102 lines
3.6 KiB
Rust
102 lines
3.6 KiB
Rust
//! # sylpheed-viewer
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//!
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//! Bevy-based asset viewer for Project Sylpheed: Arc of Deception.
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//!
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//! This crate serves as both:
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//! - A **native binary** (via `main.rs`) — full desktop viewer
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//! - A **WASM app**, also entered through `main.rs` — browser viewer at
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//! `index.html`. Trunk builds the *bin* target (`data-bin` in index.html) and
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//! wasm-bindgen calls `main()`; there is no `#[wasm_bindgen(start)]` here and
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//! this file is NOT the wasm entry point. Selecting the lib target instead
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//! links an empty 1.4 KB module that still exits 0 — see #11.
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//!
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//! ## Architecture
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//! - `sylpheed_formats` handles all binary parsing — no Bevy dependency
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//! - This crate is the thin Bevy integration layer on top
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//! - `asset_loader` bridges the two: wraps parsers as `AssetLoader` impls
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//!
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//! ## WASM notes
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//! On the web, local file access is unavailable. Assets must be
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//! pre-extracted and served over HTTP. XISO reading is native-only.
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use bevy::prelude::*;
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use bevy_egui::EguiPlugin;
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pub mod asset_loader;
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pub mod camera;
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pub mod iso_loader;
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pub mod ui;
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// ── Application state ────────────────────────────────────────────────────────
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/// Global viewer state, shared across all UI and rendering systems.
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#[derive(Resource)]
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pub struct ViewerState {
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/// Whether the plain-text viewer wraps long lines.
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pub text_wrap: bool,
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}
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impl Default for ViewerState {
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fn default() -> Self {
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Self { text_wrap: true }
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}
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}
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// ── App builder ──────────────────────────────────────────────────────────────
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/// Build and run the viewer application.
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///
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/// Called from `main.rs`, on both native and wasm.
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pub fn run() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Project Sylpheed: Arc of Deception — Asset Viewer".into(),
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resolution: (1280.0_f32, 720.0_f32).into(),
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..default()
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}),
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..default()
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}));
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app.add_plugins(EguiPlugin);
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app.add_plugins(asset_loader::SylpheedAssetPlugin);
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app.add_plugins(iso_loader::IsoLoaderPlugin);
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app.add_plugins(camera::OrbitCameraPlugin);
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app.add_plugins(ui::ViewerUiPlugin);
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app.init_resource::<ViewerState>();
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// Minimal 3D scene: a directional light so meshes are visible
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app.add_systems(Startup, setup_scene);
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app.run();
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}
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fn setup_scene(mut commands: Commands) {
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// Bright ambient so surfaces facing away from every light aren't pure black.
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commands.insert_resource(AmbientLight {
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color: Color::srgb(0.9, 0.93, 1.0),
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brightness: 900.0,
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});
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// A multi-directional rig (key + fills + rim + underside) so an orbiting
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// camera always has some light on the visible side — the single front light
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// left the backside unreadable.
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let lights = [
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(Vec3::new(1.0, 2.0, 1.5), 10_000.0, true), // key: front-top-right
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(Vec3::new(-2.0, 1.0, 0.5), 4_500.0, false), // fill: left
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(Vec3::new(0.5, 0.8, -2.0), 6_000.0, false), // rim: behind
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(Vec3::new(0.0, -1.5, 0.5), 2_500.0, false), // underside fill
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];
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for (from, lux, shadows) in lights {
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commands.spawn((
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DirectionalLight {
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illuminance: lux,
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shadows_enabled: shadows,
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..default()
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},
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Transform::from_translation(from).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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}
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