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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use cgmath::{EuclideanSpace, Matrix2, Point2, Vector2};
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use std::{iter, rc::Rc};
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use wgpu;
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use winit::{self, dpi::PhysicalSize, window::Window};
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use crate::{Game, STARFIELD_COUNT, STARFIELD_PARALLAX_MIN, STARFIELD_SIZE, ZOOM_MAX, ZOOM_MIN};
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use super::{
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globaldata::{GlobalData, GlobalDataContent},
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pipeline::PipelineBuilder,
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texturearray::TextureArray,
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vertexbuffer::{
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data::{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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};
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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 window_size: winit::dpi::PhysicalSize<u32>,
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window_aspect: f32,
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sprite_pipeline: wgpu::RenderPipeline,
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starfield_pipeline: wgpu::RenderPipeline,
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starfield_count: u32,
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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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sprite: Rc<VertexBuffer>,
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starfield: Rc<VertexBuffer>,
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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_INSTANCE_LIMIT: u64 = 100;
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// Must be small enough to fit in an i32
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pub const STARFIELD_INSTANCE_LIMIT: u64 = STARFIELD_COUNT * 24;
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pub async fn new(window: Window) -> 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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sprite: Rc::new(VertexBuffer::new::<TexturedVertex, SpriteInstance>(
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"sprite",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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Self::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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Self::STARFIELD_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)?;
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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 sprite_pipeline = PipelineBuilder::new("sprite", &device)
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/src/render/shaders/",
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"sprite.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.sprite)
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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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"/src/render/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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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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sprite_pipeline,
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starfield_pipeline,
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texture_array,
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global_data,
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vertex_buffers,
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starfield_count: 0,
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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, game: &Game, new_size: PhysicalSize<u32>) {
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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(game)
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}
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pub fn update(&mut self) {}
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/// Make a SpriteInstance for each of the game's visible sprites.
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/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
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///
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/// This is only called inside self.render()
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fn make_sprite_instances(&self, game: &Game) -> Vec<SpriteInstance> {
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let mut instances: Vec<SpriteInstance> = Vec::new();
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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((-self.window_aspect, 1.0)) * game.camera.zoom;
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * game.camera.zoom;
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for s in game.get_sprites() {
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// Parallax is computed here, so we can check if this sprite is visible.
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let pos =
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(s.pos - game.camera.pos.to_vec()) / (s.parallax + game.camera.zoom / ZOOM_MIN);
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let texture = self.texture_array.get_sprite_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.scale / s.parallax;
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let width = height * texture.aspect;
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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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continue;
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}
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instances.push(SpriteInstance {
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position: pos.into(),
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aspect: texture.aspect,
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rotation: Matrix2::from_angle(s.angle).into(),
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height,
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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 instances.len() as u64 > Self::SPRITE_INSTANCE_LIMIT {
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// TODO: no panic, handle this better.
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unreachable!("Sprite limit exceeded!")
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}
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return instances;
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}
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/// Make a StarfieldInstance for each star that needs to be drawn.
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/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
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///
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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, game: &Game) {
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let sz = STARFIELD_SIZE as f32;
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// Compute window size in starfield tiles
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let mut nw_tile: Point2<i32> = {
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// Game coordinates (relative to camera) of nw corner of screen.
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let clip_nw = Point2::from((self.window_aspect, 1.0)) * ZOOM_MAX;
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// Parallax correction.
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// Also, adjust v for mod to work properly
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// (v is centered at 0)
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let v: Point2<f32> = clip_nw * STARFIELD_PARALLAX_MIN;
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let v_adj: Point2<f32> = (v.x + (sz / 2.0), v.y + (sz / 2.0)).into();
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#[rustfmt::skip]
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// Compute m = fmod(x, sz)
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let m: Vector2<f32> = (
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(v_adj.x - (v_adj.x / sz).floor() * sz) - (sz / 2.0),
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(v_adj.y - (v_adj.y / sz).floor() * sz) - (sz / 2.0)
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).into();
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// Now, remainder and convert to "relative tile" coordinates
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// ( where (0,0) is center tile, (0, 1) is north, etc)
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let rel = (v - m) / sz;
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// relative coordinates of north-east tile
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(rel.x.round() as i32, rel.y.round() as i32).into()
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};
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2023-12-24 12:01:38 -08:00
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// We need to cover the window with stars,
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// but we also need a one-wide buffer to account for motion.
