From 761a3172bf4c15aed3836e4d1cd6f815b651b0e0 Mon Sep 17 00:00:00 2001 From: LLLL Colonq Date: Sat, 29 Aug 2026 04:06:51 -0400 Subject: Fix --- .../vendor/teleia/crates/teleia/Cargo.toml | 53 ++ .../rpc2dot0/vendor/teleia/crates/teleia/build.rs | 15 + .../crates/teleia/src/assets/fonts/default.png | Bin 0 -> 1042 bytes .../crates/teleia/src/assets/fonts/small.png | Bin 0 -> 904 bytes .../crates/teleia/src/assets/meshes/square.obj | 15 + .../teleia/src/assets/shaders/bitmap/frag.glsl | 15 + .../teleia/src/assets/shaders/bitmap/vert.glsl | 20 + .../teleia/src/assets/shaders/common/frag.glsl | 160 +++++ .../teleia/src/assets/shaders/common/vert.glsl | 30 + .../teleia/src/assets/shaders/flat/frag.glsl | 12 + .../teleia/src/assets/shaders/flat/vert.glsl | 4 + .../teleia/src/assets/shaders/scale/frag.glsl | 12 + .../teleia/src/assets/shaders/scale/vert.glsl | 22 + .../teleia/src/assets/shaders/scene/frag.glsl | 11 + .../teleia/src/assets/shaders/scene/vert.glsl | 18 + .../teleia/src/assets/shaders/test/frag.glsl | 23 + .../teleia/src/assets/shaders/test/vert.glsl | 4 + .../teleia/src/assets/shaders/tiled/frag.glsl | 12 + .../teleia/src/assets/shaders/tiled/vert.glsl | 14 + .../teleia/src/assets/shaders/truetype/frag.glsl | 16 + .../teleia/src/assets/shaders/truetype/vert.glsl | 17 + .../teleia/src/assets/shaders/uber/frag.glsl | 193 ++++++ .../teleia/src/assets/shaders/uber/vert.glsl | 41 ++ .../vendor/teleia/crates/teleia/src/audio.rs | 341 ++++++++++ .../vendor/teleia/crates/teleia/src/context.rs | 302 +++++++++ .../vendor/teleia/crates/teleia/src/font.rs | 194 ++++++ .../vendor/teleia/crates/teleia/src/framebuffer.rs | 158 +++++ .../vendor/teleia/crates/teleia/src/helpers.js | 21 + .../vendor/teleia/crates/teleia/src/js/module.js | 7 + .../vendor/teleia/crates/teleia/src/level2d.rs | 1 + .../teleia/crates/teleia/src/level2d/tiled.rs | 301 +++++++++ .../vendor/teleia/crates/teleia/src/lib.rs | 355 ++++++++++ .../vendor/teleia/crates/teleia/src/mesh.rs | 197 ++++++ .../vendor/teleia/crates/teleia/src/net.rs | 4 + .../vendor/teleia/crates/teleia/src/net/fig.rs | 100 +++ .../vendor/teleia/crates/teleia/src/net/ws.rs | 10 + .../teleia/crates/teleia/src/net/ws/client.rs | 9 + .../crates/teleia/src/net/ws/client/native.rs | 124 ++++ .../teleia/crates/teleia/src/net/ws/client/wasm.rs | 73 ++ .../teleia/crates/teleia/src/net/ws/server.rs | 140 ++++ .../vendor/teleia/crates/teleia/src/physics.rs | 0 .../vendor/teleia/crates/teleia/src/renderer.rs | 337 ++++++++++ .../vendor/teleia/crates/teleia/src/save.rs | 47 ++ .../vendor/teleia/crates/teleia/src/scene.rs | 401 +++++++++++ .../vendor/teleia/crates/teleia/src/shader.rs | 260 ++++++++ .../vendor/teleia/crates/teleia/src/shadow.rs | 127 ++++ .../vendor/teleia/crates/teleia/src/state.rs | 735 +++++++++++++++++++++ .../vendor/teleia/crates/teleia/src/texture.rs | 156 +++++ .../rpc2dot0/vendor/teleia/crates/teleia/src/ui.rs | 169 +++++ .../vendor/teleia/crates/teleia/src/utils.rs | 147 +++++ .../vendor/teleia/crates/teleia_macros/Cargo.toml | 14 + .../vendor/teleia/crates/teleia_macros/src/lib.rs | 231 +++++++ 52 files changed, 5668 insertions(+) create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/Cargo.toml create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/build.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/default.png create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/small.png create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/meshes/square.obj create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/frag.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/vert.glsl create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/audio.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/context.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/font.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/framebuffer.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/helpers.js create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/js/module.js create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d/tiled.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/lib.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/mesh.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/fig.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/native.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/wasm.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/server.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/physics.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/renderer.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/save.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/scene.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shader.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shadow.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/state.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/texture.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/ui.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/utils.rs create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/Cargo.toml create mode 100644 2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/src/lib.rs (limited to '2026/games/rpc2dot0/vendor/teleia/crates') diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/Cargo.toml b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/Cargo.toml new file mode 100644 index 0000000..90a0cca --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/Cargo.toml @@ -0,0 +1,53 @@ +[package] +name = "teleia" +version.workspace = true +edition.workspace = true +authors.workspace = true + +[lib] +crate-type = ["cdylib", "rlib"] + +[dependencies] +strum = { version = "0.27.1", features = ["derive"] } # utility macros for enums +glow = { version = "=0.13.1", features = [] } # rendering +tobj = "=4.0.1" # loader for .obj meshes loader +ahash = "=0.8.10" # dependency of tobj +gltf = { git = "https://github.com/lcolonq/gltf", features = ["extras", "import", "names", "utils"] } # loader for .gltf scenes +image = { version = "0.25.10", default-features = false, features = ["jpeg", "png"] } # texture loader +# cosmic-text = { version = "*", default-features = false, features = ["std", "swash"] } # advanced text rendering +glam = "0.29.2" # linear algebra +log = "0.4.21" # logging +rand = { version = "=0.8.5", features = ["small_rng"] } # rng +serde = { version = "1.0.228", features = ["derive"] } # serialization +serde_json = "1.0.128" # serialize JSON +bincode = { version = "2.0.1", features = ["serde"] } # binary serialization +enum-map = "2.7.3" # fast maps with enums as keys +bimap = "0.6.3" # bijective maps +# reqwest = "*" # http requests +bytes = "*" # bytes for http responses +bitflags = { version = "2.6.0", features = ["serde"] } # bitwise flags +simple-eyre = { version = "0.3.1", default-features = false } # error reporting and formatting +rapier3d = "0.23.1" # rigid-body physics +parry3d = "0.18.0" # collision detection +nalgebra = {version = "0.33.2", features = ["convert-glam029"]} # linear algebra library for rapier3d +byteorder = "1.5.0" # read numbers in particular endianness +base64 = "0.22.1" # encode/decode base64 + +[target.'cfg(target_arch = "wasm32")'.dependencies] +winit = {version = "=0.29.15", features = ["serde"]} # windowing and events +getrandom = {version = "*", features = ["js"]} # rng in the browser +console_log = "*" # log to browser console +console_error_panic_hook = "*" # log to browser console on panic +tracing-wasm = "*" # trace performance in browser +wasm-bindgen = "=0.2.100" # interface with javascript +wasm-bindgen-futures = "*" # interface with async javascript +js-sys = "*" # browser APIs to interact with JS runtime (e.g. run WASM) +web-sys = { version = "*", features = ["Document", "Window", "Element", "HtmlCanvasElement", "WebGl2RenderingContext", "Headers", "Request", "RequestInit", "RequestMode", "Response", "Performance", "PerformanceTiming", "AudioContext", "AudioNode", "GainNode", "AudioParam", "AudioDestinationNode", "AudioBuffer", "AudioBufferSourceNode", "BinaryType", "Blob", "CloseEvent", "ErrorEvent", "FileReader", "MessageEvent", "ProgressEvent", "WebSocket", "Storage"] } + +[target.'cfg(not(target_arch = "wasm32"))'.dependencies] +env_logger = "0.11.5" # configurable logging to stdout +glfw = { git = "https://github.com/lcolonq/glfw-rs", features = ["serde"] } # window management +kira = { version = "=0.9.6", default-features = false, features = ["cpal", "ogg", "mp3", "wav"] } # audio +directories = { git = "https://github.com/lcolonq/directories-rs" } # standard system directories +polling = "3.11.0" # interface to epoll +tungstenite = { version = "0.24.0", features = ["native-tls"] } # websockets \ No newline at end of file diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/build.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/build.rs new file mode 100644 index 0000000..42743ce --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/build.rs @@ -0,0 +1,15 @@ +fn main() { + /*println!("cargo::rerun-if-changed=../../flake.lock"); + match &*std::env::var("CARGO_CFG_TARGET_ARCH").unwrap() { + "x86_64" => if let Ok(p) = std::env::var("LIBCOLONQ_PIT_NATIVE") { + println!("cargo::rustc-link-search={}", p); + }, + "wasm32" => if let Ok(p) = std::env::var("LIBCOLONQ_PIT_WASM") { + + println!("cargo::rustc-link-search={}", p); + }, + _ => eprintln!("warning: building for unknown architecture!"), + } + println!("cargo::rustc-link-lib=static=colonq-pit");*/ + eprint!("we are not using pit at all, this is a fork of teleia where scripting is disabled"); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/default.png b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/default.png new file mode 100644 index 0000000..7b1d2a3 Binary files /dev/null and b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/default.png differ diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/small.png b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/small.png new file mode 100644 index 0000000..1d020f7 Binary files /dev/null and b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/fonts/small.png differ diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/meshes/square.obj b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/meshes/square.obj new file mode 100644 index 0000000..7acdef6 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/meshes/square.obj @@ -0,0 +1,15 @@ +# Blender 3.6.2 +# www.blender.org +o Cube +v -1.000000 -1.000000 0.000000 +v 1.000000 -1.000000 0.000000 +v -1.000000 1.000000 0.000000 +v 1.000000 1.000000 0.000000 +vn -0.0000 -0.0000 -1.0000 +vt 0.0 1.0 +vt 1.0 0.0 +vt 0.0 0.0 +vt 1.0 1.0 +s 0 +f 3/1/1 2/2/1 1/3/1 +f 3/1/1 4/4/1 2/2/1 diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/frag.glsl new file mode 100644 index 0000000..fbc8d71 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/frag.glsl @@ -0,0 +1,15 @@ +#version 300 es +precision highp float; + +uniform sampler2D texture_data; + +in vec2 vertex_texcoord; +in vec3 vertex_color; +out vec4 frag_color; + +void main() { + vec4 texel = texture(texture_data, vertex_texcoord); + if (texel.rgb == vec3(0.0, 0.0, 0.0)) discard; + texel.rgb = vertex_color; + frag_color = texel; +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/vert.glsl new file mode 100644 index 0000000..eee22fc --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/bitmap/vert.glsl @@ -0,0 +1,20 @@ +#version 300 es +precision highp float; + +in vec3 vertex; +in vec2 texcoord; +in vec3 color; + +uniform mat4 view; +uniform mat4 position; +uniform mat4 projection; + +out vec2 vertex_texcoord; +out vec3 vertex_color; + +void main() { + vertex_texcoord = texcoord; + vertex_color = color; + vec3 pos = (position * vec4(vertex, 1.0)).xyz; + gl_Position = projection * view * vec4(pos, 1.0); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/frag.glsl new file mode 100644 index 0000000..fee9b80 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/frag.glsl @@ -0,0 +1,160 @@ +#version 300 es +precision highp float; + +uniform vec3 camera_pos; +uniform float time; + +uniform vec3 light_ambient_color; +uniform vec3 light_dir; +uniform vec3 light_dir_color; +uniform int light_count; +uniform vec3 light_pos[5]; +uniform vec3 light_color[5]; +uniform vec2 light_attenuation[5]; +uniform highp sampler2DShadow light_shadowbuffer_dir; +uniform samplerCube light_shadowbuffer_point[5]; + +uniform int has_point_shadows; + +in vec2 vertex_texcoord; +in vec3 vertex_normal; +in vec3 vertex_fragpos; +in vec4 vertex_fragpos_shadow_dir; +in vec3 vertex_view_vector; + +out vec4 frag_color; + +mat3 compute_tbn() { + vec3 p = -vertex_view_vector; + vec3 normal = normalize(vertex_normal); + vec3 dpx = dFdx(p); + vec3 dpy = dFdy(p); + vec2 duvx = dFdx(vertex_texcoord); + vec2 duvy = dFdy(vertex_texcoord); + vec3 dpyperp = cross(dpy, normal); + vec3 dpxperp = cross(normal, dpx); + vec3 tangent = dpyperp * duvx.x + dpxperp * duvy.x; + vec3 bitangent = dpyperp * duvx.y + dpxperp * duvy.y; + float invmax = inversesqrt(max(dot(bitangent, bitangent), dot(bitangent, bitangent))); + return mat3(-tangent * invmax, -bitangent * invmax, normal); +} + +vec4 normal_as_color(vec3 n) { + float r = (128.0 + 127.0 * n.r) / 255.0; + float g = (128.0 + 127.0 * n.g) / 255.0; + float b = (128.0 + 127.0 * n.b) / 255.0; + return vec4(r, g, b, 1.0); +} + +vec3 dir_light(vec3 normal) { + return max(dot(normal, -normalize(light_dir)), 0.0) * light_dir_color; +} + +float dir_shadow(vec3 normal) { + vec3 proj = vertex_fragpos_shadow_dir.xyz / vertex_fragpos_shadow_dir.w; + float bias = 0.002; + // float current_depth = proj.z; + // float bias = max(0.05 * (1.0 - dot(normal, -normalize(light_dir))), 0.005); + proj.z -= bias; + proj *= 0.5; proj += 0.5; + if (proj.z > 1.0) return 0.0; + return 1.0 - texture(light_shadowbuffer_dir, proj.xyz); +} + +float point_shadow(vec3 normal, vec3 shadow_vector, float closest_depth) { + closest_depth *= 25.0; + float current_depth = length(shadow_vector); + float bias = max(0.1 * (1.0 - dot(normal, normalize(shadow_vector))), 0.005); + bias = min(bias + current_depth * 0.01, 0.2); + float shadow = current_depth - bias > closest_depth ? 1.0 : 0.0; + return shadow; +} + +vec3 point_light(vec3 normal, const int idx) { + vec3 pos = light_pos[idx]; + vec3 color = light_color[idx]; + float linear = light_attenuation[idx].x; + float quadratic = light_attenuation[idx].y; + vec3 light_vector = pos - vertex_fragpos; + float distance = length(light_vector); + float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic); + + float directional = max(dot(normal.xyz, normalize(light_vector)), 0.0); + vec3 directional_light = color * directional; + + vec3 view_dir = normalize(camera_pos - vertex_fragpos); + vec3 reflect_dir = reflect(-normalize(light_vector), normalize(normal.xyz)); + float specular = pow(max(dot(view_dir, reflect_dir), 0.0), 32.0); + vec3 specular_light = 0.5 * specular * color; + // return (directional_light + specular_light) * attenuation; + return directional_light * attenuation; +} + +vec3 point_light_billboard(const int idx) { + vec3 pos = light_pos[idx]; + vec3 color = light_color[idx]; + float linear = light_attenuation[idx].x; + float quadratic = light_attenuation[idx].y; + vec3 light_vector = pos - vertex_fragpos; + float distance = length(light_vector); + float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic); + + return color * attenuation; +} + +vec3 compute_lighting(vec3 normal) { + vec3 ambient_light = light_ambient_color; + + vec3 from_dir = dir_light(normal) * (1.0 - dir_shadow(normal)); + + vec3 shadow_vector[5]; + for (int i = 0; i < light_count; ++i) { + shadow_vector[i] = vertex_fragpos - light_pos[i]; + shadow_vector[i].x *= -1.0; + } + + // can only index array of samplers with a constant, hence the weird setup + #define SAMPLE_SHADOW(n) n < light_count ? texture(light_shadowbuffer_point[n], shadow_vector[n]).r : 1.0 + float shadow_depth[5]; + shadow_depth[0] = SAMPLE_SHADOW(0); + shadow_depth[1] = SAMPLE_SHADOW(1); + shadow_depth[2] = SAMPLE_SHADOW(2); + shadow_depth[3] = SAMPLE_SHADOW(3); + shadow_depth[4] = SAMPLE_SHADOW(4); + + vec3 from_points = vec3(0.0, 0.0, 0.0); + for (int i = 0; i < light_count; ++i) { + from_points += has_point_shadows != 0 + ? point_light(normal, i) * (1.0 - point_shadow(normal, shadow_vector[i], shadow_depth[i])) + : point_light(normal, i); + } + + return (ambient_light + from_dir + from_points); +} + +vec3 compute_lighting_noshadow(vec3 normal) { + vec3 ambient_light = light_ambient_color; + + vec3 from_dir = dir_light(normal); + + vec3 from_points = vec3(0.0, 0.0, 0.0); + for (int i = 0; i < light_count; ++i) { + from_points += point_light(normal, i); + } + + return (ambient_light + from_dir + from_points); +} + +vec3 compute_lighting_billboard(vec3 normal) { + vec3 ambient_light = light_ambient_color; + + vec3 from_dir = light_dir_color / 2.0; + + vec3 from_points = vec3(0.0, 0.0, 0.0); + for (int i = 0; i < light_count; ++i) { + from_points += point_light_billboard(i); + } + + return (ambient_light + from_dir + from_points); +} +#line 0 diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/vert.glsl new file mode 100644 index 0000000..06f7e30 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/common/vert.glsl @@ -0,0 +1,30 @@ +#version 300 es +precision highp float; + +in vec3 vertex; +in vec3 normal; +in vec2 texcoord; + +uniform mat4 view; +uniform mat4 position; +uniform mat4 projection; +uniform mat4 normal_matrix; +uniform mat4 lightspace_matrix; +uniform vec3 camera_pos; + +out vec2 vertex_texcoord; +out vec3 vertex_normal; +out vec3 vertex_fragpos; +out vec4 vertex_fragpos_shadow_dir; +out vec3 vertex_view_vector; + +void default_main() +{ + vertex_texcoord = texcoord; + vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz; + vec3 pos = (position * vec4(vertex, 1.0)).xyz; + vertex_fragpos = pos; + vertex_fragpos_shadow_dir = lightspace_matrix * vec4(pos, 1.0); + vertex_view_vector = camera_pos - pos; + gl_Position = projection * view * vec4(pos, 1.0); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/frag.glsl new file mode 100644 index 0000000..fa305e6 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/frag.glsl @@ -0,0 +1,12 @@ +uniform sampler2D texture_data; + +uniform float transparency; + +void main() +{ + float opacity = 1.0 - clamp(transparency, 0.0, 1.0); + vec2 tcfull = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); + vec4 texel = texture(texture_data, tcfull); + texel.a *= opacity; + frag_color = texel; +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/vert.glsl new file mode 100644 index 0000000..6e796cc --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/flat/vert.glsl @@ -0,0 +1,4 @@ +void main() +{ + default_main(); +} \ No newline at end of file diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/frag.glsl new file mode 100644 index 0000000..257c1b7 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/frag.glsl @@ -0,0 +1,12 @@ +#version 300 es +precision highp float; + +uniform sampler2D texture_data; + +in vec2 vertex_texcoord; +out vec4 frag_color; + +void main() { + vec4 texel = texture(texture_data, vertex_texcoord); + frag_color = texel; +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/vert.glsl new file mode 100644 index 0000000..d48f78d --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scale/vert.glsl @@ -0,0 +1,22 @@ +#version 300 es +precision highp float; + +out vec2 vertex_texcoord; + +void main() { + const vec2 positions[4] = vec2[]( + vec2(-1, -1), + vec2(+1, -1), + vec2(-1, +1), + vec2(+1, +1) + ); + const vec2 coords[4] = vec2[]( + vec2(0, 0), + vec2(1, 0), + vec2(0, 1), + vec2(1, 1) + ); + + vertex_texcoord = coords[gl_VertexID]; + gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/frag.glsl new file mode 100644 index 0000000..554c25d --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/frag.glsl @@ -0,0 +1,11 @@ +uniform sampler2D texture_data; + +void main() +{ + vec4 texel = texture(texture_data, vertex_texcoord); + if (texel.a != 1.0) { + discard; + } + + frag_color = vec4(texel.rgb, texel.a); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/vert.glsl new file mode 100644 index 0000000..c66a816 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/scene/vert.glsl @@ -0,0 +1,18 @@ +in vec4 joint; +in vec4 weight; + +uniform mat4 joint_matrices[128]; + +void main() +{ + vertex_texcoord = texcoord; + vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz; + mat4 skin + = weight.x * joint_matrices[int(joint.x)] + + weight.y * joint_matrices[int(joint.y)] + + weight.z * joint_matrices[int(joint.z)] + + weight.w * joint_matrices[int(joint.w)]; + vec3 pos = (position * skin * vec4(vertex, 1.0)).xyz; + vertex_view_vector = camera_pos - pos; + gl_Position = projection * view * vec4(pos, 1.0); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/frag.glsl new file mode 100644 index 0000000..954a9d2 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/frag.glsl @@ -0,0 +1,23 @@ +// uniform int has_normal_map; +// uniform sampler2D normal_map; + +uniform sampler2D texture_data; + +void main() +{ + vec2 inverted_texcoord = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); + vec4 texel = texture(texture_data, inverted_texcoord); + if (texel.a != 1.0) { + discard; + } + + // mat3 tbn = compute_tbn(); + // vec3 normal = has_normal_map != 0 + // ? normalize(tbn * (texture(normal_map, inverted_texcoord).xyz * 2.0 - 1.0)) + // : normalize(vertex_normal); + vec3 normal = normalize(vertex_normal); + + vec3 lighting = compute_lighting_noshadow(normal); + + frag_color = vec4(texel.rgb * lighting, texel.a); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/vert.glsl new file mode 100644 index 0000000..6e796cc --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/test/vert.glsl @@ -0,0 +1,4 @@ +void main() +{ + default_main(); +} \ No newline at end of file diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/frag.glsl new file mode 100644 index 0000000..257c1b7 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/frag.glsl @@ -0,0 +1,12 @@ +#version 300 es +precision highp float; + +uniform sampler2D texture_data; + +in vec2 vertex_texcoord; +out vec4 frag_color; + +void main() { + vec4 texel = texture(texture_data, vertex_texcoord); + frag_color = texel; +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/vert.glsl new file mode 100644 index 0000000..a7567f4 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/tiled/vert.glsl @@ -0,0 +1,14 @@ +#version 300 es +precision highp float; + +in vec2 vertex; +in vec2 texcoord; + +uniform mat4 transform; + +out vec2 vertex_texcoord; + +void main() { + vertex_texcoord = texcoord; + gl_Position = transform * vec4(vertex, 0.0, 1.0); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/frag.glsl new file mode 100644 index 0000000..d472c09 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/frag.glsl @@ -0,0 +1,16 @@ +#version 300 es +precision highp float; + +uniform sampler2D texture_data; + +in vec2 vertex_texcoord; +in vec3 vertex_color; +out vec4 frag_color; + +void main() +{ + float val = texture(texture_data, vertex_texcoord).r; + if (val == 0.0) discard; + vec4 texel = vec4(vertex_color, val); + frag_color = texel; +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/vert.glsl new file mode 100644 index 0000000..a501e0a --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/truetype/vert.glsl @@ -0,0 +1,17 @@ +#version 300 es +precision highp float; + +in vec2 vertex; +in vec2 texcoord; +in vec3 color; + +uniform mat4 transform; + +out vec2 vertex_texcoord; +out vec3 vertex_color; + +void main() { + vertex_texcoord = texcoord; + vertex_color = color; + gl_Position = transform * vec4(vertex, 0.0, 1.0); +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/frag.