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use anyhow::Result;
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use bytemuck;
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use cgmath::{Deg, EuclideanSpace, Matrix4, Point2, Vector3};
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use galactica_constants;
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use std::{iter, rc::Rc};
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use wgpu;
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use winit::{self, dpi::LogicalSize, window::Window};
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use crate::{
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content,
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globaldata::{GlobalData, GlobalDataContent},
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pipeline::PipelineBuilder,
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sprite::ObjectSubSprite,
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starfield::Starfield,
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texturearray::TextureArray,
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vertexbuffer::{
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consts::{SPRITE_INDICES, SPRITE_VERTICES},
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types::{SpriteInstance, StarfieldInstance, TexturedVertex},
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VertexBuffer,
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},
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ObjectSprite, UiSprite, OPENGL_TO_WGPU_MATRIX,
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};
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/// A high-level GPU wrapper. Consumes game state,
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/// produces pretty pictures.
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pub struct GPUState {
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/// The window to we draw on
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pub window: Window,
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/// The size of the window we draw on
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pub window_size: winit::dpi::PhysicalSize<u32>,
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device: wgpu::Device,
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config: wgpu::SurfaceConfiguration,
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surface: wgpu::Surface,
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queue: wgpu::Queue,
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window_aspect: f32,
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object_pipeline: wgpu::RenderPipeline,
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starfield_pipeline: wgpu::RenderPipeline,
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ui_pipeline: wgpu::RenderPipeline,
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starfield: Starfield,
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texture_array: TextureArray,
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global_data: GlobalData,
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vertex_buffers: VertexBuffers,
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}
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struct VertexBuffers {
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object: Rc<VertexBuffer>,
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starfield: Rc<VertexBuffer>,
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ui: Rc<VertexBuffer>,
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}
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impl GPUState {
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/// Make a new GPUState that draws on `window`
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pub async fn new(window: Window, ct: &content::Content) -> Result<Self> {
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let window_size = window.inner_size();
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let window_aspect = window_size.width as f32 / window_size.height as f32;
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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// Basic setup
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let device;
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let queue;
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let config;
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{
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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(device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::TEXTURE_BINDING_ARRAY | wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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// We may need limits if we compile for wasm
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limits: wgpu::Limits::default(),
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label: Some("gpu device"),
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},
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None,
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)
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.await
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.unwrap();
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// Assume sRGB
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.filter(|f| f.is_srgb())
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.filter(|f| f.has_stencil_aspect())
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.next()
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.unwrap_or(surface_caps.formats[0]);
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config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: window_size.width,
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height: window_size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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}
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let vertex_buffers = VertexBuffers {
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object: Rc::new(VertexBuffer::new::<TexturedVertex, SpriteInstance>(
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"objecte",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT,
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)),
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starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
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"starfield",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT,
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)),
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ui: Rc::new(VertexBuffer::new::<TexturedVertex, SpriteInstance>(
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"ui",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::UI_SPRITE_INSTANCE_LIMIT,
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)),
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};
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// Load uniforms
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let global_data = GlobalData::new(&device);
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let texture_array = TextureArray::new(&device, &queue, ct)?;
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// Make sure these match the indices in each shader
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let bind_group_layouts = &[
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&texture_array.bind_group_layout,
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&global_data.bind_group_layout,
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];
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// Create render pipelines
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let object_pipeline = PipelineBuilder::new("object", &device)
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"object.wgsl"
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)))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.object)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let starfield_pipeline = PipelineBuilder::new("starfield", &device)
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"starfield.wgsl"
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)))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.starfield)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let ui_pipeline = PipelineBuilder::new("ui", &device)
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"ui.wgsl"
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)))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.ui)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let mut starfield = Starfield::new();
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starfield.regenerate();
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return Ok(Self {
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device,
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config,
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surface,
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queue,
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window,
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window_size,
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window_aspect,
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object_pipeline,
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starfield_pipeline,
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ui_pipeline,
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starfield,
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texture_array,
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global_data,
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vertex_buffers,
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});
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}
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/// Get the window this GPUState is attached to
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pub fn window(&self) -> &Window {
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&self.window
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}
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/// Update window size.
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/// This should be called whenever our window is resized.
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pub fn resize(&mut self) {
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let new_size = self.window.inner_size();
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if new_size.width > 0 && new_size.height > 0 {
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self.window_size = new_size;
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self.window_aspect = new_size.width as f32 / new_size.height as f32;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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self.update_starfield_buffer()
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}
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/// Create a SpriteInstance for an object and add it to `instances`.
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/// Also handles child sprites.
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fn push_object_sprite(
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&self,
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camera_zoom: f32,
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camera_pos: Point2<f32>,
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instances: &mut Vec<SpriteInstance>,
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clip_ne: Point2<f32>,
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clip_sw: Point2<f32>,
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s: &ObjectSprite,
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) {
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// Position adjusted for parallax
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// TODO: adjust parallax for zoom?
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let pos: Point2<f32> = {
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(Point2 {
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x: s.pos.x,
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y: s.pos.y,
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} - camera_pos.to_vec())
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/ s.pos.z
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};
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let texture = self.texture_array.get_texture(s.texture);
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// Game dimensions of this sprite post-scale.
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// Don't divide by 2, we use this later.
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let height = s.size / s.pos.z;
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// Width or height, whichever is larger.
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// Accounts for sprite rotation.
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let m = height * texture.aspect.max(1.0);
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// Don't draw (or compute matrices for)
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// sprites that are off the screen
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if pos.x < clip_ne.x - m
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|| pos.y > clip_ne.y + m
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|| pos.x > clip_sw.x + m
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|| pos.y < clip_sw.y - m
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{
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return;
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}
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// TODO: clean up
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let scale = height / camera_zoom;
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// Note that our mesh starts centered at (0, 0).
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// This is essential---we do not want scale and rotation
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// changing our sprite's position!
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// Apply sprite aspect ratio, preserving height.
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// This must be done *before* rotation.
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//
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// We apply the provided scale here as well as a minor optimization
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let sprite_aspect_and_scale =
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Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
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// Apply rotation
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let rotate = Matrix4::from_angle_z(s.angle);
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|
|
|
|
|
|
|
// Apply screen aspect ratio, again preserving height.
|
|
|
|
// This must be done AFTER rotation... think about it!
|
|
|
|
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
|
|
|
|
|
|
|
// After finishing all ops, translate.
|
|
|
|
// This must be done last, all other operations
|
|
|
|
// require us to be at (0, 0).
|
2023-12-29 22:56:19 -08:00
|
|
|
//
|
|
|
|
// Note that we divide camera zoom by two.
|
|
|
|
// THIS IS IMPORTANT!
|
|
|
|
// The height of the viewport is `zoom` in game units,
|
|
|
|
// but it's 2 in screen units! (since coordinates range from -1 to 1)
|
2023-12-26 22:33:00 -08:00
|
|
|
let translate = Matrix4::from_translation(Vector3 {
|
2023-12-31 18:39:37 -08:00
|
|
|
x: pos.x / (camera_zoom / 2.0) / self.window_aspect,
|
|
|
|
y: pos.y / (camera_zoom / 2.0),
|
2023-12-26 22:33:00 -08:00
|
|
|
z: 0.0,
|
|
|
|
});
|
|
|
|
|
|
|
|
// Order matters!
|
|
|
|
// The rightmost matrix is applied first.
|
|
|
|
let t =
|
|
|
|
OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * sprite_aspect_and_scale;
|
|
|
|
|
|
|
|
instances.push(SpriteInstance {
|
|
|
|
transform: t.into(),
|
|
|
|
texture_index: texture.index,
|
|
|
|
});
|
|
|
|
|
|
|
|
// Add children
|
2023-12-31 18:39:37 -08:00
|
|
|
if let Some(children) = &s.children {
|
2023-12-26 22:33:00 -08:00
|
|
|
for c in children {
|
2023-12-31 18:39:37 -08:00
|
|
|
self.push_object_subsprite(camera_zoom, instances, c, pos, s.angle);
|
2023-12-26 22:33:00 -08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-12-31 17:58:17 -08:00
|
|
|
/// Add an object sprite's subsprite to `instances`.
|
|
|
|
/// Only called by `self.push_object_sprite`.
