Galactica/crates/render/src/gpustate.rs

698 lines
20 KiB
Rust
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use anyhow::Result;
use bytemuck;
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use cgmath::{Deg, EuclideanSpace, Matrix2, Matrix4, Point2, Vector3};
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use galactica_constants;
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use rand::seq::SliceRandom;
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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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globaluniform::{AtlasContent, DataContent, GlobalUniform, SpriteContent},
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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::{ObjectInstance, ParticleInstance, StarfieldInstance, TexturedVertex, UiInstance},
BufferObject, VertexBuffer,
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},
ObjectSprite, RenderState, UiSprite, OPENGL_TO_WGPU_MATRIX,
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};
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/// A high-level GPU wrapper. Consumes game state,
/// produces pretty pictures.
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pub struct GPUState {
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/// The window to we draw on
pub window: Window,
/// The size of the window we draw on
pub window_size: winit::dpi::PhysicalSize<u32>,
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device: wgpu::Device,
config: wgpu::SurfaceConfiguration,
surface: wgpu::Surface,
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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particle_pipeline: wgpu::RenderPipeline,
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ui_pipeline: wgpu::RenderPipeline,
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starfield: Starfield,
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texture_array: TextureArray,
global_uniform: GlobalUniform,
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vertex_buffers: VertexBuffers,
}
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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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/// The index of the next particle slot we'll write to.
/// This must cycle to 0 whenever it exceeds the size
/// of the particle instance array.
particle_array_head: u64,
particle: Rc<VertexBuffer>,
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}
/// Basic wgsl preprocesser
fn preprocess_shader(
shader: &str,
global_uniform: &GlobalUniform,
global_uniform_group: u32,
) -> String {
// Insert dynamically-generated global definitions
let shader = shader.replace(
"// INCLUDE: global uniform header",
&global_uniform.shader_header(global_uniform_group),
);
// Insert common functions
let shader = shader.replace(
"// INCLUDE: animate.wgsl",
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/include/",
"animate.wgsl"
)),
);
return shader;
}
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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();
let window_aspect = window_size.width as f32 / window_size.height as f32;
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let surface = unsafe { instance.create_surface(&window) }.unwrap();
// Basic setup
let device;
let queue;
let config;
{
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
(device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::TEXTURE_BINDING_ARRAY | wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
// We may need limits if we compile for wasm
limits: wgpu::Limits::default(),
label: Some("gpu device"),
},
None,
)
.await
.unwrap();
// Assume sRGB
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.filter(|f| f.is_srgb())
.filter(|f| f.has_stencil_aspect())
.next()
.unwrap_or(surface_caps.formats[0]);
config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
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width: window_size.width,
height: window_size.height,
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present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
}
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let vertex_buffers = VertexBuffers {
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object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
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"object",
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&device,
Some(SPRITE_VERTICES),
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",
&device,
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Some(SPRITE_VERTICES),
Some(SPRITE_INDICES),
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galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT,
)),
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ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
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"ui",
&device,
Some(SPRITE_VERTICES),
Some(SPRITE_INDICES),
galactica_constants::UI_SPRITE_INSTANCE_LIMIT,
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)),
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particle_array_head: 0,
particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
"particle",
&device,
Some(SPRITE_VERTICES),
Some(SPRITE_INDICES),
galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT,
)),
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};
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// Load uniforms
let global_uniform = GlobalUniform::new(&device);
let texture_array = TextureArray::new(&device, &queue, ct)?;
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// Make sure these match the indices in each shader
let bind_group_layouts = &[
&texture_array.bind_group_layout,
&global_uniform.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)
.set_shader(&preprocess_shader(
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/",
"object.wgsl"
)),
&global_uniform,
1,
))
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.set_format(config.format)
.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();
let starfield_pipeline = PipelineBuilder::new("starfield", &device)
.set_shader(&preprocess_shader(
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/",
"starfield.wgsl"
)),
&global_uniform,
1,
))
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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)
.set_shader(&preprocess_shader(
&include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/", "ui.wgsl")),
&global_uniform,
1,
))
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.set_format(config.format)
.set_triangle(true)
.set_vertex_buffer(&vertex_buffers.ui)
.set_bind_group_layouts(bind_group_layouts)
.build();
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let particle_pipeline = PipelineBuilder::new("particle", &device)
.set_shader(&preprocess_shader(
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/",
"particle.wgsl"
)),
&global_uniform,
1,
))
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.set_format(config.format)
.set_triangle(true)
.set_vertex_buffer(&vertex_buffers.particle)
.set_bind_group_layouts(bind_group_layouts)
.build();
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let mut starfield = Starfield::new();
starfield.regenerate();
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return Ok(Self {
device,
config,
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surface,
queue,
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window,
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window_size,
window_aspect,
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object_pipeline,
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starfield_pipeline,
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ui_pipeline,
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particle_pipeline,
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starfield,
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texture_array,
global_uniform,
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vertex_buffers,
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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 {
&self.window
}
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/// Update window size.
