Added subsprites
parent
370d4c9bc9
commit
0af265040c
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@ -2,13 +2,14 @@ use cgmath::Deg;
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use std::time::Instant;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
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use super::{ship::ShipKind, Camera, InputStatus, Ship, System};
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use super::{Camera, InputStatus, Ship, System};
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use crate::{consts, content::Content, render::Sprite, render::Spriteable};
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pub struct Game {
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pub input: InputStatus,
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pub last_update: Instant,
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pub player: Ship,
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pub test: Ship,
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pub system: System,
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pub camera: Camera,
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paused: bool,
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@ -20,7 +21,7 @@ impl Game {
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Game {
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last_update: Instant::now(),
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input: InputStatus::new(),
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player: Ship::new(ShipKind::Gypsum, (0.0, 0.0).into()),
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player: Ship::new(&ct.ships[0], (0.0, 0.0).into()),
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camera: Camera {
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pos: (0.0, 0.0).into(),
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zoom: 500.0,
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@ -28,6 +29,7 @@ impl Game {
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system: System::new(&ct.systems[0]),
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paused: false,
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time_scale: 1.0,
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test: Ship::new(&ct.ships[0], (100.0, 100.0).into()),
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}
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}
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@ -55,6 +57,7 @@ impl Game {
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pub fn update(&mut self) {
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let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
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self.player.engines_on = self.input.key_thrust;
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if self.input.key_thrust {
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self.player.physicsbody.thrust(50.0 * t);
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}
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@ -84,11 +87,13 @@ impl Game {
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sprites.append(&mut self.system.get_sprites());
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sprites.push(self.player.get_sprite());
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sprites.push(self.test.get_sprite());
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// Make sure sprites are drawn in the correct order
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// (note the reversed a, b in the comparator)
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//
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// TODO: use a gpu depth buffer instead.
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// TODO: maybe use a gpu depth buffer instead?
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// I've tried this, but it doesn't seem to work with transparent textures.
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sprites.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
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return sprites;
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@ -1,49 +1,63 @@
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use cgmath::Point2;
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use cgmath::{Deg, Point2, Point3};
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use crate::{physics::PhysicsBody, render::Sprite, render::SpriteTexture, render::Spriteable};
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pub enum ShipKind {
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Gypsum,
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}
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impl ShipKind {
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fn sprite(&self) -> SpriteTexture {
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let name = match self {
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Self::Gypsum => "ship::gypsum",
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};
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return SpriteTexture(name.to_owned());
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}
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fn size(&self) -> f32 {
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match self {
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Self::Gypsum => 100.0,
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}
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}
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}
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use crate::{
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content::{self, ship::Engine},
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physics::PhysicsBody,
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render::Sprite,
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render::SpriteTexture,
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render::Spriteable,
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};
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pub struct Ship {
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pub physicsbody: PhysicsBody,
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kind: ShipKind,
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pub engines_on: bool,
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sprite: SpriteTexture,
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size: f32,
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engines: Vec<Engine>,
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}
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impl Ship {
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pub fn new(kind: ShipKind, pos: Point2<f32>) -> Self {
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pub fn new(ct: &content::ship::Ship, pos: Point2<f32>) -> Self {
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Ship {
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physicsbody: PhysicsBody::new(pos),
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kind,
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sprite: SpriteTexture(ct.sprite.clone()),
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size: ct.size,
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engines: ct.engines.clone(),
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engines_on: false,
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}
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}
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}
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impl Spriteable for Ship {
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fn get_sprite(&self) -> Sprite {
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return Sprite {
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pos: (self.physicsbody.pos.x, self.physicsbody.pos.y, 1.0).into(),
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texture: self.kind.sprite(),
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angle: self.physicsbody.angle,
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scale: 1.0,
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size: self.kind.size(),
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let engines = if self.engines_on {
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Some(
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self.engines
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.iter()
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.map(|e| Sprite {
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pos: Point3 {
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x: e.pos.x,
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y: e.pos.y,
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z: 1.0,
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},
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texture: SpriteTexture("flare::ion".to_owned()),
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angle: Deg(0.0),
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size: e.size,
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children: None,
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})
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.collect(),
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)
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} else {
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None
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};
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Sprite {
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pos: (self.physicsbody.pos.x, self.physicsbody.pos.y, 1.0).into(),
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texture: self.sprite.clone(), // TODO: sprite texture should be easy to clone
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angle: self.physicsbody.angle,
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size: self.size,
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children: engines,
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}
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}
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}
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@ -2,7 +2,7 @@ use cgmath::{Point3, Vector2};
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use rand::{self, Rng};
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use super::SystemObject;
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use crate::{consts, content, render::Sprite, render::SpriteTexture, render::Spriteable};
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use crate::{consts, content, render::Sprite, render::SpriteTexture};
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pub struct StarfieldStar {
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/// Star coordinates, in world space.
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@ -1,6 +1,6 @@
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use cgmath::{Deg, Point3};
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use crate::{render::Sprite, render::SpriteTexture, render::Spriteable};
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use crate::{render::Sprite, render::SpriteTexture};
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pub struct SystemObject {
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pub sprite: SpriteTexture,
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@ -9,14 +9,14 @@ pub struct SystemObject {
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pub angle: Deg<f32>,
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}
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impl Spriteable for SystemObject {
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fn get_sprite(&self) -> Sprite {
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impl SystemObject {
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pub(super) fn get_sprite(&self) -> Sprite {
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return Sprite {
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texture: self.sprite.clone(),
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scale: 1.0,
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pos: self.pos,
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angle: self.angle,
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size: self.size,
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children: None,
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};
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}
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}
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@ -1,4 +1,5 @@
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use crate::consts;
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use cgmath::Matrix4;
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// We can draw at most this many sprites on the screen.
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// TODO: compile-time option
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@ -16,3 +17,11 @@ pub const TEXTURE_INDEX_PATH: &'static str = "./assets";
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/// Shader entry points
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pub const SHADER_MAIN_VERTEX: &'static str = "vertex_main";
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pub const SHADER_MAIN_FRAGMENT: &'static str = "fragment_main";
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0,
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);
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@ -1,12 +1,12 @@
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use anyhow::Result;
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use bytemuck;
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use cgmath::{EuclideanSpace, Matrix2, Point2, Vector2, Vector3};
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use cgmath::{Deg, EuclideanSpace, Matrix4, Point2, Vector2, Vector3};
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use std::{iter, rc::Rc};
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use wgpu;
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use winit::{self, dpi::PhysicalSize, window::Window};
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use super::{
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consts::{SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
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consts::{OPENGL_TO_WGPU_MATRIX, SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
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globaldata::{GlobalData, GlobalDataContent},
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pipeline::PipelineBuilder,
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texturearray::TextureArray,
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@ -15,6 +15,7 @@ use super::{
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types::{SpriteInstance, StarfieldInstance, TexturedVertex},
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VertexBuffer,
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},
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Sprite,
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};
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use crate::{consts, game::Game};
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@ -194,6 +195,138 @@ impl GPUState {
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self.update_starfield_buffer(game)
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}
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/// Create a SpriteInstance for s and add it to instances.
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/// Also handles child sprites.
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fn push_sprite(
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&self,
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game: &Game,
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instances: &mut Vec<SpriteInstance>,
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clip_ne: Point2<f32>,
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clip_sw: Point2<f32>,
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s: Sprite,
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) {
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// Position adjusted for parallax
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// TODO: adjust parallax for zoom?
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let pos: Point2<f32> = {
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(Point2 {
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x: s.pos.x,
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y: s.pos.y,
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} - game.camera.pos.to_vec())
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/ s.pos.z
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};
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let texture = self.texture_array.get_sprite_texture(s.texture);
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// Game dimensions of this sprite post-scale.
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// Don't divide by 2, we use this later.
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let height = s.size / s.pos.z;
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let width = height * texture.aspect;
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// Don't draw (or compute matrices for)
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// sprites that are off the screen
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if pos.x < clip_ne.x - width
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|| pos.y > clip_ne.y + height
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|| pos.x > clip_sw.x + width
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|| pos.y < clip_sw.y - height
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{
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return;
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}
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// TODO: clean up
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let scale = height / game.camera.zoom;
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// Note that our mesh starts centered at (0, 0).
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// This is essential---we do not want scale and rotation
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// changing our sprite's position!
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// Apply sprite aspect ratio, preserving height.
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// This must be done *before* rotation.
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//
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// We apply the provided scale here as well as a minor optimization
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let sprite_aspect_and_scale =
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Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
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// Apply rotation
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let rotate = Matrix4::from_angle_z(s.angle);
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// Apply screen aspect ratio, again preserving height.
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// This must be done AFTER rotation... think about it!
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let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
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// After finishing all ops, translate.
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// This must be done last, all other operations
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// require us to be at (0, 0).
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let translate = Matrix4::from_translation(Vector3 {
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x: pos.x / game.camera.zoom / self.window_aspect,
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y: pos.y / game.camera.zoom,
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z: 0.0,
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});
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// Order matters!
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// The rightmost matrix is applied first.
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let t =
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OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * sprite_aspect_and_scale;
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instances.push(SpriteInstance {
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transform: t.into(),
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texture_index: texture.index,
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});
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// Add children
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if let Some(children) = s.children {
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for c in children {
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self.push_subsprite(game, instances, c, pos, s.angle);
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}
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}
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}
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/// Add a sprite's subsprite to instance.
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/// Only called by push_sprite.
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fn push_subsprite(
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&self,
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game: &Game,
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instances: &mut Vec<SpriteInstance>,
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s: Sprite,
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parent_pos: Point2<f32>,
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parent_angle: Deg<f32>,
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) {
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// TODO: clean up
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if s.children.is_some() {
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panic!("Child sprites must not have child sprites!")
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}
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let texture = self.texture_array.get_sprite_texture(s.texture);
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let scale = s.size / (s.pos.z * game.camera.zoom);
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let sprite_aspect_and_scale =
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Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
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let rotate = Matrix4::from_angle_z(s.angle);
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let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
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let ptranslate = Matrix4::from_translation(Vector3 {
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x: parent_pos.x / game.camera.zoom / self.window_aspect,
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y: parent_pos.y / game.camera.zoom,
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z: 0.0,
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});
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let protate = Matrix4::from_angle_z(parent_angle);
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let translate = Matrix4::from_translation(Vector3 {
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x: s.pos.x / game.camera.zoom / self.window_aspect,
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y: s.pos.y / game.camera.zoom,
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z: 0.0,
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});
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// Order matters!
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// The rightmost matrix is applied first.
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let t = OPENGL_TO_WGPU_MATRIX
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* ptranslate * screen_aspect
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* protate * translate
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* rotate * sprite_aspect_and_scale;
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instances.push(SpriteInstance {
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transform: t.into(),
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texture_index: texture.index,
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});
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}
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/// Make a SpriteInstance for each of the game's visible sprites.
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/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
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///
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@ -207,45 +340,13 @@ impl GPUState {
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * game.camera.zoom;
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for s in game.get_sprites() {
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// Compute post-parallax position and distance-adjusted scale.
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// We do this here so we can check if a sprite is on the screen.
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let pos: Point2<f32> = {
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(Point2 {
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x: s.pos.x,
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y: s.pos.y,
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} - game.camera.pos.to_vec())
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/ (s.pos.z + game.camera.zoom / consts::ZOOM_MIN)
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};
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let texture = self.texture_array.get_sprite_texture(s.texture);
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// Game dimensions of this sprite post-scale.
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// Don't divide by 2, we use this later.
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let height = s.size * s.scale / s.pos.z;
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let width = height * texture.aspect;
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// Don't draw (or compute matrices for)
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// sprites that are off the screen
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if pos.x < clip_ne.x - width
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|| pos.y > clip_ne.y + height
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|| pos.x > clip_sw.x + width
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|| pos.y < clip_sw.y - height
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{
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continue;
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}
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instances.push(SpriteInstance {
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position: pos.into(),
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aspect: texture.aspect,
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rotation: Matrix2::from_angle(s.angle).into(),
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size: height,
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texture_index: texture.index,
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})
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self.push_sprite(game, &mut instances, clip_ne, clip_sw, s);
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}
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// Enforce sprite limit
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if instances.len() as u64 > SPRITE_INSTANCE_LIMIT {
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// TODO: no panic, handle this better.
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unreachable!("Sprite limit exceeded!")
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panic!("Sprite limit exceeded!")
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}
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return instances;
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@ -12,16 +12,3 @@ pub use sprite::{Sprite, Spriteable};
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/// A handle to a sprite texture
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#[derive(Debug, Clone)]
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pub struct SpriteTexture(pub String);
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/*
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// API correction matrix.
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// cgmath uses OpenGL's matrix format, which
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// needs to be converted to wgpu's matrix format.
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#[rustfmt::skip]
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const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0,
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);
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*/
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@ -1,10 +1,9 @@
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struct InstanceInput {
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@location(2) rotation_matrix_0: vec2<f32>,
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@location(3) rotation_matrix_1: vec2<f32>,
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@location(4) position: vec2<f32>,
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@location(5) size: f32,
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@location(6) aspect: f32,
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@location(7) texture_idx: u32,
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@location(2) transform_matrix_0: vec4<f32>,
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@location(3) transform_matrix_1: vec4<f32>,
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@location(4) transform_matrix_2: vec4<f32>,
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@location(5) transform_matrix_3: vec4<f32>,
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@location(6) texture_idx: u32,
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};
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struct VertexInput {
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@ -47,33 +46,15 @@ fn vertex_main(
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instance: InstanceInput,
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) -> VertexOutput {
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// Apply sprite aspect ratio & scale factor
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// This must be done *before* rotation.
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let scale = instance.size / global.camera_zoom.x;
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var pos: vec2<f32> = vec2<f32>(
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vertex.position.x * instance.aspect * scale,
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vertex.position.y * scale
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);
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// Rotate
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pos = mat2x2<f32>(
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instance.rotation_matrix_0,
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instance.rotation_matrix_1,
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) * pos;
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// Apply screen aspect ratio, again preserving height.
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// This must be done AFTER rotation... think about it!
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pos = pos / vec2<f32>(global.window_aspect.x, 1.0);
|
||||
|
||||
// Translate
|
||||
pos = pos + (
|
||||
// Don't forget to correct distance for screen aspect ratio too!
|
||||
(instance.position / global.camera_zoom.x)
|
||||
/ vec2<f32>(global.window_aspect.x, 1.0)
|
||||
let transform = mat4x4<f32>(
|
||||
instance.transform_matrix_0,
|
||||
instance.transform_matrix_1,
|
||||
instance.transform_matrix_2,
|
||||
instance.transform_matrix_3,
|
||||
);
|
||||
|
||||
var out: VertexOutput;
|
||||
out.position = vec4<f32>(pos, 0.0, 1.0);
|
||||
out.position = transform * vec4<f32>(vertex.position, 1.0);
|
||||
out.texture_coords = vertex.texture_coords;
|
||||
out.index = instance.texture_idx;
|
||||
return out;
|
||||
|
|
|
@ -13,13 +13,18 @@ pub struct Sprite {
|
|||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// Scale factor.
|
||||
/// if this is 1, sprite height is exactly self.size.
|
||||
pub scale: f32,
|
||||
|
||||
/// This sprite's rotation
|
||||
/// (relative to north, measured ccw)
|
||||
pub angle: Deg<f32>,
|
||||
|
||||
/// Sprites that should be drawn relative to this sprite.
|
||||
/// Coordinates of sprites in this array will be interpreted
|
||||
/// as world units, relative to the center of this sprite,
|
||||
/// before any rotation or scaling.
|
||||
/// Children rotate with their parent sprite.
|
||||
///
|
||||
/// Note that child sprites may NOT have children.
|
||||
pub children: Option<Vec<Sprite>>,
|
||||
}
|
||||
|
||||
pub trait Spriteable {
|
||||
|
|
|
@ -86,20 +86,9 @@ impl BufferObject for StarfieldInstance {
|
|||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct SpriteInstance {
|
||||
/// Rotation matrix for this sprite
|
||||
pub rotation: [[f32; 2]; 2],
|
||||
|
||||
/// World position, relative to camera
|
||||
/// Note that this does NOT contain z-distance,
|
||||
/// since sprite parallax and distance scaling
|
||||
/// is applied beforehand.
|
||||
pub position: [f32; 2],
|
||||
|
||||
/// Height of (unrotated) sprite in world units
|
||||
pub size: f32,
|
||||
|
||||
// Sprite aspect ratio (width / height)
|
||||
pub aspect: f32,
|
||||
/// Extra transformations this sprite
|
||||
/// (rotation, etc)
|
||||
pub transform: [[f32; 4]; 4],
|
||||
|
||||
// What texture to use for this sprite
|
||||
pub texture_index: u32,
|
||||
|
@ -114,39 +103,31 @@ impl BufferObject for SpriteInstance {
|
|||
// instance when the shader starts processing a new instance
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
// 2 arrays = 1 2x2 matrix
|
||||
// 4 arrays = 1 4x4 matrix
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Position
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Size
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Aspect
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 7]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Texture
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
],
|
||||
|
|
Loading…
Reference in New Issue