|
|
|
|
fn push_object_subsprite(
|
2023-12-26 22:33:00 -08:00
|
|
|
&self,
|
2023-12-31 18:39:37 -08:00
|
|
|
camera_zoom: f32,
|
2023-12-26 22:33:00 -08:00
|
|
|
instances: &mut Vec<SpriteInstance>,
|
2023-12-31 18:39:37 -08:00
|
|
|
s: &ObjectSubSprite,
|
2023-12-26 22:33:00 -08:00
|
|
|
parent_pos: Point2<f32>,
|
|
|
|
parent_angle: Deg<f32>,
|
|
|
|
) {
|
2023-12-30 10:58:17 -08:00
|
|
|
let texture = self.texture_array.get_texture(s.texture);
|
2023-12-31 18:39:37 -08:00
|
|
|
let scale = s.size / (s.pos.z * camera_zoom);
|
2023-12-26 22:33:00 -08:00
|
|
|
let sprite_aspect_and_scale =
|
|
|
|
Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
|
|
|
|
let rotate = Matrix4::from_angle_z(s.angle);
|
|
|
|
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
|
|
|
|
|
|
|
let ptranslate = Matrix4::from_translation(Vector3 {
|
2023-12-31 18:39:37 -08:00
|
|
|
x: parent_pos.x / (camera_zoom / 2.0) / self.window_aspect,
|
|
|
|
y: parent_pos.y / (camera_zoom / 2.0),
|
2023-12-26 22:33:00 -08:00
|
|
|
z: 0.0,
|
|
|
|
});
|
|
|
|
let protate = Matrix4::from_angle_z(parent_angle);
|
|
|
|
|
|
|
|
let translate = Matrix4::from_translation(Vector3 {
|
2023-12-31 18:39:37 -08:00
|
|
|
x: s.pos.x / (camera_zoom / 2.0) / self.window_aspect,
|
|
|
|
y: s.pos.y / (camera_zoom / 2.0),
|
2023-12-26 22:33:00 -08:00
|
|
|
z: 0.0,
|
|
|
|
});
|
|
|
|
|
|
|
|
// Order matters!
|
|
|
|
// The rightmost matrix is applied first.
|
|
|
|
let t = OPENGL_TO_WGPU_MATRIX
|
|
|
|
* ptranslate * screen_aspect
|
|
|
|
* protate * translate
|
|
|
|
* rotate * sprite_aspect_and_scale;
|
|
|
|
|
|
|
|
instances.push(SpriteInstance {
|
|
|
|
transform: t.into(),
|
|
|
|
texture_index: texture.index,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
2023-12-31 17:58:17 -08:00
|
|
|
/// Create a SpriteInstance for a ui sprite and add it to `instances`
|
2023-12-31 18:39:37 -08:00
|
|
|
fn push_ui_sprite(&self, instances: &mut Vec<SpriteInstance>, s: &UiSprite) {
|
2023-12-31 17:58:17 -08:00
|
|
|
let logical_size: LogicalSize<f32> =
|
|
|
|
self.window_size.to_logical(self.window.scale_factor());
|
|
|
|
|
|
|
|
let texture = self.texture_array.get_texture(s.texture);
|
|
|
|
let width = s.dimensions.x;
|
|
|
|
let height = s.dimensions.y;
|
|
|
|
|
2024-01-01 22:25:16 -08:00
|
|
|
// Compute square scale, since we must apply screen aspect ratio
|
|
|
|
// AFTER rotation.
|
2023-12-31 17:58:17 -08:00
|
|
|
let scale = Matrix4::from_nonuniform_scale(
|
2024-01-01 22:25:16 -08:00
|
|
|
width / logical_size.height,
|
2023-12-31 17:58:17 -08:00
|
|
|
height / logical_size.height,
|
|
|
|
1.0,
|
|
|
|
);
|
|
|
|
let rotate = Matrix4::from_angle_z(s.angle);
|
|
|
|
let translate = Matrix4::from_translation(match s.pos {
|
2024-01-01 22:25:16 -08:00
|
|
|
super::AnchoredUiPosition::NwC(p) => Vector3 {
|
2023-12-31 17:58:17 -08:00
|
|
|
// Note the signs. Positive y points north!
|
2024-01-01 22:25:16 -08:00
|
|
|
x: -1.0 + p.x / (logical_size.width / 2.0),
|
|
|
|
y: 1.0 + p.y / (logical_size.height / 2.0),
|
|
|
|
z: 0.0,
|
|
|
|
},
|
|
|
|
super::AnchoredUiPosition::NwNw(p) => Vector3 {
|
2023-12-31 17:58:17 -08:00
|
|
|
x: -1.0 + (width / 2.0 + p.x) / (logical_size.width / 2.0),
|
|
|
|
y: 1.0 - (height / 2.0 - p.y) / (logical_size.height / 2.0),
|
|
|
|
z: 0.0,
|
|
|
|
},
|
2024-01-01 22:25:16 -08:00
|
|
|
super::AnchoredUiPosition::NwNe(p) => Vector3 {
|
|
|
|
x: -1.0 - (width / 2.0 - p.x) / (logical_size.width / 2.0),
|
|
|
|
y: 1.0 - (height / 2.0 - p.y) / (logical_size.height / 2.0),
|
|
|
|
z: 0.0,
|
|
|
|
},
|
|
|
|
super::AnchoredUiPosition::NwSw(p) => Vector3 {
|
|
|
|
x: -1.0 + (width / 2.0 + p.x) / (logical_size.width / 2.0),
|
|
|
|
y: 1.0 + (height / 2.0 + p.y) / (logical_size.height / 2.0),
|
|
|
|
z: 0.0,
|
|
|
|
},
|
|
|
|
super::AnchoredUiPosition::NwSe(p) => Vector3 {
|
|
|
|
x: -1.0 - (width / 2.0 - p.x) / (logical_size.width / 2.0),
|
|
|
|
y: 1.0 + (height / 2.0 + p.y) / (logical_size.height / 2.0),
|
2023-12-31 17:58:17 -08:00
|
|
|
z: 0.0,
|
|
|
|
},
|
|
|
|
});
|
2024-01-01 22:25:16 -08:00
|
|
|
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
2023-12-31 17:58:17 -08:00
|
|
|
|
|
|
|
instances.push(SpriteInstance {
|
2024-01-01 22:25:16 -08:00
|
|
|
transform: (OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * scale).into(),
|
2023-12-31 17:58:17 -08:00
|
|
|
texture_index: texture.index,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
2023-12-23 14:07:12 -08:00
|
|
|
/// Make a SpriteInstance for each of the game's visible sprites.
|
|
|
|
/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
|
|
|
|
///
|
|
|
|
/// This is only called inside self.render()
|
2024-01-02 09:23:38 -08:00
|
|
|
fn update_sprite_instances(
|
2023-12-31 18:39:37 -08:00
|
|
|
&self,
|
|
|
|
camera_zoom: f32,
|
|
|
|
camera_pos: Point2<f32>,
|
|
|
|
objects: &Vec<ObjectSprite>,
|
|
|
|
ui: &Vec<UiSprite>,
|
2024-01-02 09:23:38 -08:00
|
|
|
) -> (usize, usize) {
|
|
|
|
let mut object_instances: Vec<SpriteInstance> = Vec::new();
|
2023-12-22 16:51:21 -08:00
|
|
|
|
2023-12-22 21:39:47 -08:00
|
|
|
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
|
|
|
// Used to skip off-screen sprites.
|
2023-12-31 18:39:37 -08:00
|
|
|
let clip_ne = Point2::from((-self.window_aspect, 1.0)) * camera_zoom;
|
|
|
|
let clip_sw = Point2::from((self.window_aspect, -1.0)) * camera_zoom;
|
2023-12-23 11:03:06 -08:00
|
|
|
|
2023-12-31 18:39:37 -08:00
|
|
|
for s in objects {
|
2024-01-02 09:23:38 -08:00
|
|
|
self.push_object_sprite(
|
|
|
|
camera_zoom,
|
|
|
|
camera_pos,
|
|
|
|
&mut object_instances,
|
|
|
|
clip_ne,
|
|
|
|
clip_sw,
|
|
|
|
s,
|
|
|
|
);
|
2023-12-22 16:51:21 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
// Enforce sprite limit
|
2024-01-02 09:23:38 -08:00
|
|
|
if object_instances.len() as u64 > galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT {
|
2023-12-22 16:51:21 -08:00
|
|
|
// TODO: no panic, handle this better.
|
2023-12-26 22:33:00 -08:00
|
|
|
panic!("Sprite limit exceeded!")
|
2023-12-22 16:51:21 -08:00
|
|
|
}
|
|
|
|
|
2024-01-02 09:23:38 -08:00
|
|
|
self.queue.write_buffer(
|
|
|
|
&self.vertex_buffers.object.instances,
|
|
|
|
0,
|
|
|
|
bytemuck::cast_slice(&object_instances),
|
|
|
|
);
|
|
|
|
|
|
|
|
let mut ui_instances: Vec<SpriteInstance> = Vec::new();
|
|
|
|
|
|
|
|
for s in ui {
|
|
|
|
self.push_ui_sprite(&mut ui_instances, s);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ui_instances.len() as u64 > galactica_constants::UI_SPRITE_INSTANCE_LIMIT {
|
|
|
|
panic!("Ui sprite limit exceeded!")
|
|
|
|
}
|
|
|
|
|
|
|
|
self.queue.write_buffer(
|
|
|
|
&self.vertex_buffers.ui.instances,
|
|
|
|
0,
|
|
|
|
bytemuck::cast_slice(&ui_instances),
|
|
|
|
);
|
|
|
|
|
|
|
|
return (object_instances.len(), ui_instances.len());
|
2023-12-23 14:07:12 -08:00
|
|
|
}
|
2023-12-23 11:03:06 -08:00
|
|
|
|
2023-12-23 14:07:12 -08:00
|
|
|
/// Make a StarfieldInstance for each star that needs to be drawn.
|
|
|
|
/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
|
|
|
|
///
|
2023-12-24 09:34:39 -08:00
|
|
|
/// Starfield data rarely changes, so this is called only when it's needed.
|
2024-01-01 09:45:27 -08:00
|
|
|
pub fn update_starfield_buffer(&mut self) {
|
2023-12-24 07:33:09 -08:00
|
|
|
self.queue.write_buffer(
|
|
|
|
&self.vertex_buffers.starfield.instances,
|
|
|
|
0,
|
2024-01-01 09:45:27 -08:00
|
|
|
bytemuck::cast_slice(&self.starfield.make_instances(self.window_aspect)),
|
2023-12-24 07:33:09 -08:00
|
|
|
);
|
|
|
|
}
|
|
|
|
|
2023-12-31 18:59:08 -08:00
|
|
|
/// Main render function. Draws sprites on a window.
|
2023-12-31 18:39:37 -08:00
|
|
|
pub fn render(
|
|
|
|
&mut self,
|
|
|
|
camera_pos: Point2<f32>,
|
|
|
|
camera_zoom: f32,
|
|
|
|
object_sprites: &Vec<ObjectSprite>,
|
|
|
|
ui_sprites: &Vec<UiSprite>,
|
|
|
|
) -> Result<(), wgpu::SurfaceError> {
|
2023-12-23 14:07:12 -08:00
|
|
|
let output = self.surface.get_current_texture()?;
|
|
|
|
let view = output
|
|
|
|
.texture
|
|
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
|
|
|
|
|
|
let mut encoder = self
|
|
|
|
.device
|
|
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
|
|
label: Some("render encoder"),
|
|
|
|
});
|
|
|
|
|
|
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
|
|
label: Some("render pass"),
|
|
|
|
|
|
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
|
|
view: &view,
|
|
|
|
resolve_target: None,
|
|
|
|
ops: wgpu::Operations {
|
|
|
|
load: wgpu::LoadOp::Clear(wgpu::Color {
|
|
|
|
r: 0.0,
|
|
|
|
g: 0.0,
|
|
|
|
b: 0.0,
|
|
|
|
a: 1.0,
|
|
|
|
}),
|
|
|
|
store: wgpu::StoreOp::Store,
|
|
|
|
},
|
|
|
|
})],
|
|
|
|
depth_stencil_attachment: None,
|
|
|
|
occlusion_query_set: None,
|
|
|
|
timestamp_writes: None,
|
|
|
|
});
|
|
|
|
|
2023-12-23 23:24:04 -08:00
|
|
|
// Update global values
|
|
|
|
self.queue.write_buffer(
|
|
|
|
&self.global_data.buffer,
|
|
|
|
0,
|
|
|
|
bytemuck::cast_slice(&[GlobalDataContent {
|
2023-12-31 18:39:37 -08:00
|
|
|
camera_position: camera_pos.into(),
|
|
|
|
camera_zoom: [camera_zoom, 0.0],
|
2024-01-01 10:44:55 -08:00
|
|
|
camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
|
2023-12-24 11:08:44 -08:00
|
|
|
window_size: [
|
|
|
|
self.window_size.width as f32,
|
|
|
|
self.window_size.height as f32,
|
|
|
|
],
|
|
|
|
window_aspect: [self.window_aspect, 0.0],
|
2023-12-24 18:45:39 -08:00
|
|
|
starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
|
2024-01-01 10:44:55 -08:00
|
|
|
starfield_tile_size: [galactica_constants::STARFIELD_SIZE as f32, 0.0],
|
2023-12-31 18:39:37 -08:00
|
|
|
starfield_size_limits: [
|
2024-01-01 10:44:55 -08:00
|
|
|
galactica_constants::STARFIELD_SIZE_MIN,
|
|
|
|
galactica_constants::STARFIELD_SIZE_MAX,
|
2023-12-31 18:39:37 -08:00
|
|
|
],
|
2023-12-23 23:24:04 -08:00
|
|
|
}]),
|
|
|
|
);
|
|
|
|
|
2023-12-23 14:07:12 -08:00
|
|
|
// Create sprite instances
|
2024-01-02 09:23:38 -08:00
|
|
|
let (n_object, n_ui) =
|
|
|
|
self.update_sprite_instances(camera_zoom, camera_pos, object_sprites, ui_sprites);
|
2023-12-23 14:07:12 -08:00
|
|
|
|
2023-12-23 23:24:04 -08:00
|
|
|
// These should match the indices in each shader,
|
|
|
|
// and should each have a corresponding bind group layout.
|
2023-12-23 14:07:12 -08:00
|
|
|
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
|
2023-12-23 23:24:04 -08:00
|
|
|
render_pass.set_bind_group(1, &self.global_data.bind_group, &[]);
|
2023-12-23 14:07:12 -08:00
|
|
|
|
2023-12-23 11:03:06 -08:00
|
|
|
// Starfield pipeline
|
2023-12-23 12:52:36 -08:00
|
|
|
self.vertex_buffers.starfield.set_in_pass(&mut render_pass);
|
2023-12-23 11:03:06 -08:00
|
|
|
render_pass.set_pipeline(&self.starfield_pipeline);
|
2024-01-01 09:45:27 -08:00
|
|
|
render_pass.draw_indexed(
|
|
|
|
0..SPRITE_INDICES.len() as u32,
|
|
|
|
0,
|
|
|
|
0..self.starfield.instance_count,
|
|
|
|
);
|
2023-12-23 11:03:06 -08:00
|
|
|
|
|
|
|
// Sprite pipeline
|
2024-01-02 09:23:38 -08:00
|
|
|
self.vertex_buffers.object.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.object_pipeline);
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render_pass.draw_indexed(0..SPRITE_INDICES.len() as u32, 0, 0..n_object as _);
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// Ui pipeline
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self.vertex_buffers.ui.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.ui_pipeline);
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|
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render_pass.draw_indexed(0..SPRITE_INDICES.len() as u32, 0, 0..n_ui as _);
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2023-12-22 16:51:21 -08:00
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// begin_render_pass borrows encoder mutably, so we can't call finish()
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|
|
// without dropping this variable.
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|
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drop(render_pass);
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|
|
self.queue.submit(iter::once(encoder.finish()));
|
|
|
|
output.present();
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|
|
|
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|
|
Ok(())
|
|
|
|
}
|
|
|
|
}
|