Fixed system rendering
parent
64885a8b6d
commit
03b6ea5ed7
|
@ -104,7 +104,7 @@ pub struct Object {
|
||||||
|
|
||||||
/// This object's position, in game coordinates,
|
/// This object's position, in game coordinates,
|
||||||
/// relative to the system's center (0, 0).
|
/// relative to the system's center (0, 0).
|
||||||
pub position: Point3<f32>,
|
pub pos: Point3<f32>,
|
||||||
|
|
||||||
/// This object's sprite's angle.
|
/// This object's sprite's angle.
|
||||||
pub angle: Rad<f32>,
|
pub angle: Rad<f32>,
|
||||||
|
@ -200,13 +200,14 @@ impl crate::Build for System {
|
||||||
|
|
||||||
objects.push(Object {
|
objects.push(Object {
|
||||||
sprite: handle,
|
sprite: handle,
|
||||||
position: resolve_position(&system.object, &obj, cycle_detector)
|
pos: resolve_position(&system.object, &obj, cycle_detector)
|
||||||
.with_context(|| format!("In object {:#?}", label))?,
|
.with_context(|| format!("In object {:#?}", label))?,
|
||||||
size: obj.size,
|
size: obj.size,
|
||||||
angle: Deg(obj.angle.unwrap_or(0.0)).into(),
|
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 {
|
content.systems.push(Self {
|
||||||
name: system_name,
|
name: system_name,
|
||||||
objects,
|
objects,
|
||||||
|
|
|
@ -157,10 +157,11 @@ impl Game {
|
||||||
camera_zoom: self.camera.zoom,
|
camera_zoom: self.camera.zoom,
|
||||||
current_time: self.start_instant.elapsed().as_secs_f32(),
|
current_time: self.start_instant.elapsed().as_secs_f32(),
|
||||||
content: &self.content,
|
content: &self.content,
|
||||||
world: &self.world,
|
world: &self.world, // TODO: maybe system should be stored here?
|
||||||
particles: &mut self.new_particles,
|
particles: &mut self.new_particles,
|
||||||
player_data: self.player,
|
player_data: self.player,
|
||||||
data: &self.gamedata,
|
data: &self.gamedata,
|
||||||
|
current_system: content::SystemHandle { index: 0 },
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -7,8 +7,6 @@
|
||||||
mod gamedata;
|
mod gamedata;
|
||||||
mod handles;
|
mod handles;
|
||||||
pub mod ship;
|
pub mod ship;
|
||||||
mod system;
|
|
||||||
|
|
||||||
pub use gamedata::*;
|
pub use gamedata::*;
|
||||||
pub use handles::*;
|
pub use handles::*;
|
||||||
pub use system::{System, SystemObject};
|
|
||||||
|
|
|
@ -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>,
|
|
||||||
}
|
|
|
@ -19,7 +19,7 @@ impl GPUState {
|
||||||
let radar_size = 300.0;
|
let radar_size = 300.0;
|
||||||
let hide_range = 0.85;
|
let hide_range = 0.85;
|
||||||
let shrink_distance = 20.0;
|
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 ship_scale = 1.0 / 10.0;
|
||||||
|
|
||||||
let player_world_object = state.world.get_ship(state.player_data).unwrap();
|
let player_world_object = state.world.get_ship(state.player_data).unwrap();
|
||||||
|
@ -29,7 +29,7 @@ impl GPUState {
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
let player_position = util::rigidbody_position(player_body);
|
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 ship_sprite = state.content.get_sprite_handle("ui::shipblip");
|
||||||
let arrow_sprite = state.content.get_sprite_handle("ui::centerarrow");
|
let arrow_sprite = state.content.get_sprite_handle("ui::centerarrow");
|
||||||
|
|
||||||
|
@ -54,9 +54,9 @@ impl GPUState {
|
||||||
);
|
);
|
||||||
self.vertex_buffers.ui_counter += 1;
|
self.vertex_buffers.ui_counter += 1;
|
||||||
|
|
||||||
/*
|
|
||||||
// Draw system objects
|
// 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 size = (o.size / o.pos.z) / (radar_range * system_object_scale);
|
||||||
let p = Point2 {
|
let p = Point2 {
|
||||||
x: o.pos.x,
|
x: o.pos.x,
|
||||||
|
@ -72,24 +72,35 @@ impl GPUState {
|
||||||
// Don't draw super tiny sprites, they flicker
|
// Don't draw super tiny sprites, they flicker
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
out.push(UiSprite {
|
|
||||||
sprite: planet_sprite,
|
// Enforce buffer limit
|
||||||
pos: AnchoredUiPosition::NwC(
|
if self.vertex_buffers.ui_counter as u64
|
||||||
Point2 {
|
> 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,
|
x: radar_size / 2.0 + 10.0,
|
||||||
y: radar_size / -2.0 - 10.0,
|
y: radar_size / -2.0 - 10.0,
|
||||||
} + (d * (radar_size / 2.0)),
|
} + (d * (radar_size / 2.0)))
|
||||||
),
|
.into(),
|
||||||
dimensions: Point2 {
|
angle: o.angle.0,
|
||||||
x: planet_sprite.aspect,
|
size,
|
||||||
y: 1.0,
|
color: [0.5, 0.5, 0.5, 1.0],
|
||||||
} * size,
|
sprite_index: planet_sprite.get_index(),
|
||||||
angle: o.angle,
|
}]),
|
||||||
color: Some([0.5, 0.5, 0.5, 1.0]),
|
);
|
||||||
});
|
self.vertex_buffers.ui_counter += 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
*/
|
|
||||||
|
|
||||||
// Draw ships
|
// Draw ships
|
||||||
for (s, r) in state.world.iter_ship_body() {
|
for (s, r) in state.world.iter_ship_body() {
|
||||||
|
@ -123,6 +134,7 @@ impl GPUState {
|
||||||
} + (d * (radar_size / 2.0));
|
} + (d * (radar_size / 2.0));
|
||||||
|
|
||||||
// Enforce buffer limit
|
// Enforce buffer limit
|
||||||
|
// TODO: cleaner solution. don't do this everywhere.
|
||||||
if self.vertex_buffers.ui_counter as u64
|
if self.vertex_buffers.ui_counter as u64
|
||||||
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
|
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
|
||||||
{
|
{
|
||||||
|
|
|
@ -364,13 +364,9 @@ impl GPUState {
|
||||||
// Order matters, it determines what is drawn on top.
|
// Order matters, it determines what is drawn on top.
|
||||||
// The order inside ships and projectiles doesn't matter,
|
// The order inside ships and projectiles doesn't matter,
|
||||||
// but ships should always be under projectiles.
|
// but ships should always be under projectiles.
|
||||||
for s in state.world.iter_ships() {
|
self.world_push_system(state, (clip_ne, clip_sw));
|
||||||
self.world_push_ship(state, (clip_ne, clip_sw), &s);
|
self.world_push_ship(state, (clip_ne, clip_sw));
|
||||||
}
|
self.world_push_projectile(state, (clip_ne, clip_sw));
|
||||||
|
|
||||||
for p in state.world.iter_projectiles() {
|
|
||||||
self.world_push_projectile(state, (clip_ne, clip_sw), &p);
|
|
||||||
}
|
|
||||||
|
|
||||||
self.hud_add_radar(state);
|
self.hud_add_radar(state);
|
||||||
self.hud_add_status(state);
|
self.hud_add_status(state);
|
||||||
|
|
|
@ -2,10 +2,7 @@
|
||||||
|
|
||||||
use bytemuck;
|
use bytemuck;
|
||||||
use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
|
use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
|
||||||
use galactica_world::{
|
use galactica_world::util;
|
||||||
objects::{ProjectileWorldObject, ShipWorldObject},
|
|
||||||
util,
|
|
||||||
};
|
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
globaluniform::ObjectData,
|
globaluniform::ObjectData,
|
||||||
|
@ -19,8 +16,8 @@ impl GPUState {
|
||||||
state: &RenderState,
|
state: &RenderState,
|
||||||
// NE and SW corners of screen
|
// NE and SW corners of screen
|
||||||
screen_clip: (Point2<f32>, Point2<f32>),
|
screen_clip: (Point2<f32>, Point2<f32>),
|
||||||
s: &ShipWorldObject,
|
|
||||||
) {
|
) {
|
||||||
|
for s in state.world.iter_ships() {
|
||||||
let r = state.world.get_rigid_body(s.rigid_body).unwrap();
|
let r = state.world.get_rigid_body(s.rigid_body).unwrap();
|
||||||
let ship_pos = util::rigidbody_position(&r);
|
let ship_pos = util::rigidbody_position(&r);
|
||||||
let ship_rot = util::rigidbody_rotation(r);
|
let ship_rot = util::rigidbody_rotation(r);
|
||||||
|
@ -45,7 +42,7 @@ impl GPUState {
|
||||||
|| pos.x > screen_clip.1.x + m
|
|| pos.x > screen_clip.1.x + m
|
||||||
|| pos.y < screen_clip.1.y - m
|
|| pos.y < screen_clip.1.y - m
|
||||||
{
|
{
|
||||||
return;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
let idx = self.vertex_buffers.object_counter;
|
let idx = self.vertex_buffers.object_counter;
|
||||||
|
@ -88,7 +85,7 @@ impl GPUState {
|
||||||
// (physics object stays around to complete the death animation)
|
// (physics object stays around to complete the death animation)
|
||||||
// If that is the case, we're done, no flares to draw anyway!
|
// If that is the case, we're done, no flares to draw anyway!
|
||||||
let ship = match state.data.get_ship(s.data_handle) {
|
let ship = match state.data.get_ship(s.data_handle) {
|
||||||
None => return,
|
None => continue,
|
||||||
Some(s) => s,
|
Some(s) => s,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -130,14 +127,15 @@ impl GPUState {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
pub(super) fn world_push_projectile(
|
pub(super) fn world_push_projectile(
|
||||||
&mut self,
|
&mut self,
|
||||||
state: &RenderState,
|
state: &RenderState,
|
||||||
// NE and SW corners of screen
|
// NE and SW corners of screen
|
||||||
screen_clip: (Point2<f32>, Point2<f32>),
|
screen_clip: (Point2<f32>, Point2<f32>),
|
||||||
p: &ProjectileWorldObject,
|
|
||||||
) {
|
) {
|
||||||
|
for p in state.world.iter_projectiles() {
|
||||||
let r = state.world.get_rigid_body(p.rigid_body).unwrap();
|
let r = state.world.get_rigid_body(p.rigid_body).unwrap();
|
||||||
let proj_pos = util::rigidbody_position(&r);
|
let proj_pos = util::rigidbody_position(&r);
|
||||||
let proj_rot = util::rigidbody_rotation(r);
|
let proj_rot = util::rigidbody_rotation(r);
|
||||||
|
@ -162,7 +160,7 @@ impl GPUState {
|
||||||
|| pos.x > screen_clip.1.x + m
|
|| pos.x > screen_clip.1.x + m
|
||||||
|| pos.y < screen_clip.1.y - m
|
|| pos.y < screen_clip.1.y - m
|
||||||
{
|
{
|
||||||
return;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
let idx = self.vertex_buffers.object_counter;
|
let idx = self.vertex_buffers.object_counter;
|
||||||
|
@ -201,4 +199,75 @@ impl GPUState {
|
||||||
);
|
);
|
||||||
self.vertex_buffers.object_counter += 1;
|
self.vertex_buffers.object_counter += 1;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
use cgmath::Point2;
|
use cgmath::Point2;
|
||||||
use galactica_content::Content;
|
use galactica_content::{Content, SystemHandle};
|
||||||
use galactica_gameobject::{GameData, GameShipHandle};
|
use galactica_gameobject::{GameData, GameShipHandle};
|
||||||
use galactica_world::{ParticleBuilder, World};
|
use galactica_world::{ParticleBuilder, World};
|
||||||
|
|
||||||
|
@ -11,6 +11,9 @@ pub struct RenderState<'a> {
|
||||||
/// Player ship data
|
/// Player ship data
|
||||||
pub player_data: GameShipHandle,
|
pub player_data: GameShipHandle,
|
||||||
|
|
||||||
|
/// The system we're currently in
|
||||||
|
pub current_system: SystemHandle,
|
||||||
|
|
||||||
/// Height of screen, in world units
|
/// Height of screen, in world units
|
||||||
pub camera_zoom: f32,
|
pub camera_zoom: f32,
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue