2023-12-22 16:51:21 -08:00
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use anyhow::Result;
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use bytemuck;
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2023-12-22 21:39:47 -08:00
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use cgmath::{EuclideanSpace, Point2};
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use std::iter;
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2023-12-22 16:51:21 -08:00
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use wgpu::{self, util::DeviceExt};
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use winit::{self, window::Window};
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2023-12-22 21:39:47 -08:00
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use crate::{Camera, Sprite};
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use super::{
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bufferdata::{SpriteInstance, Vertex},
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texturearray::TextureArray,
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util::Transform,
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SPRITE_MESH_INDICES, SPRITE_MESH_VERTICES,
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};
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2023-12-22 16:51:21 -08:00
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pub struct GPUState {
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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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pub window: Window,
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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texture_array: TextureArray,
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instance_buffer: wgpu::Buffer,
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}
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impl GPUState {
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// We can draw at most this many sprites on the screen.
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// TODO: compile-time option
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pub const SPRITE_LIMIT: u64 = 100;
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pub async fn new(window: Window) -> Result<Self> {
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let size = window.inner_size();
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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: size.width,
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height: 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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// Load textures
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let texture_array = TextureArray::new(&device, &queue)?;
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// Render pipeline
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let render_pipeline;
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let render_pipeline_layout;
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{
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("sprite shader"),
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source: wgpu::ShaderSource::Wgsl(
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include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/src/render/shaders/",
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"shader.wgsl"
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))
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.into(),
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),
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});
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render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("render pipeline layout"),
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bind_group_layouts: &[&texture_array.bind_group_layout],
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push_constant_ranges: &[],
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});
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render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("render pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vertex_shader_main",
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buffers: &[Vertex::desc(), SpriteInstance::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fragment_shader_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("vertex buffer"),
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contents: bytemuck::cast_slice(SPRITE_MESH_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("vertex index buffer"),
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contents: bytemuck::cast_slice(SPRITE_MESH_INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("instance buffer"),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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size: SpriteInstance::SIZE * Self::SPRITE_LIMIT,
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mapped_at_creation: false,
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});
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return Ok(Self {
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surface,
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device,
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queue,
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config,
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size,
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window,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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instance_buffer,
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texture_array,
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});
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}
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pub fn window(&self) -> &Window {
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&self.window
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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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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}
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pub fn update(&mut self) {}
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pub fn render(
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&mut self,
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sprites: &Vec<Sprite>,
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camera: Camera,
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) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("sprite render encoder"),
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});
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("sprite render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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// Correct for screen aspect ratio
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// (it may not be square!)
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let screen_aspect = self.size.width as f32 / self.size.height as f32;
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2023-12-22 21:39:47 -08:00
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// Game coordinates (relative to camera) of ne and sw corners of screen.
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// Used to skip off-screen sprites.
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let clip_ne = Point2::from((-1.0, 1.0)) * camera.zoom;
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let clip_sw = Point2::from((1.0, -1.0)) * camera.zoom;
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let mut instances: Vec<SpriteInstance> = Vec::new();
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for s in sprites {
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let pos = s.pos - camera.pos.to_vec();
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let texture = self.texture_array.get_texture(&s.name[..]);
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2023-12-22 21:39:47 -08:00
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// Game dimensions of this sprite post-scale
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// We really need height / 2 to check if we're on the screen,
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// but we omit the division so we get a small "margin"
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// and so we can re-use this value.
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let height = texture.height * s.scale;
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let width = height * texture.aspect;
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2023-12-22 21:44:03 -08:00
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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 - width
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|| pos.y > clip_ne.y + height
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|| pos.x > clip_sw.x + width
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|| pos.y < clip_sw.y - height
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{
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println!("skip {}", s.name);
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continue;
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}
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2023-12-22 21:44:03 -08:00
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// Compute the values we need to draw
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// scale: combines texture scale and zoom scale.
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// screen_pos: position of this sprite in screen coordinates
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//
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// We can't use screen_pos to exclude off-screen sprites because
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// it can't account for height and width.
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2023-12-22 21:39:47 -08:00
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let scale = height / camera.zoom;
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let screen_pos: Point2<f32> = pos / camera.zoom;
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instances.push(SpriteInstance {
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transform: Transform {
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pos: screen_pos,
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aspect: texture.aspect,
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screen_aspect,
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rotate: s.angle,
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scale,
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}
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.to_matrix()
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.into(),
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texture_index: texture.index,
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})
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}
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// Enforce sprite limit
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if sprites.len() as u64 >= Self::SPRITE_LIMIT {
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// TODO: no panic, handle this better.
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panic!("Sprite limit exceeded!")
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}
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// Write new sprite data to buffer
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self.queue
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.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&instances));
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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2023-12-22 21:39:47 -08:00
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render_pass.draw_indexed(
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0..SPRITE_MESH_INDICES.len() as u32,
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0,
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0..instances.len() as _,
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);
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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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drop(render_pass);
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self.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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