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/frag.glsl new file mode 100644 index 0000000..8e7b752 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/frag.glsl @@ -0,0 +1,193 @@ +uniform highp int flags; + +uniform vec3 camera_pos; +uniform float time; + +uniform vec2 sprite_offset; +uniform vec2 sprite_dims; + +uniform vec4 color; +uniform sampler2D texture_color; +uniform sampler2D texture_normal; +uniform vec3 light_ambient_color; +uniform vec3 light_dir; +uniform vec3 light_dir_color; +uniform int light_count; +uniform vec3 light_pos[5]; +uniform vec3 light_color[5]; +uniform vec2 light_attenuation[5]; + +uniform int effect_flip; +uniform float effect_flash; +uniform float effect_hueshift; +uniform float effect_huescale; + +in vec2 vertex_texcoord; +in vec3 vertex_color; +in vec3 vertex_normal; +in vec3 vertex_fragpos; +in vec4 vertex_fragpos_shadow_dir; +in vec3 vertex_view_vector; + +out vec4 frag_color; + +bool flag(int mask) { + return (flags & mask) != 0; +} + +mat3 compute_tbn() { + vec3 p = -vertex_view_vector; + vec3 normal = normalize(vertex_normal); + vec3 dpx = dFdx(p); + vec3 dpy = dFdy(p); + vec2 duvx = dFdx(vertex_texcoord); + vec2 duvy = dFdy(vertex_texcoord); + vec3 dpyperp = cross(dpy, normal); + vec3 dpxperp = cross(normal, dpx); + vec3 tangent = dpyperp * duvx.x + dpxperp * duvy.x; + vec3 bitangent = dpyperp * duvx.y + dpxperp * duvy.y; + float invmax = inversesqrt(max(dot(bitangent, bitangent), dot(bitangent, bitangent))); + float flip = flag(FLIP_TEXTURE) ? 1.0 : -1.0; + return mat3(-tangent * invmax, flip * bitangent * invmax, normal); + +} + +vec4 normal_as_color(vec3 n) { + float r = (128.0 + 127.0 * n.r) / 255.0; + float g = (128.0 + 127.0 * n.g) / 255.0; + float b = (128.0 + 127.0 * n.b) / 255.0; + return vec4(r, g, b, 1.0); +} + +vec3 dir_light(vec3 normal) { + return max(dot(normal, -normalize(light_dir)), 0.0) * light_dir_color; +} + +vec3 point_light(vec3 normal, const int idx) { + vec3 pos = light_pos[idx]; + vec3 color = light_color[idx]; + float linear = light_attenuation[idx].x; + float quadratic = light_attenuation[idx].y; + vec3 light_vector = pos - vertex_fragpos; + float distance = length(light_vector); + float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic); + + float directional = max(dot(normal.xyz, normalize(light_vector)), 0.0); + vec3 directional_light = color * directional; + + vec3 view_dir = normalize(camera_pos - vertex_fragpos); + vec3 reflect_dir = reflect(-normalize(light_vector), normalize(normal.xyz)); + float specular = pow(max(dot(view_dir, reflect_dir), 0.0), 32.0); + vec3 specular_light = 0.5 * specular * color; + // return (directional_light + specular_light) * attenuation; + return directional_light * attenuation; +} + +vec3 point_light_billboard(const int idx) { + vec3 pos = light_pos[idx]; + vec3 color = light_color[idx]; + float linear = light_attenuation[idx].x; + float quadratic = light_attenuation[idx].y; + vec3 light_vector = pos - vertex_fragpos; + float distance = length(light_vector); + float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic); + + return color * attenuation; +} + +vec3 rgb_to_hsl(vec3 rgb) { + vec3 ret; + float min = min(min(rgb.r, rgb.g), rgb.b); + float max = max(max(rgb.r, rgb.g), rgb.b); + float lum = (max + min) / 2.0; + ret.z = lum; + if (max == min) { + ret.x = ret.y = 0.0; + } else { + float chroma = max - min; + ret.y = chroma / (1.0 - abs(2.0 * lum - 1.0)); + if (max == rgb.r) { + ret.x = (rgb.g - rgb.b) / chroma + (rgb.g < rgb.b ? 6.0 : 0.0); + } else if (max == rgb.g) { + ret.x = (rgb.b - rgb.r) / chroma + 2.0; + } else { + ret.x = (rgb.r - rgb.g) / chroma + 4.0; + } + ret.x /= 6.0; + } + return ret; +} + +float hue_to_rgb(float p, float q, float t) { + if (t < 0.0) t += 1.0; + if (t > 1.0) t -= 1.0; + if (t < 1.0/6.0) return p + (q - p) * 6.0 * t; + if (t < 1.0/2.0) return q; + if (t < 2.0/3.0) return p + (q - p) * (2.0/3.0 - t) * 6.0; + return p; +} + +vec3 hsl_to_rgb(vec3 hsl) { + vec3 ret; + if (hsl.y == 0.0) { + ret.r = ret.g = ret.b = hsl.z; + } else { + float q = hsl.z < 0.5 ? hsl.z * (1.0 + hsl.y) : hsl.z + hsl.y - hsl.z * hsl.y; + float p = 2.0 * hsl.z - q; + ret.r = hue_to_rgb(p, q, hsl.x + 1.0/3.0); + ret.g = hue_to_rgb(p, q, hsl.x); + ret.b = hue_to_rgb(p, q, hsl.x - 1.0/3.0); + } + return ret; +} + +void main() { + float tcy = flag(FLIP_TEXTURE) ? vertex_texcoord.y : 1.0 - vertex_texcoord.y; + vec2 tc = vec2(vertex_texcoord.x, tcy); + mat3 tbn = compute_tbn(); + if (flag(EFFECTS)) { + float fbase = float(effect_flip); + float fmul = 1.0 - 2.0 * fbase; + tc = vec2(fbase + fmul * vertex_texcoord.x, tcy); + } + if (flag(SPRITE)) { + tc *= sprite_dims; + tc += sprite_offset; + } + frag_color = color; + if (flag(TEXTURE_COLOR)) { + frag_color = texture(texture_color, tc); + } + if (flag(EFFECTS)) { + vec3 hsl = rgb_to_hsl(frag_color.rgb); + hsl.x = mod(hsl.x * effect_huescale + effect_hueshift, 1.0); + vec3 p = hsl_to_rgb(hsl); + frag_color.rgb = vec3(p.r + effect_flash, p.g + effect_flash, p.b + effect_flash); + } + vec3 normal = vertex_normal; + if (flag(TEXTURE_NORMAL)) { + normal = normalize(tbn * (texture(texture_normal, tc).xyz * 2.0 - 1.0)); + } + vec3 from_ambient = vec3(1.0, 1.0, 1.0); + if (flag(LIGHT_AMBIENT)) { + from_ambient = light_ambient_color; + } + vec3 from_dir = vec3(0.0, 0.0, 0.0); + if (flag(LIGHT_DIR)) { + from_dir = dir_light(normal); + } + vec3 from_points = vec3(0.0, 0.0, 0.0); + if (flag(LIGHT_POINT)) { + for (int i = 0; i < light_count; ++i) { + vec3 pl = point_light(normal, i); + from_points += pl; + } + } + frag_color.rgb *= (from_ambient + from_dir + from_points); + if (frag_color.a == 0.0) { + discard; + } + if (flag(VERTEX_COLOR)) { + frag_color.rgb = vertex_color; + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/vert.glsl b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/vert.glsl new file mode 100644 index 0000000..bd5ac60 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/assets/shaders/uber/vert.glsl @@ -0,0 +1,41 @@ +uniform highp int flags; + +in vec3 vertex; +in vec3 normal; +in vec2 texcoord; +in vec3 color; + +uniform mat4 view; +uniform mat4 position; +uniform mat4 projection; +uniform mat4 normal_matrix; +uniform mat4 lightspace_matrix; +uniform vec3 camera_pos; +uniform vec3 offset; +uniform float yskew; + +out vec2 vertex_texcoord; +out vec3 vertex_color; +out vec3 vertex_normal; +out vec3 vertex_fragpos; +out vec4 vertex_fragpos_shadow_dir; +out vec3 vertex_view_vector; + +bool flag(int mask) { + return (flags & mask) != 0; +} + +void main() { + vertex_texcoord = texcoord; + vertex_color = color; + vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz; + vec3 pos = (position * vec4(vertex, 1.0)).xyz; + vertex_fragpos = pos; + vertex_fragpos_shadow_dir = lightspace_matrix * vec4(pos, 1.0); + vertex_view_vector = camera_pos - pos; + gl_Position = projection * view * vec4(pos, 1.0); + gl_Position.xyz += offset; + if (flag(YSKEW)) { + gl_Position.y += yskew * pos.z; + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/audio.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/audio.rs new file mode 100644 index 0000000..431b010 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/audio.rs @@ -0,0 +1,341 @@ +use std::collections::HashMap; + +use std::sync::{Arc, Mutex}; + +#[cfg(target_arch = "wasm32")] +pub struct Context { + pub audio: web_sys::AudioContext, +} + +#[cfg(target_arch = "wasm32")] +impl Context { + pub fn new() -> Self { + let audio = web_sys::AudioContext::new().expect("failed to create audio context"); + Self { audio } + } +} + +#[cfg(target_arch = "wasm32")] +pub struct AudioPlayingHandle { + node: web_sys::AudioBufferSourceNode, + gain: web_sys::GainNode, +} + +#[cfg(target_arch = "wasm32")] +impl AudioPlayingHandle { + pub fn stop(&self, _ctx: &Context) { + self.node.stop().expect("failed to stop audio"); + } + pub fn fade_out(&self, ctx: &Context, time: f32) { + self.gain + .gain() + .set_target_at_time(0.0, ctx.audio.current_time(), time as f64) + .expect("failed to fade out audio"); + self.node + .stop_with_when(ctx.audio.current_time() + time as f64 + 1.0) + .expect("failed to stop audio while fading out"); + } +} + +#[cfg(target_arch = "wasm32")] +pub struct Audio { + pub buffer: Arc>>, +} + +#[cfg(target_arch = "wasm32")] +impl Audio { + pub fn new(ctx: &Context, bytes: &[u8]) -> Self { + let sbuffer = Arc::new(Mutex::new(None)); + let sclone = sbuffer.clone(); + let ret = Audio { buffer: sclone }; + let jsp = ctx + .audio + .decode_audio_data(&js_sys::Uint8Array::from(bytes).buffer()) + .expect("failed to decode audio"); + let promise = wasm_bindgen_futures::JsFuture::from(jsp); + wasm_bindgen_futures::spawn_local(async move { + if let Some(data) = promise.await.ok() { + *sbuffer.lock().unwrap() = Some(web_sys::AudioBuffer::from(data)); + } + () + }); + ret + } + + pub fn from_samples(ctx: &Context, sample_rate: f32, samples: &[f32]) -> Self { + let buf = ctx + .audio + .create_buffer(1, samples.len() as u32, sample_rate) + .expect("failed to create audio buffer"); + buf.copy_to_channel(samples, 0) + .expect("failed to populate audio samples"); + Audio { + buffer: Arc::new(Mutex::new(Some(buf))), + } + } + + pub fn play( + &self, + ctx: &mut Context, + looping: Option<(Option, Option)>, + ) -> Option { + let source = ctx.audio.create_buffer_source().ok()?; + if let Some(ab) = &*self.buffer.lock().unwrap() { + source.set_buffer(Some(&ab)); + } else { + return None; + }; + if let Some((ms, me)) = looping { + source.set_loop(true); + if let Some(s) = ms { + source.set_loop_start(s) + } + if let Some(e) = me { + source.set_loop_end(e) + } + } + let gain = ctx.audio.create_gain().ok()?; + gain.gain() + .set_value_at_time(0.5, ctx.audio.current_time()) + .ok()?; + gain.connect_with_audio_node(&ctx.audio.destination()) + .ok()?; + source.connect_with_audio_node(&gain).ok()?; + source.start().ok()?; + Some(AudioPlayingHandle { node: source, gain }) + } +} + +#[cfg(target_arch = "wasm32")] +pub struct Assets { + pub ctx: Context, + pub audio: HashMap, + pub music_node: Option, +} + +#[cfg(target_arch = "wasm32")] +impl Assets { + pub fn new(f: F) -> Self + where + F: Fn(&Context) -> HashMap, + { + let ctx = Context::new(); + + let audio = f(&ctx); + + Self { + ctx, + audio, + music_node: None, + } + } + + pub fn play_sfx(&mut self, name: &str) { + if let Some(a) = self.audio.get(name) { + a.play(&mut self.ctx, None); + } + } + + pub fn is_music_playing(&self) -> bool { + if let Some(ms) = &self.music_node { + ms.node.buffer().is_some() + } else { + false + } + } + + pub fn play_music(&mut self, name: &str, start: Option, end: Option) { + if let Some(s) = &self.music_node { + let _ = s.stop(&self.ctx); + } + if let Some(a) = self.audio.get(name) { + self.music_node = a.play(&mut self.ctx, Some((start, end))); + } + } + + pub fn stop_music(&mut self) { + if let Some(node) = &self.music_node { + let _ = node.stop(&self.ctx); + } + self.music_node = None; + } +} + +#[cfg(not(target_arch = "wasm32"))] +pub struct Context { + manager: kira::manager::AudioManager, +} + +#[cfg(not(target_arch = "wasm32"))] +impl Context { + #[allow(clippy::new_without_default)] + pub fn new() -> Self { + Self { + manager: kira::manager::AudioManager::new( + kira::manager::AudioManagerSettings::default(), + ) + .expect("failed to create audio manager"), + } + } +} + +#[cfg(not(target_arch = "wasm32"))] +pub struct AudioPlayingHandle { + handle: Arc>, +} + +#[cfg(not(target_arch = "wasm32"))] +impl AudioPlayingHandle { + pub fn stop(&self, _ctx: &Context) { + self.handle + .lock() + .unwrap() + .stop(kira::tween::Tween::default()); + } + pub fn fade_out(&self, _ctx: &Context, time: f32) { + self.handle.lock().unwrap().stop(kira::tween::Tween { + duration: std::time::Duration::from_secs_f32(time + 0.5), + ..Default::default() + }); + } +} + +#[cfg(not(target_arch = "wasm32"))] +pub struct Audio { + data: kira::sound::static_sound::StaticSoundData, +} + +#[cfg(not(target_arch = "wasm32"))] +impl Audio { + pub fn new(_ctx: &Context, bytes: &[u8]) -> Self { + Self { + data: kira::sound::static_sound::StaticSoundData::from_cursor(std::io::Cursor::new( + bytes.to_owned(), + )) + .expect("failed to decode audio"), + } + } + + pub fn from_samples(_ctx: &Context, sample_rate: f32, samples: &[f32]) -> Self { + let frames: Vec = samples + .iter() + .map(|f| kira::Frame { + left: *f, + right: *f, + }) + .collect(); + Self { + data: kira::sound::static_sound::StaticSoundData { + sample_rate: sample_rate as u32, + frames: frames.into(), + settings: kira::sound::static_sound::StaticSoundSettings::default(), + slice: None, + }, + } + } + + pub fn play( + &self, + ctx: &mut Context, + looping: Option<(Option, Option)>, + ) -> Option { + let sd = if let Some((ss, se)) = looping { + let start = ss.unwrap_or(0.0); + if let Some(e) = se { + self.data.loop_region(start..e) + } else { + self.data.loop_region(start..) + } + } else { + self.data.clone() + }; + ctx.manager.play(sd).ok().map(|h| AudioPlayingHandle { + handle: Arc::new(Mutex::new(h)), + }) + } +} + +#[cfg(not(target_arch = "wasm32"))] +pub struct Assets { + pub ctx: Context, + pub audio: HashMap, + pub music_handle: Option, +} + +#[cfg(not(target_arch = "wasm32"))] +impl Assets { + pub fn new(f: F) -> Self + where + F: Fn(&Context) -> HashMap, + { + let ctx = Context::new(); + let audio = f(&ctx); + Self { + ctx, + audio, + music_handle: None, + } + } + + pub fn play_sfx(&mut self, name: &str) { + if let Some(a) = self.audio.get(name) { + if a.play(&mut self.ctx, None).is_none() { + log::warn!("failed to play sound {}", name); + } + } + } + + pub fn is_music_playing(&self) -> bool { + if let Some(mh) = &self.music_handle { + mh.handle.lock().unwrap().state() == kira::sound::PlaybackState::Playing + } else { + false + } + } + + pub fn play_music(&mut self, name: &str, start: Option, end: Option) { + if let Some(s) = &mut self.music_handle { + s.stop(&self.ctx); + } + if let Some(a) = self.audio.get(name) { + match a.play(&mut self.ctx, Some((start, end))) { + Some(h) => { + self.music_handle = Some(h); + } + _ => { + log::warn!("failed to play music {}", name); + } + } + } + } + + pub fn stop_music(&mut self) { + if let Some(h) = &mut self.music_handle { + h.stop(&self.ctx); + } + self.music_handle = None; + } +} + +pub trait AudioPlayback { + fn play_sfx(&mut self, name: &str); + fn play_music(&mut self, name: &str, start: Option, end: Option); + fn stop_music(&mut self); +} +impl AudioPlayback for Option { + fn play_sfx(&mut self, name: &str) { + if let Some(a) = self { + a.play_sfx(name); + } + } + fn play_music(&mut self, name: &str, start: Option, end: Option) { + if let Some(a) = self { + a.play_music(name, start, end); + } + } + fn stop_music(&mut self) { + if let Some(a) = self { + a.stop_music(); + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/context.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/context.rs new file mode 100644 index 0000000..34e0ad3 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/context.rs @@ -0,0 +1,302 @@ +use crate::Options; + +use glow::HasContext; + +#[cfg(not(target_arch = "wasm32"))] +use glfw::Context as _; + +#[cfg(target_arch = "wasm32")] +use wasm_bindgen::prelude::*; + +#[cfg(target_arch = "wasm32")] +use winit::platform::web::WindowExtWebSys; + +#[cfg(target_arch = "wasm32")] +#[wasm_bindgen(module = "/src/helpers.js")] +extern { + fn js_track_resized_setup(); + fn js_poll_resized() -> bool; + fn js_bundt_api_server() -> String; + fn js_bundt_secure_api_server() -> String; +} + +#[cfg(not(target_arch = "wasm32"))] +pub struct Context { + pub render_width: f32, + pub render_height: f32, + pub options: Options, + pub glfw: std::cell::RefCell, + pub window: std::cell::RefCell, + pub gl: glow::Context, + pub emptyvao: glow::VertexArray, + pub start_instant: std::time::Instant, +} + + +#[cfg(target_arch = "wasm32")] +pub struct Context { + pub render_width: f32, + pub render_height: f32, + pub options: Options, + pub window: winit::window::Window, + pub gl: glow::Context, + pub emptyvao: glow::VertexArray, + pub performance: web_sys::Performance, +} + +impl Context { + pub fn compute_upscale(&self, windoww: u32, windowh: u32) -> u32 { + let mut ratio = 1; + loop { + if (self.render_width as u32) * ratio > windoww + || (self.render_height as u32) * ratio > windowh + { + break; + } + ratio += 1; + } + (ratio - 1).max(1) + } + + #[cfg(not(target_arch = "wasm32"))] + pub fn new(glfw: std::cell::RefCell, window: std::cell::RefCell, gl: glow::Context, render_width: f32, render_height: f32, options: Options) -> Self { + let emptyvao = unsafe { + gl.create_vertex_array().expect("failed to initialize vao") + }; + let ret = Self { + render_width, render_height, + options, + glfw, window, + gl, + emptyvao, + start_instant: std::time::Instant::now(), + }; + ret.init(); + ret + } + + #[cfg(target_arch = "wasm32")] + pub fn new(window: winit::window::Window, gl: glow::Context, render_width: f32, render_height: f32, options: Options) -> Self { + let emptyvao = unsafe { + gl.create_vertex_array().expect("failed to initialize vao") + }; + + #[cfg(target_arch = "wasm32")] + js_track_resized_setup(); + + let ret = Self { + render_width, render_height, + options, + window, + gl, + emptyvao, + + #[cfg(target_arch = "wasm32")] + performance: web_sys::window().expect("failed to find window") + .performance().expect("failed to get performance"), + }; + ret.init(); + ret + } + + pub fn init(&self) { + unsafe { + self.gl.clear_color(0.1, 0.1, 0.1, 1.0); + self.gl.clear_depth_f32(1.0); + + #[cfg(all(debug_assertions, not(target_arch = "wasm32")))] + self.gl.enable(glow::DEBUG_OUTPUT); + + self.gl.enable(glow::DEPTH_TEST); + self.gl.depth_func(glow::LEQUAL); + + self.gl.enable(glow::BLEND); + self.gl.blend_func(glow::SRC_ALPHA, glow::ONE_MINUS_SRC_ALPHA); + + self.gl.enable(glow::STENCIL_TEST); + + self.gl.cull_face(glow::FRONT); + } + } + + #[cfg(target_arch = "wasm32")] + pub fn maximize_canvas(&self) { + if !self.options.contains(Options::NORESIZE) { + web_sys::window() + .and_then(|win| win.document()) + .and_then(|doc| { + let inner_size = { + let browser_window = doc.default_view() + .or_else(web_sys::window) + .unwrap(); + winit::dpi::PhysicalSize::new( + browser_window.inner_width().unwrap().as_f64().unwrap(), + browser_window.inner_height().unwrap().as_f64().unwrap(), + ) + }; + self.window.canvas().unwrap().set_width(inner_size.width as _); + self.window.canvas().unwrap().set_height(inner_size.height as _); + let _ = self.window.request_inner_size(inner_size); + Some(()) + }) + .expect("failed to resize canvas"); + } + } + + #[cfg(target_arch = "wasm32")] + pub fn resize_necessary(&self) -> bool { js_poll_resized() } + #[cfg(not(target_arch = "wasm32"))] + pub fn resize_necessary(&self) -> bool { false } + + #[cfg(target_arch = "wasm32")] + pub fn bundt_api_server(&self) -> String { js_bundt_api_server() } + #[cfg(all(not(target_arch = "wasm32"), debug_assertions))] + pub fn bundt_api_server(&self) -> String { "http://localhost:8000/api".to_owned() } + #[cfg(all(not(target_arch = "wasm32"), not(debug_assertions)))] + pub fn bundt_api_server(&self) -> String { "https://api.colonq.computer/api".to_owned() } + + #[cfg(target_arch = "wasm32")] + pub fn bundt_secure_api_server(&self) -> String { js_bundt_secure_api_server() } + #[cfg(all(not(target_arch = "wasm32"), debug_assertions))] + pub fn bundt_secure_api_server(&self) -> String { "http://localhost:8000/api".to_owned() } + #[cfg(all(not(target_arch = "wasm32"), not(debug_assertions)))] + pub fn bundt_secure_api_server(&self) -> String { "https://secure.colonq.computer/api".to_owned() } + + pub fn clear_color(&self, color: glam::Vec4) { + unsafe { + self.gl.clear_color(color.x, color.y, color.z, color.w); + } + } + + pub fn clear_depth(&self) { + unsafe { + self.gl.clear(glow::DEPTH_BUFFER_BIT); + } + } + + pub fn clear(&self) { + unsafe { + self.gl.stencil_mask(0xff); + self.gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT | glow::STENCIL_BUFFER_BIT); + } + } + + pub fn depth_mask(&self, m: bool) { + unsafe { + self.gl.depth_mask(m); + } + } + + pub fn begin_stencil(&self) { + unsafe { + self.gl.stencil_func(glow::ALWAYS, 1, 0xff); + self.gl.stencil_op(glow::KEEP, glow::KEEP, glow::REPLACE); + } + } + + pub fn use_stencil(&self) { + unsafe { + self.gl.stencil_func(glow::EQUAL, 1, 0xff); + self.gl.stencil_op(glow::KEEP, glow::KEEP, glow::KEEP); + } + } + + pub fn write_and_use_stencil(&self) { + unsafe { + self.gl.stencil_func(glow::EQUAL, 1, 0xff); + self.gl.stencil_op(glow::KEEP, glow::KEEP, glow::REPLACE); + } + } + + pub fn use_inverse_stencil(&self) { + unsafe { + self.gl.stencil_func(glow::NOTEQUAL, 1, 0xff); + self.gl.stencil_op(glow::KEEP, glow::KEEP, glow::KEEP); + } + } + + pub fn write_and_use_inverse_stencil(&self) { + unsafe { + self.gl.stencil_func(glow::NOTEQUAL, 1, 0xff); + self.gl.stencil_op(glow::KEEP, glow::KEEP, glow::REPLACE); + } + } + + pub fn end_stencil(&self) { + unsafe { + self.gl.stencil_func(glow::ALWAYS, 1, 0xff); + self.gl.stencil_op(glow::KEEP, glow::KEEP, glow::KEEP); + } + } + + pub fn render_no_geometry(&self) { + unsafe { + self.gl.bind_vertex_array(Some(self.emptyvao)); + self.gl.draw_arrays(glow::TRIANGLE_STRIP, 0, 4); + } + } + + pub fn reset_blend(&self) { + unsafe { + self.gl.blend_func(glow::SRC_ALPHA, glow::ONE_MINUS_SRC_ALPHA); + } + } + + pub fn inverse_blend(&self) { + unsafe { + self.gl.blend_func( + glow::ONE_MINUS_DST_COLOR, + glow::ZERO, + ); + } + } + + pub fn flip_colors_blend(&self) { + unsafe { + self.gl.blend_func_separate( + glow::ONE_MINUS_DST_COLOR, + glow::ZERO, + glow::ZERO, + glow::ONE, + ); + } + } + + pub fn enable_culling(&self) { + unsafe { + self.gl.enable(glow::CULL_FACE); + } + } + + pub fn disable_culling(&self) { + unsafe { + self.gl.disable(glow::CULL_FACE); + } + } + + #[cfg(target_arch = "wasm32")] + pub fn lock_mouse(&self) { + let _ = self.window.set_cursor_grab(winit::window::CursorGrabMode::Locked); + self.window.set_cursor_visible(false); + } + + #[cfg(not(target_arch = "wasm32"))] + pub fn lock_mouse(&self) { + unsafe { + glfw::ffi::glfwSetInputMode( + self.window.borrow_mut().window_ptr(), + glfw::ffi::CURSOR, + glfw::ffi::CURSOR_DISABLED, + ); + } + } + + pub fn check_error(&self) { + unsafe { + let err = self.gl.get_error(); + if err != 0 { + log::warn!