
}
pub trait Renderer {
fn draw_rect(&mut self, pos: V2, size: V2, color: Color);
fn draw_point(&mut self, pos: V2, color: Color);
fn draw_line(&mut self, from: V2, to: V2, color: Color);
fn draw_triangle(&mut self, triangle: Triangle2, color: Color);
fn draw_triangles(&mut self, triangles: &[Triangle2], color: Color);
}
@ -36,34 +32,8 @@ pub enum Event {
Exit,
}
pub struct Game<R: Renderer, O: Object<R>> {
_phantom_data: PhantomData<R>,
objects: Vec<O>,
}
impl<R: Renderer, O: Object<R>> Game<R, O> {
pub fn new() -> Result<Self, Error> {
Ok(Self {
_phantom_data: PhantomData,
objects: Vec::new(),
})
}
pub fn spawn(&mut self, object: O) {
self.objects.push(object);
}
pub fn update(&mut self, delta_time: Duration) {
for object in self.objects.iter_mut() {
object.update(delta_time);
}
}
pub fn render(&mut self, r: &mut R) {
for object in self.objects.iter_mut() {
object.render(r);
}
}
pub fn event(&mut self, event: Event) {}
pub trait Game<R: Renderer> {
fn update(&mut self, delta_time: Duration);
fn render(&mut self, r: &mut R);
fn event(&mut self, event: Event);
}

View File

@ -31,7 +31,7 @@ impl V3 {
f64::sqrt(self.0.powi(2) + self.1.powi(2) + self.2.powi(2))
}
pub fn unit(&self) -> V3 {
pub fn unit(&self) -> Self {
self.map(|v| v / self.len())
}
@ -39,10 +39,14 @@ impl V3 {
V3(func(self.0), func(self.1), func(self.2))
}
pub fn rotate(&self, rot: V3) -> Self {
pub fn rotate(&self, rot: Self) -> Self {
M3x3::new_rotate_z(rot.2)
* (M3x3::new_rotate_y(rot.1) * (M3x3::new_rotate_x(rot.0) * *self))
}
pub fn distance(&self, rhs: Self) -> f64 {
(*self - rhs).len()
}
}
impl Add for V3 {
@ -125,6 +129,10 @@ impl Triangle3 {
pub fn middle(&self) -> V3 {
(self.0 + self.1 + self.2).map(|v| v / 3.0)
}
pub fn points(&self) -> [V3; 3] {
[self.0, self.1, self.2]
}
}
struct M3x3([f64; 9]);

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@ -4,14 +4,14 @@ mod error;
mod game;
mod math;
mod r3d;
mod scene;
mod sdl_io;
mod shapes;
mod system;
pub use error::*;
pub use game::*;
pub use math::*;
pub use r3d::*;
pub use scene::*;
pub use sdl_io::*;
pub use shapes::*;
pub use system::*;

59
game/src/engine/scene.rs Normal file
View File

@ -0,0 +1,59 @@
use crate::engine::{Color, Renderer, Shape, Triangle3, V3};
pub struct DrawnTriangle {
triangle: Triangle3,
outline_color: Color,
fill_color: Color,
}
pub struct Scene {
objects: Vec<DrawnTriangle>,
}
impl Scene {
pub fn new() -> Self {
Self {
objects: Vec::new(),
}
}
pub fn render<R: Renderer>(&mut self, r: &mut R, camera: V3) {
self.objects.sort_by(|a, b| {
let a = a
.triangle
.points()
.map(|p| p.distance(camera))
.into_iter()
.min_by(|a, b| a.total_cmp(b))
.unwrap();
let b = b
.triangle
.points()
.map(|p| p.distance(camera))
.into_iter()
.min_by(|a, b| a.total_cmp(b))
.unwrap();
b.total_cmp(&a)
});
let drawn_triangles = self
.objects
.iter()
.map(|v| (v.triangle.project_2d(), v.outline_color, v.fill_color));
for (triangle, outline_color, fill_color) in drawn_triangles {
r.draw_triangle(triangle.clone(), fill_color);
r.draw_line(triangle.0, triangle.1, outline_color);
r.draw_line(triangle.0, triangle.2, outline_color);
}
}
pub fn draw_shape(&mut self, pos: V3, shape: &Shape, outline_color: Color, fill_color: Color) {
for triangle in shape.faces() {
self.objects.push(DrawnTriangle {
triangle: triangle.translate(pos),
outline_color,
fill_color,
})
}
}
}

