Fixed transformations
parent
6e13c91d37
commit
13f74b9d85
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@ -8,12 +8,13 @@ pub struct Doodad {
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}
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impl Spriteable for Doodad {
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fn sprite(&self, camera: &Camera) -> Sprite {
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fn sprite(&self, camera: Camera) -> Sprite {
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return Sprite {
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position: self.pos,
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camera: camera.pos,
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camera: camera,
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name: self.sprite.clone(),
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angle: Deg { 0: 0.0 },
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scale: 1.0,
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};
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}
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}
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24
src/main.rs
24
src/main.rs
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@ -1,7 +1,10 @@
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use anyhow::Result;
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use cgmath::{Deg, Point2};
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use winit::{
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event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
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event::{
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ElementState, Event, KeyboardInput, MouseButton, MouseScrollDelta, TouchPhase,
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VirtualKeyCode, WindowEvent,
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},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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@ -22,12 +25,18 @@ use crate::{
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system::System,
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};
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#[derive(Debug, Clone, Copy)]
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struct Camera {
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// Camera center
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pos: Point2<Pfloat>,
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// Camera zoom
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// (How many game units tall is the viewport?)
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zoom: Pfloat,
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}
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trait Spriteable {
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fn sprite(&self, camera: &Camera) -> Sprite;
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fn sprite(&self, camera: Camera) -> Sprite;
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}
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struct Sprite {
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@ -37,12 +46,14 @@ struct Sprite {
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// This object's position, in world coordinates.
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position: Point2<Pfloat>,
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scale: Pfloat,
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// This sprite's rotation
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// (relative to north, measured ccw)
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angle: Deg<Pfloat>,
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// The camera we want to draw this sprite from, in world coordinates
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camera: Point2<Pfloat>,
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// The camera we want to draw this sprite from
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camera: Camera,
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}
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struct Game {
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@ -61,6 +72,7 @@ impl Game {
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player: Ship::new(ShipKind::Gypsum, (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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},
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system: System::new(),
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}
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@ -95,8 +107,8 @@ impl Game {
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fn sprites(&self) -> Vec<Sprite> {
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let mut sprites: Vec<Sprite> = Vec::new();
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sprites.append(&mut self.system.sprites(&self.camera));
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sprites.push(self.player.sprite(&self.camera));
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sprites.append(&mut self.system.sprites(self.camera));
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sprites.push(self.player.sprite(self.camera));
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return sprites;
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}
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@ -25,14 +25,6 @@ pub struct GPUState {
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instance_buffer: wgpu::Buffer,
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}
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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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struct Instance {
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transform: Transform,
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texture_index: u32,
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@ -40,7 +32,7 @@ struct Instance {
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impl Instance {
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fn to_raw(&self) -> InstanceRaw {
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InstanceRaw {
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model: (self.transform.build_view_projection_matrix()).into(),
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model: (self.transform.to_matrix()).into(),
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texture_index: self.texture_index,
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}
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}
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@ -100,23 +92,49 @@ impl InstanceRaw {
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}
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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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struct Transform {
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pos: Point2<f32>,
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aspect: f32, // width / height
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scale: f32,
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pos: Point2<f32>, // position on screen
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screen_aspect: f32, // width / height. Screen aspect ratio.
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aspect: f32, // width / height. Sprite aspect ratio.
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scale: f32, // if scale = 1, this sprite will be as tall as the screen.
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rotate: Deg<f32>, // Around this object's center, in degrees measured ccw from vertical
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}
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impl Transform {
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fn build_view_projection_matrix(&self) -> Matrix4<f32> {
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// Apply aspect ratio and scale
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let mut scale = Matrix4::from_nonuniform_scale(1.0, 1.0 / self.aspect, 1.0);
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scale = scale * Matrix4::from_scale(self.scale);
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/// Build a matrix that corresponds to this transformation.
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fn to_matrix(&self) -> Matrix4<f32> {
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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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// Our mesh starts at (0, 0), so this will rotate around the object's center.
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// Note that we translate AFTER scaling.
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// Apply sprite aspect ratio, preserving height.
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// This must be done *before* rotation.
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let sprite_aspect = Matrix4::from_nonuniform_scale(self.aspect, 1.0, 1.0);
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// Apply provided scale
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let scale = Matrix4::from_scale(self.scale);
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// Apply rotation
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let rotate = Matrix4::from_angle_z(self.rotate);
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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.screen_aspect, 1.0, 1.0);
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// After finishing all op, 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: self.pos.x,
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y: self.pos.y,
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@ -124,8 +142,8 @@ impl Transform {
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});
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// Order matters!
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// These are applied right-to-left
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return OPENGL_TO_WGPU_MATRIX * translate * rotate * scale;
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// The rightmost matrix is applied first.
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return OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * scale * sprite_aspect;
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}
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}
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@ -158,23 +176,29 @@ impl Vertex {
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}
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}
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// This is centered at 0,0 intentionally,
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// so scaling works properly.
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// These vertices form a rectangle that covers the whole screen.
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// Two facts are important to note:
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// - This is centered at (0, 0), so scaling doesn't change a sprite's position
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// - At scale = 1, this covers the whole screen. Makes scale calculation easier.
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//
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// Screen coordinates range from -1 to 1, with the origin at the center.
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// Texture coordinates range from 0 to 1, with the origin at the top-left
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// and (1,1) at the bottom-right.
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.5, 0.5, 0.0],
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position: [-1.0, 1.0, 0.0],
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tex_coords: [0.0, 0.0],
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},
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Vertex {
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position: [0.5, 0.5, 0.0],
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position: [1.0, 1.0, 0.0],
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tex_coords: [1.0, 0.0],
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},
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Vertex {
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position: [0.5, -0.5, 0.0],
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position: [1.0, -1.0, 0.0],
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tex_coords: [1.0, 1.0],
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},
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Vertex {
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position: [-0.5, -0.5, 0.0],
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position: [-1.0, -1.0, 0.0],
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tex_coords: [0.0, 1.0],
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},
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];
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@ -402,16 +426,17 @@ impl GPUState {
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// TODO: warning when too many sprites are drawn.
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let mut instances: Vec<Instance> = Vec::new();
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for s in sprites {
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// Compute position on screen
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let screen_pos: Point2<f32> = (s.position - s.camera.to_vec()) / 400.0;
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// Compute position on screen,
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// using logical pixels
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let screen_pos: Point2<f32> = (s.position - s.camera.pos.to_vec()) / s.camera.zoom;
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let texture = self.texture_array.get_texture(&s.name[..]);
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instances.push(Instance {
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transform: Transform {
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pos: screen_pos,
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aspect: texture.aspect / screen_aspect,
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scale: 0.25,
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aspect: texture.aspect,
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screen_aspect,
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scale: s.scale * (texture.height / s.camera.zoom),
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rotate: s.angle,
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},
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texture_index: texture.index,
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@ -11,12 +11,12 @@ pub struct TextureArray {
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texture_indices: HashMap<String, u32>,
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}
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const TEX: &[&str] = &["error", "gypsum", "earth", "a0"];
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const TEX: &[&str] = &["error", "red", "gypsum", "earth", "a0"];
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pub struct Texture {
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pub index: u32,
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pub dimensions: (u32, u32),
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pub aspect: f32,
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pub index: u32, // Index in texture array
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pub aspect: f32, // width / height
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pub height: f32, // Height in game units
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}
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impl TextureArray {
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@ -30,7 +30,7 @@ impl TextureArray {
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return Texture {
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index,
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dimensions,
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height: 100.0,
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aspect: dimensions.0 as f32 / dimensions.1 as f32,
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};
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}
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@ -33,12 +33,13 @@ impl Ship {
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}
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impl Spriteable for Ship {
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fn sprite(&self, camera: &Camera) -> Sprite {
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fn sprite(&self, camera: Camera) -> Sprite {
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return Sprite {
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position: self.body.pos,
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camera: camera.pos,
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camera: camera,
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name: self.kind.sprite().to_owned(),
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angle: self.body.angle,
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scale: 1.0,
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};
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}
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}
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@ -17,7 +17,7 @@ impl System {
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s.bodies.push(Doodad {
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pos: Polar {
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center: (0.0, 0.0).into(),
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radius: 300.0,
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radius: 100.0,
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angle: Deg { 0: 31.0 },
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}
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.to_cartesian(),
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return s;
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}
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pub fn sprites(&self, camera: &Camera) -> Vec<Sprite> {
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pub fn sprites(&self, camera: Camera) -> Vec<Sprite> {
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return self.bodies.iter().map(|x| x.sprite(camera)).collect();
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}
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}
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