Fixed system rendering

master
Mark 2024-01-09 21:14:57 -08:00
parent 64885a8b6d
commit 03b6ea5ed7
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
8 changed files with 268 additions and 225 deletions

View File

@ -104,7 +104,7 @@ pub struct Object {
/// This object's position, in game coordinates,
/// relative to the system's center (0, 0).
pub position: Point3<f32>,
pub pos: Point3<f32>,
/// This object's sprite's angle.
pub angle: Rad<f32>,
@ -200,13 +200,14 @@ impl crate::Build for System {
objects.push(Object {
sprite: handle,
position: resolve_position(&system.object, &obj, cycle_detector)
pos: resolve_position(&system.object, &obj, cycle_detector)
.with_context(|| format!("In object {:#?}", label))?,
size: obj.size,
angle: Deg(obj.angle.unwrap_or(0.0)).into(),
});
}
objects.sort_by(|a, b| a.pos.z.total_cmp(&b.pos.z));
content.systems.push(Self {
name: system_name,
objects,

View File

@ -157,10 +157,11 @@ impl Game {
camera_zoom: self.camera.zoom,
current_time: self.start_instant.elapsed().as_secs_f32(),
content: &self.content,
world: &self.world,
world: &self.world, // TODO: maybe system should be stored here?
particles: &mut self.new_particles,
player_data: self.player,
data: &self.gamedata,
current_system: content::SystemHandle { index: 0 },
}
}
}

View File

@ -7,8 +7,6 @@
mod gamedata;
mod handles;
pub mod ship;
mod system;
pub use gamedata::*;
pub use handles::*;
pub use system::{System, SystemObject};

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@ -1,37 +0,0 @@
use cgmath::{Point3, Rad};
use galactica_content as content;
// TODO: rework
pub struct System {
pub name: String,
pub bodies: Vec<SystemObject>,
}
impl System {
pub fn new(ct: &content::Content, handle: content::SystemHandle) -> Self {
let sys = ct.get_system(handle);
let mut s = System {
name: sys.name.clone(),
bodies: Vec::new(),
};
for o in &sys.objects {
s.bodies.push(SystemObject {
pos: o.position,
sprite: o.sprite,
size: o.size,
angle: o.angle,
});
}
return s;
}
}
pub struct SystemObject {
pub sprite: content::SpriteHandle,
pub pos: Point3<f32>,
pub size: f32,
pub angle: Rad<f32>,
}

View File

@ -19,7 +19,7 @@ impl GPUState {
let radar_size = 300.0;
let hide_range = 0.85;
let shrink_distance = 20.0;
//let system_object_scale = 1.0 / 600.0;
let system_object_scale = 1.0 / 600.0;
let ship_scale = 1.0 / 10.0;
let player_world_object = state.world.get_ship(state.player_data).unwrap();
@ -29,7 +29,7 @@ impl GPUState {
.unwrap();
let player_position = util::rigidbody_position(player_body);
//let planet_sprite = state.content.get_sprite_handle("ui::planetblip");
let planet_sprite = state.content.get_sprite_handle("ui::planetblip");
let ship_sprite = state.content.get_sprite_handle("ui::shipblip");
let arrow_sprite = state.content.get_sprite_handle("ui::centerarrow");
@ -54,9 +54,9 @@ impl GPUState {
);
self.vertex_buffers.ui_counter += 1;
/*
// Draw system objects
for o in &system.bodies {
let system = state.content.get_system(state.current_system);
for o in &system.objects {
let size = (o.size / o.pos.z) / (radar_range * system_object_scale);
let p = Point2 {
x: o.pos.x,
@ -72,24 +72,35 @@ impl GPUState {
// Don't draw super tiny sprites, they flicker
continue;
}
out.push(UiSprite {
sprite: planet_sprite,
pos: AnchoredUiPosition::NwC(
Point2 {
// Enforce buffer limit
if self.vertex_buffers.ui_counter as u64
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("UI limit exceeded!")
}
// Push this object's instance
self.queue.write_buffer(
&self.vertex_buffers.ui.instances,
UiInstance::SIZE * self.vertex_buffers.ui_counter,
bytemuck::cast_slice(&[UiInstance {
anchor: PositionAnchor::NwC.to_int(),
position: (Point2 {
x: radar_size / 2.0 + 10.0,
y: radar_size / -2.0 - 10.0,
} + (d * (radar_size / 2.0)),
),
dimensions: Point2 {
x: planet_sprite.aspect,
y: 1.0,
} * size,
angle: o.angle,
color: Some([0.5, 0.5, 0.5, 1.0]),
});
} + (d * (radar_size / 2.0)))
.into(),
angle: o.angle.0,
size,
color: [0.5, 0.5, 0.5, 1.0],
sprite_index: planet_sprite.get_index(),
}]),
);
self.vertex_buffers.ui_counter += 1;
}
}
*/
// Draw ships
for (s, r) in state.world.iter_ship_body() {
@ -123,6 +134,7 @@ impl GPUState {
} + (d * (radar_size / 2.0));
// Enforce buffer limit
// TODO: cleaner solution. don't do this everywhere.
if self.vertex_buffers.ui_counter as u64
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
{

View File

@ -364,13 +364,9 @@ impl GPUState {
// Order matters, it determines what is drawn on top.
// The order inside ships and projectiles doesn't matter,
// but ships should always be under projectiles.
for s in state.world.iter_ships() {
self.world_push_ship(state, (clip_ne, clip_sw), &s);
}
for p in state.world.iter_projectiles() {
self.world_push_projectile(state, (clip_ne, clip_sw), &p);
}
self.world_push_system(state, (clip_ne, clip_sw));
self.world_push_ship(state, (clip_ne, clip_sw));
self.world_push_projectile(state, (clip_ne, clip_sw));
self.hud_add_radar(state);
self.hud_add_status(state);

View File

@ -2,10 +2,7 @@
use bytemuck;
use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
use galactica_world::{
objects::{ProjectileWorldObject, ShipWorldObject},
util,
};
use galactica_world::util;
use crate::{
globaluniform::ObjectData,
@ -19,114 +16,115 @@ impl GPUState {
state: &RenderState,
// NE and SW corners of screen
screen_clip: (Point2<f32>, Point2<f32>),
s: &ShipWorldObject,
) {
let r = state.world.get_rigid_body(s.rigid_body).unwrap();
let ship_pos = util::rigidbody_position(&r);
let ship_rot = util::rigidbody_rotation(r);
let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
let ship_cnt = state.content.get_ship(s.data_handle.content_handle());
for s in state.world.iter_ships() {
let r = state.world.get_rigid_body(s.rigid_body).unwrap();
let ship_pos = util::rigidbody_position(&r);
let ship_rot = util::rigidbody_rotation(r);
let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
let ship_cnt = state.content.get_ship(s.data_handle.content_handle());
// Position adjusted for parallax
// TODO: adjust parallax for zoom?
// 1.0 is z-coordinate, which is constant for ships
let pos: Point2<f32> = (ship_pos - state.camera_pos.to_vec()) / 1.0;
// Position adjusted for parallax
// TODO: adjust parallax for zoom?
// 1.0 is z-coordinate, which is constant for ships
let pos: Point2<f32> = (ship_pos - state.camera_pos.to_vec()) / 1.0;
// Game dimensions of this sprite post-scale.
// Post-scale width or height, whichever is larger.
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (ship_cnt.size / 1.0) * ship_cnt.sprite.aspect.max(1.0);
// Game dimensions of this sprite post-scale.
// Post-scale width or height, whichever is larger.
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (ship_cnt.size / 1.0) * ship_cnt.sprite.aspect.max(1.0);
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
|| pos.y > screen_clip.0.y + m
|| pos.x > screen_clip.1.x + m
|| pos.y < screen_clip.1.y - m
{
return;
}
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
|| pos.y > screen_clip.0.y + m
|| pos.x > screen_clip.1.x + m
|| pos.y < screen_clip.1.y - m
{
continue;
}
let idx = self.vertex_buffers.object_counter;
// Write this object's location data
self.queue.write_buffer(
&self.global_uniform.object_buffer,
ObjectData::SIZE * idx as u64,
bytemuck::cast_slice(&[ObjectData {
xpos: ship_pos.x,
ypos: ship_pos.y,
zpos: 1.0,
angle: ship_ang.0,
size: ship_cnt.size,
parent: 0,
is_child: 0,
_padding: Default::default(),
}]),
);
let idx = self.vertex_buffers.object_counter;
// Write this object's location data
self.queue.write_buffer(
&self.global_uniform.object_buffer,
ObjectData::SIZE * idx as u64,
bytemuck::cast_slice(&[ObjectData {
xpos: ship_pos.x,
ypos: ship_pos.y,
zpos: 1.0,
angle: ship_ang.0,
size: ship_cnt.size,
parent: 0,
is_child: 0,
_padding: Default::default(),
}]),
);
// Enforce buffer limit
if self.vertex_buffers.object_counter as u64
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
// Enforce buffer limit
if self.vertex_buffers.object_counter as u64
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
// Push this object's instance
self.queue.write_buffer(
&self.vertex_buffers.object.instances,
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
bytemuck::cast_slice(&[ObjectInstance {
sprite_index: ship_cnt.sprite.get_index(),
object_index: idx as u32,
}]),
);
self.vertex_buffers.object_counter += 1;
// Push this object's instance
self.queue.write_buffer(
&self.vertex_buffers.object.instances,
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
bytemuck::cast_slice(&[ObjectInstance {
sprite_index: ship_cnt.sprite.get_index(),
object_index: idx as u32,
}]),
);
self.vertex_buffers.object_counter += 1;
// This will be None if this ship is dead.
// (physics object stays around to complete the death animation)
// If that is the case, we're done, no flares to draw anyway!
let ship = match state.data.get_ship(s.data_handle) {
None => return,
Some(s) => s,
};
// This will be None if this ship is dead.
// (physics object stays around to complete the death animation)
// If that is the case, we're done, no flares to draw anyway!
let ship = match state.data.get_ship(s.data_handle) {
None => continue,
Some(s) => s,
};
let flare = ship.get_outfits().get_flare_sprite(state.content);
if s.get_controls().thrust && flare.is_some() {
for engine_point in &ship_cnt.engines {
self.queue.write_buffer(
&self.global_uniform.object_buffer,
ObjectData::SIZE * self.vertex_buffers.object_counter as u64,
bytemuck::cast_slice(&[ObjectData {
xpos: engine_point.pos.x,
ypos: engine_point.pos.y - engine_point.size / 2.0,
zpos: 1.0,
angle: 0.0,
size: engine_point.size,
parent: idx as u32,
is_child: 1,
_padding: Default::default(),
}]),
);
let flare = ship.get_outfits().get_flare_sprite(state.content);
if s.get_controls().thrust && flare.is_some() {
for engine_point in &ship_cnt.engines {
self.queue.write_buffer(
&self.global_uniform.object_buffer,
ObjectData::SIZE * self.vertex_buffers.object_counter as u64,
bytemuck::cast_slice(&[ObjectData {
xpos: engine_point.pos.x,
ypos: engine_point.pos.y - engine_point.size / 2.0,
zpos: 1.0,
angle: 0.0,
size: engine_point.size,
parent: idx as u32,
is_child: 1,
_padding: Default::default(),
}]),
);
// Enforce buffer limit
if self.vertex_buffers.object_counter as u64
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
// Enforce buffer limit
if self.vertex_buffers.object_counter as u64
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
self.queue.write_buffer(
&self.vertex_buffers.object.instances,
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
bytemuck::cast_slice(&[ObjectInstance {
sprite_index: flare.unwrap().get_index(),
object_index: self.vertex_buffers.object_counter as u32,
}]),
);
self.vertex_buffers.object_counter += 1;
}
self.queue.write_buffer(
&self.vertex_buffers.object.instances,
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
bytemuck::cast_slice(&[ObjectInstance {
sprite_index: flare.unwrap().get_index(),
object_index: self.vertex_buffers.object_counter as u32,
}]),
);
self.vertex_buffers.object_counter += 1;
}
}
}
@ -136,69 +134,140 @@ impl GPUState {
state: &RenderState,
// NE and SW corners of screen
screen_clip: (Point2<f32>, Point2<f32>),
p: &ProjectileWorldObject,
) {
let r = state.world.get_rigid_body(p.rigid_body).unwrap();
let proj_pos = util::rigidbody_position(&r);
let proj_rot = util::rigidbody_rotation(r);
let proj_ang = -proj_rot.angle(Vector2 { x: 1.0, y: 0.0 });
let proj_cnt = &p.content; // TODO: don't clone this?
for p in state.world.iter_projectiles() {
let r = state.world.get_rigid_body(p.rigid_body).unwrap();
let proj_pos = util::rigidbody_position(&r);
let proj_rot = util::rigidbody_rotation(r);
let proj_ang = -proj_rot.angle(Vector2 { x: 1.0, y: 0.0 });
let proj_cnt = &p.content; // TODO: don't clone this?
// Position adjusted for parallax
// TODO: adjust parallax for zoom?
// 1.0 is z-coordinate, which is constant for ships
let pos: Point2<f32> = (proj_pos - state.camera_pos.to_vec()) / 1.0;
// Position adjusted for parallax
// TODO: adjust parallax for zoom?
// 1.0 is z-coordinate, which is constant for ships
let pos: Point2<f32> = (proj_pos - state.camera_pos.to_vec()) / 1.0;
// Game dimensions of this sprite post-scale.
// Post-scale width or height, whichever is larger.
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (proj_cnt.size / 1.0) * proj_cnt.sprite.aspect.max(1.0);
// Game dimensions of this sprite post-scale.
// Post-scale width or height, whichever is larger.
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (proj_cnt.size / 1.0) * proj_cnt.sprite.aspect.max(1.0);
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
|| pos.y > screen_clip.0.y + m
|| pos.x > screen_clip.1.x + m
|| pos.y < screen_clip.1.y - m
{
return;
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
|| pos.y > screen_clip.0.y + m
|| pos.x > screen_clip.1.x + m
|| pos.y < screen_clip.1.y - m
{
continue;
}
let idx = self.vertex_buffers.object_counter;
// Write this object's location data
self.queue.write_buffer(
&self.global_uniform.object_buffer,
ObjectData::SIZE * idx as u64,
bytemuck::cast_slice(&[ObjectData {
xpos: proj_pos.x,
ypos: proj_pos.y,
zpos: 1.0,
angle: proj_ang.0,
size: 0f32.max(proj_cnt.size + p.size_rng),
parent: 0,
is_child: 0,
_padding: Default::default(),
}]),
);
// Enforce buffer limit
if self.vertex_buffers.object_counter as u64
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
// Push this object's instance
self.queue.write_buffer(
&self.vertex_buffers.object.instances,
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
bytemuck::cast_slice(&[ObjectInstance {
sprite_index: proj_cnt.sprite.get_index(),
object_index: idx as u32,
}]),
);
self.vertex_buffers.object_counter += 1;
}
}
let idx = self.vertex_buffers.object_counter;
// Write this object's location data
self.queue.write_buffer(
&self.global_uniform.object_buffer,
ObjectData::SIZE * idx as u64,
bytemuck::cast_slice(&[ObjectData {
xpos: proj_pos.x,
ypos: proj_pos.y,
zpos: 1.0,
angle: proj_ang.0,
size: 0f32.max(proj_cnt.size + p.size_rng),
parent: 0,
is_child: 0,
_padding: Default::default(),
}]),
);
pub(super) fn world_push_system(
&mut self,
state: &RenderState,
// NE and SW corners of screen
screen_clip: (Point2<f32>, Point2<f32>),
) {
let system = state.content.get_system(state.current_system);
// Enforce buffer limit
if self.vertex_buffers.object_counter as u64
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
for o in &system.objects {
// Position adjusted for parallax
let pos: Point2<f32> = (Point2 {
x: o.pos.x,
y: o.pos.y,
} - state.camera_pos.to_vec())
/ o.pos.z;
// Game dimensions of this sprite post-scale.
// Post-scale width or height, whichever is larger.
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (o.size / o.pos.z) * o.sprite.aspect.max(1.0);
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
|| pos.y > screen_clip.0.y + m
|| pos.x > screen_clip.1.x + m
|| pos.y < screen_clip.1.y - m
{
continue;
}
let idx = self.vertex_buffers.object_counter;
// Write this object's location data
self.queue.write_buffer(
&self.global_uniform.object_buffer,
ObjectData::SIZE * idx as u64,
bytemuck::cast_slice(&[ObjectData {
xpos: o.pos.x,
ypos: o.pos.y,
zpos: o.pos.z,
angle: o.angle.0,
size: o.size,
parent: 0,
is_child: 0,
_padding: Default::default(),
}]),
);
// Enforce buffer limit
if self.vertex_buffers.object_counter as u64
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
{
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
// Push this object's instance
self.queue.write_buffer(
&self.vertex_buffers.object.instances,
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
bytemuck::cast_slice(&[ObjectInstance {
sprite_index: o.sprite.get_index(),
object_index: idx as u32,
}]),
);
self.vertex_buffers.object_counter += 1;
}
// Push this object's instance
self.queue.write_buffer(
&self.vertex_buffers.object.instances,
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
bytemuck::cast_slice(&[ObjectInstance {
sprite_index: proj_cnt.sprite.get_index(),
object_index: idx as u32,
}]),
);
self.vertex_buffers.object_counter += 1;
}
}

View File

@ -1,5 +1,5 @@
use cgmath::Point2;
use galactica_content::Content;
use galactica_content::{Content, SystemHandle};
use galactica_gameobject::{GameData, GameShipHandle};
use galactica_world::{ParticleBuilder, World};
@ -11,6 +11,9 @@ pub struct RenderState<'a> {
/// Player ship data
pub player_data: GameShipHandle,
/// The system we're currently in
pub current_system: SystemHandle,
/// Height of screen, in world units
pub camera_zoom: f32,