/// 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;
self.window_aspect = new_size.width as f32 / new_size.height as f32;
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self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
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self.update_starfield_buffer()
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}
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/// Create a ObjectInstance 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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state: &RenderState,
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instances: &mut Vec<ObjectInstance>,
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clip_ne: Point2<f32>,
clip_sw: Point2<f32>,
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s: &ObjectSprite,
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) {
// Position adjusted for parallax
// TODO: adjust parallax for zoom?
let pos: Point2<f32> = {
(Point2 {
x: s.pos.x,
y: s.pos.y,
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} - state.camera_pos.to_vec())
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/ s.pos.z
};
// Game dimensions of this sprite post-scale.
// Don't divide by 2, we use this later.
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 * s.sprite.aspect.max(1.0);
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// Don't draw (or compute matrices for)
// sprites that are off the screen
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if pos.x < clip_ne.x - m
|| pos.y > clip_ne.y + m
|| pos.x > clip_sw.x + m
|| pos.y < clip_sw.y - m
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{
return;
}
// TODO: clean up
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let scale = height / state.camera_zoom;
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// Note that our mesh starts centered at (0, 0).
// This is essential---we do not want scale and rotation
// changing our sprite's position!
// Apply sprite aspect ratio, preserving height.
// This must be done *before* rotation.
//
// We apply the provided scale here as well as a minor optimization
let sprite_aspect_and_scale =
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Matrix4::from_nonuniform_scale(s.sprite.aspect * scale, scale, 1.0);
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// Apply rotation
let rotate = Matrix4::from_angle_z(s.angle);
// 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).
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//
// 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)
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let translate = Matrix4::from_translation(Vector3 {
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x: pos.x / (state.camera_zoom / 2.0) / self.window_aspect,
y: pos.y / (state.camera_zoom / 2.0),
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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;
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instances.push(ObjectInstance {
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transform: t.into(),
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sprite_index: s.sprite.get_index(),
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});
// Add children
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if let Some(children) = &s.children {
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for c in children {
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self.push_object_subsprite(&state, instances, c, pos, s.angle);
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}
}
}
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/// Add an object sprite's subsprite to `instances`.
/// Only called by `self.push_object_sprite`.
fn push_object_subsprite(
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&self,
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state: &RenderState,
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instances: &mut Vec<ObjectInstance>,
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s: &ObjectSubSprite,
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parent_pos: Point2<f32>,
parent_angle: Deg<f32>,
) {
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let scale = s.size / (s.pos.z * state.camera_zoom);
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let sprite_aspect_and_scale =
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Matrix4::from_nonuniform_scale(s.sprite.aspect * scale, scale, 1.0);
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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 {
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x: parent_pos.x / (state.camera_zoom / 2.0) / self.window_aspect,
y: parent_pos.y / (state.camera_zoom / 2.0),
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z: 0.0,
});
let protate = Matrix4::from_angle_z(parent_angle);
let translate = Matrix4::from_translation(Vector3 {
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x: s.pos.x / (state.camera_zoom / 2.0) / self.window_aspect,
y: s.pos.y / (state.camera_zoom / 2.0),
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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;
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instances.push(ObjectInstance {
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transform: t.into(),
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sprite_index: s.sprite.get_index(),
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});
}
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/// Create a ObjectInstance for a ui sprite and add it to `instances`
fn push_ui_sprite(&self, instances: &mut Vec<UiInstance>, s: &UiSprite) {
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let logical_size: LogicalSize<f32> =
self.window_size.to_logical(self.window.scale_factor());
let width = s.dimensions.x;
let height = s.dimensions.y;
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// Compute square scale, since we must apply screen aspect ratio
// AFTER rotation.
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let scale = Matrix4::from_nonuniform_scale(
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width / logical_size.height,
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height / logical_size.height,
1.0,
);
let rotate = Matrix4::from_angle_z(s.angle);
let translate = Matrix4::from_translation(match s.pos {
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super::AnchoredUiPosition::NwC(p) => Vector3 {
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// Note the signs. Positive y points north!
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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 {
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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,
},
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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),
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z: 0.0,
},
});
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let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
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instances.push(UiInstance {
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transform: (OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * scale).into(),
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sprite_index: s.sprite.get_index(),
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color: s.color.unwrap_or([1.0, 1.0, 1.0, 1.0]),
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});
}
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/// Make an instance for all the game's sprites
/// (Objects and UI)
/// This will Will panic if any X_SPRITE_INSTANCE_LIMIT is exceeded.
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fn update_sprite_instances(&self, state: &RenderState) -> (usize, usize) {
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let mut object_instances: Vec<ObjectInstance> = Vec::new();
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// Game coordinates (relative to camera) of ne and sw corners of screen.
// Used to skip off-screen sprites.
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let clip_ne = Point2::from((-self.window_aspect, 1.0)) * state.camera_zoom;
let clip_sw = Point2::from((self.window_aspect, -1.0)) * state.camera_zoom;
for s in &state.object_sprites {
self.push_object_sprite(state, &mut object_instances, clip_ne, clip_sw, &s);
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}
// Enforce sprite limit
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if object_instances.len() as u64 > galactica_constants::OBJECT_SPRITE_INSTANCE_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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self.queue.write_buffer(
&self.vertex_buffers.object.instances,
0,
bytemuck::cast_slice(&object_instances),
);
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let mut ui_instances: Vec<UiInstance> = Vec::new();
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for s in &state.ui_sprites {
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self.push_ui_sprite(&mut ui_instances, &s);
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}
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());
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}
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/// Make a StarfieldInstance for each star that needs to be drawn.
/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
///
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/// Starfield data rarely changes, so this is called only when it's needed.
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pub fn update_starfield_buffer(&mut self) {
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self.queue.write_buffer(
&self.vertex_buffers.starfield.instances,
0,
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bytemuck::cast_slice(&self.starfield.make_instances(self.window_aspect)),
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);
}
/// Initialize the rendering engine
pub fn init(&mut self) {
// Update global values
self.queue.write_buffer(
&self.global_uniform.atlas_buffer,
0,
bytemuck::cast_slice(&[AtlasContent {
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data: self.texture_array.image_locations,
}]),
);
self.queue.write_buffer(
&self.global_uniform.sprite_buffer,
0,
bytemuck::cast_slice(&[SpriteContent {
data: self.texture_array.sprite_data,
}]),
);
self.update_starfield_buffer();
}
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/// Main render function. Draws sprites on a window.
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pub fn render(&mut self, state: RenderState) -> Result<(), wgpu::SurfaceError> {
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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,
});
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let s = state.content.get_starfield_handle();
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// Update global values
self.queue.write_buffer(
&self.global_uniform.data_buffer,
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0,
bytemuck::cast_slice(&[DataContent {
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camera_position: state.camera_pos.into(),
camera_zoom: [state.camera_zoom, 0.0],
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camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
window_size: [
self.window_size.width as f32,
self.window_size.height as f32,
],
window_aspect: [self.window_aspect, 0.0],
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starfield_sprite: [s.get_index(), 0],
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starfield_tile_size: [galactica_constants::STARFIELD_SIZE as f32, 0.0],
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starfield_size_limits: [
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galactica_constants::STARFIELD_SIZE_MIN,
galactica_constants::STARFIELD_SIZE_MAX,
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],
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current_time: [state.current_time, 0.0],
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}]),
);
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// Write all new particles to GPU buffer
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state.new_particles.shuffle(&mut rand::thread_rng());
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for i in state.new_particles.iter() {
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self.queue.write_buffer(
&self.vertex_buffers.particle.instances,
ParticleInstance::SIZE * self.vertex_buffers.particle_array_head,
bytemuck::cast_slice(&[ParticleInstance {
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position: [i.pos.x, i.pos.y],
velocity: i.velocity.into(),
rotation: Matrix2::from_angle(i.angle).into(),
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size: i.size,
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sprite_index: i.sprite.get_index(),
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created: state.current_time,
expires: state.current_time + i.lifetime,
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}]),
);
self.vertex_buffers.particle_array_head += 1;
if self.vertex_buffers.particle_array_head
== galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT
{
self.vertex_buffers.particle_array_head = 0;
}
}
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state.new_particles.clear();
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// Create sprite instances
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let (n_object, n_ui) = self.update_sprite_instances(&state);
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// These should match the indices in each shader,
// and should each have a corresponding bind group layout.
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render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
render_pass.set_bind_group(1, &self.global_uniform.bind_group, &[]);
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// Starfield pipeline
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self.vertex_buffers.starfield.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.starfield_pipeline);
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render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.starfield.instance_count,
);
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// Sprite pipeline
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self.vertex_buffers.object.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.object_pipeline);
render_pass.draw_indexed(0..SPRITE_INDICES.len() as u32, 0, 0..n_object as _);
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// Particle pipeline
self.vertex_buffers.particle.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.particle_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT as _,
);
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// Ui pipeline
self.vertex_buffers.ui.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.ui_pipeline);
render_pass.draw_indexed(0..SPRITE_INDICES.len() as u32, 0, 0..n_ui as _);
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// begin_render_pass borrows encoder mutably, so we can't call finish()
// without dropping this variable.
drop(render_pass);
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}