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|
|
|
nw_tile += Vector2::from((1, 1));
|
|
|
|
|
2023-12-24 09:34:39 -08:00
|
|
|
// Truncate tile grid to buffer size
|
2023-12-24 12:01:38 -08:00
|
|
|
// (The window won't be full of stars if our instance limit is too small)
|
|
|
|
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * STARFIELD_COUNT as i32)
|
|
|
|
> Self::STARFIELD_INSTANCE_LIMIT as i32
|
|
|
|
{
|
2023-12-24 09:34:39 -08:00
|
|
|
nw_tile -= Vector2::from((1, 1));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add all tiles to buffer
|
|
|
|
let mut instances = Vec::new();
|
|
|
|
for x in (-nw_tile.x)..=nw_tile.x {
|
|
|
|
for y in (-nw_tile.y)..=nw_tile.y {
|
|
|
|
let offset = Vector2 {
|
|
|
|
x: sz * x as f32,
|
|
|
|
y: sz * y as f32,
|
|
|
|
};
|
|
|
|
for s in &game.system.starfield {
|
|
|
|
instances.push(StarfieldInstance {
|
|
|
|
position: (s.pos + offset).into(),
|
|
|
|
parallax: s.parallax,
|
2023-12-25 08:46:10 -08:00
|
|
|
size: s.size,
|
2023-12-24 11:59:39 -08:00
|
|
|
tint: s.tint.into(),
|
2023-12-24 09:34:39 -08:00
|
|
|
})
|
|
|
|
}
|
2023-12-24 07:33:09 -08:00
|
|
|
}
|
|
|
|
}
|
2023-12-23 11:03:06 -08:00
|
|
|
|
2023-12-23 14:07:12 -08:00
|
|
|
// Enforce starfield limit
|
|
|
|
if instances.len() as u64 > Self::STARFIELD_INSTANCE_LIMIT {
|
|
|
|
unreachable!("Starfield limit exceeded!")
|
|
|
|
}
|
2023-12-23 23:24:04 -08:00
|
|
|
|
2023-12-24 07:33:09 -08:00
|
|
|
self.starfield_count = instances.len() as u32;
|
|
|
|
self.queue.write_buffer(
|
|
|
|
&self.vertex_buffers.starfield.instances,
|
|
|
|
0,
|
2023-12-24 09:34:39 -08:00
|
|
|
bytemuck::cast_slice(&instances),
|
2023-12-24 07:33:09 -08:00
|
|
|
);
|
|
|
|
}
|
|
|
|
|
2023-12-23 14:07:12 -08:00
|
|
|
pub fn render(&mut self, game: &Game) -> Result<(), wgpu::SurfaceError> {
|
|
|
|
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 {
|
|
|
|
camera_position: game.camera.pos.into(),
|
2023-12-24 11:08:44 -08:00
|
|
|
camera_zoom: [game.camera.zoom, 0.0],
|
|
|
|
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],
|
2023-12-24 11:08:44 -08:00
|
|
|
starfield_tile_size: [STARFIELD_SIZE as f32, 0.0],
|
2023-12-23 23:24:04 -08:00
|
|
|
}]),
|
|
|
|
);
|
|
|
|
|
2023-12-23 14:07:12 -08:00
|
|
|
// Create sprite instances
|
|
|
|
let sprite_instances = self.make_sprite_instances(game);
|
|
|
|
self.queue.write_buffer(
|
|
|
|
&self.vertex_buffers.sprite.instances,
|
|
|
|
0,
|
|
|
|
bytemuck::cast_slice(&sprite_instances),
|
|
|
|
);
|
|
|
|
|
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);
|
2023-12-24 07:33:09 -08:00
|
|
|
render_pass.draw_indexed(0..SPRITE_INDICES.len() as u32, 0, 0..self.starfield_count);
|
2023-12-23 11:03:06 -08:00
|
|
|
|
|
|
|
// Sprite pipeline
|
2023-12-23 12:52:36 -08:00
|
|
|
self.vertex_buffers.sprite.set_in_pass(&mut render_pass);
|
2023-12-23 11:03:06 -08:00
|
|
|
render_pass.set_pipeline(&self.sprite_pipeline);
|
2023-12-23 14:07:12 -08:00
|
|
|
render_pass.draw_indexed(
|
|
|
|
0..SPRITE_INDICES.len() as u32,
|
|
|
|
0,
|
|
|
|
0..sprite_instances.len() as _,
|
|
|
|
);
|
2023-12-22 16:51:21 -08:00
|
|
|
|
|
|
|
// 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(())
|
|
|
|
}
|
|
|
|
}
|