extern crate ncurses; mod camera; mod buffer; mod renderer; mod sdf; use std::{f32::consts::PI, time::Instant}; use cgmath::{Angle, Matrix3, Rad, Vector3, Zero}; use ncurses::*; use camera::Camera; use buffer::Buffer; use renderer::Renderer; use sdf::sd_gear; fn main() { let mut renderer = Renderer { buffer:Buffer::from_height(50.0, 3.0), camera: Camera::new( Vector3::new(-4.0, 0.0, 0.0), Vector3::zero(), PI / 2.0, 1.0 ) }; // This closure will later be built // by parsing a JSON scene let sdf_global = |point: Vector3, time: f32| -> f32 { sd_gear(point, time, Vector3::zero(), 2.0, 0.4, 30.0) }; initscr(); let mut time = 0.0; while true { clear(); flushinp(); time += 1.0; let sdf = |point: Vector3| -> f32 { sdf_global(point, time) }; // Render let timestamp = Instant::now(); renderer.render(&sdf); addstr(&format!("\nRendered in {:?} ({:.1} FPS)\n", timestamp.elapsed(), 1.0 / timestamp.elapsed().as_secs_f64())); addstr(&format!("Camera: {:?}\n", renderer.camera.position)); addstr(&format!("Facing: {:?}, Up: {:?}\n", renderer.camera.direction, renderer.camera.up)); refresh(); // Handle input // TODO: move all bullshit below to a separate file let char = getch(); addstr(&format!("\nPressed: {:?}\n", char)); refresh(); if char == 107 { // k to move forward renderer.camera.position += renderer.camera.direction * renderer.camera.speed; } else if char == 106 { // j to move backward renderer.camera.position -= renderer.camera.direction * renderer.camera.speed; } else if char == 72 { // H to move left renderer.camera.position += Matrix3::from_axis_angle(renderer.camera.up, Rad::turn_div_4()) * renderer.camera.direction * renderer.camera.speed; } else if char == 76 { // L to move right renderer.camera.position -= Matrix3::from_axis_angle(renderer.camera.up, Rad::turn_div_4()) * renderer.camera.direction * renderer.camera.speed; } else if char == 104 { // h to rotate left let rotation = Matrix3::from_angle_z(Rad::full_turn() / renderer.camera.turn_rate); renderer.camera.direction = rotation * renderer.camera.direction; renderer.camera.up = rotation * renderer.camera.up; } else if char == 108 { // l to rotate right let rotation = Matrix3::from_angle_z(-Rad::full_turn() / renderer.camera.turn_rate); renderer.camera.direction = rotation * renderer.camera.direction; renderer.camera.up = rotation * renderer.camera.up; } else if char == 75 { // K to rotate up let axis = renderer.camera.up.cross(renderer.camera.direction); let angle = -Rad::full_turn() / renderer.camera.turn_rate; let rotation = Matrix3::from_axis_angle(axis, angle); renderer.camera.up = rotation * renderer.camera.up; renderer.camera.direction = rotation * renderer.camera.direction; } else if char == 74 { // J to rotate down let axis = renderer.camera.up.cross(renderer.camera.direction); let angle = Rad::full_turn() / renderer.camera.turn_rate; let rotation = Matrix3::from_axis_angle(axis, angle); renderer.camera.up = rotation * renderer.camera.up; renderer.camera.direction = rotation * renderer.camera.direction; } else if char == 117 { // u to move up along Z renderer.camera.position += Vector3::unit_z() * renderer.camera.speed; } else if char == 100 { // d to move down along Z renderer.camera.position -= Vector3::unit_z() * renderer.camera.speed; } else if char == 70 { // F to reverse camera direction renderer.camera.direction = -renderer.camera.direction; } } endwin(); }