View File

@ -48,7 +48,7 @@ impl SdlIo {
})
}
pub fn run<O: game::Object<Self>>(&mut self, game: &mut game::Game<Self, O>) {
pub fn run(&mut self, game: &mut impl game::Game<Self>) {
let mut event_pump = self.sdl_context.event_pump().unwrap();
let mut time_before = Instant::now();
@ -154,6 +154,21 @@ impl Renderer for SdlIo {
.render_geometry(&vertices, None, VertexIndices::Sequential)
.unwrap();
}
fn draw_triangle(&mut self, triangle: Triangle2, color: Color) {
let vertices = [triangle.0, triangle.1, triangle.2]
.into_iter()
.map(|p| self.point_w2s(p))
.map(|p| Vertex {
position: p.into(),
color: color.into(),
tex_coord: FPoint::new(0.0, 0.0),
})
.collect::<Vec<_>>();
self.canvas
.render_geometry(&vertices, None, VertexIndices::Sequential)
.unwrap();
}
}
impl From<V2> for FPoint {

View File

@ -1,17 +0,0 @@
use super::error::Error;
pub trait System {
fn on_add(&self) -> Result<(), Error> {
Ok(())
}
fn on_update(&self) -> Result<(), Error> {
Ok(())
}
fn on_remove(&self) -> Result<(), Error> {
Ok(())
}
}

View File

@ -1,51 +1,80 @@
#![allow(dead_code)]
use std::{f64, time::Duration};
use std::time::Duration;
use crate::engine::{Color, R3d, Shape, V3};
use crate::engine::{Color, Renderer, Scene, Shape, V3};
mod engine;
mod vermiparous;
enum MyObject {
Player { pos: V3, vel: V3 },
struct Game {
objects: Vec<Object>,
}
impl<R: engine::Renderer> engine::Object<R> for MyObject {
impl Game {
fn new() -> Self {
Self {
objects: Vec::new(),
}
}
fn spawn(&mut self, object: Object) {
self.objects.push(object);
}
}
impl<R: Renderer> engine::Game<R> for Game {
fn update(&mut self, delta_time: Duration) {
for object in &mut self.objects {
object.update(delta_time);
}
}
fn render(&mut self, r: &mut R) {
let mut scene = Scene::new();
for object in &mut self.objects {
object.render(&mut scene);
}
scene.render(r, V3(0.0, 0.0, -1.0));
}
fn event(&mut self, event: engine::Event) {}
}
enum Object {
Player { pos: V3, vel: V3 },
Obstacle { pos: V3, vel_z: f64 },
Ground { pos: V3, vel_z: f64 },
}
impl Object {
fn update(&mut self, delta_time: Duration) {
match self {
MyObject::Player { pos, vel } => {
Object::Player { pos, vel } => {
*pos += *vel * delta_time.as_secs_f64();
if pos.0 >= 2.1 {
pos.0 = -2.0;
}
}
Object::Obstacle { pos, vel_z } => {
pos.2 += *vel_z * delta_time.as_secs_f64();
}
Object::Ground { pos, vel_z } => {
pos.2 += *vel_z * delta_time.as_secs_f64();
}
}
}
fn render(&mut self, r: &mut R) {
fn render(&mut self, scene: &mut Scene) {
match self {
MyObject::Player { pos, .. } => {
let mut r3d = R3d::new(r);
for z in 0..10 {
for x in -10..10 {
r3d.draw_shape(
V3(x as f64 * 0.1, -0.5, z as f64 * 0.1),
&Shape::new_plane(V3(0.1, 0.0, 0.1)),
Color::Cyan,
Color::Black,
);
}
}
r3d.draw_shape(
Object::Player { pos, .. } => {
scene.draw_shape(
*pos + V3(0.0, 0.2, 0.0),
&Shape::new_cube(V3(0.2, 0.1, 0.2)),
Color::Green,
Color::Black,
);
r3d.draw_shape(
scene.draw_shape(
*pos + V3(-0.8, -0.2, 0.0),
&Shape::new_cube(V3(0.2, 0.2, 0.2))
.translate(V3(-0.1, -0.1, -0.1))
@ -54,19 +83,37 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
Color::Black,
);
}
Object::Obstacle { pos, vel_z } => todo!(),
Object::Ground { pos, .. } => {
for z in 0..10 {
for x in -10..10 {
scene.draw_shape(
V3(x as f64 * 0.1 + pos.0, pos.1, z as f64 * 0.1 + pos.2),
&Shape::new_plane(V3(0.1, 0.0, 0.1)),
Color::Cyan,
Color::Black,
);
}
}
}
}
}
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut sdl_io = engine::SdlIo::new()?;
let mut game = engine::Game::<engine::SdlIo, MyObject>::new()?;
let mut game = Game::new();
let player = MyObject::Player {
let player = Object::Player {
pos: V3(-1.0, -0.1, 0.0),
vel: V3(0.4, 0.0, 0.0),
};
game.spawn(player);
let ground = Object::Ground {
pos: V3(0.0, -0.3, -0.5),
vel_z: -0.1,
};
game.spawn(ground);
sdl_io.run(&mut game);
Ok(())