Fixed system rendering
parent
64885a8b6d
commit
03b6ea5ed7
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@ -104,7 +104,7 @@ pub struct Object {
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/// This object's position, in game coordinates,
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/// relative to the system's center (0, 0).
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pub position: Point3<f32>,
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pub pos: Point3<f32>,
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/// This object's sprite's angle.
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pub angle: Rad<f32>,
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@ -200,13 +200,14 @@ impl crate::Build for System {
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objects.push(Object {
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sprite: handle,
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position: resolve_position(&system.object, &obj, cycle_detector)
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pos: resolve_position(&system.object, &obj, cycle_detector)
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.with_context(|| format!("In object {:#?}", label))?,
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size: obj.size,
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angle: Deg(obj.angle.unwrap_or(0.0)).into(),
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});
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}
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objects.sort_by(|a, b| a.pos.z.total_cmp(&b.pos.z));
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content.systems.push(Self {
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name: system_name,
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objects,
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@ -157,10 +157,11 @@ impl Game {
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camera_zoom: self.camera.zoom,
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current_time: self.start_instant.elapsed().as_secs_f32(),
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content: &self.content,
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world: &self.world,
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world: &self.world, // TODO: maybe system should be stored here?
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particles: &mut self.new_particles,
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player_data: self.player,
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data: &self.gamedata,
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current_system: content::SystemHandle { index: 0 },
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}
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}
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}
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@ -7,8 +7,6 @@
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mod gamedata;
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mod handles;
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pub mod ship;
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mod system;
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pub use gamedata::*;
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pub use handles::*;
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pub use system::{System, SystemObject};
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@ -1,37 +0,0 @@
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use cgmath::{Point3, Rad};
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use galactica_content as content;
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// TODO: rework
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pub struct System {
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pub name: String,
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pub bodies: Vec<SystemObject>,
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}
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impl System {
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pub fn new(ct: &content::Content, handle: content::SystemHandle) -> Self {
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let sys = ct.get_system(handle);
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let mut s = System {
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name: sys.name.clone(),
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bodies: Vec::new(),
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};
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for o in &sys.objects {
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s.bodies.push(SystemObject {
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pos: o.position,
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sprite: o.sprite,
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size: o.size,
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angle: o.angle,
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});
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}
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return s;
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}
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}
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pub struct SystemObject {
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pub sprite: content::SpriteHandle,
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pub pos: Point3<f32>,
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pub size: f32,
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pub angle: Rad<f32>,
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}
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@ -19,7 +19,7 @@ impl GPUState {
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let radar_size = 300.0;
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let hide_range = 0.85;
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let shrink_distance = 20.0;
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//let system_object_scale = 1.0 / 600.0;
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let system_object_scale = 1.0 / 600.0;
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let ship_scale = 1.0 / 10.0;
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let player_world_object = state.world.get_ship(state.player_data).unwrap();
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@ -29,7 +29,7 @@ impl GPUState {
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.unwrap();
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let player_position = util::rigidbody_position(player_body);
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//let planet_sprite = state.content.get_sprite_handle("ui::planetblip");
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let planet_sprite = state.content.get_sprite_handle("ui::planetblip");
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let ship_sprite = state.content.get_sprite_handle("ui::shipblip");
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let arrow_sprite = state.content.get_sprite_handle("ui::centerarrow");
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@ -54,9 +54,9 @@ impl GPUState {
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);
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self.vertex_buffers.ui_counter += 1;
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/*
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// Draw system objects
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for o in &system.bodies {
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let system = state.content.get_system(state.current_system);
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for o in &system.objects {
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let size = (o.size / o.pos.z) / (radar_range * system_object_scale);
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let p = Point2 {
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x: o.pos.x,
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@ -72,24 +72,35 @@ impl GPUState {
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// Don't draw super tiny sprites, they flicker
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continue;
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}
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out.push(UiSprite {
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sprite: planet_sprite,
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pos: AnchoredUiPosition::NwC(
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Point2 {
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// Enforce buffer limit
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if self.vertex_buffers.ui_counter as u64
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> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
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{
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// TODO: no panic, handle this better.
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panic!("UI limit exceeded!")
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}
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// Push this object's instance
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self.queue.write_buffer(
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&self.vertex_buffers.ui.instances,
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UiInstance::SIZE * self.vertex_buffers.ui_counter,
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bytemuck::cast_slice(&[UiInstance {
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anchor: PositionAnchor::NwC.to_int(),
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position: (Point2 {
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x: radar_size / 2.0 + 10.0,
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y: radar_size / -2.0 - 10.0,
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} + (d * (radar_size / 2.0)),
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),
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dimensions: Point2 {
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x: planet_sprite.aspect,
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y: 1.0,
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} * size,
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angle: o.angle,
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color: Some([0.5, 0.5, 0.5, 1.0]),
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});
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} + (d * (radar_size / 2.0)))
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.into(),
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angle: o.angle.0,
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size,
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color: [0.5, 0.5, 0.5, 1.0],
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sprite_index: planet_sprite.get_index(),
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}]),
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);
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self.vertex_buffers.ui_counter += 1;
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}
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}
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*/
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// Draw ships
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for (s, r) in state.world.iter_ship_body() {
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@ -123,6 +134,7 @@ impl GPUState {
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} + (d * (radar_size / 2.0));
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// Enforce buffer limit
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// TODO: cleaner solution. don't do this everywhere.
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if self.vertex_buffers.ui_counter as u64
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> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
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{
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@ -364,13 +364,9 @@ impl GPUState {
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// Order matters, it determines what is drawn on top.
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// The order inside ships and projectiles doesn't matter,
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// but ships should always be under projectiles.
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for s in state.world.iter_ships() {
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self.world_push_ship(state, (clip_ne, clip_sw), &s);
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}
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for p in state.world.iter_projectiles() {
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self.world_push_projectile(state, (clip_ne, clip_sw), &p);
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}
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self.world_push_system(state, (clip_ne, clip_sw));
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self.world_push_ship(state, (clip_ne, clip_sw));
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self.world_push_projectile(state, (clip_ne, clip_sw));
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self.hud_add_radar(state);
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self.hud_add_status(state);
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@ -2,10 +2,7 @@
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use bytemuck;
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use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
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use galactica_world::{
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objects::{ProjectileWorldObject, ShipWorldObject},
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util,
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};
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use galactica_world::util;
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use crate::{
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globaluniform::ObjectData,
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@ -19,8 +16,8 @@ impl GPUState {
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state: &RenderState,
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// NE and SW corners of screen
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screen_clip: (Point2<f32>, Point2<f32>),
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s: &ShipWorldObject,
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) {
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for s in state.world.iter_ships() {
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let r = state.world.get_rigid_body(s.rigid_body).unwrap();
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let ship_pos = util::rigidbody_position(&r);
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let ship_rot = util::rigidbody_rotation(r);
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@ -45,7 +42,7 @@ impl GPUState {
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|| pos.x > screen_clip.1.x + m
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|| pos.y < screen_clip.1.y - m
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{
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return;
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continue;
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}
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let idx = self.vertex_buffers.object_counter;
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@ -88,7 +85,7 @@ impl GPUState {
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// (physics object stays around to complete the death animation)
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// If that is the case, we're done, no flares to draw anyway!
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let ship = match state.data.get_ship(s.data_handle) {
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None => return,
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None => continue,
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Some(s) => s,
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};
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@ -130,14 +127,15 @@ impl GPUState {
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}
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}
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}
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}
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pub(super) fn world_push_projectile(
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&mut self,
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state: &RenderState,
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// NE and SW corners of screen
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screen_clip: (Point2<f32>, Point2<f32>),
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p: &ProjectileWorldObject,
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) {
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for p in state.world.iter_projectiles() {
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let r = state.world.get_rigid_body(p.rigid_body).unwrap();
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let proj_pos = util::rigidbody_position(&r);
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let proj_rot = util::rigidbody_rotation(r);
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@ -162,7 +160,7 @@ impl GPUState {
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|| pos.x > screen_clip.1.x + m
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|| pos.y < screen_clip.1.y - m
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{
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return;
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continue;
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}
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let idx = self.vertex_buffers.object_counter;
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@ -201,4 +199,75 @@ impl GPUState {
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);
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self.vertex_buffers.object_counter += 1;
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}
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}
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pub(super) fn world_push_system(
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&mut self,
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state: &RenderState,
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// NE and SW corners of screen
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screen_clip: (Point2<f32>, Point2<f32>),
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) {
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let system = state.content.get_system(state.current_system);
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for o in &system.objects {
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// Position adjusted for parallax
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let pos: Point2<f32> = (Point2 {
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x: o.pos.x,
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y: o.pos.y,
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} - state.camera_pos.to_vec())
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/ o.pos.z;
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// Game dimensions of this sprite post-scale.
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// Post-scale width or height, whichever is larger.
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// This is in game units.
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//
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// We take the maximum to account for rotated sprites.
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let m = (o.size / o.pos.z) * o.sprite.aspect.max(1.0);
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// Don't draw sprites that are off the screen
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if pos.x < screen_clip.0.x - m
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|| pos.y > screen_clip.0.y + m
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|| pos.x > screen_clip.1.x + m
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|| pos.y < screen_clip.1.y - m
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{
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continue;
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}
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let idx = self.vertex_buffers.object_counter;
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// Write this object's location data
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self.queue.write_buffer(
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&self.global_uniform.object_buffer,
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ObjectData::SIZE * idx as u64,
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bytemuck::cast_slice(&[ObjectData {
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xpos: o.pos.x,
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ypos: o.pos.y,
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zpos: o.pos.z,
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angle: o.angle.0,
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size: o.size,
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parent: 0,
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is_child: 0,
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_padding: Default::default(),
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}]),
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);
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// Enforce buffer limit
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if self.vertex_buffers.object_counter as u64
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> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
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{
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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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// Push this object's instance
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self.queue.write_buffer(
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&self.vertex_buffers.object.instances,
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ObjectInstance::SIZE * self.vertex_buffers.object_counter,
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bytemuck::cast_slice(&[ObjectInstance {
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sprite_index: o.sprite.get_index(),
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object_index: idx as u32,
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}]),
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);
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self.vertex_buffers.object_counter += 1;
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}
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}
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}
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@ -1,5 +1,5 @@
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use cgmath::Point2;
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use galactica_content::Content;
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use galactica_content::{Content, SystemHandle};
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use galactica_gameobject::{GameData, GameShipHandle};
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use galactica_world::{ParticleBuilder, World};
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@ -11,6 +11,9 @@ pub struct RenderState<'a> {
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/// Player ship data
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pub player_data: GameShipHandle,
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/// The system we're currently in
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pub current_system: SystemHandle,
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/// Height of screen, in world units
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pub camera_zoom: f32,
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