("gl error: {}", err); + } + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/font.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/font.rs new file mode 100644 index 0000000..648bb47 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/font.rs @@ -0,0 +1,194 @@ +use crate::{context, mesh, state, texture}; +use glow::HasContext; + +pub struct BitmapParams<'color> { + pub color: &'color [glam::Vec3], + pub scale: glam::Vec2, + pub offset: glam::Vec2, +} +impl<'color> Default for BitmapParams<'color> { + fn default() -> Self { + Self { + color: &[], + scale: glam::Vec2::ONE, + offset: glam::Vec2::ZERO, + } + } +} +pub struct Bitmap { + pub char_width: i32, + pub char_height: i32, + pub font_width: i32, + pub font_height: i32, + pub font: texture::Texture, + pub vao: glow::VertexArray, + pub vertex_buf: glow::Buffer, + pub texcoords_buf: glow::Buffer, + pub colors_buf: glow::Buffer, + pub index_buf: glow::Buffer, +} + +impl Bitmap { + pub fn from_image( + ctx: &context::Context, + char_width: i32, char_height: i32, + font_width: i32, font_height: i32, + data: &[u8], + ) -> Self { + let font = texture::Texture::new(ctx, data); + unsafe { + let vao = ctx.gl.create_vertex_array().expect("failed to initialize vao"); + ctx.gl.bind_vertex_array(Some(vao)); + let vertex_buf = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buf)); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_VERTEX, 2, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_VERTEX); + let texcoords_buf = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(texcoords_buf)); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_TEXCOORD, 2, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_TEXCOORD); + let colors_buf = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(colors_buf)); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_COLOR, 3, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_COLOR); + let index_buf = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(index_buf)); + Self { + char_width, char_height, + font_width, font_height, + font, + vao, + vertex_buf, + texcoords_buf, + colors_buf, + index_buf, + } + } + } + + pub fn default(ctx: &context::Context) -> Self { + Self::from_image(ctx, 7, 9, 112, 54, include_bytes!("assets/fonts/default.png")) + } + + pub fn small(ctx: &context::Context) -> Self { + Self::from_image(ctx, 6, 7, 96, 42, include_bytes!("assets/fonts/small.png")) + } + + pub fn render_text_parameterized(&self, + ctx: &context::Context, _st: &state::State, + text: &str, + params: BitmapParams, + ) { + let mut cur = params.offset; + let mut vertices = Vec::new(); + let mut texcoords = Vec::new(); + let mut colors = Vec::new(); + let mut indices = Vec::new(); + let cwidth = self.char_width as f32 / self.font_width as f32; + let cheight = self.char_height as f32 / self.font_height as f32; + let sdims = glam::Vec2::new(2.0, 2.0) * params.scale; + let row_len = self.font_width as u32 / self.char_width as u32; + for (i, c) in text.chars().enumerate() { + if c == '\n' { + cur.x = 0.0; + cur.y -= sdims.y; + } else { + let idx = vertices.len() as u32; + vertices.push(cur); + vertices.push(cur + glam::Vec2::new(sdims.x, 0.0)); + vertices.push(cur + glam::Vec2::new(sdims.x, sdims.y)); + vertices.push(cur + glam::Vec2::new(0.0, sdims.y)); + let cidx = c as u32 - ' ' as u32; + let col = cidx % row_len; + let row = cidx / row_len; + let tcbase = glam::Vec2::new(col as f32 * cwidth, row as f32 * cheight); + texcoords.push(tcbase + glam::Vec2::new(0.0, cheight)); + texcoords.push(tcbase + glam::Vec2::new(cwidth, cheight)); + texcoords.push(tcbase + glam::Vec2::new(cwidth, 0.0)); + texcoords.push(tcbase); + let c = if let Some(c) = params.color.get(if params.color.is_empty() { 0 } else { i % params.color.len() }) { + *c + } else { + glam::Vec3::new(1.0, 1.0, 1.0) + }; + colors.push(c); colors.push(c); colors.push(c); colors.push(c); + indices.push(idx); indices.push(idx + 1); indices.push(idx + 2); + indices.push(idx); indices.push(idx + 3); indices.push(idx + 2); + cur.x += sdims.x; + } + } + let index_bytes: Vec = indices.iter().flat_map(|x| x.to_ne_bytes()).collect(); + self.font.bind(ctx); + unsafe { + ctx.gl.bind_vertex_array(Some(self.vao)); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + vertices.as_ptr() as _, + vertices.len() * std::mem::size_of::() * 2, + ), + glow::STATIC_DRAW, + ); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.texcoords_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + texcoords.as_ptr() as _, + texcoords.len() * std::mem::size_of::() * 2, + ), + glow::STATIC_DRAW, + ); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.colors_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + colors.as_ptr() as _, + colors.len() * std::mem::size_of::() * 3, + ), + glow::STATIC_DRAW, + ); + ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.index_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ELEMENT_ARRAY_BUFFER, + &index_bytes, + glow::STATIC_DRAW, + ); + ctx.gl.draw_elements(glow::TRIANGLES, indices.len() as _, glow::UNSIGNED_INT, 0); + } + } + + pub fn render_text_helper(&self, + ctx: &context::Context, st: &state::State, + text: &str, color: &[glam::Vec3] + ) { + self.render_text_parameterized( + ctx, st, + text, + BitmapParams { + color, + scale: glam::Vec2::ONE, + offset: glam::Vec2::ZERO, + } + ) + } + + pub fn render_text(&self, + ctx: &context::Context, st: &state::State, + text: &str + ) { + self.render_text_helper(ctx, st, text, &[]); + } + + pub fn render_text_at(&self, + ctx: &context::Context, st: &mut state::State, + pos: glam::Vec2, text: &str, + params: BitmapParams, + ) { + st.bind_2d(ctx, &st.shader_text_bitmap); + let dims = glam::Vec2::new(self.char_width as f32, self.char_height as f32); + let fpos = pos + glam::Vec2::new(-dims.x / 2.0, dims.y / 2.0); + st.shader_text_bitmap.set_position_text_bitmap(ctx, st, self, &fpos); + self.render_text_parameterized(ctx, st, text, params); + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/framebuffer.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/framebuffer.rs new file mode 100644 index 0000000..606fd6a --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/framebuffer.rs @@ -0,0 +1,158 @@ +use glow::HasContext; + +use crate::context; + +#[cfg(target_arch = "wasm32")] +use crate::Options; + +pub struct Framebuffer { + pub tex: Option, + pub fbo: Option, + pub dims: glam::Vec2, + pub offsets: glam::Vec2, +} + +impl Framebuffer { + pub fn screen(ctx: &context::Context) -> Self { + #[cfg(target_arch = "wasm32")] + let (windoww, windowh): (f32, f32) = if !ctx.options.contains(Options::NORESIZE) { + ctx.window.inner_size().into() + } else { + (ctx.render_width, ctx.render_height) + }; + #[cfg(not(target_arch = "wasm32"))] + let (windoww, windowh) = { + let (w, h) = ctx.window.borrow().get_size(); + (w as f32, h as f32) + }; + let ratio = ctx.compute_upscale(windoww as _, windowh as _) as f32; + let upscalew = ctx.render_width * ratio; + let upscaleh = ctx.render_height * ratio; + let offsetx = (windoww - upscalew) / 2.0; + let offsety = (windowh - upscaleh) / 2.0; + log::info!("resize window: {:?}, upscale: {:?}, offset: {:?}", (windoww, windowh), (upscalew, upscaleh), (offsetx, offsety)); + Self { + tex: None, + fbo: None, + dims: glam::Vec2::new(upscalew, upscaleh), + offsets: glam::Vec2::new(offsetx, offsety), + } + } + + pub fn new(ctx: &context::Context, dims: &glam::Vec2, offsets: &glam::Vec2) -> Self { + unsafe { + let fbo = ctx.gl.create_framebuffer() + .expect("failed to create framebuffer"); + ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(fbo)); + + let depth_buffer = ctx.gl.create_renderbuffer() + .expect("failed to create depth buffer"); + ctx.gl.bind_renderbuffer(glow::RENDERBUFFER, Some(depth_buffer)); + ctx.gl.renderbuffer_storage(glow::RENDERBUFFER, glow::DEPTH_COMPONENT32F, dims.x as _, dims.y as _); + ctx.gl.framebuffer_renderbuffer(glow::FRAMEBUFFER, glow::DEPTH_ATTACHMENT, glow::RENDERBUFFER, Some(depth_buffer)); + + let stencil_buffer = ctx.gl.create_renderbuffer() + .expect("failed to create stencil buffer"); + ctx.gl.bind_renderbuffer(glow::RENDERBUFFER, Some(stencil_buffer)); + ctx.gl.renderbuffer_storage(glow::RENDERBUFFER, glow::DEPTH_STENCIL, dims.x as _, dims.y as _); + ctx.gl.framebuffer_renderbuffer(glow::FRAMEBUFFER, glow::DEPTH_STENCIL_ATTACHMENT, glow::RENDERBUFFER, Some(stencil_buffer)); + + let tex = ctx.gl.create_texture() + .expect("failed to create framebuffer texture"); + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(tex)); + ctx.gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::RGBA as _, + dims.x as _, + dims.y as _, + 0, + glow::RGBA, + glow::UNSIGNED_BYTE, + None, + ); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as _); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as _); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as _); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as _); + ctx.gl.framebuffer_texture_2d(glow::FRAMEBUFFER, glow::COLOR_ATTACHMENT0, glow::TEXTURE_2D, Some(tex), 0); + ctx.gl.draw_buffer(glow::COLOR_ATTACHMENT0); + + let status = ctx.gl.check_framebuffer_status(glow::FRAMEBUFFER); + if status != glow::FRAMEBUFFER_COMPLETE { + panic!("error initializing framebuffer:\n{}", status); + } + + Self { + tex: Some(tex), + fbo: Some(fbo), + dims: *dims, + offsets: *offsets, + } + } + } + + pub fn bind_texture(&self, ctx: &context::Context) { + unsafe { + ctx.gl.active_texture(glow::TEXTURE0); + ctx.gl.bind_texture(glow::TEXTURE_2D, self.tex); + } + } + + pub fn bind(&self, ctx: &context::Context) { + unsafe { + ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, self.fbo); + ctx.gl.viewport( + self.offsets.x as _, + self.offsets.y as _, + self.dims.x as _, + self.dims.y as _, + ); + } + } + + pub fn blit(&self, ctx: &context::Context, dest: &Self, pos: &glam::Vec2, scale: &glam::Vec2) { + unsafe { + ctx.gl.bind_framebuffer(glow::READ_FRAMEBUFFER, self.fbo); + ctx.gl.bind_framebuffer(glow::DRAW_FRAMEBUFFER, dest.fbo); + ctx.gl.blit_framebuffer( + 0, 0, self.dims.x as _, self.dims.y as _, + pos.x as _, pos.y as _, (pos.x + scale.x) as _, (pos.y + scale.y) as _, + glow::COLOR_BUFFER_BIT, glow::NEAREST + ); + } + } + + pub fn get_pixels(&self, ctx: &context::Context, buf: &mut [glam::Vec3]) { + let w = self.dims.x as usize; + let h = self.dims.y as usize; + let tmp = vec![glam::Vec3::default(); w * h]; + unsafe { + ctx.gl.bind_texture(glow::TEXTURE_2D, self.tex); + ctx.gl.get_tex_image( + glow::TEXTURE_2D, 0, glow::RGB, glow::FLOAT, + glow::PixelPackData::Slice( + std::slice::from_raw_parts_mut( + tmp.as_ptr() as *mut u8, + tmp.len() * std::mem::size_of::() + ) + ), + ); + } + for y in 0..h { + for x in 0..w { + buf[x + (h - 1 - y) * w] = tmp[x + y * w]; + } + } + } + + pub fn get_pixels_raw(&self, ctx: &context::Context, buf: &mut [u8]) { + unsafe { + ctx.gl.bind_texture(glow::TEXTURE_2D, self.tex); + ctx.gl.get_tex_image( + glow::TEXTURE_2D, 0, glow::RGBA, glow::UNSIGNED_BYTE, + glow::PixelPackData::Slice(buf), + ); + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/helpers.js b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/helpers.js new file mode 100644 index 0000000..d1b74b6 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/helpers.js @@ -0,0 +1,21 @@ +let resized = false; + +export async function js_track_resized_setup() { + window.addEventListener("resize", () => { + resized = true; + }); +} + +export function js_poll_resized() { + let ret = resized; + resized = false; + return ret; +} + +export function js_bundt_api_server() { + return globalThis.apiServer || "http://localhost:8000/api"; +} + +export function js_bundt_secure_api_server() { + return globalThis.secureApiServer || "http://localhost:8000/api"; +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/js/module.js b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/js/module.js new file mode 100644 index 0000000..03d0047 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/js/module.js @@ -0,0 +1,7 @@ +export function js_build_interface() { + return { + env: { + log_info: window.wasmBindings.log_info, + }, + }; +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d.rs new file mode 100644 index 0000000..b64213a --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d.rs @@ -0,0 +1 @@ +pub mod tiled; diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d/tiled.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d/tiled.rs new file mode 100644 index 0000000..2e8141e --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/level2d/tiled.rs @@ -0,0 +1,301 @@ +#![allow(dead_code)] + +use std::collections::HashMap; +use serde::Deserialize; +use glow::HasContext; + +use crate::{context, erm, mesh, shader, texture, Erm}; + +#[derive(Debug)] +pub enum Err { + LayerIndexOutOfBounds, + LayerDataTooSmall, + GIDNotFound(u32), + AssetNotFound(String), + GL(String), +} +impl std::error::Error for Err {} +impl std::fmt::Display for Err { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + match self { + Self::LayerIndexOutOfBounds => write!(f, "layer index out of bounds"), + Self::LayerDataTooSmall => write!(f, "layer data too small for dimensions"), + Self::GIDNotFound(gid) => write!(f, "GID not found: {}", gid), + Self::AssetNotFound(ass) => write!(f, "asset not found: {}", ass), + Self::GL(msg) => write!(f, "GL error: {msg:}"), + } + } +} + +#[derive(Debug, Deserialize)] +pub enum LayerType { + #[serde(rename = "tilelayer")] + Tile, + #[serde(rename = "imagelayer")] + Image, + #[serde(rename = "objectgroup")] + ObjectGroup, + #[serde(rename = "group")] + Group, +} + +#[derive(Debug, Deserialize)] +pub struct Layer { + name: String, + id: i32, + #[serde(rename = "type")] ty: LayerType, + width: i32, height: i32, + x: i32, y: i32, + opacity: f32, + visible: bool, + data: Vec, +} + +#[derive(Debug, Deserialize)] +pub struct LevelTileset { + firstgid: i32, + source: String, +} + +#[derive(Debug, Deserialize)] +pub struct Level { + width: i32, height: i32, + tilewidth: i32, tileheight: i32, + layers: Vec, + tilesets: Vec, +} +impl Level { + pub fn new(bytes: &str) -> Erm { + Ok(serde_json::from_str(bytes)?) + } +} + +#[derive(Debug, Deserialize)] +pub struct Tileset { + name: String, + imagewidth: i32, imageheight: i32, + tilewidth: i32, tileheight: i32, + margin: i32, spacing: i32, +} +impl Tileset { + pub fn new(bytes: &str) -> Erm { + Ok(serde_json::from_str(bytes)?) + } +} + +// TODO +pub enum Flip { + None, +} + +pub struct Asset { + tileset: Tileset, + texture: texture::Texture, +} +#[derive(Default)] +pub struct Assets { + entries: HashMap, +} +impl Assets { + pub fn new() -> Self { Self::default() } + pub fn load(&mut self, ctx: &context::Context, nm: &str, ts: &str, img: &[u8]) -> Erm<()> { + let ass = Asset { + tileset: Tileset::new(ts)?, + texture: texture::Texture::new(ctx, img), + }; + if self.entries.insert(nm.to_string(), ass).is_some() { + log::warn!("duplicate tileset entry named: {}", nm); + } + Ok(()) + } + pub fn lookup_gid(&self, level: &Level, gid: u32) -> Erm<(i32, &Asset, Flip)> { + let offset = (gid & 0x0fffffff) as i32; + for lts in level.tilesets.iter().rev() { + if lts.firstgid <= offset { + return Ok(( + offset - lts.firstgid, + self.entries.get(<s.source).ok_or(Err::AssetNotFound(lts.source.clone()))?, + Flip::None + )) + } + } + erm(Err::GIDNotFound(gid)) + } +} + +pub struct LayerRenderer { + pub vao: glow::VertexArray, + pub vertex_buf: glow::Buffer, + pub texcoords_buf: glow::Buffer, + pub index_buf: glow::Buffer, + pub index_count: usize, +} +impl LayerRenderer { + pub fn new(ctx: &context::Context) -> Erm { + unsafe { + let vao = ctx.gl.create_vertex_array().map_err(Err::GL)?; + ctx.gl.bind_vertex_array(Some(vao)); + let vertex_buf = ctx.gl.create_buffer().map_err(Err::GL)?; + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buf)); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_VERTEX, 2, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_VERTEX); + let texcoords_buf = ctx.gl.create_buffer().map_err(Err::GL)?; + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(texcoords_buf)); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_TEXCOORD, 2, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_TEXCOORD); + let index_buf = ctx.gl.create_buffer().map_err(Err::GL)?; + ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(index_buf)); + Ok(Self { + vao, + vertex_buf, + texcoords_buf, + index_buf, + index_count: 0, + }) + } + } +} +pub struct LevelRenderer { + pub layers: Vec, + pub shader: shader::Shader, +} +impl LevelRenderer { + pub fn new(ctx: &context::Context, level: &Level) -> Erm { + let mut layers = Vec::new(); + for _ in level.layers.iter() { + layers.push(LayerRenderer::new(ctx)?); + } + let shader = shader::Shader::new_nolib( + ctx, + include_str!("../assets/shaders/tiled/vert.glsl"), + include_str!("../assets/shaders/tiled/frag.glsl"), + ); + Ok(Self { + layers, + shader, + }) + } + pub fn populate_layer( + &mut self, + ctx: &context::Context, + assets: &Assets, + level: &Level, + lidx: usize + ) -> Erm<()> { + let lr = self.layers.get_mut(lidx).ok_or(Err::LayerIndexOutOfBounds)?; + let layer = level.layers.get(lidx).ok_or(Err::LayerIndexOutOfBounds)?; + let mut vertices = Vec::new(); + let mut texcoords = Vec::new(); + let mut indices = Vec::new(); + for y in 0..layer.height { + for x in 0..layer.width { + let idx = x as usize + (y * layer.width) as usize; + let gid = *layer.data.get(idx).ok_or(Err::LayerDataTooSmall)?; + if gid == 0 { continue; } + let (lid, ass, _) = assets.lookup_gid(level, gid)?; + let cols = ass.tileset.imagewidth / ass.tileset.tilewidth; + let rows = ass.tileset.imageheight / ass.tileset.tileheight; + let col = lid % cols; + let row = lid / cols; + let twidth = 1.0 / cols as f32; + let theight = 1.0 / rows as f32; + + let i = vertices.len() as u32; + let v = glam::Vec2::new(x as _, y as _); + vertices.push(v); + vertices.push(v + glam::Vec2::new(1.0, 0.0)); + vertices.push(v + glam::Vec2::new(1.0, 1.0)); + vertices.push(v + glam::Vec2::new(0.0, 1.0)); + let uvbase = glam::Vec2::new(col as f32 / cols as f32, row as f32 / rows as f32); + texcoords.push(uvbase + glam::Vec2::new(0.0, theight)); + texcoords.push(uvbase + glam::Vec2::new(twidth, theight)); + texcoords.push(uvbase + glam::Vec2::new(twidth, 0.0)); + texcoords.push(uvbase); + indices.push(i); indices.push(i + 1); indices.push(i + 2); + indices.push(i); indices.push(i + 3); indices.push(i + 2); + } + } + let index_bytes: Vec = indices.iter().flat_map(|x| x.to_ne_bytes()).collect(); + unsafe { + ctx.gl.bind_vertex_array(Some(lr.vao)); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(lr.vertex_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + vertices.as_ptr() as _, + vertices.len() * std::mem::size_of::() * 2, + ), + glow::STATIC_DRAW, + ); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(lr.texcoords_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + texcoords.as_ptr() as _, + texcoords.len() * std::mem::size_of::() * 2, + ), + glow::STATIC_DRAW, + ); + ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(lr.index_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ELEMENT_ARRAY_BUFFER, + &index_bytes, + glow::STATIC_DRAW, + ); + lr.index_count = indices.len(); + } + Ok(()) + } + pub fn render_layer( + &self, + ctx: &context::Context, + assets: &Assets, + level: &Level, + lidx: usize, + ) -> Erm<()> { + let layer = level.layers.get(lidx).ok_or(Err::LayerIndexOutOfBounds)?; + let lr = self.layers.get(lidx).ok_or(Err::LayerIndexOutOfBounds)?; + // TODO: handle layers with multiple textures + let gid = *layer.data.iter().find(|g| **g > 0).unwrap(); + let (_, ass, _) = assets.lookup_gid(level, gid)?; + ass.texture.bind(ctx); + unsafe { + ctx.gl.bind_vertex_array(Some(lr.vao)); + ctx.gl.draw_elements(glow::TRIANGLES, lr.index_count as _, glow::UNSIGNED_INT, 0); + } + Ok(()) + } + pub fn populate( + &mut self, + ctx: &context::Context, + assets: &Assets, + level: &Level, + ) -> Erm<()> { + for lidx in 0..level.layers.len() { + self.populate_layer(ctx, assets, level, lidx)?; + } + Ok(()) + } + pub fn render( + &self, + ctx: &context::Context, + assets: &Assets, + level: &Level, + ) -> Erm<()> { + self.shader.bind(ctx); + let sx = 2.0 * level.tilewidth as f32 / ctx.render_width; + let sy = 2.0 * level.tileheight as f32 / ctx.render_height; + self.shader.set_mat4( + ctx, "transform", + &glam::Mat4::from_scale_rotation_translation( + glam::Vec3::new(sx, -sy, 1.0), + glam::Quat::IDENTITY, + glam::Vec3::new(0.0, 0.0, 0.0), + ), + ); + for lidx in 0..level.layers.len() { + self.render_layer(ctx, assets, level, lidx)?; + } + Ok(()) + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/lib.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/lib.rs new file mode 100644 index 0000000..6b1564e --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/lib.rs @@ -0,0 +1,355 @@ +#![feature(try_blocks)] + +pub mod audio; +pub mod context; +pub mod font; +pub mod framebuffer; +pub mod level2d; +pub mod mesh; +pub mod net; +pub mod physics; +pub mod renderer; +pub mod save; +pub mod scene; +pub mod shader; +pub mod shadow; +pub mod state; +pub mod texture; +pub mod ui; +pub mod utils; + +pub use audio::AudioPlayback; +pub use simple_eyre::eyre::WrapErr; +pub use state::Tick; +pub use utils::{Erm, erm, install_error_handler}; + +#[cfg(target_arch = "wasm32")] +use winit::platform::web::EventLoopExtWebSys; + +#[cfg(target_arch = "wasm32")] +use winit::platform::web::WindowExtWebSys; + +#[cfg(target_arch = "wasm32")] +use wasm_bindgen::JsCast; + +#[cfg(not(target_arch = "wasm32"))] +use glfw::Context; + +use bitflags::bitflags; +bitflags! { + pub struct Options: u32 { + const OVERLAY = 0b00000001; + const HIDDEN = 0b00000010; + const NORESIZE = 0b00000100; + const EGL = 0b00001000; + const FULLSCREEN_MOUSE = 0b00010000; + } +} + +static mut CTX: Option<*const context::Context> = None; +static mut ST: Option<*mut state::State> = None; +static mut G: Option<*mut std::ffi::c_void> = None; + +pub fn contextualize(mut f: F) -> X +where + G: state::Game + 'static, + F: FnMut(&context::Context, &mut state::State, &mut G) -> X, +{ + unsafe { + match (CTX, ST, G) { + (Some(c), Some(s), Some(g)) => f(&*c, &mut *s, &mut *(g as *mut G)), + _ => panic!("context not set"), + } + } +} + +#[cfg(not(target_arch = "wasm32"))] +pub fn run<'a, F, G>(title: &str, w: u32, h: u32, options: Options, gnew: F) -> Erm<()> +where + G: state::Game + 'static, + F: (FnOnce(&'a context::Context) -> G), +{ + env_logger::Builder::new() + .filter(None, log::LevelFilter::Info) + .init(); + install_error_handler(); + + log::info!("hello computer, starting up..."); + + let (rglfw, rwindow, gl, events) = { + use glfw::fail_on_errors; + let mut glfw = glfw::init(glfw::fail_on_errors!()).expect("failed to initialize GLFW"); + + if options.contains(Options::EGL) { + glfw.window_hint(glfw::WindowHint::ContextCreationApi( + glfw::ContextCreationApi::Egl, + )); + } + // let gl_attr = video.gl_attr(); + // gl_attr.set_context_profile(sdl2::video::GLProfile::Core); + // gl_attr.set_context_version(3, 0); + let (mut window, events) = glfw.with_primary_monitor(|glfw, primary| { + if options.contains(Options::HIDDEN) { + glfw.window_hint(glfw::WindowHint::Visible(false)); + glfw.create_window(w as _, h as _, title, glfw::WindowMode::Windowed) + .expect("failed to create window") + } else if options.contains(Options::OVERLAY) { + let mon = primary.expect("failed to get monitor"); + let mode = mon.get_video_mode().expect("failed to get video mode"); + glfw.window_hint(glfw::WindowHint::RedBits(Some(mode.red_bits))); + glfw.window_hint(glfw::WindowHint::GreenBits(Some(mode.green_bits))); + glfw.window_hint(glfw::WindowHint::BlueBits(Some(mode.blue_bits))); + glfw.window_hint(glfw::WindowHint::RefreshRate(Some(mode.refresh_rate))); + glfw.window_hint(glfw::WindowHint::Resizable(false)); + glfw.window_hint(glfw::WindowHint::Decorated(false)); + glfw.window_hint(glfw::WindowHint::Floating(true)); + glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(true)); + unsafe { + // glfw.window_hint(glfw::WindowHint::MousePassthrough(true)); + glfw::ffi::glfwWindowHint(0x0002000D, 1); // mouse passthrough + } + glfw.create_window( + mode.width, + mode.height, + title, + glfw::WindowMode::FullScreen(mon), + ) + .expect("failed to create window") + } else { + glfw.create_window(w as _, h as _, title, glfw::WindowMode::Windowed) + .expect("failed to create window") + } + }); + window.make_current(); + window.set_key_polling(true); + window.set_mouse_button_polling(true); + window.set_size_polling(true); + window.set_focus_polling(true); + window.set_cursor_pos_polling(true); + let gl = unsafe { + glow::Context::from_loader_function(|s| window.get_proc_address(s) as *const _) + }; + glfw.set_swap_interval(glfw::SwapInterval::Sync(1)); + (glfw, window, gl, events) + }; + let glfw = std::cell::RefCell::new(rglfw); + let window = std::cell::RefCell::new(rwindow); + + let ctx = Box::leak(Box::new(context::Context::new( + glfw, window, gl, w as f32, h as f32, options, + ))); + let game = Box::leak(Box::new(gnew(ctx))); + let st = Box::leak(Box::new(state::State::new(ctx))); + + unsafe { + CTX = Some(ctx as _); + ST = Some(st as _); + G = Some(game as *mut G as *mut std::ffi::c_void); + } + + game.initialize(ctx, st)?; + st.initialize_audio(ctx, game)?; + 'running: loop { + if ctx.window.borrow().should_close() { + game.finalize(ctx, st)?; + log::info!("bye!"); + break 'running; + } + ctx.glfw.borrow_mut().poll_events(); + for (_, event) in glfw::flush_messages(&events) { + match event { + glfw::WindowEvent::Size(_, _) => st.handle_resize(ctx), + glfw::WindowEvent::Focus(false) => { + st.keys = state::Keys::new(); + } + glfw::WindowEvent::CursorPos(x, y) => { + st.mouse_moved(ctx, x as f32, y as f32, game)?; + } + glfw::WindowEvent::MouseButton(_, glfw::Action::Press, _) => { + st.mouse_pressed(ctx, game)?; + } + glfw::WindowEvent::MouseButton(_, glfw::Action::Release, _) => { + st.mouse_released(ctx, game)?; + } + glfw::WindowEvent::Key(key, _, glfw::Action::Press, _) => { + st.key_pressed(ctx, game, state::Keycode::new(key))?; + } + glfw::WindowEvent::Key(key, _, glfw::Action::Release, _) => { + st.key_released(ctx, game, state::Keycode::new(key))?; + } + _ => {} + } + } + if ctx.resize_necessary() { + st.handle_resize(ctx); + } + // if let Some(f) = &mut st.request { + // match std::future::Future::poll(f.as_mut(), &mut st.waker_ctx) { + // std::task::Poll::Pending => {}, + // std::task::Poll::Ready(res) => { + // st.request = None; + // match res { + // Ok(r) => st.request_returned(&ctx, game, r), + // Err(e) => log::warn!("error during HTTP request: {}", e), + // } + // }, + // } + // } + st.run_update(ctx, game)?; + st.run_render(ctx, game)?; + ctx.window.borrow_mut().swap_buffers(); + } + Ok(()) +} + +#[cfg(target_arch = "wasm32")] +pub fn run<'a, F, G>(w: u32, h: u32, options: Options, gnew: F) +where + G: state::Game + 'static, + F: (Fn(&'a context::Context) -> G), +{ + console_log::init_with_level(log::Level::Debug).unwrap(); + console_error_panic_hook::set_once(); + tracing_wasm::set_as_global_default(); + // install_error_handler(); + + log::info!("hello computer, starting up..."); + + let event_loop = winit::event_loop::EventLoop::new().expect("failed to initialize event loop"); + + let resize = !options.contains(Options::NORESIZE); + let (window, gl) = { + let mut builder = winit::window::WindowBuilder::new() + .with_maximized(resize) + .with_decorations(false); + if options.contains(Options::OVERLAY) { + builder = builder.with_transparent(true); + } + let window = builder + .build(&event_loop) + .expect("failed to initialize window"); + let gl = web_sys::window() + .and_then(|win| win.document()) + .and_then(|doc| { + let dst = doc.get_element_by_id("teleia-parent")?; + let canvas = + web_sys::Element::from(window.canvas().expect("failed to find canvas")); + dst.append_child(&canvas).ok()?; + let c = canvas.dyn_into::().ok()?; + let webgl2_context = c + .get_context("webgl2") + .ok()?? + .dyn_into::() + .ok()?; + Some(glow::Context::from_webgl2_context(webgl2_context)) + }) + .expect("couldn't add canvas to document"); + (window, gl) + }; + + let ctx = Box::leak(Box::new(context::Context::new( + window, gl, w as f32, h as f32, options, + ))); + ctx.maximize_canvas(); + let game = Box::leak(Box::new(gnew(ctx))); + let st = Box::leak(Box::new(state::State::new(&ctx))); + + unsafe { + CTX = Some(ctx as _); + ST = Some(st as _); + G = Some(game as *mut G as *mut std::ffi::c_void); + } + + let _ = game.initialize(ctx, st); + let _ = st.initialize_audio(ctx, game); + let res = std::rc::Rc::new(std::cell::RefCell::new(Ok(()))); + let result = res.clone(); + event_loop.set_control_flow(winit::event_loop::ControlFlow::Wait); + event_loop.spawn(move |event, elwt| { + let res: Erm<()> = contextualize(|ctx, st, game: &mut G| { + match &event { + winit::event::Event::WindowEvent { + event: wev, + window_id, + .. + } => match wev { + winit::event::WindowEvent::CloseRequested if *window_id == ctx.window.id() => { + elwt.exit() + } + winit::event::WindowEvent::Resized { .. } => { + #[cfg(target_arch = "wasm32")] + ctx.maximize_canvas(); + st.handle_resize(&ctx); + } + winit::event::WindowEvent::Focused(false) => { + st.keys = state::Keys::new(); + } + winit::event::WindowEvent::CursorMoved { position, .. } => { + st.mouse_moved(&ctx, position.x as f32, position.y as f32, game)?; + } + winit::event::WindowEvent::MouseInput { state, .. } => match state { + winit::event::ElementState::Pressed => { + st.mouse_pressed(&ctx, game)?; + } + winit::event::ElementState::Released => { + st.mouse_released(&ctx, game)?; + } + }, + winit::event::WindowEvent::KeyboardInput { + event: + winit::event::KeyEvent { + physical_key: winit::keyboard::PhysicalKey::Code(key), + state, + repeat: false, + .. + }, + .. + } => match state { + winit::event::ElementState::Pressed => { + st.key_pressed(&ctx, game, state::Keycode { kc: *key })?; + } + winit::event::ElementState::Released => { + st.key_released(&ctx, game, state::Keycode { kc: *key })?; + } + }, + _ => {} + }, + + winit::event::Event::AboutToWait => { + if ctx.resize_necessary() { + #[cfg(target_arch = "wasm32")] + ctx.maximize_canvas(); + st.handle_resize(&ctx); + } + // if let Some(f) = &mut st.request { + // match std::future::Future::poll(f.as_mut(), &mut st.waker_ctx) { + // std::task::Poll::Pending => {}, + // std::task::Poll::Ready(res) => { + // st.request = None; + // match res { + // Ok(r) => st.request_returned(&ctx, game, r), + // Err(e) => log::warn!("error during HTTP request: {}", e), + // } + // }, + // } + // // f.poll(); + // } + st.run_update(&ctx, game)?; + st.run_render(&ctx, game)?; + ctx.window.request_redraw(); + } + + _ => {} + } + Ok(()) + }); + if let Err(e) = res { + *result.borrow_mut() = Err(e); + elwt.exit(); + } + }); + let _ = game.finalize(ctx, st); + if let Err(e) = res.replace(Ok(())) { + panic!("{}", e); + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/mesh.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/mesh.rs new file mode 100644 index 0000000..ce34de4 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/mesh.rs @@ -0,0 +1,197 @@ +use glow::HasContext; + +use crate::context; + +pub const ATTRIB_VERTEX: u32 = 0; +pub const ATTRIB_NORMAL: u32 = 1; +pub const ATTRIB_TEXCOORD: u32 = 2; +pub const ATTRIB_JOINT: u32 = 3; +pub const ATTRIB_WEIGHT: u32 = 4; +pub const ATTRIB_COLOR: u32 = 5; + +type Buffer = ::Buffer; + +pub struct Mesh { + pub vao: glow::VertexArray, + pub vbo_vertex: Buffer, + pub vbo_index: Buffer, + pub vbo_normal: Option, + pub vbo_texcoord: Option, + pub mode: u32, // glow::TRIANGLES, etc. + pub index_count: usize, + pub index_type: u32, // glow::BYTE, glow::FLOAT, etc. + pub index_offset: i32, +} + +impl Mesh { + pub fn new_empty(ctx: &context::Context, normals: bool, texcoords: bool) -> Self { + unsafe { + let vao = ctx.gl.create_vertex_array().expect("failed to initialize vao"); + ctx.gl.bind_vertex_array(Some(vao)); + + let vbo_vertex = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo_vertex)); + ctx.gl.vertex_attrib_pointer_f32(ATTRIB_VERTEX, 3, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(ATTRIB_VERTEX); + + let vbo_index = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(vbo_index)); + + let vbo_normal = if normals { + let vbo_normal = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo_normal)); + ctx.gl.vertex_attrib_pointer_f32(ATTRIB_NORMAL, 3, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(ATTRIB_NORMAL); + Some(vbo_normal) + } else { None }; + + let vbo_texcoord = if texcoords { + let vbo_texcoord = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo_texcoord)); + ctx.gl.vertex_attrib_pointer_f32(ATTRIB_TEXCOORD, 2, glow::FLOAT, false, 0, 0); + ctx.gl.enable_vertex_attrib_array(ATTRIB_TEXCOORD); + Some(vbo_texcoord) + } else { None }; + + Self { + vao, + vbo_vertex, + vbo_index, + vbo_normal, + vbo_texcoord, + mode: glow::TRIANGLES, + index_count: 0, + index_type: glow::UNSIGNED_INT, + index_offset: 0, + } + } + } + pub fn upload( + &mut self, + ctx: &context::Context, + vertices: &[f32], + indices: &[u32], + snormals: Option<&[f32]>, + stexcoords: Option<&[f32]>, + ) { + unsafe { + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vbo_vertex)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + vertices.as_ptr() as _, + std::mem::size_of_val(vertices), + ), + glow::STATIC_DRAW, + ); + ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.vbo_index)); + ctx.gl.buffer_data_u8_slice( + glow::ELEMENT_ARRAY_BUFFER, + std::slice::from_raw_parts( + indices.as_ptr() as _, + std::mem::size_of_val(indices), + ), + glow::STATIC_DRAW, + ); + + if let Some(vbo_normal) = self.vbo_normal && let Some(normals) = snormals { + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo_normal)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + normals.as_ptr() as _, + std::mem::size_of_val(normals), + ), + glow::STATIC_DRAW, + ); + Some(vbo_normal) + } else { None }; + + if let Some(vbo_texcoord) = self.vbo_texcoord && let Some(texcoords) = stexcoords { + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo_texcoord)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + texcoords.as_ptr() as _, + std::mem::size_of_val(texcoords), + ), + glow::STATIC_DRAW, + ); + Some(vbo_texcoord) + } else { None }; + self.index_count = indices.len(); + } + } + + pub fn build( + ctx: &context::Context, + vertices: &[f32], + indices: &[u32], + snormals: Option<&[f32]>, + stexcoords: Option<&[f32]>, + ) -> Self { + let mut ret = Self::new_empty(ctx, snormals.is_some(), stexcoords.is_some()); + ret.upload(ctx, vertices, indices, snormals, stexcoords); + ret + } + + pub fn upload_obj(&mut self, ctx: &context::Context, mut bytes: &[u8]) { + let lopts = tobj::LoadOptions { + triangulate: true, + single_index: true, + ..Default::default() + }; + let (meshes, _materials) = tobj::load_obj_buf( + &mut bytes, + &lopts, + |_| Err(tobj::LoadError::GenericFailure) + ).expect("failed to load mesh"); + let mesh = meshes.into_iter().next() + .expect("failed to load mesh") + .mesh; + self.upload( + ctx, + &mesh.positions, + &mesh.indices, + Some(&mesh.normals), + Some(&mesh.texcoords), + ) + } + + pub fn from_obj(ctx: &context::Context, mut bytes: &[u8]) -> Self { + let lopts = tobj::LoadOptions { + triangulate: true, + single_index: true, + ..Default::default() + }; + let (meshes, _materials) = tobj::load_obj_buf( + &mut bytes, + &lopts, + |_| Err(tobj::LoadError::GenericFailure) + ).expect("failed to load mesh"); + let mesh = meshes.into_iter().next() + .expect("failed to load mesh") + .mesh; + Self::build( + ctx, + &mesh.positions, + &mesh.indices, + Some(&mesh.normals), + Some(&mesh.texcoords), + ) + } + + pub fn render(&self, ctx: &context::Context) { + unsafe { + ctx.gl.bind_vertex_array(Some(self.vao)); + ctx.gl.draw_elements(self.mode, self.index_count as _, self.index_type, self.index_offset); + } + } + + pub fn render_instanced(&self, ctx: &context::Context, count: u64) { + unsafe { + ctx.gl.bind_vertex_array(Some(self.vao)); + ctx.gl.draw_elements_instanced(self.mode, self.index_count as _, self.index_type, self.index_offset, count as _); + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net.rs new file mode 100644 index 0000000..8758968 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net.rs @@ -0,0 +1,4 @@ +pub mod ws; + +#[cfg(not(target_arch = "wasm32"))] +pub mod fig; diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/fig.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/fig.rs new file mode 100644 index 0000000..916cdc1 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/fig.rs @@ -0,0 +1,100 @@ +use std::io::{Read, Write}; +use byteorder::{LE, ReadBytesExt, WriteBytesExt}; + +use crate::{Erm, WrapErr}; + +const KEY: usize = 42; + +pub fn read_length_prefixed_utf8(r: &mut R) -> Erm where R: std::io::Read { + let len = r.read_u32::()?; + let mut bs = vec![0; len as usize]; + r.read_exact(&mut bs)?; + Ok(String::from_utf8(bs)?) +} + +#[derive(Debug, Clone)] +pub struct BinaryMessage { + pub event: Vec, + pub data: Vec +} + +pub struct BinaryClient { + in_buf: Vec, + out_buf: Vec, + socket: std::net::TcpStream, + poller: polling::Poller, +} +impl BinaryClient { + pub fn new(addr: &str, subs: &[&[u8]]) -> Erm { + let mut socket = std::net::TcpStream::connect(addr).wrap_err("failed to connect to message bus")?; + for s in subs { + write!(socket, "s").wrap_err("failed to send subscribe message to bus")?; + socket.write_u32::(s.len() as u32).wrap_err("failed to send subscribe message length to bus")?; + socket.write_all(s).wrap_err("failed to send subscribe message to bus")?; + } + socket.set_nonblocking(true).wrap_err("failed to set message bus socket nonblocking")?; + socket.flush().wrap_err("failed to flush bus connection")?; + let in_buf = Vec::new(); + let out_buf = Vec::new(); + let poller = polling::Poller::new()?; + unsafe { + poller.add(&socket, polling::Event::all(KEY)).wrap_err("failed to add event to poll")?; + } + Ok(Self { + in_buf, out_buf, + socket, + poller, + }) + } + fn write_length_prefixed(&mut self, buf: &[u8]) -> Erm<()> { + self.out_buf.write_u32::(buf.len() as u32).wrap_err("failed to send message")?; + self.out_buf.write_all(buf).wrap_err("failed to send message")?; + Ok(()) + + } + pub fn publish(&mut self, ev: &[u8], data: &[u8]) -> Erm<()> { + write!(self.out_buf, "p").wrap_err("failed to send publish message to bus")?; + self.write_length_prefixed(ev)?; + self.write_length_prefixed(data)?; + Ok(()) + } + fn pop_incoming_message(&mut self) -> Option { + let mut reader = std::io::Cursor::new(&self.in_buf); + let event_len = reader.read_u32::().ok()?; + let mut event = vec![0; event_len as usize]; + reader.read_exact(&mut event).ok()?; + let data_len = reader.read_u32::().ok()?; + let mut data = vec![0; data_len as usize]; + reader.read_exact(&mut data).ok()?; + let len = reader.position() as usize; + self.in_buf.drain(..len); + Some(BinaryMessage { event, data }) + } + pub fn pump(&mut self) -> Erm> { + let mut events = polling::Events::new(); + events.clear(); + self.poller.wait(&mut events, Some(std::time::Duration::from_secs(0))) + .wrap_err("failed to poll message bus")?; + for ev in events.iter() { + if ev.key == KEY { + if ev.readable { + let mut buf = [0; 1024]; + match self.socket.read(&mut buf) { + Ok(sz) => self.in_buf.extend_from_slice(&buf[..sz]), + Err(e) if e.kind() == std::io::ErrorKind::WouldBlock => {}, + e => { e.wrap_err("failed to read from bus socket")?; }, + } + } + if ev.writable && !self.out_buf.is_empty() { + match self.socket.write(&self.out_buf) { + Ok(sz) => { self.out_buf.drain(..sz); }, + Err(e) if e.kind() == std::io::ErrorKind::WouldBlock => {}, + e => { e.wrap_err("failed to write to bus socket")?; }, + } + } + self.poller.modify(&self.socket, polling::Event::all(KEY)).wrap_err("failed to update event to poll")?; + } + } + Ok(self.pop_incoming_message()) + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws.rs new file mode 100644 index 0000000..b11df40 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws.rs @@ -0,0 +1,10 @@ +pub mod client; + +#[cfg(not(target_arch = "wasm32"))] +pub mod server; + +#[derive(Debug, Clone)] +pub enum Message { + Binary(Vec), + Text(String), +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client.rs new file mode 100644 index 0000000..fe9f957 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client.rs @@ -0,0 +1,9 @@ +#[cfg(target_arch = "wasm32")] +pub mod wasm; +#[cfg(target_arch = "wasm32")] +pub use wasm::*; + +#[cfg(not(target_arch = "wasm32"))] +pub mod native; +#[cfg(not(target_arch = "wasm32"))] +pub use native::*; diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/native.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/native.rs new file mode 100644 index 0000000..eb94093 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/native.rs @@ -0,0 +1,124 @@ +use std::sync::mpsc::{Sender, Receiver, channel}; +use std::sync::{Arc, Mutex}; +use std::thread::spawn; + +use crate::net::ws::Message; +use crate::{utils, Erm, WrapErr}; + +const KEY: usize = 42; + +type ClientChannels = (Sender, Receiver); +#[derive(Default)] +pub struct Client { + channels: Arc>>, +} + +impl Client { + pub fn new() -> Self { Self::default() } + pub fn connect(&mut self, url: &str) { + let (mut socket, _resp) = if let Ok(v) = tungstenite::connect(url) { v } else { + log::warn!("failed to connect to websocket: {}", url); + return; + }; + let poller = match polling::Poller::new() { + Ok(v) => v, + Err(e) => { log::warn!("failed to create poller: {}", e); return; } + }; + let res: Erm<()> = try { match socket.get_ref() { + tungstenite::stream::MaybeTlsStream::Plain(s) => unsafe { + s.set_nonblocking(true).wrap_err("failed to set socket nonblocking")?; + poller.add(s, polling::Event::readable(KEY)).wrap_err("failed to add event to poll")?; + }, + tungstenite::stream::MaybeTlsStream::NativeTls(s) => unsafe { + s.get_ref().set_nonblocking(true).wrap_err("failed to set socket nonblocking")?; + poller.add(s.get_ref(), polling::Event::readable(KEY)).wrap_err("failed to add event to poll")?; + }, + _ => utils::erm_msg("unknown socket type; cannot poll!")?, + }}; + if let Err(e) = res { + log::warn!("failed to add event to poll: {}", e); + let _ = socket.close(None); + return; + }; + let (outgoing_sender, outgoing_receiver) = channel(); + let (incoming_sender, incoming_receiver) = channel(); + *self.channels.lock().unwrap() = Some((outgoing_sender, incoming_receiver)); + let send_channels_ref = self.channels.clone(); + let recv_channels_ref = self.channels.clone(); + let send_socket_ref = Arc::new(Mutex::new(socket)); + let recv_socket_ref = send_socket_ref.clone(); + let mut events = polling::Events::new(); + spawn(move || loop { + // write all outgoing messages + let res: Erm<()> = try { + while let Ok(msg) = outgoing_receiver.recv() { + match msg { + Message::Text(txt) => send_socket_ref.lock().unwrap() + .send(tungstenite::Message::Text(txt)) + .wrap_err("failed to send websocket text")?, + Message::Binary(bytes) => send_socket_ref.lock().unwrap() + .send(tungstenite::Message::Binary(bytes)) + .wrap_err("failed to send websocket bytes")?, + } + } + }; + if let Err(e) = res { + log::warn!("error in websocket send thread: {}", e); + *send_channels_ref.lock().unwrap() = None; + return; + } + }); + spawn(move || loop { + // wait for and receive all incoming messages + let res: Erm<()> = try { + events.clear(); + poller.wait(&mut events, None).wrap_err("failed to wait on websocket poller")?; + for ev in events.iter() { + if ev.key == KEY { + if ev.readable { match recv_socket_ref.lock().unwrap().read().wrap_err("failed to recv on websocket")? { + tungstenite::Message::Text(txt) => incoming_sender.send(Message::Text(txt)) + .wrap_err("failed to send incoming websocket message on channel")?, + tungstenite::Message::Binary(bytes) => incoming_sender.send(Message::Binary(bytes)) + .wrap_err("failed to send incoming websocket message on channel")?, + tungstenite::Message::Ping(bs) => recv_socket_ref.lock().unwrap() + .send(tungstenite::Message::Pong(bs)) + .wrap_err("failed to send websocket pong")?, + m => log::warn!("unhandled incoming websocket message: {}", m), + }} + match recv_socket_ref.lock().unwrap().get_ref() { + tungstenite::stream::MaybeTlsStream::Plain(s) => + poller.modify(s, polling::Event::readable(KEY)) + .wrap_err("failed to modify event to poll")?, + tungstenite::stream::MaybeTlsStream::NativeTls(s) => + poller.modify(s.get_ref(), polling::Event::readable(KEY)) + .wrap_err("failed to modify event to poll")?, + _ => log::warn!("unknown socket type; cannot modify polling!"), + } + } + } + }; + if let Err(e) = res { + log::warn!("error in websocket recv thread: {}", e); + *recv_channels_ref.lock().unwrap() = None; + return; + } + }); + } + pub fn is_connected(&self) -> bool { + self.channels.lock().unwrap().is_some() + } + pub fn poll(&mut self) -> Option { + if let Some((_, incoming)) = &*self.channels.lock().unwrap() { + incoming.try_recv().ok() + } else { None } + } + pub fn send(&self, msg: Message) { + if let Some((outgoing, _)) = &mut *self.channels.lock().unwrap() { + if let Err(e) = outgoing.send(msg) { + log::warn!("failed to send websocket message on channel: {}", e); + } + } else { + log::warn!("tried to send message, but websocket is not connected"); + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/wasm.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/wasm.rs new file mode 100644 index 0000000..f4faff7 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/client/wasm.rs @@ -0,0 +1,73 @@ +use std::{collections::VecDeque, sync::{Arc, Mutex}}; + +use wasm_bindgen::prelude::*; + +use crate::net::ws::Message; + +impl Message { + fn from_messageevent(e: web_sys::MessageEvent) -> Self { + if let Ok(abuf) = e.data().dyn_into::() { + let array = js_sys::Uint8Array::new(&abuf).to_vec(); + Message::Binary(array) + } else if let Ok(txt) = e.data().dyn_into::() { + Message::Text(txt.into()) + } else { + panic!("received weird websocket message: {:?}", e); + } + } +} + +pub struct Client { + ws: Arc>>, + messages: Arc>>, +} + +impl Client { + pub fn new() -> Self { + Self { + ws: Arc::new(Mutex::new(None)), + messages: Arc::new(Mutex::new(VecDeque::new())), + } + } + pub fn connect(&mut self, url: &str) { + let ws_ref = self.ws.clone(); + let messages_ref = self.messages.clone(); + let cb: Closure = Closure::new(move |e: web_sys::MessageEvent| { + let msg = Message::from_messageevent(e); + log::info!("incoming: {:?}", msg); + messages_ref.lock().unwrap().push_back(msg); + }); + let close_cb: Closure = Closure::new(move |_: web_sys::MessageEvent| { + log::info!("closed!"); + *ws_ref.lock().unwrap() = None; + }); + let ws = web_sys::WebSocket::new(url).expect("failed to open websocket"); + ws.set_onmessage(Some(cb.as_ref().unchecked_ref())); + ws.set_onclose(Some(close_cb.as_ref().unchecked_ref())); + cb.forget(); + close_cb.forget(); + *self.ws.lock().unwrap() = Some(ws); + } + pub fn is_connected(&self) -> bool { + self.ws.lock().unwrap().is_some() + } + pub fn poll(&mut self) -> Option { + self.messages.lock().unwrap().pop_front() + } + pub fn send(&self, msg: Message) { + if let Some(ws) = &*self.ws.lock().unwrap() { + match msg { + Message::Text(txt) => { + if let Err(e) = ws.send_with_str(&txt) { + log::warn!("failed to send string: {:?}", e); + } + }, + Message::Binary(bytes) => { + if let Err(e) = ws.send_with_u8_array(&bytes) { + log::warn!("failed to send bytes: {:?}", e); + } + }, + } + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/server.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/server.rs new file mode 100644 index 0000000..9422aec --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/net/ws/server.rs @@ -0,0 +1,140 @@ +use std::collections::HashMap; +use std::net::{TcpListener, TcpStream}; +use std::sync::mpsc::{Sender, Receiver, channel}; +use std::sync::{Arc, Mutex}; +use std::thread::spawn; + +use crate::net::ws::Message; +use crate::{utils, Erm, WrapErr}; + +const ACCEPT_KEY: usize = 1; + +type ClientId = usize; +type ClientMessage = (ClientId, Message); + +type ServerChannels = (Sender, Receiver); +#[derive(Default)] +pub struct Server { + clients: Arc>>>, + channels: Arc>>, +} + +impl Server { + pub fn new() -> Self { Self::default() } + pub fn start(&mut self, addr: &str) { + let recv_clients_ref = self.clients.clone(); + let send_clients_ref = self.clients.clone(); + let (outgoing_sender, outgoing_receiver) = channel(); + let (incoming_sender, incoming_receiver) = channel(); + *self.channels.lock().unwrap() = Some((outgoing_sender, incoming_receiver)); + let channels_ref = self.channels.clone(); + let listener = TcpListener::bind(addr).expect("failed to bind server socket"); + let poller = polling::Poller::new().expect("failed to create poller for websocket server"); + unsafe { + poller.add(&listener, polling::Event::readable(ACCEPT_KEY)) + .expect("failed to add poll server socket"); + } + let mut events = polling::Events::new(); + let mut next_id = ACCEPT_KEY + 1; + spawn(move || loop { + // write all outgoing messages + while let Ok((cid, msg)) = outgoing_receiver.recv() { + let res: Erm<()> = try { + if let Some(sock) = send_clients_ref.lock().unwrap().get_mut(&cid) { + let res = match msg { + Message::Text(txt) => sock.send(tungstenite::Message::Text(txt)), + Message::Binary(bytes) => sock.send(tungstenite::Message::Binary(bytes)) + }; + match res { + Ok(_) => {}, + Err(tungstenite::Error::Io(e)) if e.kind() == std::io::ErrorKind::WouldBlock => { + log::info!("client {} receive send block", cid); + }, + Err(e) => utils::erm(e)?, + } + } + }; + if let Err(e) = res { + log::warn!("error when sending to client {}, disconnecting: {}", cid, e); + send_clients_ref.lock().unwrap().remove(&cid); + } + } + }); + spawn(move || loop { + // wait for and receive all new connections and incoming messages + let res: Erm<()> = try { + events.clear(); + poller.wait(&mut events, None).wrap_err("failed to wait on websocket server poller")?; + for ev in events.iter() { + if ev.key == ACCEPT_KEY { + let (sock, client_addr) = listener.accept().wrap_err("failed to accept on socket")?; + let id = next_id; next_id += 1; + let res: Erm<()> = try { + unsafe { poller.add(&sock, polling::Event::readable(id)) + .wrap_err("failed to add socket to poller")?; } + let conn = tungstenite::accept(sock).wrap_err("failed to upgrade to websocket")?; + recv_clients_ref.lock().unwrap().insert(id, conn); + log::info!("new connected client! {}", id); + }; + if let Err(e) = res { + log::warn!("error during connection from {}: {}", client_addr, e); + }; + poller.modify(&listener, polling::Event::readable(ACCEPT_KEY)) + .wrap_err("failed to modify event to poll")?; + } else { + let res: Erm<()> = try { + if let Some(sock) = recv_clients_ref.lock().unwrap().get_mut(&ev.key) { + match sock.read() { + Ok(tungstenite::Message::Text(t)) => + incoming_sender.send((ev.key, Message::Text(t))) + .wrap_err("failed to send incoming message on channel")?, + Ok(tungstenite::Message::Binary(b)) => + incoming_sender.send((ev.key, Message::Binary(b))) + .wrap_err("failed to send incoming message on channel")?, + Ok(tungstenite::Message::Ping(x)) => + sock.write(tungstenite::Message::Pong(x)) + .wrap_err("failed to reply with pong")?, + Ok(m) => log::info!("received unhandled websocket message: {}", m), + Err(tungstenite::Error::Io(e)) if e.kind() == std::io::ErrorKind::WouldBlock => { + log::info!("client {} receive would block", ev.key); + }, + Err(e) => utils::erm(e)?, + } + poller.modify(sock.get_ref(), polling::Event::readable(ev.key)) + .wrap_err("failed to modify event to poll")?; + } else { + log::warn!("poller indicated event for unknown client: {}", ev.key); + } + }; + if let Err(e) = res { + log::warn!("error on client {} connection, disconnecting: {}", ev.key, e); + recv_clients_ref.lock().unwrap().remove(&ev.key); + } + } + } + }; + if let Err(e) = res { + log::warn!("unhandled error in websocket thread, stopping server: {}", e); + *channels_ref.lock().unwrap() = None; + return; + } + }); + } + pub fn clients(&self) -> Vec { + self.clients.lock().unwrap().keys().copied().collect() + } + pub fn poll(&mut self) -> Option<(ClientId, Message)> { + if let Some((_, incoming)) = &*self.channels.lock().unwrap() { + incoming.try_recv().ok() + } else { None } + } + pub fn send(&self, client: ClientId, msg: Message) { + if let Some((outgoing, _)) = &mut *self.channels.lock().unwrap() { + if let Err(e) = outgoing.send((client, msg)) { + log::warn!("failed to send websocket message to client {} on channel: {}", client, e); + } + } else { + log::warn!("tried to send message to client {}, but websocket is not connected", client); + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/physics.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/physics.rs new file mode 100644 index 0000000..e69de29 diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/renderer.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/renderer.rs new file mode 100644 index 0000000..c22c973 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/renderer.rs @@ -0,0 +1,337 @@ +use crate::{context, state, shader, texture, mesh}; + +use bitflags::bitflags; + +bitflags! { + #[derive(Clone, Copy, Debug, PartialEq, Eq)] + pub struct UberFlags: u32 { + const TEXTURE_COLOR = 0b0000000001; + const TEXTURE_NORMAL = 0b0000000010; + const FLIP_TEXTURE = 0b0000000100; + const LIGHT_AMBIENT = 0b0000001000; + const LIGHT_DIR = 0b0000010000; + const LIGHT_POINT = 0b0000100000; + const SPRITE = 0b0001000000; + const EFFECTS = 0b0010000000; + const YSKEW = 0b0100000000; + const VERTEX_COLOR = 0b1000000000; + } +} +impl UberFlags { + fn prelude() -> String { + let mut s = String::new(); + s += "#version 300 es\nprecision highp float;"; + for (nm, f) in Self::all().iter_names() { + s += &format!("const int {} = {};\n", nm, f.bits()); + } + s + } + fn set_flags(self, ctx: &context::Context, shader: &shader::Shader) { + shader.set_i32(ctx, "flags", self.bits() as i32); + } +} + +pub trait Assets { + type Shader: PartialEq + Eq + Clone + Copy; + fn shader(&self, i: Self::Shader) -> &shader::Shader; + type Texture: PartialEq + Eq + Clone + Copy; + fn texture(&self, i: Self::Texture) -> &texture::Texture; + type Mesh: PartialEq + Eq + Clone + Copy; + fn mesh(&self, i: Self::Mesh) -> &mesh::Mesh; + type Material: PartialEq + Eq + Clone + Copy; + fn material(&self, i: Self::Material) -> &texture::Material; +} + +#[derive(Debug, Clone, Copy, PartialEq, Eq)] +enum ShaderMode { TwoDimension, ThreeDimension, ThreeDimensionOrth } +#[derive(Debug, Clone, Copy)] +enum BoundShader { None, Uber(UberFlags, ShaderMode), Shader(A::Shader, ShaderMode) } +impl PartialEq for BoundShader { + fn eq(&self, other: &Self) -> bool { + match (self, other) { + (Self::None, Self::None) => true, + (Self::Uber(sf, sm), Self::Uber(of, om)) => sf == of && sm == om, + (Self::Shader(ss, sm), Self::Shader(os, om)) => ss == os && sm == om, + _ => false, + } + } +} +#[derive(Debug, Clone, Copy)] +enum BoundTexture { None, Texture(A::Texture), Material(A::Material) } +impl PartialEq for BoundTexture { + fn eq(&self, other: &Self) -> bool { + match (self, other) { + (Self::None, Self::None) => true, + (Self::Texture(s), Self::Texture(o)) => s == o, + (Self::Material(s), Self::Material(o)) => s == o, + _ => false, + } + } +} +pub struct Renderer { + pub assets: A, + shader_uber: shader::Shader, + shader: BoundShader, + texture: BoundTexture, +} +impl Renderer { + pub fn new(ctx: &context::Context, f: F) -> Self + where F: FnOnce(&context::Context) -> A { + let shader_uber = shader::Shader::new_nolib(ctx, + &format!("{}{}", UberFlags::prelude(), include_str!("assets/shaders/uber/vert.glsl")), + &format!("{}{}", UberFlags::prelude(), include_str!("assets/shaders/uber/frag.glsl")), + ); + shader_uber.bind(ctx); + shader_uber.set_i32(ctx, "texture_normal", 1); + Self { + assets: f(ctx), + shader_uber, + shader: BoundShader::None, + texture: BoundTexture::None, + } + } + pub fn font_char_width(&self, st: &state::State) -> f32 { st.font_default.char_width as f32 } + pub fn font_char_height(&self, st: &state::State) -> f32 { st.font_default.char_height as f32 } + pub fn unbind_texture(&mut self, _ctx: &context::Context, _st: &mut state::State) { + self.texture = BoundTexture::None; + } + pub fn bind_texture(&mut self, ctx: &context::Context, _st: &mut state::State, texture: A::Texture) { + if self.texture != BoundTexture::Texture(texture) { + self.assets.texture(texture).bind(ctx); + self.texture = BoundTexture::Texture(texture); + } + } + pub fn bind_material(&mut self, ctx: &context::Context, _st: &mut state::State, mat: A::Material) { + if self.texture != BoundTexture::Material(mat) { + self.assets.material(mat).bind(ctx); + self.texture = BoundTexture::Material(mat); + } + } + fn shader(&self) -> Option<(&shader::Shader, ShaderMode)> { + match self.shader { + BoundShader::Uber(_, sm) => Some((&self.shader_uber, sm)), + BoundShader::Shader(s, sm) => Some((self.assets.shader(s), sm)), + _ => None, + } + } + fn bind_uber(&mut self, + ctx: &context::Context, st: &mut state::State, + flags: UberFlags, mode: ShaderMode, + ) { + if let BoundShader::Uber(f, sm) = self.shader && f == flags && sm == mode { return } + match mode { + ShaderMode::TwoDimension => st.bind_2d(ctx, &self.shader_uber), + ShaderMode::ThreeDimension => st.bind_3d(ctx, &self.shader_uber), + ShaderMode::ThreeDimensionOrth => st.bind_3d_orth(ctx, &self.shader_uber), + } + flags.set_flags(ctx, &self.shader_uber); + self.shader = BoundShader::Uber(flags, mode) + } + fn bind_shader(&mut self, + ctx: &context::Context, st: &mut state::State, + shader: A::Shader, mode: ShaderMode, + ) { + if let BoundShader::Shader(s, sm) = self.shader && s == shader && sm == mode { return } + match mode { + ShaderMode::TwoDimension => st.bind_2d(ctx, self.assets.shader(shader)), + ShaderMode::ThreeDimension => st.bind_3d(ctx, self.assets.shader(shader)), + ShaderMode::ThreeDimensionOrth => st.bind_3d_orth(ctx, self.assets.shader(shader)), + } + self.shader = BoundShader::Shader(shader, mode) + } + pub fn bind_uber_2d(&mut self, ctx: &context::Context, st: &mut state::State, flags: UberFlags) { + self.bind_uber(ctx, st, flags, ShaderMode::TwoDimension); + } + pub fn bind_uber_3d(&mut self, ctx: &context::Context, st: &mut state::State, flags: UberFlags) { + self.bind_uber(ctx, st, flags, ShaderMode::ThreeDimension); + } + pub fn bind_uber_3d_orth(&mut self, ctx: &context::Context, st: &mut state::State, flags: UberFlags) { + self.bind_uber(ctx, st, flags, ShaderMode::ThreeDimensionOrth); + } + pub fn bind_shader_2d(&mut self, ctx: &context::Context, st: &mut state::State, shader: A::Shader) { + self.bind_shader(ctx, st, shader, ShaderMode::TwoDimension); + } + pub fn bind_shader_3d(&mut self, ctx: &context::Context, st: &mut state::State, shader: A::Shader) { + self.bind_shader(ctx, st, shader, ShaderMode::ThreeDimension); + } + pub fn render(&self, ctx: &context::Context, _st: &state::State, mesh: A::Mesh) { + self.assets.mesh(mesh).render(ctx) + } + pub fn render_square(&self, ctx: &context::Context, st: &state::State) { + st.mesh_square.render(ctx) + } + pub fn set_position_2d_mat(&self, ctx: &context::Context, st: &state::State, pos: glam::Mat4) { + if let Some((s, sm)) = self.shader() { + debug_assert!(sm == ShaderMode::TwoDimension, "attempted to set_position_2d in wrong mode"); + s.set_position_2d_mat(ctx, st, &pos); + } + } + pub fn set_position_2d_rotate(&self, ctx: &context::Context, st: &state::State, pos: glam::Vec2, dims: glam::Vec2, rot: glam::Quat) { + if let Some((s, sm)) = self.shader() { + debug_assert!(sm == ShaderMode::TwoDimension, "attempted to set_position_2d in wrong mode"); + s.set_position_2d_helper(ctx, st, &pos, &dims, &rot) + } + } + pub fn set_position_2d(&self, ctx: &context::Context, st: &state::State, pos: glam::Vec2, dims: glam::Vec2) { + if let Some((s, sm)) = self.shader() { + debug_assert!(sm == ShaderMode::TwoDimension, "attempted to set_position_2d in wrong mode"); + s.set_position_2d(ctx, st, &pos, &dims) + } + } + pub fn set_position_3d(&self, ctx: &context::Context, st: &state::State, pos: glam::Mat4) { + if let Some((s, sm)) = self.shader() { + debug_assert!(sm == ShaderMode::ThreeDimension || sm == ShaderMode::ThreeDimensionOrth, + "attempted to set_position_3d in wrong mode" + ); + s.set_position_3d(ctx, st, &pos) + } + } + pub fn set_i32(&self, ctx: &context::Context, _st: &state::State, nm: &str, val: i32) { + if let Some((s, _)) = self.shader() { s.set_i32(ctx, nm, val) } + } + pub fn set_f32(&self, ctx: &context::Context, _st: &state::State, nm: &str, val: f32) { + if let Some((s, _)) = self.shader() { s.set_f32(ctx, nm, val) } + } + pub fn set_vec2(&self, ctx: &context::Context, _st: &state::State, nm: &str, val: glam::Vec2) { + if let Some((s, _)) = self.shader() { s.set_vec2(ctx, nm, &val) } + } + pub fn set_vec3(&self, ctx: &context::Context, _st: &state::State, nm: &str, val: glam::Vec3) { + if let Some((s, _)) = self.shader() { s.set_vec3(ctx, nm, &val) } + } + pub fn set_vec4(&self, ctx: &context::Context, _st: &state::State, nm: &str, val: glam::Vec4) { + if let Some((s, _)) = self.shader() { s.set_vec4(ctx, nm, &val) } + } + pub fn set_mat4(&self, ctx: &context::Context, _st: &state::State, nm: &str, val: glam::Mat4) { + if let Some((s, _)) = self.shader() { s.set_mat4(ctx, nm, &val) } + } + pub fn set_texture_offset(&self, + ctx: &context::Context, st: &state::State, + xinc: i32, yinc: i32, + x: i32, y: i32 + ) { + let xcount = xinc as f32; let xratio = 1.0 / xcount; + let ycount = yinc as f32; let yratio = 1.0 / ycount; + self.set_vec2( + ctx, st, "sprite_dims", + glam::Vec2::new(xratio, yratio), + ); + self.set_vec2( + ctx, st, "sprite_offset", + glam::Vec2::new((x % xinc) as f32 * xratio, (y % yinc) as f32 * yratio), + ); + } + + /// Common case: draw the given textured mesh in the world (units are world tiles) + pub fn textured_mesh_world(&mut self, + ctx: &context::Context, st: &mut state::State, + shader: A::Shader, + texture: A::Texture, + mesh: A::Mesh, + pos: glam::Mat4, + ) { + self.bind_shader_3d(ctx, st, shader); + self.bind_texture(ctx, st, texture); + self.set_position_3d(ctx, st, pos); + self.render(ctx, st, mesh); + } + + /// Common case: draw the given color in a rectangle on the screen (units are pixels, pos is top left) + pub fn color_screen(&mut self, + ctx: &context::Context, st: &mut state::State, + color: glam::Vec4, + pos: glam::Vec2, + dims: glam::Vec2, + ) { + self.bind_uber_2d(ctx, st, UberFlags::empty()); + self.set_vec4(ctx, st, "color", color); + self.set_position_2d(ctx, st, pos, dims); + self.render_square(ctx, st); + } + + /// Common case: draw the given texture on the screen (units are pixels, pos is top left) + pub fn texture_screen(&mut self, + ctx: &context::Context, st: &mut state::State, + texture: A::Texture, + pos: glam::Vec2, + dims: glam::Vec2, + ) { + self.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR); + self.bind_texture(ctx, st, texture); + self.set_position_2d(ctx, st, pos, dims); + self.render_square(ctx, st); + } + + pub fn texture_screen_rotate(&mut self, + ctx: &context::Context, st: &mut state::State, + texture: A::Texture, + pos: glam::Vec2, + dims: glam::Vec2, + rot: glam::Quat, + ) { + self.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR); + self.bind_texture(ctx, st, texture); + self.set_position_2d_rotate(ctx, st, pos, dims, rot); + self.render_square(ctx, st); + } + + pub fn texture_screen_recolor(&mut self, + ctx: &context::Context, st: &mut state::State, + texture: A::Texture, hue: f32, + pos: glam::Vec2, + dims: glam::Vec2, + ) { + self.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR | UberFlags::EFFECTS); + self.bind_texture(ctx, st, texture); + self.set_f32(ctx, st, "effect_huescale", 0.0); + self.set_f32(ctx, st, "effect_hueshift", hue); + self.set_position_2d(ctx, st, pos, dims); + self.render_square(ctx, st); + self.set_f32(ctx, st, "effect_huescale", 1.0); + self.set_f32(ctx, st, "effect_hueshift", 0.0); + } + + /// Common case: text in the default font (units are pixels, pos is top left) + pub fn text_screen(&mut self, + ctx: &context::Context, st: &mut state::State, + pos: glam::Vec2, + s: &str, + ) { + // drawing text might bind the texture + self.texture = BoundTexture::None; + self.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR | UberFlags::VERTEX_COLOR | UberFlags::FLIP_TEXTURE); + let dims = glam::Vec2::new(st.font_default.char_width as f32, st.font_default.char_height as f32); + let fpos = pos + glam::Vec2::new(-dims.x / 2.0, dims.y / 2.0); + self.set_position_2d(ctx, st, fpos, dims); + st.font_default.render_text(ctx, st, s); + } + + /// Common case: text in the default font, with a color (units are pixels, pos is top left) + pub fn text_colored_screen(&mut self, + ctx: &context::Context, st: &mut state::State, + pos: glam::Vec2, + col: glam::Vec3, + s: &str, + ) { + self.texture = BoundTexture::None; + self.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR | UberFlags::VERTEX_COLOR | UberFlags::FLIP_TEXTURE); + let dims = glam::Vec2::new(st.font_default.char_width as f32, st.font_default.char_height as f32); + let fpos = pos + glam::Vec2::new(-dims.x / 2.0, st.font_default.char_height as f32 / 2.0); + self.set_position_2d(ctx, st, fpos, dims); + st.font_default.render_text_helper(ctx, st, s, &[col]); + } + + /// Common case: text in the default font (units are pixels, pos is center) + pub fn text_centered_screen(&mut self, + ctx: &context::Context, st: &mut state::State, + pos: glam::Vec2, + s: &str, + ) { + self.texture = BoundTexture::None; + self.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR | UberFlags::VERTEX_COLOR | UberFlags::FLIP_TEXTURE); + let width = s.len() as f32 * st.font_default.char_width as f32; + let dims = glam::Vec2::new(st.font_default.char_width as f32, st.font_default.char_height as f32); + let fpos = pos + glam::Vec2::new(-dims.x / 2.0 - (width / 2.0).round(), st.font_default.char_height as f32 / 2.0); + self.set_position_2d(ctx, st, fpos, dims); + st.font_default.render_text(ctx, st, s); + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/save.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/save.rs new file mode 100644 index 0000000..1297a1b --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/save.rs @@ -0,0 +1,47 @@ +#[cfg(target_arch = "wasm32")] +use base64::prelude::*; + +#[cfg(target_arch = "wasm32")] +pub fn save(id: &str, data: &W) where W: serde::Serialize { + let window = web_sys::window().expect("failed to get window object"); + let storage = window.local_storage() + .expect("failed to get local storage") + .expect("local storage not present"); + let key = format!("{}_save", id); + let val = bincode::serde::encode_to_vec(data, bincode::config::standard()).expect("failed to serialize save"); + let str = BASE64_STANDARD.encode(&val); + storage.set_item(&key, &str).expect("failed to set save"); +} + +#[cfg(target_arch = "wasm32")] +pub fn load(id: &str) -> Option where W: serde::de::DeserializeOwned { + let window = web_sys::window().expect("failed to get window object"); + let storage = window.local_storage() + .expect("failed to get local storage") + .expect("local storage not present"); + let key = format!("{}_save", id); + let s = storage.get_item(&key).expect("failed to get save").expect("save not present"); + let bytes = BASE64_STANDARD.decode(&s).expect("failed to decode base64 for save"); + let (ret, _) = bincode::serde::decode_from_slice(&bytes, bincode::config::standard()) + .expect("failed to deserialize save"); + Some(ret) +} + +#[cfg(not(target_arch = "wasm32"))] +pub fn save(id: &str, data: &W) where W: serde::Serialize { + let pd = directories::ProjectDirs::from("", "milkfat", id).expect("failed to get save directory"); + let _ = std::fs::create_dir_all(pd.data_dir()); + let path = pd.data_dir().join("teleia.save"); + let mut file = std::fs::File::create(&path).expect("failed to open save file"); + bincode::serde::encode_into_std_write(data, &mut file, bincode::config::standard()) + .expect("failed to write save file"); +} + +#[cfg(not(target_arch = "wasm32"))] +pub fn load(id: &str) -> Option where W: serde::de::DeserializeOwned { + let pd = directories::ProjectDirs::from("", "milkfat", id).expect("failed to get save directory"); + let _ = std::fs::create_dir_all(pd.data_dir()); + let path = pd.data_dir().join("teleia.save"); + let mut file = std::fs::File::open(&path).ok()?; + bincode::serde::decode_from_std_read(&mut file, bincode::config::standard()).ok() +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/scene.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/scene.rs new file mode 100644 index 0000000..a904bf1 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/scene.rs @@ -0,0 +1,401 @@ +use std::{collections::{HashMap, VecDeque}, mem::offset_of}; + +use glow::HasContext; +use image::EncodableLayout; + +use crate::{context, mesh, shader, texture}; + +pub type Index = usize; + +pub struct Primitive { + pub mesh: mesh::Mesh, + pub material: Index, +} + +pub struct Object { + pub primitives: Vec, +} + +pub struct Material { + pub base_color_factor: glam::Vec4, + pub base_color_texture: Option, + + pub metallic_factor: f32, + pub roughness_factor: f32, + pub metallic_roughness_texture: Option, + + pub normal_texture: Option, + + pub occlusion_texture: Option, + + pub emissive_factor: glam::Vec3, + pub emissive_texture: Option, +} + +pub struct Skin { + pub inverse_bind_matrices: Vec, + pub joints: Vec, +} + +pub enum ChannelValues { + Translation(Vec), + Rotation(Vec), + Scale(Vec), +} + +pub enum Interpolation { + Linear, + Step, + CubicSpline, +} + +pub struct Channel { + pub target: Index, + pub interpolation: Interpolation, + pub keyframes: Vec, + pub values: ChannelValues, +} + +pub struct Animation { + pub channels: Vec, +} + +pub struct Node { + pub children: Vec, + pub object: Option, + pub skin: Option, + pub transform: glam::Mat4, +} + +pub struct Scene { + pub objects: Vec, + pub textures: Vec, + pub materials: Vec, + pub skins: Vec, + pub animations: HashMap, + pub nodes: Vec, + pub nodes_by_name: HashMap, + pub scene_nodes: Vec, +} + +impl Scene { + pub fn load_default_shader(ctx: &context::Context) -> shader::Shader { + shader::Shader::new( + ctx, + include_str!("assets/shaders/scene/vert.glsl"), + include_str!("assets/shaders/scene/frag.glsl") + ) + } + pub fn from_gltf(ctx: &context::Context, bytes: &[u8]) -> Self { + let (gltf, buffers, images) = gltf::import_slice(bytes).expect("failed to parse GLTF"); + let get_buffer_data = |b: gltf::Buffer| { + buffers.get(b.index()).map(|gltf::buffer::Data(bytes)| bytes.as_slice()) + }; + let objects = gltf.meshes().map(|m| { + let primitives = m.primitives().map(|p| { + let mode = match p.mode() { + gltf::mesh::Mode::Points => glow::POINTS, + gltf::mesh::Mode::Lines => glow::LINES, + gltf::mesh::Mode::LineLoop => glow::LINE_LOOP, + gltf::mesh::Mode::LineStrip => glow::LINE_STRIP, + gltf::mesh::Mode::Triangles => glow::TRIANGLES, + gltf::mesh::Mode::TriangleStrip => glow::TRIANGLE_STRIP, + gltf::mesh::Mode::TriangleFan => glow::TRIANGLE_FAN, + }; + unsafe { + let vao = ctx.gl.create_vertex_array().expect("failed to initialize vao"); + ctx.gl.bind_vertex_array(Some(vao)); + + // in the past, I've been lazy and just uploaded whole buffers to the GPU. + // this is certainly not the right thing to do in general. + // perhaps I am misunderstanding, but it feels like GLTF makes it pretty difficult to do + // that in general, on account of things like sparse accessors. + // instead, we'll use the gltf crate's handy "reader" abstraction to iterate over all of the + // data in the buffers, assemble it ourselves, and then upload that. + let reader = p.reader(get_buffer_data); + + // on to the actual vertex data. + // this is the layout of a single vertex in the buffer we send to the GPU. + struct Vertex { + pos: glam::Vec3, + normal: glam::Vec3, + texcoord: glam::Vec2, + joints: glam::Vec4, + weights: glam::Vec4, + } + + // vertices always have positions + let mut vertices = Vec::new(); + for pos in reader.read_positions().expect("primitive has no positions") { + vertices.push(Vertex { + pos: glam::Vec3::from_array(pos), + normal: glam::Vec3::default(), + texcoord: glam::Vec2::default(), + joints: glam::Vec4::default(), + weights: glam::Vec4::default(), + }); + } + + // if we find indices, use those. otherwise generate indices + let indices: Vec = if let Some(ri) = reader.read_indices() { + ri.into_u32().collect() + } else { + vertices.iter().enumerate().map(|(i, _)| i as u32).collect() + }; + let indices_bytes: Vec = indices.iter().flat_map(|x| x.to_ne_bytes()).collect(); + let indices_buf = ctx.gl.create_buffer().expect("failed to create index buffer object"); + ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(indices_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ELEMENT_ARRAY_BUFFER, + &indices_bytes, + glow::STATIC_DRAW, + ); + + // optionally, we might have some other vertex attributes too + if let Some(iter) = reader.read_normals() { + for (i, n) in iter.enumerate() { + vertices[i].normal = glam::Vec3::from_array(n) + } + } + if let Some(iter) = reader.read_tex_coords(0) { + for (i, uv) in iter.into_f32().enumerate() { + vertices[i].texcoord = glam::Vec2::from_array(uv) + } + } + if let Some(iter) = reader.read_joints(0) { + for (i, j) in iter.into_u16().enumerate() { + vertices[i].joints = glam::Vec4::from_slice(&j.into_iter().map(|x| x as f32).collect::>()) + } + } + if let Some(iter) = reader.read_weights(0) { + for (i, w) in iter.into_f32().enumerate() { + vertices[i].weights = glam::Vec4::from_array(w) + } + } + + let vertex_size = std::mem::size_of::() as i32; + let vertices_buf = ctx.gl.create_buffer().expect("failed to create buffer object"); + ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertices_buf)); + ctx.gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + std::slice::from_raw_parts( + vertices.as_ptr() as _, + vertices.len() * (vertex_size as usize), + ), + glow::STATIC_DRAW, + ); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_VERTEX); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_VERTEX, 3, glow::FLOAT, false, vertex_size, offset_of!(Vertex, pos) as _); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_NORMAL); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_NORMAL, 3, glow::FLOAT, false, vertex_size, offset_of!(Vertex, normal) as _); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_TEXCOORD); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_TEXCOORD, 2, glow::FLOAT, false, vertex_size, offset_of!(Vertex, texcoord) as _); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_JOINT); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_JOINT, 4, glow::FLOAT, false, vertex_size, offset_of!(Vertex, joints) as _); + ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_WEIGHT); + ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_WEIGHT, 4, glow::FLOAT, false, vertex_size, offset_of!(Vertex, weights) as _); + + + Primitive { + mesh: mesh::Mesh { + vao, + vbo_vertex: vertices_buf, + vbo_index: indices_buf, + vbo_normal: None, + vbo_texcoord: None, + mode, + index_count: indices.len(), + index_type: glow::UNSIGNED_INT, + index_offset: 0, + }, + material: p.material().index().unwrap(), + } + } + }).collect(); + Object { + primitives, + } + }).collect(); + let textures: Vec = images.into_iter().map(|bi| { + unsafe { + let i = bi.image.into_rgba8(); + let tex = ctx.gl.create_texture().expect("failed to create texture"); + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(tex)); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32); + ctx.gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::RGBA as i32, + i.width() as i32, + i.height() as i32, + 0, + glow::RGBA, + glow::UNSIGNED_BYTE, + Some(i.as_bytes()), + ); + ctx.gl.generate_mipmap(glow::TEXTURE_2D); + texture::Texture { tex, width: i.width() as i32, height: i.height() as i32 } + } + }).collect(); + let materials: Vec = gltf.materials().map(|m| { + let pbr = m.pbr_metallic_roughness(); + let [bcr, bcg, bcb, bca] = pbr.base_color_factor(); + let [emx, emy, emz] = m.emissive_factor(); + Material { + base_color_factor: glam::Vec4::new(bcr, bcg, bcb, bca), + base_color_texture: pbr.base_color_texture().map(|tex| tex.texture().source().index()), + metallic_factor: pbr.metallic_factor(), + roughness_factor: pbr.roughness_factor(), + metallic_roughness_texture: pbr.metallic_roughness_texture().map(|tex| tex.texture().source().index()), + normal_texture: m.normal_texture().map(|tex| tex.texture().source().index()), + occlusion_texture: m.occlusion_texture().map(|tex| tex.texture().source().index()), + emissive_factor: glam::Vec3::new(emx, emy, emz), + emissive_texture: m.emissive_texture().map(|tex| tex.texture().source().index()), + } + }).collect(); + + let skins = gltf.skins().map(|s| { + let ibm = s.reader(get_buffer_data).read_inverse_bind_matrices() + .expect("missing read inverse bind matrices") + .map(|m| glam::Mat4::from_cols_array_2d(&m)).collect(); + Skin { + inverse_bind_matrices: ibm, + joints: s.joints().map(|j| j.index()).collect(), + } + }).collect(); + + let animations = HashMap::from_iter(gltf.animations().filter_map(|a| { + let channels = a.channels().map(|c| { + let read = c.reader(get_buffer_data); + Channel { + target: c.target().node().index(), + interpolation: match c.sampler().interpolation() { + gltf::animation::Interpolation::Linear => Interpolation::Linear, + gltf::animation::Interpolation::Step => Interpolation::Step, + gltf::animation::Interpolation::CubicSpline => Interpolation::CubicSpline, + }, + keyframes: read.read_inputs().expect("channel has no inputs").collect(), + values: match read.read_outputs().expect("channel has no outputs") { + gltf::animation::util::ReadOutputs::Translations(ts) => + ChannelValues::Translation(ts.map(glam::Vec3::from_array).collect()), + gltf::animation::util::ReadOutputs::Rotations(ts) => + ChannelValues::Rotation(ts.into_f32().map(glam::Quat::from_array).collect()), + gltf::animation::util::ReadOutputs::Scales(ts) => + ChannelValues::Scale(ts.map(glam::Vec3::from_array).collect()), + _ => panic!("unsupport channel outputs"), + }, + } + }).collect(); + a.name().map(|nm| (nm.to_owned(), Animation { channels })) + })); + + let nodes = gltf.nodes().map(|n| { + Node { + children: n.children().map(|c| c.index()).collect(), + object: n.mesh().map(|m| m.index()), + skin: n.skin().map(|s| s.index()), + transform: glam::Mat4::from_cols_array_2d(&n.transform().matrix()), + } + }).collect(); + + let mut nodes_by_name = HashMap::new(); + for n in gltf.nodes() { + if let Some(nm) = n.name() { + nodes_by_name.insert(nm.to_owned(), n.index()); + } + } + + let scene_nodes = gltf.default_scene().unwrap().nodes().map(|n| n.index()).collect(); + + Self { + objects, + textures, + materials, + skins, + animations, + nodes, + nodes_by_name, + scene_nodes, + } + } + + pub fn compute_joint_matrices(&self, skin: &Skin) -> Vec { + let mut q: VecDeque<(Index, glam::Mat4)> = VecDeque::new(); + q.push_back((skin.joints[0], glam::Mat4::IDENTITY)); + let mut transforms = vec![glam::Mat4::IDENTITY; self.nodes.len()]; + while let Some((ni, m)) = q.pop_front() { + let n = &self.nodes[ni]; + transforms[ni] = m.mul_mat4(&n.transform); + for ci in &n.children { + q.push_back((*ci, transforms[ni])); + } + } + let mut ret = vec![glam::Mat4::IDENTITY; skin.joints.len()]; + for (idx, ni) in skin.joints.iter().enumerate() { + ret[idx] = transforms[*ni].mul_mat4(&skin.inverse_bind_matrices[idx]); + } + ret + } + + fn render_node(&self, ctx: &context::Context, shader: &shader::Shader, n: &Node) { + if let Some(o) = n.object.and_then(|i| self.objects.get(i)) { + if let Some(s) = n.skin.and_then(|i| self.skins.get(i)) { + let jms = self.compute_joint_matrices(s); + shader.set_mat4_array(ctx, "joint_matrices[0]", &jms); + } + for p in &o.primitives { + if let Some(tex) = self.materials.get(p.material) + .and_then(|m| m.base_color_texture) + .and_then(|t| self.textures.get(t)) { + tex.bind(ctx); + } else { + texture::Texture::bind_initial(ctx); + } + p.mesh.render(ctx); + } + } + } + + pub fn render(&self, ctx: &context::Context, shader: &shader::Shader) { + let mut q: VecDeque = VecDeque::new(); + for sn in &self.scene_nodes { + q.push_back(*sn); + } + while let Some(ni) = q.pop_front() { + let n = &self.nodes[ni]; + self.render_node(ctx, shader, n); + for ci in &n.children { + q.push_back(*ci); + } + } + } + + pub fn reflect_animation(&mut self, nm: &str, time: f32) { + if let Some(anim) = self.animations.get(nm) { + for c in &anim.channels { + let (previ, nexti) = if let Some(nexti) = c.keyframes.iter().position(|x| *x > time) { + let previ = if nexti > 0 { nexti - 1 } else { c.keyframes.len() - 1 }; + (previ, nexti) + } else { + (c.keyframes.len() - 1, 0) + }; + if let ChannelValues::Rotation(vs) = &c.values { + let prevt = c.keyframes[previ]; + let nextt = c.keyframes[nexti]; + let prev = vs[previ]; + let next = vs[nexti]; + let new = prev.slerp(next, (time - prevt) / (nextt - prevt)); + let (scale, _, trans) = self.nodes[c.target].transform.to_scale_rotation_translation(); + self.nodes[c.target].transform = glam::Mat4::from_scale_rotation_translation( + scale, + new, + trans, + ); + } + } + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shader.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shader.rs new file mode 100644 index 0000000..d18ba27 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shader.rs @@ -0,0 +1,260 @@ +use std::collections::HashMap; + +use glow::HasContext; + +use crate::{context, font, mesh, state}; + +const COMMON_VERT: &str = include_str!("assets/shaders/common/vert.glsl"); +const COMMON_FRAG: &str = include_str!("assets/shaders/common/frag.glsl"); + +#[derive(Clone)] +pub struct Shader { + pub program: glow::Program, + pub uniforms: std::rc::Rc> +} + +impl Shader { + pub fn new_helper(ctx: &context::Context, vsrc: &str, fsrc: &str) -> Result { + unsafe { + let program = ctx.gl.create_program()?; + + let vert = ctx.gl.create_shader(glow::VERTEX_SHADER)?; + ctx.gl.shader_source(vert, vsrc); + ctx.gl.compile_shader(vert); + if !ctx.gl.get_shader_compile_status(vert) { + return Err(format!( + "failed to compile vertex shader:\n{}", + ctx.gl.get_shader_info_log(vert) + )); + } + ctx.gl.attach_shader(program, vert); + + let frag = ctx.gl.create_shader(glow::FRAGMENT_SHADER)?; + ctx.gl.shader_source(frag, fsrc); + ctx.gl.compile_shader(frag); + if !ctx.gl.get_shader_compile_status(frag) { + return Err(format!( + "failed to compile fragment shader:\n{}", + ctx.gl.get_shader_info_log(frag) + )); + } + ctx.gl.attach_shader(program, frag); + + ctx.gl.bind_attrib_location(program, mesh::ATTRIB_VERTEX, "vertex"); + ctx.gl.bind_attrib_location(program, mesh::ATTRIB_NORMAL, "normal"); + ctx.gl.bind_attrib_location(program, mesh::ATTRIB_TEXCOORD, "texcoord"); + ctx.gl.bind_attrib_location(program, mesh::ATTRIB_JOINT, "joint"); + ctx.gl.bind_attrib_location(program, mesh::ATTRIB_WEIGHT, "weight"); + ctx.gl.bind_attrib_location(program, mesh::ATTRIB_COLOR, "color"); + + ctx.gl.link_program(program); + if !ctx.gl.get_program_link_status(program) { + return Err(format!( + "failed to link shader program:\n{}", + ctx.gl.get_program_info_log(program), + )); + } + + ctx.gl.detach_shader(program, vert); + ctx.gl.delete_shader(vert); + ctx.gl.detach_shader(program, frag); + ctx.gl.delete_shader(frag); + + ctx.gl.use_program(Some(program)); + + let mut uniforms = HashMap::new(); + for index in 0..ctx.gl.get_active_uniforms(program) { + if let Some(active) = ctx.gl.get_active_uniform(program, index) { + if let Some(loc) = ctx.gl.get_uniform_location(program, &active.name) { + uniforms.insert(active.name, loc); + } else { + log::warn!("failed to get location for uniform: {}", active.name); + } + } else { + log::warn!("failed to get active uniform for index: {}", index); + } + } + + Ok(Self { + program, + uniforms: std::rc::Rc::new(uniforms), + }) + } + } + + pub fn new_nolib(ctx: &context::Context, vsrc: &str, fsrc: &str) -> Self { + match Self::new_helper(ctx, vsrc, fsrc) { + Ok(x) => x, + Err(e) => panic!("failed to load no-library shader: {}", e) + } + } + + pub fn new(ctx: &context::Context, vsrcstr: &str, fsrcstr: &str) -> Self { + let vsrc = format!("{}\n{}\n", COMMON_VERT, vsrcstr); + let fsrc = format!("{}\n{}\n", COMMON_FRAG, fsrcstr); + Self::new_nolib(ctx, &vsrc, &fsrc) + } + + pub fn delete(&mut self, ctx: &context::Context) { + unsafe { ctx.gl.delete_program(self.program); } + } + + pub fn replace(&mut self, ctx: &context::Context, vsrc: &str, fsrc: &str) -> Result<(), String> { + self.delete(ctx); + *self = Self::new_helper(ctx, vsrc, fsrc)?; + Ok(()) + } + + pub fn set_i32(&self, ctx: &context::Context, name: &str, val: i32) { + if let Some(loc) = self.uniforms.get(name) { + unsafe { ctx.gl.uniform_1_i32(Some(loc), val) } + } + } + + pub fn set_i32_array(&self, ctx: &context::Context, name: &str, val: &[i32]) { + if let Some(loc) = self.uniforms.get(name) { + unsafe { + ctx.gl.uniform_1_i32_slice(Some(loc), val) + } + } + } + + pub fn set_f32(&self, ctx: &context::Context, name: &str, val: f32) { + if let Some(loc) = self.uniforms.get(name) { + unsafe { ctx.gl.uniform_1_f32(Some(loc), val) } + } + } + + pub fn set_vec2(&self, ctx: &context::Context, name: &str, val: &glam::Vec2) { + if let Some(loc) = self.uniforms.get(name) { + unsafe { + ctx.gl.uniform_2_f32( + Some(loc), + val.x, + val.y, + ); + } + } + } + + pub fn set_vec2_array(&self, ctx: &context::Context, name: &str, val: &[glam::Vec2]) { + if let Some(loc) = self.uniforms.get(name) { + let vs: Vec = val.iter().flat_map(|v| [v.x, v.y]).collect(); + unsafe { + ctx.gl.uniform_2_f32_slice( + Some(loc), + &vs, + ); + } + } + } + + pub fn set_vec3(&self, ctx: &context::Context, name: &str, val: &glam::Vec3) { + if let Some(loc) = self.uniforms.get(name) { + unsafe { + ctx.gl.uniform_3_f32( + Some(loc), + val.x, + val.y, + val.z, + ); + } + } + } + + pub fn set_vec3_array(&self, ctx: &context::Context, name: &str, val: &[glam::Vec3]) { + if let Some(loc) = self.uniforms.get(name) { + let vs: Vec = val.iter().flat_map(|v| [v.x, v.y, v.z]).collect(); + unsafe { + ctx.gl.uniform_3_f32_slice( + Some(loc), + &vs, + ); + } + } + } + + pub fn set_vec4(&self, ctx: &context::Context, name: &str, val: &glam::Vec4) { + if let Some(loc) = self.uniforms.get(name) { + unsafe { + ctx.gl.uniform_4_f32( + Some(loc), + val.x, + val.y, + val.z, + val.w, + ); + } + } + } + + pub fn set_mat4(&self, ctx: &context::Context, name: &str, val: &glam::Mat4) { + if let Some(loc) = self.uniforms.get(name) { + unsafe { + ctx.gl.uniform_matrix_4_f32_slice( + Some(loc), + false, + &val.to_cols_array(), + ); + } + } + } + + pub fn set_mat4_array(&self, ctx: &context::Context, name: &str, val: &[glam::Mat4]) { + if let Some(loc) = self.uniforms.get(name) { + let vs: Vec = val.iter().flat_map(|m| m.to_cols_array()).collect(); + unsafe { + ctx.gl.uniform_matrix_4_f32_slice( + Some(loc), + false, + &vs, + ); + } + } + } + + pub fn set_position_3d(&self, ctx: &context::Context, _st: &state::State, position: &glam::Mat4) { + self.set_mat4(ctx, "position", position); + self.set_mat4(ctx, "normal_matrix", &position.inverse().transpose()); + } + + pub fn set_position_2d_mat(&self, ctx: &context::Context, st: &state::State, position: &glam::Mat4) { + self.set_mat4(ctx, "position", position); + } + + pub fn set_position_2d_helper(&self, ctx: &context::Context, st: &state::State, pos: &glam::Vec2, dims: &glam::Vec2, rot: &glam::Quat) { + let halfwidth = dims.x / 2.0; + let halfheight = dims.y / 2.0; + self.set_mat4( + ctx, "position", + &glam::Mat4::from_scale_rotation_translation( + glam::Vec3::new(halfwidth, halfheight, 1.0), + *rot, + glam::Vec3::new( + -st.render_dims.x / 2.0 + pos.x + halfwidth, + st.render_dims.y / 2.0 - pos.y - halfheight, + 0.0, + ), + ) + ); + } + + pub fn set_position_2d(&self, ctx: &context::Context, st: &state::State, pos: &glam::Vec2, dims: &glam::Vec2) { + self.set_position_2d_helper(ctx, st, pos, dims, &glam::Quat::IDENTITY) + } + + pub fn set_position_text_bitmap(&self, + ctx: &context::Context, st: &state::State, + font: &font::Bitmap, + pos: &glam::Vec2 + ) { + let dims = glam::Vec2::new(font.char_width as f32, font.char_height as f32); + self.set_position_2d_helper(ctx, st, pos, &dims, &glam::Quat::IDENTITY) + } + + pub fn bind(&self, ctx: &context::Context) { + unsafe { + ctx.gl.use_program(Some(self.program)); + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shadow.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shadow.rs new file mode 100644 index 0000000..8482179 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/shadow.rs @@ -0,0 +1,127 @@ +use glow::HasContext; + +use crate::context; + +pub struct ShadowBuffer { + pub fbo: glow::Framebuffer, + pub depth_tex: glow::Texture, + pub width: i32, + pub height: i32, +} + +impl ShadowBuffer { + pub fn new(ctx: &context::Context, w: i32, h: i32) -> Self { + unsafe { + // generate and bind FBO + let fbo = ctx.gl.create_framebuffer().expect("failed to create framebuffer"); + ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(fbo)); + + // generate and attach depth buffer + let depth_tex = ctx.gl.create_texture().expect("failed to create texture"); + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(depth_tex)); + ctx.gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::DEPTH_COMPONENT as i32, + w, + h, + 0, + glow::DEPTH_COMPONENT, + glow::FLOAT, + None, + ); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::LINEAR as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::LINEAR as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_BORDER as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_BORDER as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_COMPARE_MODE, glow::COMPARE_REF_TO_TEXTURE as i32); + ctx.gl.tex_parameter_f32_slice(glow::TEXTURE_2D, glow::TEXTURE_BORDER_COLOR, &[1.0, 1.0, 1.0, 1.0]); + ctx.gl.framebuffer_texture_2d(glow::FRAMEBUFFER, glow::DEPTH_ATTACHMENT, glow::TEXTURE_2D, Some(depth_tex), 0); + ctx.gl.draw_buffer(glow::NONE); + ctx.gl.read_buffer(glow::NONE); + + let status = ctx.gl.check_framebuffer_status(glow::FRAMEBUFFER); + if status != glow::FRAMEBUFFER_COMPLETE { + panic!("error initializing framebuffer: {}", status); + } + Self { + fbo, + depth_tex, + width: w, + height: h, + } + } + } + + pub fn bind(&self, ctx: &context::Context) { + unsafe { + ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(self.fbo)); + ctx.gl.viewport(0, 0, self.width as _, self.height as _); + ctx.gl.clear(glow::DEPTH_BUFFER_BIT); + + } + } +} + +pub struct ShadowBuffer3D { + pub fbo: glow::Framebuffer, + pub depth_cubemap: glow::Texture, + pub width: i32, + pub height: i32, +} + +impl ShadowBuffer3D { + pub fn new(ctx: &context::Context, w: i32, h: i32) -> Self { + unsafe { + // generate and bind FBO + let fbo = ctx.gl.create_framebuffer().expect("failed to create framebuffer"); + ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(fbo)); + + // generate and attach depth buffer + let depth_cubemap = ctx.gl.create_texture().expect("failed to create texture"); + ctx.gl.bind_texture(glow::TEXTURE_CUBE_MAP, Some(depth_cubemap)); + for i in 0..6 { + ctx.gl.tex_image_2d( + glow::TEXTURE_CUBE_MAP_POSITIVE_X + i, + 0, + glow::DEPTH_COMPONENT as i32, + w, + h, + 0, + glow::DEPTH_COMPONENT, + glow::FLOAT, + None, + ); + ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_MIN_FILTER, glow::LINEAR as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_MAG_FILTER, glow::LINEAR as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_WRAP_R, glow::CLAMP_TO_EDGE as i32); + } + + ctx.gl.framebuffer_texture(glow::FRAMEBUFFER, glow::DEPTH_ATTACHMENT, Some(depth_cubemap), 0); + ctx.gl.draw_buffer(glow::NONE); + ctx.gl.read_buffer(glow::NONE); + + let status = ctx.gl.check_framebuffer_status(glow::FRAMEBUFFER); + if status != glow::FRAMEBUFFER_COMPLETE { + panic!("error initializing framebuffer: {}", status); + } + Self { + fbo, + depth_cubemap, + width: w, + height: h, + } + } + } + + pub fn bind(&self, ctx: &context::Context) { + unsafe { + ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(self.fbo)); + ctx.gl.viewport(0, 0, self.width as _, self.height as _); + ctx.gl.clear(glow::DEPTH_BUFFER_BIT); + + } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/state.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/state.rs new file mode 100644 index 0000000..3353f33 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/state.rs @@ -0,0 +1,735 @@ +#![allow(dead_code, unused_variables)] +use bimap::BiHashMap; +use enum_map::{Enum, EnumMap, enum_map}; +use serde::{Deserialize, Serialize}; +use std::{collections::HashMap, fmt::Display}; +use strum::EnumIter; + +#[cfg(not(target_arch = "wasm32"))] +use glow::HasContext; + +use crate::{audio, context, font, framebuffer, mesh, shader, utils}; + +pub type Tick = u64; + +const DELTA_TIME: f64 = 0.016; // todo + +pub const ORTH_WIDTH: f32 = 7.55869; +pub const ORTH_HEIGHT: f32 = 5.03913; + +pub trait Game { + fn initialize(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { + Ok(()) + } + fn finalize(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { + Ok(()) + } + fn initialize_audio( + &self, + ctx: &context::Context, + st: &State, + actx: &audio::Context, + ) -> HashMap { + HashMap::new() + } + fn keybindings_were_reset(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { + Ok(()) + } + fn mouse_move( + &mut self, + ctx: &context::Context, + st: &mut State, + x: i32, + y: i32, + ) -> utils::Erm<()> { + Ok(()) + } + fn mouse_press(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { + Ok(()) + } + fn mouse_released(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { + Ok(()) + } + fn update(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { + Ok(()) + } + fn render(&mut self, ctx: &context::Context, st: &mut State) -> utils::Erm<()> { + Ok(()) + } +} + +#[derive(Debug, Enum, EnumIter, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)] +pub enum Key { + Up, + Down, + Left, + Right, + A, + B, + X, + Y, + L, + R, + Start, + Select, + Debug, +} +#[derive(Default)] +pub struct Keys { + pub pressed: EnumMap, + pub new: EnumMap, +} +impl Keys { + pub fn new() -> Self { + Self::default() + } + pub fn up(&self) -> bool { + self.pressed[Key::Up] + } + pub fn down(&self) -> bool { + self.pressed[Key::Down] + } + pub fn left(&self) -> bool { + self.pressed[Key::Left] + } + pub fn right(&self) -> bool { + self.pressed[Key::Right] + } + pub fn a(&self) -> bool { + self.pressed[Key::A] + } + pub fn b(&self) -> bool { + self.pressed[Key::B] + } + pub fn x(&self) -> bool { + self.pressed[Key::X] + } + pub fn y(&self) -> bool { + self.pressed[Key::Y] + } + pub fn l(&self) -> bool { + self.pressed[Key::L] + } + pub fn r(&self) -> bool { + self.pressed[Key::R] + } + pub fn start(&self) -> bool { + self.pressed[Key::Start] + } + pub fn select(&self) -> bool { + self.pressed[Key::Select] + } + pub fn debug(&self) -> bool { + self.pressed[Key::Debug] + } + pub fn new_up(&mut self) -> bool { + let ret = self.new[Key::Up]; + self.new[Key::Up] = false; + ret + } + pub fn new_down(&mut self) -> bool { + let ret = self.new[Key::Down]; + self.new[Key::Down] = false; + ret + } + pub fn new_left(&mut self) -> bool { + let ret = self.new[Key::Left]; + self.new[Key::Left] = false; + ret + } + pub fn new_right(&mut self) -> bool { + let ret = self.new[Key::Right]; + self.new[Key::Right] = false; + ret + } + pub fn new_a(&mut self) -> bool { + let ret = self.new[Key::A]; + self.new[Key::A] = false; + ret + } + pub fn new_b(&mut self) -> bool { + let ret = self.new[Key::B]; + self.new[Key::B] = false; + ret + } + pub fn new_x(&mut self) -> bool { + let ret = self.new[Key::X]; + self.new[Key::X] = false; + ret + } + pub fn new_y(&mut self) -> bool { + let ret = self.new[Key::Y]; + self.new[Key::Y] = false; + ret + } + pub fn new_l(&mut self) -> bool { + let ret = self.new[Key::L]; + self.new[Key::L] = false; + ret + } + pub fn new_r(&mut self) -> bool { + let ret = self.new[Key::R]; + self.new[Key::R] = false; + ret + } + pub fn new_start(&mut self) -> bool { + let ret = self.new[Key::Start]; + self.new[Key::Start] = false; + ret + } + pub fn new_select(&mut self) -> bool { + let ret = self.new[Key::Select]; + self.new[Key::Select] = false; + ret + } + pub fn new_debug(&mut self) -> bool { + let ret = self.new[Key::Debug]; + self.new[Key::Debug] = false; + ret + } +} + +pub struct PointLight { + pub pos: glam::Vec3, + pub color: glam::Vec3, + pub attenuation: glam::Vec2, +} + +type Timestamp = f64; + +#[cfg(target_arch = "wasm32")] +#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)] +pub struct Keycode { + pub kc: winit::keyboard::KeyCode, +} +#[cfg(target_arch = "wasm32")] +impl Keycode { + pub fn new(kc: winit::keyboard::KeyCode) -> Self { + Self { kc } + } +} +#[cfg(target_arch = "wasm32")] +impl Display for Keycode { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + write!(f, "{:?}", self.kc) + } +} +#[cfg(target_arch = "wasm32")] +impl Serialize for Keycode { + fn serialize(&self, serializer: S) -> Result + where + S: serde::Serializer, + { + self.kc.serialize(serializer) + } +} +#[cfg(target_arch = "wasm32")] +impl<'de> Deserialize<'de> for Keycode { + fn deserialize(deserializer: D) -> Result + where + D: serde::Deserializer<'de>, + { + let kc = winit::keyboard::KeyCode::deserialize(deserializer)?; + Ok(Self { kc }) + } +} + +#[cfg(not(target_arch = "wasm32"))] +#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)] +pub struct Keycode { + pub kc: glfw::Key, +} +#[cfg(not(target_arch = "wasm32"))] +impl Keycode { + pub fn new(kc: glfw::Key) -> Self { + Self { kc } + } +} +#[cfg(not(target_arch = "wasm32"))] +impl Display for Keycode { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + write!(f, "{:?}", self.kc) + } +} +#[cfg(not(target_arch = "wasm32"))] +impl Serialize for Keycode { + fn serialize(&self, serializer: S) -> Result + where + S: serde::Serializer, + { + (self.kc as i32).serialize(serializer) + } +} +#[cfg(not(target_arch = "wasm32"))] +impl<'de> Deserialize<'de> for Keycode { + fn deserialize(deserializer: D) -> Result + where + D: serde::Deserializer<'de>, + { + i32::deserialize(deserializer).map(|x| unsafe { std::mem::transmute(x) }) + } +} + +pub struct State { + pub tick: Tick, + pub nextframe: Timestamp, + pub fps: u32, + pub frames_this_second: u32, + pub start_this_second: Timestamp, + + pub rebinding: Option, + pub keybindings: BiHashMap, + pub keys: Keys, + + pub screen: framebuffer::Framebuffer, + pub render_framebuffer: framebuffer::Framebuffer, + pub render_dims: glam::Vec2, + pub shader_upscale: shader::Shader, + pub shader_text_bitmap: shader::Shader, + pub mesh_square: mesh::Mesh, + pub font_default: font::Bitmap, + pub font_small: font::Bitmap, + pub audio: Option, + + pub projection: glam::Mat4, + pub projection_orth: glam::Mat4, + pub camera: (glam::Vec3, glam::Vec3, glam::Vec3), + pub lighting: (glam::Vec3, glam::Vec3, glam::Vec3), + pub point_lights: Vec, +} + +#[cfg(target_arch = "wasm32")] +pub fn now(ctx: &context::Context) -> Timestamp { + ctx.performance.now() / 1000.0 +} + +#[cfg(not(target_arch = "wasm32"))] +pub fn now(ctx: &context::Context) -> Timestamp { + let elapsed = ctx.start_instant.elapsed(); + let ms = elapsed.as_millis(); + (ms as f64) / 1000.0 +} + +#[cfg(target_arch = "wasm32")] +pub fn default_keybindings() -> BiHashMap { + BiHashMap::from_iter(vec![ + (Keycode::new(winit::keyboard::KeyCode::KeyW), Key::Up), + (Keycode::new(winit::keyboard::KeyCode::KeyS), Key::Down), + (Keycode::new(winit::keyboard::KeyCode::KeyA), Key::Left), + (Keycode::new(winit::keyboard::KeyCode::KeyD), Key::Right), + (Keycode::new(winit::keyboard::KeyCode::Digit1), Key::A), + (Keycode::new(winit::keyboard::KeyCode::Digit2), Key::B), + (Keycode::new(winit::keyboard::KeyCode::Digit3), Key::X), + (Keycode::new(winit::keyboard::KeyCode::Digit4), Key::Y), + (Keycode::new(winit::keyboard::KeyCode::KeyQ), Key::L), + (Keycode::new(winit::keyboard::KeyCode::KeyE), Key::R), + (Keycode::new(winit::keyboard::KeyCode::Tab), Key::Start), + (Keycode::new(winit::keyboard::KeyCode::Space), Key::Select), + ( + Keycode::new(winit::keyboard::KeyCode::Backquote), + Key::Debug, + ), + ]) +} + +#[cfg(not(target_arch = "wasm32"))] +pub fn default_keybindings() -> BiHashMap { + BiHashMap::from_iter(vec![ + (Keycode::new(glfw::Key::W), Key::Up), + (Keycode::new(glfw::Key::S), Key::Down), + (Keycode::new(glfw::Key::A), Key::Left), + (Keycode::new(glfw::Key::D), Key::Right), + (Keycode::new(glfw::Key::Num1), Key::A), + (Keycode::new(glfw::Key::Num2), Key::B), + (Keycode::new(glfw::Key::Num3), Key::X), + (Keycode::new(glfw::Key::Num4), Key::Y), + (Keycode::new(glfw::Key::Q), Key::L), + (Keycode::new(glfw::Key::E), Key::R), + (Keycode::new(glfw::Key::Tab), Key::Start), + (Keycode::new(glfw::Key::Space), Key::Select), + (Keycode::new(glfw::Key::GraveAccent), Key::Debug), + ]) +} + +impl State { + pub fn new(ctx: &context::Context) -> Self { + let screen = framebuffer::Framebuffer::screen(ctx); + let render_framebuffer = framebuffer::Framebuffer::new( + ctx, + &glam::Vec2::new(ctx.render_width, ctx.render_height), + &glam::Vec2::new(0.0, 0.0), + ); + let shader_upscale = shader::Shader::new_nolib( + ctx, + include_str!("assets/shaders/scale/vert.glsl"), + include_str!("assets/shaders/scale/frag.glsl"), + ); + let shader_text_bitmap = shader::Shader::new_nolib( + ctx, + include_str!("assets/shaders/bitmap/vert.glsl"), + include_str!("assets/shaders/bitmap/frag.glsl"), + ); + let mesh_square = mesh::Mesh::from_obj(ctx, include_bytes!("assets/meshes/square.obj")); + + let nextframe = now(ctx); + + Self { + // we initialize the tick to 1000, which allows us to use "0" as the default time for + // various animation starts on entities without having them all play at game start + tick: 1000, + + nextframe, + fps: 0, + frames_this_second: 0, + start_this_second: nextframe, + + rebinding: None, + keybindings: default_keybindings(), + keys: Keys::new(), + + screen, + render_framebuffer, + render_dims: glam::Vec2::new(ctx.render_width, ctx.render_height), + shader_upscale, + shader_text_bitmap, + mesh_square, + font_default: font::Bitmap::default(ctx), + font_small: font::Bitmap::small(ctx), + audio: None, + + projection: glam::Mat4::perspective_lh( + std::f32::consts::PI / 4.0, + ctx.render_width / ctx.render_height, + // 0.1, + 0.5, + 50.0, + ), + projection_orth: glam::Mat4::orthographic_lh( + -ORTH_WIDTH, + ORTH_WIDTH, + -ORTH_HEIGHT, + ORTH_HEIGHT, + 0.5, + 50.0, + ), + camera: ( + glam::Vec3::new(0.0, 0.0, 0.0), + glam::Vec3::new(0.0, 0.0, 1.0), + glam::Vec3::new(0.0, 1.0, 0.0), + ), + lighting: ( + glam::Vec3::new(1.0, 1.0, 1.0), + glam::Vec3::new(1.0, 1.0, 1.0), + glam::Vec3::new(1.0, -1.0, 1.0), + ), + point_lights: Vec::new(), + // waker_ctx, + // http_client: reqwest::Client::new(), + // request: None, + } + } + + pub fn handle_resize(&mut self, ctx: &context::Context) { + self.screen = framebuffer::Framebuffer::screen(ctx); + } + + pub fn move_camera( + &mut self, + _ctx: &context::Context, + pos: &glam::Vec3, + dir: &glam::Vec3, + up: &glam::Vec3, + ) { + self.camera = (*pos, *dir, *up); + } + + pub fn bind_framebuffer(&mut self, ctx: &context::Context, fb: &framebuffer::Framebuffer) { + fb.bind(ctx); + self.render_dims = fb.dims; + } + + pub fn bind_render_framebuffer(&mut self, ctx: &context::Context) { + self.render_framebuffer.bind(ctx); + self.render_dims = self.render_framebuffer.dims; + } + + pub fn bind_screen(&mut self, ctx: &context::Context) { + self.screen.bind(ctx); + self.render_dims = self.screen.dims; + } + + pub fn set_lighting( + &mut self, + _ctx: &context::Context, + ambient: &glam::Vec3, + color: &glam::Vec3, + dir: &glam::Vec3, + ) { + self.lighting = (*ambient, *color, *dir); + } + + pub fn add_point_light( + &mut self, + _ctx: &context::Context, + pos: &glam::Vec3, + color: &glam::Vec3, + attenuation: &glam::Vec2, + ) { + self.point_lights.push(PointLight { + pos: *pos, + color: *color, + attenuation: *attenuation, + }); + } + + pub fn clear_point_lights(&mut self, _ctx: &context::Context) { + self.point_lights.clear(); + } + + pub fn view(&self) -> glam::Mat4 { + glam::Mat4::look_to_lh(self.camera.0, self.camera.1, self.camera.2) + } + + pub fn bind_3d_helper( + &self, + ctx: &context::Context, + shader: &shader::Shader, + plc: usize, + orth: bool, + ) { + shader.bind(ctx); + shader.set_mat4( + ctx, + "projection", + if orth { + &self.projection_orth + } else { + &self.projection + }, + ); + shader.set_mat4(ctx, "view", &self.view()); + shader.set_vec3(ctx, "light_ambient_color", &self.lighting.0); + shader.set_vec3(ctx, "light_dir_color", &self.lighting.1); + shader.set_vec3(ctx, "light_dir", &self.lighting.2.normalize()); + shader.set_i32(ctx, "light_count", plc as _); + } + + pub fn bind_3d_no_point_lights(&self, ctx: &context::Context, shader: &shader::Shader) { + self.bind_3d_helper(ctx, shader, 0, false); + } + + pub fn bind_3d_with_point_lights( + &self, + ctx: &context::Context, + shader: &shader::Shader, + orth: bool, + ) { + let plc = self.point_lights.len().min(5); + self.bind_3d_helper(ctx, shader, plc, orth); + if plc > 0 { + let lpos: Vec<_> = self.point_lights.iter().take(plc).map(|l| l.pos).collect(); + shader.set_vec3_array(ctx, "light_pos[0]", &lpos); + let lcolor: Vec<_> = self + .point_lights + .iter() + .take(plc) + .map(|l| l.color) + .collect(); + shader.set_vec3_array(ctx, "light_color[0]", &lcolor); + let lattenuation: Vec<_> = self + .point_lights + .iter() + .take(plc) + .map(|l| l.attenuation) + .collect(); + shader.set_vec2_array(ctx, "light_attenuation[0]", &lattenuation); + } + } + + pub fn bind_3d(&self, ctx: &context::Context, shader: &shader::Shader) { + self.bind_3d_with_point_lights(ctx, shader, false) + } + + pub fn bind_3d_orth(&self, ctx: &context::Context, shader: &shader::Shader) { + self.bind_3d_with_point_lights(ctx, shader, true) + } + + pub fn bind_2d(&self, ctx: &context::Context, shader: &shader::Shader) { + shader.bind(ctx); + shader.set_mat4(ctx, "projection", &glam::Mat4::IDENTITY); + shader.set_mat4( + ctx, + "view", + &glam::Mat4::from_scale(glam::Vec3::new( + 2.0 / ctx.render_width, + 2.0 / ctx.render_height, + 1.0, + )), + ); + } + + pub fn initialize_audio(&mut self, ctx: &context::Context, game: &mut G) -> utils::Erm<()> + where + G: Game, + { + if self.audio.is_none() { + self.audio = Some(audio::Assets::new(|actx| { + game.initialize_audio(ctx, self, actx) + })); + } + Ok(()) + } + + pub fn mouse_moved( + &mut self, + ctx: &context::Context, + x: f32, + y: f32, + game: &mut G, + ) -> utils::Erm<()> + where + G: Game, + { + if ctx.options.contains(crate::Options::FULLSCREEN_MOUSE) { + game.mouse_move( + ctx, + self, + (x * ctx.render_width / self.screen.dims.x) as i32, + (y * ctx.render_height / self.screen.dims.y) as i32, + )?; + } else { + let rx = ((x - self.screen.offsets.x) * ctx.render_width / self.screen.dims.x) as i32; + let ry = ((y - self.screen.offsets.y) * ctx.render_height / self.screen.dims.y) as i32; + if !(rx < 0 + || rx >= ctx.render_width as i32 + || ry < 0 + || ry >= ctx.render_height as i32) + { + game.mouse_move(ctx, self, rx, ry)?; + } + } + Ok(()) + } + + pub fn mouse_pressed(&mut self, ctx: &context::Context, game: &mut G) -> utils::Erm<()> + where + G: Game, + { + self.initialize_audio(ctx, game)?; + game.mouse_press(ctx, self)?; + Ok(()) + } + + pub fn mouse_released(&mut self, ctx: &context::Context, game: &mut G) -> utils::Erm<()> + where + G: Game, + { + game.mouse_released(ctx, self)?; + Ok(()) + } + + pub fn key_pressed( + &mut self, + ctx: &context::Context, + game: &mut G, + key: Keycode, + ) -> utils::Erm<()> + where + G: Game, + { + #[cfg(target_arch = "wasm32")] + let rebind = key.kc == winit::keyboard::KeyCode::F12; + #[cfg(not(target_arch = "wasm32"))] + let rebind = key.kc == glfw::Key::F12; + if rebind { + self.keybindings = default_keybindings(); + self.rebinding = None; + game.keybindings_were_reset(ctx, self)?; + } else if let Some(k) = self.rebinding { + self.keybindings.insert(key, k); + self.rebinding = None; + } else if let Some(k) = self.keybindings.get_by_left(&key) { + self.keys.pressed[*k] = true; + self.keys.new[*k] = true; + } + Ok(()) + } + + pub fn key_released( + &mut self, + _ctx: &context::Context, + _game: &mut G, + key: Keycode, + ) -> utils::Erm<()> + where + G: Game, + { + if let Some(k) = self.keybindings.get_by_left(&key) { + self.keys.pressed[*k] = false; + } + Ok(()) + } + + /// Return the first keybinding for the given virtual key + pub fn keybinding_for(&self, k: Key) -> Option { + self.keybindings + .get_by_right(&k) + .map(|kc| format!("{}", kc)) + } + + pub fn rebind_key(&mut self, k: Key) { + self.rebinding = Some(k); + } + + pub fn run_update(&mut self, ctx: &context::Context, game: &mut G) -> utils::Erm<()> + where + G: Game, + { + let now = now(ctx); + if now > self.nextframe { + while self.nextframe < now { + // find the next target frame that isn't in the past + self.nextframe += DELTA_TIME; + } + self.tick += 1; + self.frames_this_second += 1; + game.update(ctx, self)?; + self.keys.new = enum_map! { _ => false }; + } + if now - self.start_this_second > 1.0 { + // track FPS + self.start_this_second = now; + self.fps = self.frames_this_second; + self.frames_this_second = 0; + } + Ok(()) + } + + pub fn run_render(&mut self, ctx: &context::Context, game: &mut G) -> utils::Erm<()> + where + G: Game, + { + self.bind_screen(ctx); + ctx.clear_color(if ctx.options.contains(crate::Options::OVERLAY) { + glam::Vec4::new(0.0, 0.0, 0.0, 0.0) + } else { + glam::Vec4::new(0.0, 0.0, 0.0, 1.0) + }); + ctx.clear(); + + game.render(ctx, self)?; + + #[cfg(all(debug_assertions, not(target_arch = "wasm32")))] + { + let err = unsafe { ctx.gl.get_error() }; + if err != glow::NO_ERROR { + log::warn!("opengl error: {}", err); + } + // let log = unsafe { ctx.gl.get_debug_message_log(5) }; + // for m in log { + // log::warn!("opengl debug message: {:?}", m); + // } + } + Ok(()) + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/texture.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/texture.rs new file mode 100644 index 0000000..b9749a2 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/texture.rs @@ -0,0 +1,156 @@ +use glow::HasContext; +use image::EncodableLayout; + +use crate::context; + +pub struct Texture { + pub tex: glow::Texture, + pub width: i32, + pub height: i32, +} + +impl Texture { + pub fn new_empty(ctx: &context::Context) -> Self { + unsafe { + let tex = ctx.gl.create_texture().expect("failed to create texture"); + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(tex)); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32); + Self { + tex, + width: 0, height: 0, + } + } + } + + pub fn new(ctx: &context::Context, bytes: &[u8]) -> Self { + let rgba = image::ImageReader::new(std::io::Cursor::new(bytes)) + .with_guessed_format() + .expect("failed to guess image format") + .decode() + .expect("failed to decode image") + .into_rgba8(); + let pixels = rgba.as_bytes(); + unsafe { + let tex = ctx.gl.create_texture().expect("failed to create texture"); + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(tex)); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32); + ctx.gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::RGBA as i32, + rgba.width() as i32, + rgba.height() as i32, + 0, + glow::RGBA, + glow::UNSIGNED_BYTE, + Some(pixels), + ); + ctx.gl.generate_mipmap(glow::TEXTURE_2D); + + Self { + tex, + width: rgba.width() as i32, + height: rgba.height() as i32, + } + } + } + + pub fn upload(&mut self, ctx: &context::Context, bytes: &[u8]) { + let rgba = image::ImageReader::new(std::io::Cursor::new(bytes)) + .with_guessed_format() + .expect("failed to guess image format") + .decode() + .expect("failed to decode image") + .into_rgba8(); + let pixels = rgba.as_bytes(); + self.upload_rgba8(ctx, rgba.width() as i32, rgba.height() as i32, pixels); + } + + pub fn upload_rgba8(&mut self, ctx: &context::Context, width: i32, height: i32, data: &[u8]) { + unsafe { + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(self.tex)); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32); + ctx.gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::RGBA as i32, + width, + height, + 0, + glow::RGBA, + glow::UNSIGNED_BYTE, + Some(data), + ); + ctx.gl.generate_mipmap(glow::TEXTURE_2D); + } + self.width = width; + self.height = height; + } + + pub fn set_repeat(&self, ctx: &context::Context) { + unsafe { + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(self.tex)); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::REPEAT as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::REPEAT as i32); + } + } + + pub fn set_anisotropic_filtering(&self, ctx: &context::Context) { + unsafe { + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(self.tex)); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::REPEAT as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::REPEAT as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::LINEAR_MIPMAP_LINEAR as i32); + ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::LINEAR as i32); + ctx.gl.tex_parameter_f32(glow::TEXTURE_2D, glow::TEXTURE_MAX_ANISOTROPY_EXT, 4.0); + } + } + + pub fn bind(&self, ctx: &context::Context) { + unsafe { + ctx.gl.active_texture(glow::TEXTURE0); + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(self.tex)); + } + } + + pub fn bind_initial(ctx: &context::Context) { + unsafe { + ctx.gl.active_texture(glow::TEXTURE0); + ctx.gl.bind_texture(glow::TEXTURE_2D, None); + } + } + + pub fn bind_index(&self, ctx: &context::Context, idx: u32) { + unsafe { + ctx.gl.active_texture(glow::TEXTURE0 + idx); + ctx.gl.bind_texture(glow::TEXTURE_2D, Some(self.tex)); + } + } +} + +pub struct Material { + pub color: Texture, + pub normal: Texture, +} +impl Material { + pub fn new(ctx: &context::Context, color_bytes: &[u8], normal_bytes: &[u8]) -> Self { + let color = Texture::new(ctx, color_bytes); + let normal = Texture::new(ctx, normal_bytes); + color.set_anisotropic_filtering(ctx); + normal.set_anisotropic_filtering(ctx); + Self { color, normal } + } + pub fn bind(&self, ctx: &context::Context) { + self.color.bind(ctx); + self.normal.bind_index(ctx, 1); + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/ui.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/ui.rs new file mode 100644 index 0000000..8607fb6 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/ui.rs @@ -0,0 +1,169 @@ +use crate::{state, utils}; +use crate::state::Tick; + +fn compute_reverse(frames: Tick, tick: Tick, start: Tick) -> Tick { + let leftover = frames - (tick - start) + .clamp(0, frames); + tick - leftover +} + +pub enum ModeToggle { + Inactive { start: Tick }, + Active { start: Tick }, +} + +pub struct Mode { + frames: Tick, + toggle: ModeToggle, +} + +impl Mode { + pub fn new(frames: Tick) -> Self { + Self { + frames, + toggle: ModeToggle::Inactive { start: 0 }, + } + } + + /// Is the current state active? + pub fn is_active(&self) -> bool { + match self.toggle { + ModeToggle::Inactive {..} => false, + ModeToggle::Active {..} => true, + } + } + + /// Has the current transition finished? + pub fn is_ready(&self, tick: Tick) -> bool { + let started = match self.toggle { + ModeToggle::Inactive { start } => start, + ModeToggle::Active { start } => start, + }; + tick - started > self.frames + } + + pub fn progress(&self, tick: Tick) -> f32 { + match self.toggle { + ModeToggle::Inactive { start } => { + 1.0 - (((tick - start) as f32) / self.frames as f32) + .clamp(0.0, 1.0) + }, + ModeToggle::Active { start } => { + (((tick - start) as f32) / self.frames as f32) + .clamp(0.0, 1.0) + } + } + } + + pub fn reset(&mut self) { + self.toggle = ModeToggle::Inactive { start: 0 }; + } + + pub fn toggle(&mut self, tick: Tick) { + match self.toggle { + ModeToggle::Inactive { start } => { + self.toggle = ModeToggle::Active { + start: compute_reverse(self.frames, tick, start) + }; + }, + ModeToggle::Active { start } => { + self.toggle = ModeToggle::Inactive { + start: compute_reverse(self.frames, tick, start) + }; + }, + } + } +} + +pub struct Cursor { + pub index: i32, + pub prev_index: i32, + pub change_started: Tick, + pub bound: i32, + pub frames: Tick, +} + +impl Cursor { + pub fn new(bound: i32, frames: Tick) -> Self { + Self { + index: 0, + prev_index: 0, + change_started: 0, + bound, + frames, + } + } + + pub fn animation_index(&self, tick: Tick) -> f32 { + let progress = ((tick - self.change_started) as f32) + / (self.frames as f32 / 2.0); + utils::lerp( + self.prev_index as f32, + self.index as f32, + progress + ) + } + + pub fn is_ready(&self, tick: Tick) -> bool { + tick - self.change_started > self.frames + } + + pub fn set(&mut self, val: i32, tick: Tick) -> bool { + if self.is_ready(tick) { + self.change_started = tick; + self.prev_index = self.index; + self.index = val; + self.index %= self.bound; + true + } else { false } + } + pub fn increment(&mut self, tick: Tick) -> bool { self.set(self.index + 1, tick) } + pub fn decrement(&mut self, tick: Tick) -> bool { self.set(self.index + self.bound - 1, tick) } + + pub fn set_unlocked(&mut self, val: i32, tick: Tick) { + self.change_started = tick; + self.prev_index = self.index; + self.index = val; + self.index %= self.bound; + } + pub fn increment_unlocked(&mut self, tick: Tick) -> bool { self.set_unlocked(self.index + 1, tick); true } + pub fn decrement_unlocked(&mut self, tick: Tick) -> bool { self.set_unlocked(self.index + self.bound - 1, tick); true } + + /// Read keypresses to update this cursor (assuming that the left/right keys decrement/increment) + /// Returns true if an update was performed (e.g. to determine whether to play a sound). + pub fn update_horizontal(&mut self, st: &mut state::State) -> bool { + if st.keys.new_left() { + self.decrement_unlocked(st.tick) + } else if st.keys.new_right() { + self.increment_unlocked(st.tick) + } else if st.keys.left() { + self.decrement(st.tick) + } else if st.keys.right() { + self.increment(st.tick) + } else { false } + } + + pub fn update_vertical(&mut self, st: &mut state::State) -> bool { + if st.keys.new_up() { + self.decrement_unlocked(st.tick) + } else if st.keys.new_down() { + self.increment_unlocked(st.tick) + } else if st.keys.up() { + self.decrement(st.tick) + } else if st.keys.down() { + self.increment(st.tick) + } else { false } + } + + pub fn update_lr(&mut self, st: &mut state::State) -> bool { + if st.keys.new_l() { + self.decrement_unlocked(st.tick) + } else if st.keys.new_r() { + self.increment_unlocked(st.tick) + } else if st.keys.l() { + self.decrement(st.tick) + } else if st.keys.r() { + self.increment(st.tick) + } else { false } + } +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/utils.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/utils.rs new file mode 100644 index 0000000..14a7fdf --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia/src/utils.rs @@ -0,0 +1,147 @@ +use std::f32::consts::PI; + +use enum_map::Enum; +use serde::{Serialize, Deserialize}; +use strum::EnumIter; + +pub type Erm = simple_eyre::Result; + +pub fn erm(e: E) -> Erm where E: std::error::Error + std::marker::Send + std::marker::Sync + 'static { + Err(e.into()) +} + +#[derive(Debug)] +pub struct Error { + pub msg: String +} +impl std::fmt::Display for Error { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + write!(f, "teleia error: {}", self.msg) + } +} +impl std::error::Error for Error {} + +pub fn erm_msg(msg: &str) -> Erm { + Err(Error { + msg: msg.to_owned(), + }.into()) +} + +pub struct ErrorHandler; +impl simple_eyre::eyre::EyreHandler for ErrorHandler { + fn debug( + &self, + error: &(dyn std::error::Error + 'static), + f: &mut core::fmt::Formatter<'_>, + ) -> core::fmt::Result { + if f.alternate() { + return core::fmt::Debug::fmt(error, f); + } + let mut first = true; + if let Some(s) = error.source() { + let errors: Vec<_> = std::iter::successors(Some(s), |e| (*e).source()).collect(); + for err in errors.iter().rev() { + writeln!(f)?; write!(f, "{}{}", if first {""} else {" - "}, err)?; + first = false; + } + } + writeln!(f)?; write!(f, "{}{}", if first {""} else {" - "}, error)?; + Ok(()) + } +} + +pub fn install_error_handler() { + simple_eyre::eyre::set_hook(Box::new(move |_| Box::new(ErrorHandler))).expect("failed to install error handler"); +} + +#[derive(Clone, Copy, Debug, Enum, EnumIter, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)] +pub enum Cardinal { + North, + South, + West, + East, +} + +impl Cardinal { + pub fn to_string(&self) -> &'static str { + match self { + Self::North => "north", + Self::South => "south", + Self::West => "west", + Self::East => "east", + } + } + + pub fn turn_cw(&self) -> Self { + match self { + Self::North => Self::East, + Self::South => Self::West, + Self::West => Self::North, + Self::East => Self::South, + } + } + + pub fn turn_ccw(&self) -> Self { + match self { + Self::North => Self::West, + Self::South => Self::East, + Self::West => Self::South, + Self::East => Self::North, + } + } + + pub fn dir(&self) -> glam::Vec3 { + match self { + Self::North => glam::Vec3::new(0.0, 1.0, 0.0), + Self::South => glam::Vec3::new(0.0, -1.0, 0.0), + Self::West => glam::Vec3::new(-1.0, 0.0, 0.0), + Self::East => glam::Vec3::new(1.0, 0.0, 0.0), + } + } + + pub fn offsets(&self) -> (i32, i32) { + match self { + Self::North => (0, 1), + Self::South => (0, -1), + Self::West => (-1, 0), + Self::East => (1, 0), + } + } + + pub fn angle(&self) -> f32 { + match self { + Self::North => 0.0, + Self::South => PI, + Self::West => PI / 2.0, + Self::East => 3.0 * PI / 2.0, + } + } + + pub fn turn_by(&self, o: Self) -> Self { + match o { + Self::North => *self, + Self::South => self.turn_cw().turn_cw(), + Self::West => self.turn_cw(), + Self::East => self.turn_ccw(), + } + } + + pub fn angle_between(&self, o: &Self) -> f32 { + if o == &self.turn_cw() { -PI / 2.0 } + else if o == &self.turn_ccw() { PI / 2.0 } + else if o == &self.turn_cw().turn_cw() { PI } + else { 0.0 } + } +} + +pub fn lerp(a: f32, b: f32, t: f32) -> f32 { + a + t.clamp(0.0, 1.0) * (b - a) +} + +pub fn dir_lerp(a: glam::Vec3, b: glam::Vec3, t: f32) -> glam::Vec3 { + let dirrotaxis = a.cross(b).normalize(); + let dirrotangle = a.angle_between(b); + let dirrotfull = glam::Quat::from_axis_angle(dirrotaxis, dirrotangle); + let dirrot = glam::Quat::IDENTITY.slerp(dirrotfull, t); + dirrot.mul_vec3(a) +} diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/Cargo.toml b/2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/Cargo.toml new file mode 100644 index 0000000..3ef969e --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/Cargo.toml @@ -0,0 +1,14 @@ +[package] +name = "teleia_macros" +version.workspace = true +edition.workspace = true +authors.workspace = true + +[lib] +proc-macro = true + +[dependencies] +env = "1.0.1" +walkdir = "2.5.0" +heck = "0.5.0" +litrs = "1.0.0" \ No newline at end of file diff --git a/2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/src/lib.rs b/2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/src/lib.rs new file mode 100644 index 0000000..5b6c0b9 --- /dev/null +++ b/2026/games/rpc2dot0/vendor/teleia/crates/teleia_macros/src/lib.rs @@ -0,0 +1,231 @@ +use heck::ToUpperCamelCase; +use proc_macro::TokenStream; +use std::collections::HashSet; +use std::path::Path; +use walkdir::WalkDir; + +#[derive(Debug, Hash, PartialEq, Eq)] +struct Designator { + path: String, + parts: Vec, +} +impl Designator { + fn new(fbase: &str, mut path: &Path, shorten: bool) -> Self { + let mut parts: Vec<_> = path + .strip_prefix(fbase) + .unwrap() + .with_extension("") + .components() + .filter_map(|c| match c { + std::path::Component::Normal(o) => Some(o.to_str().unwrap().to_owned()), + _ => None, + }) + .collect(); + if shorten { + parts.pop(); + path = path.parent().expect("path has no parent"); + } + Self { + path: path + .to_str() + .expect("path is not a string") + .replace("\\", "/"), + parts, + } + } + fn enum_entry(&self, fnm: &str) -> String { + let singular = match fnm { + "meshes" => "mesh", + "textures" => "texture", + "materials" => "material", + "shaders" => "shader", + _ => fnm, + }; + let mut ret = format!("\n#[doc=\"newton-{}: {}\"]\n", singular, self.path); + ret += &self.parts.join(" ").to_upper_camel_case(); + ret + } + fn enum_element(&self, _fnm: &str) -> String { + self.parts.join(" ").to_upper_camel_case() + } + fn load_expr(&self, fnm: &str) -> Option { + let i = format!("assets/{}/{}", fnm, self.parts.join("/")); + match fnm { + "meshes" => Some(format!( + "teleia::mesh::Mesh::from_obj(ctx, include_bytes!(\"{}.obj\"))", + i + )), + "textures" => Some(format!( + "teleia::texture::Texture::new(ctx, include_bytes!(\"{}.png\"))", + i + )), + "materials" => Some(format!( + "teleia::texture::Material::new(ctx, include_bytes!(\"{}/color.jpg\"), include_bytes!(\"{}/normal.jpg\"))", + i, i + )), + "shaders" => { + if self.parts.contains(&"nolib".to_owned()) { + Some(format!( + "teleia::shader::Shader::new_nolib(ctx, include_str!(\"{}/vert.glsl\"), include_str!(\"{}/frag.glsl\"))", + i, i + )) + } else { + Some(format!( + "teleia::shader::Shader::new(ctx, include_str!(\"{}/vert.glsl\"), include_str!(\"{}/frag.glsl\"))", + i, i + )) + } + } + _ => None, + } + } +} + +#[derive(Debug)] +struct Field { + nm: String, + entries: HashSet, +} +impl Field { + fn new(base: &str, nm: &str) -> Self { + let mut entries = HashSet::new(); + let fbase = format!("{}{}", base, nm); + for f in WalkDir::new(&fbase).into_iter().flatten() { + if f.file_type().is_file() { + entries.insert(Designator::new( + &fbase, + f.path(), + nm == "shaders" || nm == "materials", + )); + } + } + Self { + nm: nm.to_owned(), + entries, + } + } + fn generate(&self) -> Option<(String, String, String)> { + let mut ents = Vec::new(); + for d in self.entries.iter() { + if let Some(exp) = d.load_expr(&self.nm) { + ents.push((d.enum_entry(&self.nm), d.enum_element(&self.nm), exp)); + } + } + let (enm, ty) = match self.nm.as_str() { + "meshes" => ("Mesh", "teleia::mesh::Mesh"), + "textures" => ("Texture", "teleia::texture::Texture"), + "materials" => ("Material", "teleia::texture::Material"), + "shaders" => ("Shader", "teleia::shader::Shader"), + _ => return None, + }; + let enums: Vec<_> = ents.iter().map(|(e, _, _)| e.clone()).collect(); + let edecl = format!("#[derive(Debug, Clone, Copy, PartialEq, Eq, serde::Serialize, serde::Deserialize, enum_map::Enum)] +pub enum {} {{ {} }}", enm, enums.join(", ")); + let decl = format!("pub {}: enum_map::EnumMap<{}, {}>", self.nm, enm, ty); + let inits: Vec<_> = ents + .into_iter() + .map(|(_, e, exp)| format!("{}::{} => {}", enm, e, exp)) + .collect(); + let init = format!("{}: enum_map::enum_map!({})", self.nm, inits.join(", ")); + Some((edecl, decl, init)) + } +} + +#[derive(Debug)] +struct AssetData { + fields: Vec, +} +impl AssetData { + fn new(base: &str) -> Self { + let mut fields = Vec::new(); + let dirs = std::fs::read_dir(base) + .unwrap_or_else(|_| panic!("failed to read assets directory: {}", base)); + let (mut has_meshes, mut has_textures, mut has_materials, mut has_shaders) = + (false, false, false, false); + for d in dirs.flatten() { + let nm = d.file_name().into_string().unwrap(); + fields.push(Field::new(base, &nm)); + match &*nm { + "meshes" => has_meshes = true, + "textures" => has_textures = true, + "materials" => has_materials = true, + "shaders" => has_shaders = true, + _ => {} + }; + } + if !has_meshes { + fields.push(Field { + nm: "meshes".to_owned(), + entries: HashSet::new(), + }); + } + if !has_textures { + fields.push(Field { + nm: "textures".to_owned(), + entries: HashSet::new(), + }); + } + if !has_materials { + fields.push(Field { + nm: "materials".to_owned(), + entries: HashSet::new(), + }); + } + if !has_shaders { + fields.push(Field { + nm: "shaders".to_owned(), + entries: HashSet::new(), + }); + } + Self { fields } + } + fn generate(&self) -> String { + let mut res = String::new(); + let fdata: Vec<_> = self.fields.iter().filter_map(|f| f.generate()).collect(); + for (edecl, _, _) in fdata.iter() { + res += edecl; + res += "\n"; + } + res += "pub struct Assets {\n"; + for (_, decl, _) in fdata.iter() { + res += decl; + res += ",\n"; + } + res += "}\nimpl Assets {\npub fn new(ctx: &teleia::context::Context) -> Self {\nSelf {\n"; + for (_, _, init) in fdata.iter() { + res += init; + res += ",\n"; + } + res += "}\n}\n}\n"; + res += "impl teleia::renderer::Assets for Assets {\n"; + res += "type Shader = Shader;\n"; + res += + "fn shader(&self, i: Self::Shader) -> &teleia::shader::Shader { &self.shaders[i] }\n"; + res += "type Texture = Texture;\n"; + res += "fn texture(&self, i: Self::Texture) -> &teleia::texture::Texture { &self.textures[i] }\n"; + res += "type Material = Material;\n"; + res += "fn material(&self, i: Self::Material) -> &teleia::texture::Material { &self.materials[i] }\n"; + res += "type Mesh = Mesh;\n"; + res += "fn mesh(&self, i: Self::Mesh) -> &teleia::mesh::Mesh { &self.meshes[i] }\n"; + res += "}\n"; + res + } +} + +#[proc_macro] +pub fn generate_assets(s: TokenStream) -> TokenStream { + let token = s + .into_iter() + .next() + .expect("must pass asset base path as a string literal"); + let lit = litrs::StringLit::try_from(token).expect("argument was not a string literal"); + let base = lit.value(); + let manifest = env::var("CARGO_MANIFEST_DIR").expect("failed to get manifest path"); + let assets = AssetData::new(&format!("{}/{}", manifest, base)); + // println!("{}", assets.generate()); + assets + .generate() + .to_string() + .parse() + .expect("failed to parse generate_assets result") +} -- cgit v1.3.1