Organized renderer
parent
eaa8a7383c
commit
08e9958f2d
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@ -348,6 +348,27 @@ dependencies = [
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"libc",
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]
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[[package]]
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name = "cosmic-text"
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version = "0.10.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "75acbfb314aeb4f5210d379af45ed1ec2c98c7f1790bf57b8a4c562ac0c51b71"
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dependencies = [
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"fontdb",
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"libm",
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"log",
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"rangemap",
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"rustc-hash",
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"rustybuzz",
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"self_cell",
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"swash",
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"sys-locale",
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"unicode-bidi",
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"unicode-linebreak",
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"unicode-script",
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"unicode-segmentation",
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]
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[[package]]
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name = "crc32fast"
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version = "1.3.2"
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@ -472,6 +493,25 @@ version = "1.0.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5443807d6dff69373d433ab9ef5378ad8df50ca6298caf15de6e52e24aaf54d5"
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[[package]]
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name = "etagere"
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version = "0.2.10"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "306960881d6c46bd0dd6b7f07442a441418c08d0d3e63d8d080b0f64c6343e4e"
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dependencies = [
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"euclid",
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"svg_fmt",
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]
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[[package]]
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name = "euclid"
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version = "0.22.9"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "87f253bc5c813ca05792837a0ff4b3a580336b224512d48f7eda1d7dd9210787"
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dependencies = [
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"num-traits",
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]
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[[package]]
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name = "exr"
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version = "1.71.0"
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@ -519,6 +559,29 @@ dependencies = [
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"spin",
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]
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[[package]]
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name = "fontconfig-parser"
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version = "0.5.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "674e258f4b5d2dcd63888c01c68413c51f565e8af99d2f7701c7b81d79ef41c4"
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dependencies = [
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"roxmltree",
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]
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[[package]]
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name = "fontdb"
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version = "0.15.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "020e203f177c0fb250fb19455a252e838d2bbbce1f80f25ecc42402aafa8cd38"
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dependencies = [
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"fontconfig-parser",
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"log",
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"memmap2 0.8.0",
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"slotmap",
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"tinyvec",
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"ttf-parser 0.19.2",
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]
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[[package]]
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name = "foreign-types"
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version = "0.3.2"
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@ -640,6 +703,7 @@ dependencies = [
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"galactica-galaxy",
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"galactica-packer",
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"galactica-systemsim",
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"glyphon",
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"image",
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"rand",
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"wgpu",
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@ -720,6 +784,17 @@ dependencies = [
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"gl_generator",
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]
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[[package]]
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name = "glyphon"
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version = "0.3.0"
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source = "git+https://github.com/grovesNL/glyphon.git?branch=main#b15437b87f4082e7a96a2ba05ed5063a6047cf95"
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dependencies = [
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"cosmic-text",
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"etagere",
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"lru",
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"wgpu",
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]
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[[package]]
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name = "gpu-alloc"
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version = "0.6.0"
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@ -975,6 +1050,15 @@ version = "0.4.20"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "b5e6163cb8c49088c2c36f57875e58ccd8c87c7427f7fbd50ea6710b2f3f2e8f"
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[[package]]
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name = "lru"
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version = "0.11.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "a4a83fb7698b3643a0e34f9ae6f2e8f0178c0fd42f8b59d493aa271ff3a5bf21"
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dependencies = [
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"hashbrown",
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]
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[[package]]
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name = "malloc_buf"
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version = "0.0.6"
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@ -1009,6 +1093,15 @@ dependencies = [
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"libc",
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]
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[[package]]
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name = "memmap2"
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version = "0.8.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "43a5a03cefb0d953ec0be133036f14e109412fa594edc2f77227249db66cc3ed"
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dependencies = [
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"libc",
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]
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[[package]]
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name = "memoffset"
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version = "0.6.5"
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@ -1333,7 +1426,7 @@ version = "0.20.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "d4586edfe4c648c71797a74c84bacb32b52b212eff5dfe2bb9f2c599844023e7"
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dependencies = [
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"ttf-parser",
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"ttf-parser 0.20.0",
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]
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[[package]]
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@ -1508,6 +1601,12 @@ version = "0.1.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "9c8a99fddc9f0ba0a85884b8d14e3592853e787d581ca1816c91349b10e4eeab"
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[[package]]
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name = "rangemap"
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version = "1.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "977b1e897f9d764566891689e642653e5ed90c6895106acd005eb4c1d0203991"
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[[package]]
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name = "rapier2d"
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version = "0.17.2"
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@ -1590,6 +1689,15 @@ version = "1.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "cbf4a6aa5f6d6888f39e980649f3ad6b666acdce1d78e95b8a2cb076e687ae30"
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[[package]]
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name = "roxmltree"
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version = "0.18.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "862340e351ce1b271a378ec53f304a5558f7db87f3769dc655a8f6ecbb68b302"
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dependencies = [
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"xmlparser",
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]
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[[package]]
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name = "rustc-demangle"
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version = "0.1.23"
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@ -1602,6 +1710,23 @@ version = "1.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
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[[package]]
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name = "rustybuzz"
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version = "0.11.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "2ee8fe2a8461a0854a37101fe7a1b13998d0cfa987e43248e81d2a5f4570f6fa"
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dependencies = [
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"bitflags 1.3.2",
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"bytemuck",
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"libm",
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"smallvec",
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"ttf-parser 0.20.0",
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"unicode-bidi-mirroring",
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"unicode-ccc",
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"unicode-properties",
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"unicode-script",
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]
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[[package]]
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name = "safe_arch"
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version = "0.7.1"
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@ -1640,11 +1765,17 @@ checksum = "cda4e97be1fd174ccc2aae81c8b694e803fa99b34e8fd0f057a9d70698e3ed09"
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dependencies = [
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"ab_glyph",
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"log",
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"memmap2",
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"memmap2 0.5.10",
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"smithay-client-toolkit",
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"tiny-skia",
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]
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[[package]]
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name = "self_cell"
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version = "1.0.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "58bf37232d3bb9a2c4e641ca2a11d83b5062066f88df7fed36c28772046d65ba"
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[[package]]
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name = "serde"
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version = "1.0.193"
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@ -1728,7 +1859,7 @@ dependencies = [
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"dlib",
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"lazy_static",
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"log",
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"memmap2",
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"memmap2 0.5.10",
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"nix 0.24.3",
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"pkg-config",
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"wayland-client",
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@ -1779,6 +1910,22 @@ version = "0.1.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "6637bab7722d379c8b41ba849228d680cc12d0a45ba1fa2b48f2a30577a06731"
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[[package]]
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name = "svg_fmt"
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version = "0.4.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "8fb1df15f412ee2e9dfc1c504260fa695c1c3f10fe9f4a6ee2d2184d7d6450e2"
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[[package]]
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name = "swash"
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version = "0.1.8"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "3b7c73c813353c347272919aa1af2885068b05e625e5532b43049e4f641ae77f"
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dependencies = [
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"yazi",
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"zeno",
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]
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[[package]]
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name = "syn"
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version = "1.0.109"
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@ -1801,6 +1948,15 @@ dependencies = [
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"unicode-ident",
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]
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[[package]]
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name = "sys-locale"
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version = "0.3.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e801cf239ecd6ccd71f03d270d67dd53d13e90aab208bf4b8fe4ad957ea949b0"
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dependencies = [
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"libc",
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]
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[[package]]
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name = "termcolor"
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version = "1.4.0"
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@ -1866,6 +2022,21 @@ dependencies = [
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"strict-num",
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]
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[[package]]
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name = "tinyvec"
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version = "1.6.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "87cc5ceb3875bb20c2890005a4e226a4651264a5c75edb2421b52861a0a0cb50"
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dependencies = [
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"tinyvec_macros",
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]
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[[package]]
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name = "tinyvec_macros"
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version = "0.1.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "1f3ccbac311fea05f86f61904b462b55fb3df8837a366dfc601a0161d0532f20"
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[[package]]
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name = "toml"
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version = "0.8.8"
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@ -1911,6 +2082,12 @@ dependencies = [
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"winnow",
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]
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[[package]]
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name = "ttf-parser"
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version = "0.19.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "49d64318d8311fc2668e48b63969f4343e0a85c4a109aa8460d6672e364b8bd1"
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[[package]]
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name = "ttf-parser"
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version = "0.20.0"
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@ -1923,12 +2100,54 @@ version = "1.17.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "42ff0bf0c66b8238c6f3b578df37d0b7848e55df8577b3f74f92a69acceeb825"
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[[package]]
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name = "unicode-bidi"
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version = "0.3.14"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "6f2528f27a9eb2b21e69c95319b30bd0efd85d09c379741b0f78ea1d86be2416"
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[[package]]
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name = "unicode-bidi-mirroring"
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version = "0.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "56d12260fb92d52f9008be7e4bca09f584780eb2266dc8fecc6a192bec561694"
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[[package]]
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name = "unicode-ccc"
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version = "0.1.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "cc2520efa644f8268dce4dcd3050eaa7fc044fca03961e9998ac7e2e92b77cf1"
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[[package]]
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name = "unicode-ident"
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version = "1.0.12"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "3354b9ac3fae1ff6755cb6db53683adb661634f67557942dea4facebec0fee4b"
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[[package]]
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name = "unicode-linebreak"
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version = "0.1.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "3b09c83c3c29d37506a3e260c08c03743a6bb66a9cd432c6934ab501a190571f"
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|
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[[package]]
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name = "unicode-properties"
|
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version = "0.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "c7f91c8b21fbbaa18853c3d0801c78f4fc94cdb976699bb03e832e75f7fd22f0"
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|
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[[package]]
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name = "unicode-script"
|
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version = "0.5.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
|
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checksum = "7d817255e1bed6dfd4ca47258685d14d2bdcfbc64fdc9e3819bd5848057b8ecc"
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|
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[[package]]
|
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name = "unicode-segmentation"
|
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version = "1.10.1"
|
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source = "registry+https://github.com/rust-lang/crates.io-index"
|
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checksum = "1dd624098567895118886609431a7c3b8f516e41d30e0643f03d94592a147e36"
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|
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[[package]]
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name = "unicode-width"
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version = "0.1.11"
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@ -2491,6 +2710,24 @@ version = "0.8.19"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0fcb9cbac069e033553e8bb871be2fbdffcab578eb25bd0f7c508cedc6dcd75a"
|
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|
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[[package]]
|
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name = "xmlparser"
|
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version = "0.13.6"
|
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source = "registry+https://github.com/rust-lang/crates.io-index"
|
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checksum = "66fee0b777b0f5ac1c69bb06d361268faafa61cd4682ae064a171c16c433e9e4"
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|
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[[package]]
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name = "yazi"
|
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version = "0.1.6"
|
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "c94451ac9513335b5e23d7a8a2b61a7102398b8cca5160829d313e84c9d98be1"
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|
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[[package]]
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name = "zeno"
|
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version = "0.2.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "dd15f8e0dbb966fd9245e7498c7e9e5055d9e5c8b676b95bd67091cd11a1e697"
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[[package]]
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name = "zerocopy"
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version = "0.7.32"
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@ -66,3 +66,6 @@ cgmath = "0.18.0"
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rand = "0.8.5"
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walkdir = "2.4.0"
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toml = "0.8.8"
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# Glyphon's crates.io release doesn't support wgpu 0.18 yet
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glyphon = { git = "https://github.com/grovesNL/glyphon.git", branch = "main" }
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@ -7,7 +7,7 @@ use crate::camera::Camera;
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use crate::inputstatus::InputStatus;
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use galactica_constants;
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use galactica_render::RenderState;
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use galactica_render::RenderInput;
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use galactica_systemsim::{objects::ShipControls, util, ParticleBuilder, StepResources, SystemSim};
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pub struct Game {
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@ -148,8 +148,8 @@ impl Game {
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self.last_update = Instant::now();
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}
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pub fn get_frame_state(&mut self) -> RenderState {
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RenderState {
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pub fn get_frame_state(&mut self) -> RenderInput {
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RenderInput {
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camera_pos: self.camera.pos,
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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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||||
|
|
|
@ -40,7 +40,9 @@ fn main() -> Result<()> {
|
|||
|
||||
let mut game = game::Game::new(content);
|
||||
gpu.update_starfield_buffer();
|
||||
game.set_camera_aspect(gpu.window_size.width as f32 / gpu.window_size.height as f32);
|
||||
game.set_camera_aspect(
|
||||
gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
|
||||
);
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
|
@ -62,7 +64,7 @@ fn main() -> Result<()> {
|
|||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == gpu.window.id() => match event {
|
||||
} if window_id == gpu.window().id() => match event {
|
||||
WindowEvent::Focused(state) => {
|
||||
game.set_paused(!state);
|
||||
}
|
||||
|
@ -85,13 +87,15 @@ fn main() -> Result<()> {
|
|||
WindowEvent::Resized(_) => {
|
||||
gpu.resize();
|
||||
game.set_camera_aspect(
|
||||
gpu.window_size.width as f32 / gpu.window_size.height as f32,
|
||||
gpu.window().inner_size().width as f32
|
||||
/ gpu.window().inner_size().height as f32,
|
||||
);
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { .. } => {
|
||||
gpu.resize();
|
||||
game.set_camera_aspect(
|
||||
gpu.window_size.width as f32 / gpu.window_size.height as f32,
|
||||
gpu.window().inner_size().width as f32
|
||||
/ gpu.window().inner_size().height as f32,
|
||||
);
|
||||
}
|
||||
_ => {}
|
||||
|
|
|
@ -30,3 +30,4 @@ image = { workspace = true }
|
|||
winit = { workspace = true }
|
||||
wgpu = { workspace = true }
|
||||
bytemuck = { workspace = true }
|
||||
glyphon = { workspace = true }
|
||||
|
|
|
@ -0,0 +1,78 @@
|
|||
use cgmath::Point2;
|
||||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_galaxy::{Galaxy, GxShipHandle};
|
||||
use galactica_systemsim::{ParticleBuilder, SystemSim};
|
||||
use glyphon::{Buffer, FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use std::rc::Rc;
|
||||
use wgpu::BufferAddress;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::{globaluniform::GlobalUniform, vertexbuffer::VertexBuffer};
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct RenderInput<'a> {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Point2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player_data: GxShipHandle,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
|
||||
/// The world state to render
|
||||
pub systemsim: &'a SystemSim,
|
||||
|
||||
// TODO: handle overflow. is it a problem?
|
||||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
/// Game content
|
||||
pub content: &'a Content,
|
||||
|
||||
/// Game data
|
||||
pub data: &'a Galaxy,
|
||||
|
||||
/// Particles to spawn during this frame
|
||||
pub particles: &'a mut Vec<ParticleBuilder>,
|
||||
}
|
||||
|
||||
/// Renderer state. A reference to this struct is often passed to helper functions.
|
||||
pub(crate) struct RenderState {
|
||||
pub window: Window,
|
||||
pub window_size: winit::dpi::PhysicalSize<u32>,
|
||||
pub window_aspect: f32,
|
||||
|
||||
pub queue: wgpu::Queue,
|
||||
pub global_uniform: GlobalUniform,
|
||||
pub vertex_buffers: VertexBuffers,
|
||||
|
||||
pub text_font_system: FontSystem,
|
||||
pub text_cache: SwashCache,
|
||||
pub text_atlas: TextAtlas,
|
||||
pub text_renderer: TextRenderer,
|
||||
pub text_buffer: Buffer,
|
||||
}
|
||||
|
||||
/// Vertex buffers
|
||||
pub(crate) struct VertexBuffers {
|
||||
// Keeps track of length of each buffer
|
||||
// Most of these are reset on each frame.
|
||||
//
|
||||
// The exception is particle_counter, which
|
||||
// is never reset, and loops back to zero once
|
||||
// it exceeds buffer length
|
||||
pub object_counter: BufferAddress,
|
||||
pub ui_counter: BufferAddress,
|
||||
pub particle_counter: BufferAddress,
|
||||
pub radialbar_counter: BufferAddress,
|
||||
|
||||
pub object: Rc<VertexBuffer>,
|
||||
pub starfield: Rc<VertexBuffer>,
|
||||
pub ui: Rc<VertexBuffer>,
|
||||
pub particle: Rc<VertexBuffer>,
|
||||
pub radialbar: Rc<VertexBuffer>,
|
||||
}
|
|
@ -1,49 +1,23 @@
|
|||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use cgmath::Point2;
|
||||
use galactica_constants;
|
||||
|
||||
use galactica_content::Content;
|
||||
use rand::seq::SliceRandom;
|
||||
use std::{iter, rc::Rc};
|
||||
use wgpu::{self, BufferAddress};
|
||||
use winit::{self, window::Window};
|
||||
use wgpu;
|
||||
use winit;
|
||||
|
||||
use crate::{
|
||||
globaluniform::{GlobalDataContent, GlobalUniform},
|
||||
pipeline::PipelineBuilder,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
vertexbuffer::{
|
||||
consts::{SPRITE_INDICES, SPRITE_VERTICES},
|
||||
types::{
|
||||
ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
|
||||
UiInstance,
|
||||
},
|
||||
BufferObject, VertexBuffer,
|
||||
},
|
||||
RenderState,
|
||||
datastructs::RenderState, starfield::Starfield, texturearray::TextureArray, ui::UiManager,
|
||||
};
|
||||
|
||||
// Additional implementaitons for GPUState
|
||||
mod hud;
|
||||
/// GPUState is very big, so its methods have been split
|
||||
/// among the following files.
|
||||
mod new;
|
||||
mod render;
|
||||
mod systemsim;
|
||||
|
||||
/// A high-level GPU wrapper. Consumes game state,
|
||||
/// A high-level GPU wrapper. Reads game state (via RenderInput),
|
||||
/// produces pretty pictures.
|
||||
pub struct GPUState {
|
||||
/// The window to we draw on
|
||||
pub window: Window,
|
||||
|
||||
/// The size of the window we draw on
|
||||
pub window_size: winit::dpi::PhysicalSize<u32>,
|
||||
|
||||
device: wgpu::Device,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
surface: wgpu::Surface,
|
||||
queue: wgpu::Queue,
|
||||
|
||||
window_aspect: f32,
|
||||
|
||||
object_pipeline: wgpu::RenderPipeline,
|
||||
starfield_pipeline: wgpu::RenderPipeline,
|
||||
|
@ -53,296 +27,24 @@ pub struct GPUState {
|
|||
|
||||
starfield: Starfield,
|
||||
texture_array: TextureArray,
|
||||
global_uniform: GlobalUniform,
|
||||
vertex_buffers: VertexBuffers,
|
||||
}
|
||||
|
||||
struct VertexBuffers {
|
||||
// Keeps track of length of each buffer
|
||||
pub object_counter: BufferAddress,
|
||||
pub ui_counter: BufferAddress,
|
||||
pub particle_counter: BufferAddress,
|
||||
pub radialbar_counter: BufferAddress,
|
||||
|
||||
object: Rc<VertexBuffer>,
|
||||
starfield: Rc<VertexBuffer>,
|
||||
ui: Rc<VertexBuffer>,
|
||||
|
||||
particle: Rc<VertexBuffer>,
|
||||
radialbar: Rc<VertexBuffer>,
|
||||
}
|
||||
|
||||
/// 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"
|
||||
)),
|
||||
);
|
||||
|
||||
let shader = shader.replace(
|
||||
"// INCLUDE: anchor.wgsl",
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/include/",
|
||||
"anchor.wgsl"
|
||||
)),
|
||||
);
|
||||
|
||||
return shader;
|
||||
state: RenderState,
|
||||
ui: UiManager,
|
||||
}
|
||||
|
||||
impl GPUState {
|
||||
/// Make a new GPUState that draws on `window`
|
||||
pub async fn new(window: Window, ct: &Content) -> Result<Self> {
|
||||
let window_size = window.inner_size();
|
||||
let window_aspect = window_size.width as f32 / window_size.height as f32;
|
||||
|
||||
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,
|
||||
width: window_size.width,
|
||||
height: window_size.height,
|
||||
present_mode: surface_caps.present_modes[0],
|
||||
alpha_mode: surface_caps.alpha_modes[0],
|
||||
view_formats: vec![],
|
||||
};
|
||||
|
||||
surface.configure(&device, &config);
|
||||
}
|
||||
|
||||
let vertex_buffers = VertexBuffers {
|
||||
object_counter: 0,
|
||||
ui_counter: 0,
|
||||
particle_counter: 0,
|
||||
radialbar_counter: 0,
|
||||
|
||||
object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
|
||||
"object",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
|
||||
"starfield",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
|
||||
"ui",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::UI_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
|
||||
"particle",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
|
||||
"radial bar",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
10,
|
||||
)),
|
||||
};
|
||||
|
||||
// Load uniforms
|
||||
let global_uniform = GlobalUniform::new(&device);
|
||||
let texture_array = TextureArray::new(&device, &queue, ct)?;
|
||||
|
||||
// Make sure these match the indices in each shader
|
||||
let bind_group_layouts = &[
|
||||
&texture_array.bind_group_layout,
|
||||
&global_uniform.bind_group_layout,
|
||||
];
|
||||
|
||||
// Create render pipelines
|
||||
let object_pipeline = PipelineBuilder::new("object", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"object.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.object)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.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,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.starfield)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let ui_pipeline = PipelineBuilder::new("ui", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/", "ui.wgsl")),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.ui)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let particle_pipeline = PipelineBuilder::new("particle", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"particle.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.particle)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let radialbar_pipeline = PipelineBuilder::new("radialbar", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"radialbar.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.radialbar)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let mut starfield = Starfield::new();
|
||||
starfield.regenerate();
|
||||
|
||||
return Ok(Self {
|
||||
device,
|
||||
config,
|
||||
surface,
|
||||
queue,
|
||||
|
||||
window,
|
||||
window_size,
|
||||
window_aspect,
|
||||
|
||||
object_pipeline,
|
||||
starfield_pipeline,
|
||||
ui_pipeline,
|
||||
particle_pipeline,
|
||||
radialbar_pipeline,
|
||||
|
||||
starfield,
|
||||
texture_array,
|
||||
global_uniform,
|
||||
vertex_buffers,
|
||||
});
|
||||
}
|
||||
|
||||
/// Get the window this GPUState is attached to
|
||||
pub fn window(&self) -> &Window {
|
||||
&self.window
|
||||
/// Get the window we are attached to
|
||||
pub fn window(&self) -> &winit::window::Window {
|
||||
&self.state.window
|
||||
}
|
||||
|
||||
/// Update window size.
|
||||
/// This should be called whenever our window is resized.
|
||||
pub fn resize(&mut self) {
|
||||
let new_size = self.window.inner_size();
|
||||
let new_size = self.state.window.inner_size();
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.window_size = new_size;
|
||||
self.window_aspect = new_size.width as f32 / new_size.height as f32;
|
||||
self.state.window_size = new_size;
|
||||
self.state.window_aspect = new_size.width as f32 / new_size.height as f32;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
|
@ -350,208 +52,32 @@ impl GPUState {
|
|||
self.update_starfield_buffer()
|
||||
}
|
||||
|
||||
/// Entrypoint for all vertex buffer builders
|
||||
pub(super) fn update_all_buffers(&mut self, state: &RenderState) {
|
||||
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
||||
// Used to skip off-screen sprites.
|
||||
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;
|
||||
|
||||
// TODO: sorting. We don't need to sort ships, but we do need to sort system objects by z-level
|
||||
// (which we don't yet draw)
|
||||
// that should probably be done in iter_system().
|
||||
|
||||
// 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.
|
||||
self.sysim_push_system(state, (clip_ne, clip_sw));
|
||||
self.sysim_push_ship(state, (clip_ne, clip_sw));
|
||||
self.sysim_push_projectile(state, (clip_ne, clip_sw));
|
||||
|
||||
self.hud_add_radar(state);
|
||||
self.hud_add_status(state);
|
||||
}
|
||||
|
||||
/// Make a StarfieldInstance for each star that needs to be drawn.
|
||||
/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
|
||||
///
|
||||
/// Starfield data rarely changes, so this is called only when it's needed.
|
||||
pub fn update_starfield_buffer(&mut self) {
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.starfield.instances,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.starfield.instances,
|
||||
0,
|
||||
bytemuck::cast_slice(&self.starfield.make_instances(self.window_aspect)),
|
||||
bytemuck::cast_slice(&self.starfield.make_instances(self.state.window_aspect)),
|
||||
);
|
||||
}
|
||||
|
||||
/// Initialize the rendering engine
|
||||
pub fn init(&mut self) {
|
||||
// Update global values
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.atlas_buffer,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.atlas_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.texture_array.image_locations]),
|
||||
);
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.sprite_buffer,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.sprite_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.texture_array.sprite_data]),
|
||||
);
|
||||
|
||||
self.update_starfield_buffer();
|
||||
}
|
||||
|
||||
/// Main render function. Draws sprites on a window.
|
||||
pub fn render(&mut self, state: RenderState) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::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,
|
||||
});
|
||||
|
||||
self.vertex_buffers.object_counter = 0;
|
||||
self.vertex_buffers.ui_counter = 0;
|
||||
self.vertex_buffers.radialbar_counter = 0;
|
||||
// Don't reset particle counter, it's special
|
||||
|
||||
let s = state.content.get_starfield_handle();
|
||||
|
||||
// Update global values
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.data_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
camera_position: state.camera_pos.into(),
|
||||
camera_zoom: [state.camera_zoom, 0.0],
|
||||
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_scale: [self.window.scale_factor() as f32, 0.0],
|
||||
window_aspect: [self.window_aspect, 0.0],
|
||||
starfield_sprite: [s.get_index(), 0],
|
||||
starfield_tile_size: [galactica_constants::STARFIELD_SIZE as f32, 0.0],
|
||||
starfield_size_limits: [
|
||||
galactica_constants::STARFIELD_SIZE_MIN,
|
||||
galactica_constants::STARFIELD_SIZE_MAX,
|
||||
],
|
||||
current_time: [state.current_time, 0.0],
|
||||
}]),
|
||||
);
|
||||
|
||||
// Write all new particles to GPU buffer
|
||||
state.particles.shuffle(&mut rand::thread_rng());
|
||||
for i in state.particles.iter() {
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.particle.instances,
|
||||
ParticleInstance::SIZE * self.vertex_buffers.particle_counter,
|
||||
bytemuck::cast_slice(&[ParticleInstance {
|
||||
position: [i.pos.x, i.pos.y],
|
||||
velocity: i.velocity.into(),
|
||||
angle: i.angle.0,
|
||||
angvel: i.angvel.0,
|
||||
size: i.size,
|
||||
sprite_index: i.sprite.get_index(),
|
||||
created: state.current_time,
|
||||
expires: state.current_time + i.lifetime,
|
||||
fade: i.fade,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.particle_counter += 1;
|
||||
if self.vertex_buffers.particle_counter
|
||||
== galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
self.vertex_buffers.particle_counter = 0;
|
||||
}
|
||||
}
|
||||
state.particles.clear();
|
||||
|
||||
// Create sprite instances
|
||||
self.update_all_buffers(&state);
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.global_uniform.bind_group, &[]);
|
||||
|
||||
// Starfield pipeline
|
||||
self.vertex_buffers.starfield.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.starfield.instance_count,
|
||||
);
|
||||
|
||||
// Sprite pipeline
|
||||
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..self.vertex_buffers.object_counter as _,
|
||||
);
|
||||
|
||||
// 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 _,
|
||||
);
|
||||
|
||||
// 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..self.vertex_buffers.ui_counter as _,
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
// TODO: do we need to do this every time?
|
||||
self.vertex_buffers.radialbar.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.vertex_buffers.radialbar_counter as _,
|
||||
);
|
||||
|
||||
// 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(())
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,284 @@
|
|||
use anyhow::Result;
|
||||
use galactica_content::Content;
|
||||
use glyphon::{
|
||||
Attrs, Buffer, Family, FontSystem, Metrics, Shaping, SwashCache, TextAtlas, TextRenderer,
|
||||
};
|
||||
use std::rc::Rc;
|
||||
|
||||
use crate::{
|
||||
datastructs::{RenderState, VertexBuffers},
|
||||
globaluniform::GlobalUniform,
|
||||
pipeline::PipelineBuilder,
|
||||
shaderprocessor::preprocess_shader,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
ui::UiManager,
|
||||
vertexbuffer::{
|
||||
consts::{SPRITE_INDICES, SPRITE_VERTICES},
|
||||
types::{
|
||||
ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
|
||||
UiInstance,
|
||||
},
|
||||
VertexBuffer,
|
||||
},
|
||||
GPUState,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
/// Make a new GPUState that draws on `window`
|
||||
pub async fn new(window: winit::window::Window, ct: &Content) -> Result<Self> {
|
||||
let window_size = window.inner_size();
|
||||
let window_aspect = window_size.width as f32 / window_size.height as f32;
|
||||
|
||||
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,
|
||||
width: window_size.width,
|
||||
height: window_size.height,
|
||||
present_mode: surface_caps.present_modes[0],
|
||||
alpha_mode: surface_caps.alpha_modes[0],
|
||||
view_formats: vec![],
|
||||
};
|
||||
|
||||
surface.configure(&device, &config);
|
||||
}
|
||||
|
||||
let vertex_buffers = VertexBuffers {
|
||||
object_counter: 0,
|
||||
ui_counter: 0,
|
||||
particle_counter: 0,
|
||||
radialbar_counter: 0,
|
||||
|
||||
object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
|
||||
"object",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
|
||||
"starfield",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
|
||||
"ui",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::UI_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
|
||||
"particle",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
|
||||
"radial bar",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
10,
|
||||
)),
|
||||
};
|
||||
|
||||
// Load uniforms
|
||||
let global_uniform = GlobalUniform::new(&device);
|
||||
let texture_array = TextureArray::new(&device, &queue, ct)?;
|
||||
|
||||
// Make sure these match the indices in each shader
|
||||
let bind_group_layouts = &[
|
||||
&texture_array.bind_group_layout,
|
||||
&global_uniform.bind_group_layout,
|
||||
];
|
||||
|
||||
// Text renderer
|
||||
let mut text_atlas = TextAtlas::new(&device, &queue, wgpu::TextureFormat::Bgra8UnormSrgb);
|
||||
let mut text_font_system = FontSystem::new();
|
||||
|
||||
let text_cache = SwashCache::new();
|
||||
let text_renderer = TextRenderer::new(
|
||||
&mut text_atlas,
|
||||
&device,
|
||||
wgpu::MultisampleState::default(),
|
||||
None,
|
||||
);
|
||||
let text_buffer = {
|
||||
let mut buffer = Buffer::new(&mut text_font_system, Metrics::new(30.0, 42.0));
|
||||
|
||||
buffer.set_size(
|
||||
&mut text_font_system,
|
||||
window_size.width as f32,
|
||||
window_size.height as f32,
|
||||
);
|
||||
buffer.set_text(&mut text_font_system, "Hello world! 👋\nThis is rendered with 🦅 glyphon 🦁\nThe text below should be partially clipped.\na b c d e f g h i j k l m n o p q r s t u v w x y z", Attrs::new().family(Family::SansSerif), Shaping::Advanced);
|
||||
buffer.shape_until_scroll(&mut text_font_system);
|
||||
buffer
|
||||
};
|
||||
|
||||
// Create render pipelines
|
||||
let object_pipeline = PipelineBuilder::new("object", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"object.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.object)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.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,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.starfield)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let ui_pipeline = PipelineBuilder::new("ui", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/", "ui.wgsl")),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.ui)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let particle_pipeline = PipelineBuilder::new("particle", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"particle.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.particle)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let radialbar_pipeline = PipelineBuilder::new("radialbar", &device)
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"radialbar.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.radialbar)
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
let mut starfield = Starfield::new();
|
||||
starfield.regenerate();
|
||||
|
||||
return Ok(Self {
|
||||
state: RenderState {
|
||||
queue,
|
||||
|
||||
window,
|
||||
window_size,
|
||||
window_aspect,
|
||||
global_uniform,
|
||||
|
||||
vertex_buffers,
|
||||
|
||||
text_atlas,
|
||||
text_buffer,
|
||||
text_cache,
|
||||
text_font_system,
|
||||
text_renderer,
|
||||
},
|
||||
|
||||
ui: UiManager::new(),
|
||||
device,
|
||||
config,
|
||||
surface,
|
||||
starfield,
|
||||
texture_array,
|
||||
object_pipeline,
|
||||
starfield_pipeline,
|
||||
ui_pipeline,
|
||||
particle_pipeline,
|
||||
radialbar_pipeline,
|
||||
});
|
||||
}
|
||||
}
|
|
@ -0,0 +1,234 @@
|
|||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use cgmath::Point2;
|
||||
use galactica_constants;
|
||||
|
||||
use glyphon::{Color, Resolution, TextArea, TextBounds};
|
||||
use rand::seq::SliceRandom;
|
||||
use std::iter;
|
||||
use wgpu;
|
||||
|
||||
use crate::{
|
||||
globaluniform::GlobalDataContent,
|
||||
vertexbuffer::{consts::SPRITE_INDICES, types::ParticleInstance, BufferObject},
|
||||
RenderInput,
|
||||
};
|
||||
|
||||
impl super::GPUState {
|
||||
/// Main render function. Draws sprites on a window.
|
||||
pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
|
||||
// Set up text renderer
|
||||
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::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,
|
||||
});
|
||||
|
||||
self.state.vertex_buffers.object_counter = 0;
|
||||
self.state.vertex_buffers.ui_counter = 0;
|
||||
self.state.vertex_buffers.radialbar_counter = 0;
|
||||
// Don't reset particle counter, it's special
|
||||
|
||||
let s = input.content.get_starfield_handle();
|
||||
|
||||
// Update global values
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.data_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
camera_position: input.camera_pos.into(),
|
||||
camera_zoom: [input.camera_zoom, 0.0],
|
||||
camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
|
||||
window_size: [
|
||||
self.state.window_size.width as f32,
|
||||
self.state.window_size.height as f32,
|
||||
],
|
||||
window_scale: [self.state.window.scale_factor() as f32, 0.0],
|
||||
window_aspect: [self.state.window_aspect, 0.0],
|
||||
starfield_sprite: [s.get_index(), 0],
|
||||
starfield_tile_size: [galactica_constants::STARFIELD_SIZE as f32, 0.0],
|
||||
starfield_size_limits: [
|
||||
galactica_constants::STARFIELD_SIZE_MIN,
|
||||
galactica_constants::STARFIELD_SIZE_MAX,
|
||||
],
|
||||
current_time: [input.current_time, 0.0],
|
||||
}]),
|
||||
);
|
||||
|
||||
// Write all new particles to GPU buffer
|
||||
input.particles.shuffle(&mut rand::thread_rng());
|
||||
for i in input.particles.iter() {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.particle.instances,
|
||||
ParticleInstance::SIZE * self.state.vertex_buffers.particle_counter,
|
||||
bytemuck::cast_slice(&[ParticleInstance {
|
||||
position: [i.pos.x, i.pos.y],
|
||||
velocity: i.velocity.into(),
|
||||
angle: i.angle.0,
|
||||
angvel: i.angvel.0,
|
||||
size: i.size,
|
||||
sprite_index: i.sprite.get_index(),
|
||||
created: input.current_time,
|
||||
expires: input.current_time + i.lifetime,
|
||||
fade: i.fade,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.particle_counter += 1;
|
||||
if self.state.vertex_buffers.particle_counter
|
||||
== galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
self.state.vertex_buffers.particle_counter = 0;
|
||||
}
|
||||
}
|
||||
input.particles.clear();
|
||||
|
||||
// Create sprite instances
|
||||
|
||||
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
||||
// Used to skip off-screen sprites.
|
||||
let clip_ne = Point2::from((-self.state.window_aspect, 1.0)) * input.camera_zoom;
|
||||
let clip_sw = Point2::from((self.state.window_aspect, -1.0)) * input.camera_zoom;
|
||||
|
||||
// TODO: sorting. We don't need to sort ships, but we do need to sort system objects by z-level
|
||||
// (which we don't yet draw)
|
||||
// that should probably be done in iter_system().
|
||||
|
||||
// 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.
|
||||
self.sysim_push_system(&input, (clip_ne, clip_sw));
|
||||
self.sysim_push_ship(&input, (clip_ne, clip_sw));
|
||||
self.sysim_push_projectile(&input, (clip_ne, clip_sw));
|
||||
self.ui.draw(&input, &mut self.state);
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.state.global_uniform.bind_group, &[]);
|
||||
|
||||
// Starfield pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.starfield
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.starfield.instance_count,
|
||||
);
|
||||
|
||||
// Sprite pipeline
|
||||
self.state
|
||||
.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..self.state.vertex_buffers.object_counter as _,
|
||||
);
|
||||
|
||||
// Particle pipeline
|
||||
self.state
|
||||
.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 _,
|
||||
);
|
||||
|
||||
// Ui pipeline
|
||||
self.state.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..self.state.vertex_buffers.ui_counter as _,
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
// TODO: do we need to do this every time?
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.radialbar
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.vertex_buffers.radialbar_counter as _,
|
||||
);
|
||||
|
||||
self.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
&self.device,
|
||||
&self.state.queue,
|
||||
&mut self.state.text_font_system,
|
||||
&mut self.state.text_atlas,
|
||||
Resolution {
|
||||
width: self.state.window_size.width,
|
||||
height: self.state.window_size.height,
|
||||
},
|
||||
[TextArea {
|
||||
buffer: &self.state.text_buffer,
|
||||
left: 10.0,
|
||||
top: 10.0,
|
||||
scale: 1.0,
|
||||
bounds: TextBounds {
|
||||
left: 0,
|
||||
top: 0,
|
||||
right: 600,
|
||||
bottom: 160,
|
||||
},
|
||||
default_color: Color::rgb(255, 255, 255),
|
||||
}],
|
||||
&mut self.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
self.state
|
||||
.text_renderer
|
||||
.render(&self.state.text_atlas, &mut render_pass)
|
||||
.unwrap();
|
||||
|
||||
// begin_render_pass borrows encoder mutably, so we can't call finish()
|
||||
// without dropping this variable.
|
||||
drop(render_pass);
|
||||
|
||||
self.state.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
|
@ -7,13 +7,13 @@ use galactica_systemsim::util;
|
|||
use crate::{
|
||||
globaluniform::ObjectData,
|
||||
vertexbuffer::{types::ObjectInstance, BufferObject},
|
||||
GPUState, RenderState,
|
||||
GPUState, RenderInput,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
pub(super) fn sysim_push_ship(
|
||||
&mut self,
|
||||
state: &RenderState,
|
||||
state: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
|
@ -45,10 +45,10 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: ship_pos.x,
|
||||
|
@ -63,7 +63,7 @@ impl GPUState {
|
|||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
if self.state.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
|
@ -71,15 +71,15 @@ impl GPUState {
|
|||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.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;
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
|
||||
// This will be None if this ship is dead.
|
||||
// (physics object stays around to complete the death animation)
|
||||
|
@ -92,9 +92,9 @@ impl GPUState {
|
|||
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,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * self.state.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,
|
||||
|
@ -108,22 +108,22 @@ impl GPUState {
|
|||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
if self.state.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,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: flare.unwrap().get_index(),
|
||||
object_index: self.vertex_buffers.object_counter as u32,
|
||||
object_index: self.state.vertex_buffers.object_counter as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -131,7 +131,7 @@ impl GPUState {
|
|||
|
||||
pub(super) fn sysim_push_projectile(
|
||||
&mut self,
|
||||
state: &RenderState,
|
||||
state: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
|
@ -163,10 +163,10 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: proj_pos.x,
|
||||
|
@ -181,7 +181,7 @@ impl GPUState {
|
|||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
if self.state.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
|
@ -189,21 +189,21 @@ impl GPUState {
|
|||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.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;
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn sysim_push_system(
|
||||
&mut self,
|
||||
state: &RenderState,
|
||||
state: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
|
@ -233,10 +233,10 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: o.pos.x,
|
||||
|
@ -251,7 +251,7 @@ impl GPUState {
|
|||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
if self.state.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
|
@ -259,15 +259,15 @@ impl GPUState {
|
|||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.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;
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,17 +8,19 @@
|
|||
//! (Excluding data structs, like [`ObjectSprite`])
|
||||
|
||||
mod anchoredposition;
|
||||
mod datastructs;
|
||||
mod globaluniform;
|
||||
mod gpustate;
|
||||
mod pipeline;
|
||||
mod renderstate;
|
||||
mod shaderprocessor;
|
||||
mod starfield;
|
||||
mod texturearray;
|
||||
mod ui;
|
||||
mod vertexbuffer;
|
||||
|
||||
pub use anchoredposition::PositionAnchor;
|
||||
pub use datastructs::RenderInput;
|
||||
pub use gpustate::GPUState;
|
||||
pub use renderstate::RenderState;
|
||||
|
||||
use cgmath::Matrix4;
|
||||
|
||||
|
|
|
@ -1,35 +0,0 @@
|
|||
use cgmath::Point2;
|
||||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_galaxy::{Galaxy, GxShipHandle};
|
||||
use galactica_systemsim::{ParticleBuilder, SystemSim};
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct RenderState<'a> {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Point2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player_data: GxShipHandle,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
|
||||
/// The world state to render
|
||||
pub systemsim: &'a SystemSim,
|
||||
|
||||
// TODO: handle overflow. is it a problem?
|
||||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
/// Game content
|
||||
pub content: &'a Content,
|
||||
|
||||
/// Game data
|
||||
pub data: &'a Galaxy,
|
||||
|
||||
/// Particles to spawn during this frame
|
||||
pub particles: &'a mut Vec<ParticleBuilder>,
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
use crate::globaluniform::GlobalUniform;
|
||||
|
||||
/// Basic wgsl preprocesser
|
||||
pub(crate) 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"
|
||||
)),
|
||||
);
|
||||
|
||||
let shader = shader.replace(
|
||||
"// INCLUDE: anchor.wgsl",
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/include/",
|
||||
"anchor.wgsl"
|
||||
)),
|
||||
);
|
||||
|
||||
return shader;
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
use crate::{datastructs::RenderState, RenderInput};
|
||||
|
||||
use super::{radar::Radar, status::Status, UiElement};
|
||||
|
||||
pub struct UiManager {
|
||||
radar: Radar,
|
||||
status: Status,
|
||||
}
|
||||
|
||||
impl UiManager {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
radar: Radar::new(),
|
||||
status: Status::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Draw all ui elements
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
self.radar.draw(input, state);
|
||||
self.status.draw(input, state);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
use crate::{datastructs::RenderState, RenderInput};
|
||||
|
||||
mod manager;
|
||||
mod radar;
|
||||
mod status;
|
||||
|
||||
pub use manager::UiManager;
|
||||
|
||||
trait UiElement {
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState);
|
||||
}
|
|
@ -1,20 +1,23 @@
|
|||
//! GPUState routines for drawing HUD elements
|
||||
|
||||
use std::f32::consts::TAU;
|
||||
|
||||
use cgmath::{Deg, InnerSpace, Point2, Rad, Vector2};
|
||||
use galactica_systemsim::util;
|
||||
|
||||
use crate::{
|
||||
vertexbuffer::{
|
||||
types::{RadialBarInstance, UiInstance},
|
||||
BufferObject,
|
||||
},
|
||||
GPUState, PositionAnchor, RenderState,
|
||||
vertexbuffer::{types::UiInstance, BufferObject},
|
||||
PositionAnchor, RenderInput,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
pub(super) fn hud_add_radar(&mut self, state: &RenderState) {
|
||||
use super::RenderState;
|
||||
|
||||
pub(super) struct Radar {}
|
||||
|
||||
impl Radar {
|
||||
pub fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
}
|
||||
|
||||
impl super::UiElement for Radar {
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
let radar_range = 4000.0;
|
||||
let radar_size = 300.0;
|
||||
let hide_range = 0.85;
|
||||
|
@ -22,40 +25,40 @@ impl GPUState {
|
|||
let system_object_scale = 1.0 / 600.0;
|
||||
let ship_scale = 1.0 / 10.0;
|
||||
|
||||
let player_world_object = state.systemsim.get_ship(state.player_data).unwrap();
|
||||
let player_body = state
|
||||
let player_world_object = input.systemsim.get_ship(input.player_data).unwrap();
|
||||
let player_body = input
|
||||
.systemsim
|
||||
.get_rigid_body(player_world_object.rigid_body)
|
||||
.unwrap();
|
||||
|
||||
let player_position = util::rigidbody_position(player_body);
|
||||
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");
|
||||
let planet_sprite = input.content.get_sprite_handle("ui::planetblip");
|
||||
let ship_sprite = input.content.get_sprite_handle("ui::shipblip");
|
||||
let arrow_sprite = input.content.get_sprite_handle("ui::centerarrow");
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.ui_counter as u64 > galactica_constants::UI_SPRITE_INSTANCE_LIMIT {
|
||||
if state.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,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwNw.to_int(),
|
||||
position: [10.0, -10.0],
|
||||
angle: 0.0,
|
||||
size: radar_size,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
sprite_index: state.content.get_sprite_handle("ui::radar").get_index(),
|
||||
sprite_index: input.content.get_sprite_handle("ui::radar").get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
|
||||
// Draw system objects
|
||||
let system = state.content.get_system(state.current_system);
|
||||
let system = input.content.get_system(input.current_system);
|
||||
for o in &system.objects {
|
||||
let size = (o.size / o.pos.z) / (radar_range * system_object_scale);
|
||||
let p = Point2 {
|
||||
|
@ -74,7 +77,7 @@ impl GPUState {
|
|||
}
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.ui_counter as u64
|
||||
if state.vertex_buffers.ui_counter as u64
|
||||
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
|
@ -82,9 +85,9 @@ impl GPUState {
|
|||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: (Point2 {
|
||||
|
@ -98,25 +101,25 @@ impl GPUState {
|
|||
sprite_index: planet_sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw ships
|
||||
for (s, r) in state.systemsim.iter_ship_body() {
|
||||
for (s, r) in input.systemsim.iter_ship_body() {
|
||||
// This will be None if this ship is dead.
|
||||
// Stays around while the physics system runs a collapse sequence
|
||||
let color = match state.data.get_ship(s.data_handle) {
|
||||
let color = match input.data.get_ship(s.data_handle) {
|
||||
None => {
|
||||
// TODO: configurable
|
||||
[0.2, 0.2, 0.2, 1.0]
|
||||
}
|
||||
Some(data) => {
|
||||
let c = state.content.get_faction(data.get_faction()).color;
|
||||
let c = input.content.get_faction(data.get_faction()).color;
|
||||
[c[0], c[1], c[2], 1.0]
|
||||
}
|
||||
};
|
||||
let ship = state.content.get_ship(s.data_handle.content_handle());
|
||||
let ship = input.content.get_ship(s.data_handle.content_handle());
|
||||
let size = (ship.size * ship.sprite.aspect) * ship_scale;
|
||||
let p = util::rigidbody_position(r);
|
||||
let d = (p - player_position) / radar_range;
|
||||
|
@ -135,7 +138,7 @@ impl GPUState {
|
|||
|
||||
// Enforce buffer limit
|
||||
// TODO: cleaner solution. don't do this everywhere.
|
||||
if self.vertex_buffers.ui_counter as u64
|
||||
if state.vertex_buffers.ui_counter as u64
|
||||
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
|
@ -143,9 +146,9 @@ impl GPUState {
|
|||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: position.into(),
|
||||
|
@ -155,33 +158,33 @@ impl GPUState {
|
|||
sprite_index: ship_sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw viewport frame
|
||||
let d = Vector2 {
|
||||
x: (state.camera_zoom / 2.0) * self.window_aspect,
|
||||
y: state.camera_zoom / 2.0,
|
||||
x: (input.camera_zoom / 2.0) * state.window_aspect,
|
||||
y: input.camera_zoom / 2.0,
|
||||
} / radar_range;
|
||||
let m = d.magnitude();
|
||||
let d = d * (radar_size / 2.0);
|
||||
let color = [0.3, 0.3, 0.3, 1.0];
|
||||
if m < 0.8 {
|
||||
let sprite = state.content.get_sprite_handle("ui::radarframe");
|
||||
let sprite = input.content.get_sprite_handle("ui::radarframe");
|
||||
let size = 7.0f32.min((0.8 - m) * 70.0);
|
||||
|
||||
// Enforce buffer limit (this section adds four items)
|
||||
if self.vertex_buffers.ui_counter as u64 + 4
|
||||
if state.vertex_buffers.ui_counter as u64 + 4
|
||||
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwNw.to_int(),
|
||||
position: Point2 {
|
||||
|
@ -195,11 +198,11 @@ impl GPUState {
|
|||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwSw.to_int(),
|
||||
position: Point2 {
|
||||
|
@ -213,11 +216,11 @@ impl GPUState {
|
|||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwSe.to_int(),
|
||||
position: Point2 {
|
||||
|
@ -231,11 +234,11 @@ impl GPUState {
|
|||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwNe.to_int(),
|
||||
position: Point2 {
|
||||
|
@ -249,7 +252,7 @@ impl GPUState {
|
|||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
}
|
||||
|
||||
// Arrow to center of system
|
||||
|
@ -263,15 +266,16 @@ impl GPUState {
|
|||
y: radar_size / -2.0 - 10.0,
|
||||
} + ((q.normalize() * 0.865) * (radar_size / 2.0));
|
||||
|
||||
if self.vertex_buffers.ui_counter as u64 > galactica_constants::UI_SPRITE_INSTANCE_LIMIT
|
||||
if state.vertex_buffers.ui_counter as u64
|
||||
> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: position.into(),
|
||||
|
@ -281,75 +285,7 @@ impl GPUState {
|
|||
sprite_index: arrow_sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn hud_add_status(&mut self, state: &RenderState) {
|
||||
if self.vertex_buffers.ui_counter as u64 > galactica_constants::UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
let player_world_object = state.systemsim.get_ship(state.player_data).unwrap();
|
||||
|
||||
let data = state
|
||||
.data
|
||||
.get_ship(player_world_object.data_handle)
|
||||
.unwrap();
|
||||
let max_shields = data.get_outfits().get_shield_strength();
|
||||
let current_shields = data.get_shields();
|
||||
let current_hull = data.get_hull();
|
||||
let max_hull = state.content.get_ship(data.get_content()).hull;
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
position: [-10.0, -10.0],
|
||||
angle: 0.0,
|
||||
size: 200.0,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
sprite_index: state.content.get_sprite_handle("ui::status").get_index(),
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
|
||||
// We add two items here, so +2
|
||||
if self.vertex_buffers.radialbar_counter as u64 + 2
|
||||
> galactica_constants::RADIALBAR_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Radialbar limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * self.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[RadialBarInstance {
|
||||
position: [-19.0, -19.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 182.0,
|
||||
stroke: 5.0,
|
||||
color: [0.3, 0.6, 0.8, 1.0],
|
||||
angle: (current_shields / max_shields) * TAU,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * self.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[RadialBarInstance {
|
||||
position: [-27.0, -27.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 166.0,
|
||||
stroke: 5.0,
|
||||
color: [0.8, 0.7, 0.5, 1.0],
|
||||
angle: (current_hull / max_hull) * TAU,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,89 @@
|
|||
use std::f32::consts::TAU;
|
||||
|
||||
use crate::{
|
||||
datastructs::RenderState,
|
||||
vertexbuffer::{
|
||||
types::{RadialBarInstance, UiInstance},
|
||||
BufferObject,
|
||||
},
|
||||
PositionAnchor, RenderInput,
|
||||
};
|
||||
|
||||
use super::UiElement;
|
||||
|
||||
pub(super) struct Status {}
|
||||
impl Status {
|
||||
pub fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
}
|
||||
|
||||
impl UiElement for Status {
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
if state.vertex_buffers.ui_counter as u64 > galactica_constants::UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
let player_world_object = input.systemsim.get_ship(input.player_data).unwrap();
|
||||
|
||||
let data = input
|
||||
.data
|
||||
.get_ship(player_world_object.data_handle)
|
||||
.unwrap();
|
||||
let max_shields = data.get_outfits().get_shield_strength();
|
||||
let current_shields = data.get_shields();
|
||||
let current_hull = data.get_hull();
|
||||
let max_hull = input.content.get_ship(data.get_content()).hull;
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
position: [-10.0, -10.0],
|
||||
angle: 0.0,
|
||||
size: 200.0,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
sprite_index: input.content.get_sprite_handle("ui::status").get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
|
||||
// We add two items here, so +2
|
||||
if state.vertex_buffers.radialbar_counter as u64 + 2
|
||||
> galactica_constants::RADIALBAR_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Radialbar limit exceeded!")
|
||||
}
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * state.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[RadialBarInstance {
|
||||
position: [-19.0, -19.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 182.0,
|
||||
stroke: 5.0,
|
||||
color: [0.3, 0.6, 0.8, 1.0],
|
||||
angle: (current_shields / max_shields) * TAU,
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.radialbar_counter += 1;
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * state.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[RadialBarInstance {
|
||||
position: [-27.0, -27.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 166.0,
|
||||
stroke: 5.0,
|
||||
color: [0.8, 0.7, 0.5, 1.0],
|
||||
angle: (current_hull / max_hull) * TAU,
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.radialbar_counter += 1;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue