Added render scenes, cleanup
parent
14bac2d378
commit
1472296766
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@ -4,7 +4,7 @@ use anyhow::{bail, Result};
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use clap::Parser;
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use galactica_content::{Content, SystemHandle};
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use galactica_playeragent::{PlayerAgent, PlayerStatus};
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use galactica_render::RenderInput;
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use galactica_render::{RenderInput, RenderScenes};
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use galactica_system::{
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data::ShipState,
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phys::{PhysImage, PhysSimShipHandle},
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@ -120,7 +120,11 @@ fn try_main() -> Result<()> {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
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let mut gpu = pollster::block_on(galactica_render::GPUState::new(
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window,
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&content,
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RenderScenes::System,
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))?;
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gpu.init(&content);
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// TODO: don't clone content
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@ -134,6 +138,7 @@ fn try_main() -> Result<()> {
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let mut phys_img = PhysImage::new();
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let mut last_run = Instant::now();
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let mut was_landed = false;
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event_loop.run(move |event, _, control_flow| {
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match event {
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@ -174,9 +179,21 @@ fn try_main() -> Result<()> {
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ShipState::Landing { .. }
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| ShipState::UnLanding { .. }
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| ShipState::Collapsing { .. }
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| ShipState::Flying { .. } => Some(*o.rigidbody.translation()),
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| ShipState::Flying { .. } => {
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if was_landed {
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was_landed = false;
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gpu.set_scene(&content, RenderScenes::System);
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}
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Some(*o.rigidbody.translation())
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}
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ShipState::Landed { target } => {
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if !was_landed {
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was_landed = true;
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gpu.set_scene(&content, RenderScenes::Landed);
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}
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let b = content.get_system_object(*target);
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Some(Vector2::new(b.pos.x, b.pos.y))
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}
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@ -1,16 +1,48 @@
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use anyhow::Result;
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use bytemuck;
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use galactica_content::Content;
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use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
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use log::debug;
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use wgpu;
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use winit;
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use crate::{
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globaluniform::GlobalUniform, pipeline::PipelineBuilder, shaderprocessor::preprocess_shader,
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starfield::Starfield, texturearray::TextureArray, ui::UiManager, GPUState, RenderState,
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VertexBuffers,
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globaluniform::{GlobalDataContent, GlobalUniform},
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pipeline::PipelineBuilder,
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renderscene::{LandedScene, RenderScene, SystemScene},
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shaderprocessor::preprocess_shader,
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starfield::Starfield,
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texturearray::TextureArray,
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ui::{
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scenes::{UiFlyingScene, UiLandedScene},
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UiManager, UiScenes,
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},
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RenderInput, RenderScenes, RenderState, VertexBuffers,
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};
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/// A high-level GPU wrapper. Reads game state (via RenderInput), produces pretty pictures.
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pub struct GPUState {
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pub(crate) device: wgpu::Device,
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pub(crate) config: wgpu::SurfaceConfiguration,
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pub(crate) surface: wgpu::Surface,
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pub(crate) object_pipeline: wgpu::RenderPipeline,
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pub(crate) starfield_pipeline: wgpu::RenderPipeline,
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pub(crate) ui_pipeline: wgpu::RenderPipeline,
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pub(crate) radialbar_pipeline: wgpu::RenderPipeline,
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pub(crate) starfield: Starfield,
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pub(crate) texture_array: TextureArray,
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pub(crate) state: RenderState,
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pub(crate) ui: UiManager,
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pub(crate) scene: RenderScenes,
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}
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impl GPUState {
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/// Make a new GPUState that draws on `window`
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pub async fn new(window: winit::window::Window, ct: &Content) -> Result<Self> {
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pub async fn new(
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window: winit::window::Window,
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ct: &Content,
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scene: RenderScenes,
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) -> Result<Self> {
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let window_size = window.inner_size();
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let window_aspect = window_size.width as f32 / window_size.height as f32;
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@ -37,18 +69,18 @@ impl GPUState {
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.unwrap();
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(device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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// TODO: remove nonuniform sampled textures
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features: wgpu::Features::TEXTURE_BINDING_ARRAY | wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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// We may need limits if we compile for wasm
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limits: wgpu::Limits::default(),
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label: Some("gpu device"),
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},
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None,
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)
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.await
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.unwrap();
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.request_device(
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&wgpu::DeviceDescriptor {
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// TODO: remove nonuniform sampled textures
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features: wgpu::Features::TEXTURE_BINDING_ARRAY | wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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// We may need limits if we compile for wasm
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limits: wgpu::Limits::default(),
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label: Some("gpu device"),
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},
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None,
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)
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.await
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.unwrap();
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// Assume sRGB
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let surface_caps = surface.get_capabilities(&adapter);
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@ -189,14 +221,11 @@ impl GPUState {
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let mut state = RenderState {
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queue,
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window,
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window_size,
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window_aspect,
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global_uniform,
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vertex_buffers,
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text_atlas,
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text_cache,
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text_font_system,
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@ -214,8 +243,90 @@ impl GPUState {
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starfield_pipeline,
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ui_pipeline,
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radialbar_pipeline,
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scene,
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state,
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});
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}
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}
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impl GPUState {
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/// Get the window we are attached to
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pub fn window(&self) -> &winit::window::Window {
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&self.state.window
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}
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/// Change the current scene
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pub fn set_scene(&mut self, ct: &Content, scene: RenderScenes) {
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debug!("switching to {:?}", scene);
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match scene {
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RenderScenes::Landed => self
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.ui
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.set_scene(UiScenes::Landed(UiLandedScene::new(ct, &mut self.state))),
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RenderScenes::System => self
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.ui
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.set_scene(UiScenes::Flying(UiFlyingScene::new(ct, &mut self.state))),
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}
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self.scene = scene;
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}
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/// Update window size.
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/// This should be called whenever our window is resized.
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pub fn resize(&mut self, ct: &Content) {
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let new_size = self.state.window.inner_size();
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if new_size.width > 0 && new_size.height > 0 {
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self.state.window_size = new_size;
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self.state.window_aspect = new_size.width as f32 / new_size.height as f32;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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self.starfield.update_buffer(ct, &mut self.state);
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}
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/// Initialize the rendering engine
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pub fn init(&mut self, ct: &Content) {
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// Update global values
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self.state.queue.write_buffer(
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&self.state.global_uniform.atlas_buffer,
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0,
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bytemuck::cast_slice(&[self.texture_array.texture_atlas]),
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);
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self.starfield.update_buffer(ct, &mut self.state);
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}
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/// Main render function. Draws sprites on a window.
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pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
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// Update global values
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self.state.queue.write_buffer(
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&self.state.global_uniform.data_buffer,
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0,
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bytemuck::cast_slice(&[GlobalDataContent {
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camera_position_x: input.camera_pos.x,
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camera_position_y: input.camera_pos.y,
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camera_zoom: input.camera_zoom,
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camera_zoom_min: input.ct.get_config().zoom_min,
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camera_zoom_max: input.ct.get_config().zoom_max,
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window_size_w: self.state.window_size.width as f32,
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window_size_h: self.state.window_size.height as f32,
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window_scale: self.state.window.scale_factor() as f32,
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window_aspect: self.state.window_aspect,
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starfield_sprite: input.ct.get_config().starfield_texture.into(),
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starfield_tile_size: input.ct.get_config().starfield_size,
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starfield_size_min: input.ct.get_config().starfield_min_size,
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starfield_size_max: input.ct.get_config().starfield_max_size,
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}]),
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);
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self.state.frame_reset();
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match self.scene {
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RenderScenes::System => SystemScene::render(self, &input).unwrap(),
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RenderScenes::Landed => LandedScene::render(self, &input).unwrap(),
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}
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return Ok(());
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}
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}
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@ -1,64 +0,0 @@
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use bytemuck;
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use galactica_content::Content;
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use wgpu;
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use winit;
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use crate::{starfield::Starfield, texturearray::TextureArray, ui::UiManager, RenderState};
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/// GPUState is very big, so its methods have been split
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/// among the following files.
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mod new;
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mod phys;
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mod render;
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/// A high-level GPU wrapper. Reads game state (via RenderInput),
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/// produces pretty pictures.
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pub struct GPUState {
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device: wgpu::Device,
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config: wgpu::SurfaceConfiguration,
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surface: wgpu::Surface,
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object_pipeline: wgpu::RenderPipeline,
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starfield_pipeline: wgpu::RenderPipeline,
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ui_pipeline: wgpu::RenderPipeline,
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radialbar_pipeline: wgpu::RenderPipeline,
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starfield: Starfield,
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texture_array: TextureArray,
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state: RenderState,
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ui: UiManager,
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}
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impl GPUState {
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/// Get the window we are attached to
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pub fn window(&self) -> &winit::window::Window {
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&self.state.window
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}
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/// Update window size.
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/// This should be called whenever our window is resized.
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pub fn resize(&mut self, ct: &Content) {
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let new_size = self.state.window.inner_size();
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if new_size.width > 0 && new_size.height > 0 {
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self.state.window_size = new_size;
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self.state.window_aspect = new_size.width as f32 / new_size.height as f32;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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self.starfield.update_buffer(ct, &mut self.state);
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}
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/// Initialize the rendering engine
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pub fn init(&mut self, ct: &Content) {
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// Update global values
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self.state.queue.write_buffer(
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&self.state.global_uniform.atlas_buffer,
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0,
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bytemuck::cast_slice(&[self.texture_array.texture_atlas]),
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);
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self.starfield.update_buffer(ct, &mut self.state);
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}
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}
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@ -1,303 +0,0 @@
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use anyhow::Result;
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use bytemuck;
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use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
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use glyphon::Resolution;
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use nalgebra::Point2;
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use std::iter;
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use wgpu;
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use crate::{globaluniform::GlobalDataContent, vertexbuffer::consts::SPRITE_INDICES, RenderInput};
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impl<'a> super::GPUState {
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/// Render routines while player is flying
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fn render_flying(&'a mut self, input: &RenderInput) -> Result<()> {
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&Default::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("render encoder"),
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});
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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// Create sprite instances
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// Game coordinates (relative to camera) of ne and sw corners of screen.
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// Used to skip off-screen sprites.
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let clip_ne = Point2::new(-self.state.window_aspect, 1.0) * input.camera_zoom;
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let clip_sw = Point2::new(self.state.window_aspect, -1.0) * input.camera_zoom;
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// Order matters, it determines what is drawn on top.
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// The order inside ships and projectiles doesn't matter,
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// but ships should always be under projectiles.
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self.phys_push_system(&input, (clip_ne, clip_sw));
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self.phys_push_ships(&input, (clip_ne, clip_sw));
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self.phys_push_projectiles(&input, (clip_ne, clip_sw));
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self.phys_push_effects(&input, (clip_ne, clip_sw));
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self.ui.draw(&input, &mut self.state);
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// These should match the indices in each shader,
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// and should each have a corresponding bind group layout.
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render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
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render_pass.set_bind_group(1, &self.state.global_uniform.bind_group, &[]);
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// Starfield pipeline
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self.state
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.vertex_buffers
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.get_starfield()
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.starfield_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.state.get_starfield_counter(),
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);
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// Sprite pipeline
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self.state
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.vertex_buffers
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.get_object()
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.object_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.state.get_object_counter(),
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);
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// Ui pipeline
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self.state
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.vertex_buffers
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.get_ui()
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.ui_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.state.get_ui_counter(),
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);
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// Radial progress bars
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// TODO: do we need to do this every time?
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self.state
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.vertex_buffers
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.get_radialbar()
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.radialbar_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.state.get_radialbar_counter(),
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);
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let textareas = self.ui.get_textareas(input, &self.state);
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self.state
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.text_renderer
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.prepare(
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&self.device,
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&self.state.queue,
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&mut self.state.text_font_system,
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&mut self.state.text_atlas,
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Resolution {
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width: self.state.window_size.width,
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height: self.state.window_size.height,
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},
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textareas,
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&mut self.state.text_cache,
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)
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.unwrap();
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self.state
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.text_renderer
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.render(&self.state.text_atlas, &mut render_pass)
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.unwrap();
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// begin_render_pass borrows encoder mutably,
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// so we need to drop it before calling finish.
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drop(render_pass);
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self.state.queue.submit(iter::once(encoder.finish()));
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output.present();
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return Ok(());
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}
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/// Render routines while player is landed
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fn render_landed(&'a mut self, input: &RenderInput) -> Result<()> {
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&Default::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("render encoder"),
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});
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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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,
|
||||
});
|
||||
|
||||
// Create sprite instances
|
||||
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
|
||||
.get_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.state.get_starfield_counter(),
|
||||
);
|
||||
|
||||
// Ui pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.get_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.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.get_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.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = self.ui.get_textareas(input, &self.state);
|
||||
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,
|
||||
},
|
||||
textareas,
|
||||
&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 need to drop it before calling finish.
|
||||
drop(render_pass);
|
||||
|
||||
self.state.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
/// Main render function. Draws sprites on a window.
|
||||
pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
|
||||
// Update global values
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.data_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
camera_position_x: input.camera_pos.x,
|
||||
camera_position_y: input.camera_pos.y,
|
||||
camera_zoom: input.camera_zoom,
|
||||
camera_zoom_min: input.ct.get_config().zoom_min,
|
||||
camera_zoom_max: input.ct.get_config().zoom_max,
|
||||
window_size_w: self.state.window_size.width as f32,
|
||||
window_size_h: self.state.window_size.height as f32,
|
||||
window_scale: self.state.window.scale_factor() as f32,
|
||||
window_aspect: self.state.window_aspect,
|
||||
starfield_sprite: input.ct.get_config().starfield_texture.into(),
|
||||
starfield_tile_size: input.ct.get_config().starfield_size,
|
||||
starfield_size_min: input.ct.get_config().starfield_min_size,
|
||||
starfield_size_max: input.ct.get_config().starfield_max_size,
|
||||
}]),
|
||||
);
|
||||
|
||||
self.state.frame_reset();
|
||||
self.ui.update_state(&input, &mut self.state);
|
||||
|
||||
match input
|
||||
.phys_img
|
||||
.get_ship(&PhysSimShipHandle(input.player.ship.unwrap()))
|
||||
.unwrap()
|
||||
.ship
|
||||
.get_data()
|
||||
.get_state()
|
||||
{
|
||||
ShipState::Collapsing
|
||||
| ShipState::Dead
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Flying { .. } => {
|
||||
self.render_flying(&input).unwrap();
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
self.render_landed(&input).unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
}
|
|
@ -12,6 +12,7 @@ mod gpustate;
|
|||
mod pipeline;
|
||||
mod positionanchor;
|
||||
mod renderinput;
|
||||
mod renderscene;
|
||||
mod renderstate;
|
||||
mod shaderprocessor;
|
||||
mod starfield;
|
||||
|
@ -19,11 +20,11 @@ mod texturearray;
|
|||
mod ui;
|
||||
mod vertexbuffer;
|
||||
|
||||
use renderstate::*;
|
||||
|
||||
pub use gpustate::GPUState;
|
||||
pub use positionanchor::PositionAnchor;
|
||||
pub use renderinput::RenderInput;
|
||||
pub use renderscene::RenderScenes;
|
||||
use renderstate::*;
|
||||
|
||||
use nalgebra::Matrix4;
|
||||
|
||||
|
|
|
@ -0,0 +1,117 @@
|
|||
use anyhow::Result;
|
||||
use glyphon::Resolution;
|
||||
use std::iter;
|
||||
|
||||
use super::RenderScene;
|
||||
use crate::vertexbuffer::consts::SPRITE_INDICES;
|
||||
|
||||
pub struct LandedScene {}
|
||||
|
||||
impl RenderScene for LandedScene {
|
||||
fn render(g: &mut crate::GPUState, input: &crate::RenderInput) -> Result<()> {
|
||||
let output = g.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::default());
|
||||
|
||||
let mut encoder = g
|
||||
.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,
|
||||
});
|
||||
|
||||
// Create sprite instances
|
||||
g.ui.draw(&input, &mut g.state);
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &g.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &g.state.global_uniform.bind_group, &[]);
|
||||
|
||||
// Starfield pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_starfield()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_starfield_counter(),
|
||||
);
|
||||
|
||||
// Ui pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_ui()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.ui_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_radialbar()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = g.ui.get_textareas(input, &g.state);
|
||||
g.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
&g.device,
|
||||
&g.state.queue,
|
||||
&mut g.state.text_font_system,
|
||||
&mut g.state.text_atlas,
|
||||
Resolution {
|
||||
width: g.state.window_size.width,
|
||||
height: g.state.window_size.height,
|
||||
},
|
||||
textareas,
|
||||
&mut g.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
g.state
|
||||
.text_renderer
|
||||
.render(&g.state.text_atlas, &mut render_pass)
|
||||
.unwrap();
|
||||
|
||||
// begin_render_pass borrows encoder mutably,
|
||||
// so we need to drop it before calling finish.
|
||||
drop(render_pass);
|
||||
|
||||
g.state.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
}
|
|
@ -0,0 +1,32 @@
|
|||
mod landed;
|
||||
mod system;
|
||||
|
||||
use std::fmt::Debug;
|
||||
|
||||
pub use landed::LandedScene;
|
||||
pub use system::SystemScene;
|
||||
|
||||
use crate::{GPUState, RenderInput};
|
||||
use anyhow::Result;
|
||||
|
||||
pub trait RenderScene {
|
||||
fn render(g: &mut GPUState, input: &RenderInput) -> Result<()>;
|
||||
}
|
||||
|
||||
/// What render routine to run
|
||||
pub enum RenderScenes {
|
||||
/// Draw the system we're in
|
||||
System,
|
||||
|
||||
/// Draw the landed UI
|
||||
Landed,
|
||||
}
|
||||
|
||||
impl Debug for RenderScenes {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
match self {
|
||||
Self::Landed => write!(f, "RenderScenes::Landed"),
|
||||
Self::System => write!(f, "RenderScenes::System"),
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,4 @@
|
|||
mod phys;
|
||||
mod system;
|
||||
|
||||
pub use system::SystemScene;
|
|
@ -1,5 +1,3 @@
|
|||
//! GPUState routines for drawing objects in a system
|
||||
|
||||
use bytemuck;
|
||||
use galactica_system::data::ShipState;
|
||||
use galactica_util::to_radians;
|
||||
|
@ -9,9 +7,11 @@ use crate::{
|
|||
globaluniform::ObjectData, vertexbuffer::types::ObjectInstance, GPUState, RenderInput,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
pub(super) fn phys_push_ships(
|
||||
&mut self,
|
||||
use super::SystemScene;
|
||||
|
||||
impl SystemScene {
|
||||
pub(super) fn push_ships(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
|
@ -65,10 +65,10 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: ship_pos.x,
|
||||
|
@ -84,7 +84,7 @@ impl GPUState {
|
|||
|
||||
// Push this object's instance
|
||||
let anim_state = s.ship.get_anim_state();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
|
@ -101,9 +101,9 @@ impl GPUState {
|
|||
is_flying
|
||||
} {
|
||||
for (engine_point, anim) in s.ship.iter_engine_anim() {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * self.state.get_object_counter() as u64,
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * g.state.get_object_counter() as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
// Note that we adjust the y-coordinate for half-height,
|
||||
// not the x-coordinate, even though our ships point east
|
||||
|
@ -124,10 +124,10 @@ impl GPUState {
|
|||
);
|
||||
|
||||
let anim_state = anim.get_texture_idx();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: self.state.get_object_counter() as u32,
|
||||
object_index: g.state.get_object_counter() as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
|
@ -135,8 +135,8 @@ impl GPUState {
|
|||
}
|
||||
}
|
||||
|
||||
pub(super) fn phys_push_projectiles(
|
||||
&mut self,
|
||||
pub(super) fn push_projectiles(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
|
@ -169,10 +169,10 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: proj_pos.x,
|
||||
|
@ -187,7 +187,7 @@ impl GPUState {
|
|||
);
|
||||
|
||||
let anim_state = p.projectile.get_anim_state();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
|
@ -196,8 +196,8 @@ impl GPUState {
|
|||
}
|
||||
}
|
||||
|
||||
pub(super) fn phys_push_system(
|
||||
&mut self,
|
||||
pub(super) fn push_system(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
|
@ -224,10 +224,10 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: o.pos.x,
|
||||
|
@ -245,7 +245,7 @@ impl GPUState {
|
|||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
// Push this object's instance
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
object_index: idx as u32,
|
||||
|
@ -254,8 +254,8 @@ impl GPUState {
|
|||
}
|
||||
}
|
||||
|
||||
pub(super) fn phys_push_effects(
|
||||
&mut self,
|
||||
pub(super) fn push_effects(
|
||||
g: &mut GPUState,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
|
@ -292,10 +292,10 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.get_object_counter();
|
||||
let idx = g.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
g.state.queue.write_buffer(
|
||||
&g.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: pos.x,
|
||||
|
@ -310,7 +310,7 @@ impl GPUState {
|
|||
);
|
||||
|
||||
let anim_state = p.effect.anim.get_texture_idx();
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
g.state.push_object_buffer(ObjectInstance {
|
||||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
|
@ -0,0 +1,144 @@
|
|||
use anyhow::Result;
|
||||
use glyphon::Resolution;
|
||||
use nalgebra::Point2;
|
||||
use std::iter;
|
||||
|
||||
use super::super::RenderScene;
|
||||
use crate::vertexbuffer::consts::SPRITE_INDICES;
|
||||
|
||||
pub struct SystemScene {}
|
||||
|
||||
impl RenderScene for SystemScene {
|
||||
fn render(g: &mut crate::GPUState, input: &crate::RenderInput) -> Result<()> {
|
||||
let output = g.surface.get_current_texture()?;
|
||||
let view = output.texture.create_view(&Default::default());
|
||||
|
||||
let mut encoder = g
|
||||
.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,
|
||||
});
|
||||
|
||||
// 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::new(-g.state.window_aspect, 1.0) * input.camera_zoom;
|
||||
let clip_sw = Point2::new(g.state.window_aspect, -1.0) * input.camera_zoom;
|
||||
|
||||
// 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::push_system(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_ships(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_projectiles(g, &input, (clip_ne, clip_sw));
|
||||
Self::push_effects(g, &input, (clip_ne, clip_sw));
|
||||
g.ui.draw(&input, &mut g.state);
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &g.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &g.state.global_uniform.bind_group, &[]);
|
||||
|
||||
// Starfield pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_starfield()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_starfield_counter(),
|
||||
);
|
||||
|
||||
// Sprite pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_object()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.object_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_object_counter(),
|
||||
);
|
||||
|
||||
// Ui pipeline
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_ui()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.ui_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
// TODO: do we need to do this every time?
|
||||
g.state
|
||||
.vertex_buffers
|
||||
.get_radialbar()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&g.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..g.state.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = g.ui.get_textareas(input, &g.state);
|
||||
g.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
&g.device,
|
||||
&g.state.queue,
|
||||
&mut g.state.text_font_system,
|
||||
&mut g.state.text_atlas,
|
||||
Resolution {
|
||||
width: g.state.window_size.width,
|
||||
height: g.state.window_size.height,
|
||||
},
|
||||
textareas,
|
||||
&mut g.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
g.state
|
||||
.text_renderer
|
||||
.render(&g.state.text_atlas, &mut render_pass)
|
||||
.unwrap();
|
||||
|
||||
// begin_render_pass borrows encoder mutably,
|
||||
// so we need to drop it before calling finish.
|
||||
drop(render_pass);
|
||||
|
||||
g.state.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
}
|
|
@ -1,11 +1,10 @@
|
|||
use std::fmt::Debug;
|
||||
|
||||
use galactica_content::Content;
|
||||
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
|
||||
use glyphon::TextArea;
|
||||
use log::info;
|
||||
use log::debug;
|
||||
|
||||
use super::scenes::{FlyingScene, LandedScene, OutfitterScene};
|
||||
use super::scenes::{UiFlyingScene, UiLandedScene, UiOutfitterScene};
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
/// Output from a ui scene step
|
||||
|
@ -25,6 +24,7 @@ where
|
|||
/// Handles clicks, keys, etc.
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult;
|
||||
|
||||
/// Add all textareas in this scene to `v`
|
||||
fn get_textareas(
|
||||
&'this self,
|
||||
v: &mut Vec<TextArea<'this>>,
|
||||
|
@ -33,10 +33,10 @@ where
|
|||
);
|
||||
}
|
||||
|
||||
pub(super) enum UiScenes {
|
||||
Landed(LandedScene),
|
||||
Flying(FlyingScene),
|
||||
Outfitter(OutfitterScene),
|
||||
pub(crate) enum UiScenes {
|
||||
Landed(UiLandedScene),
|
||||
Flying(UiFlyingScene),
|
||||
Outfitter(UiOutfitterScene),
|
||||
}
|
||||
|
||||
impl Debug for UiScenes {
|
||||
|
@ -49,6 +49,7 @@ impl Debug for UiScenes {
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
impl UiScenes {
|
||||
fn is_flying(&self) -> bool {
|
||||
match self {
|
||||
|
@ -71,6 +72,7 @@ impl UiScenes {
|
|||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
impl<'a> UiScene<'a> for UiScenes {
|
||||
fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
|
@ -110,45 +112,23 @@ pub struct UiManager {
|
|||
impl UiManager {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
Self {
|
||||
current_scene: UiScenes::Flying(FlyingScene::new(ct, state)),
|
||||
current_scene: UiScenes::Flying(UiFlyingScene::new(ct, state)),
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: remove this.
|
||||
pub fn update_state(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
let ship_handle = input.player.ship.unwrap();
|
||||
let ship = &input
|
||||
.phys_img
|
||||
.get_ship(&PhysSimShipHandle(ship_handle))
|
||||
.unwrap()
|
||||
.ship;
|
||||
|
||||
match ship.get_data().get_state() {
|
||||
ShipState::Collapsing
|
||||
| ShipState::Dead
|
||||
| ShipState::Flying { .. }
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. } => {
|
||||
if !self.current_scene.is_flying() {
|
||||
self.current_scene = UiScenes::Flying(FlyingScene::new(input.ct, state));
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
if !self.current_scene.is_landed() && !self.current_scene.is_outfitter() {
|
||||
self.current_scene = UiScenes::Landed(LandedScene::new(input.ct, state))
|
||||
}
|
||||
}
|
||||
}
|
||||
/// Change the current scene
|
||||
pub fn set_scene(&mut self, scene: UiScenes) {
|
||||
debug!("switching to {:?}", scene);
|
||||
self.current_scene = scene;
|
||||
}
|
||||
|
||||
/// Draw all ui elements
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
loop {
|
||||
let r = self.current_scene.step(input, state);
|
||||
if let Some(new_state) = r.new_scene {
|
||||
info!("switching to {:?}", new_state);
|
||||
self.current_scene = new_state;
|
||||
if let Some(new_scene) = r.new_scene {
|
||||
debug!("{:?} changed scene", self.current_scene);
|
||||
self.set_scene(new_scene)
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
mod manager;
|
||||
mod scenes;
|
||||
pub(crate) mod scenes;
|
||||
mod util;
|
||||
|
||||
pub use manager::UiManager;
|
||||
pub(crate) use manager::UiScenes;
|
||||
|
|
|
@ -3,4 +3,4 @@ mod radar;
|
|||
mod scene;
|
||||
mod status;
|
||||
|
||||
pub use scene::FlyingScene;
|
||||
pub use scene::UiFlyingScene;
|
||||
|
|
|
@ -7,13 +7,13 @@ use crate::{
|
|||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
pub struct FlyingScene {
|
||||
pub struct UiFlyingScene {
|
||||
radar: Radar,
|
||||
status: Status,
|
||||
fps: FpsIndicator,
|
||||
}
|
||||
|
||||
impl FlyingScene {
|
||||
impl UiFlyingScene {
|
||||
pub fn new(_ct: &Content, state: &mut RenderState) -> Self {
|
||||
Self {
|
||||
radar: Radar::new(),
|
||||
|
@ -23,7 +23,7 @@ impl FlyingScene {
|
|||
}
|
||||
}
|
||||
|
||||
impl<'this> UiScene<'this> for FlyingScene {
|
||||
impl<'this> UiScene<'this> for UiFlyingScene {
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
|
||||
self.fps.update(input, state);
|
||||
return UiSceneStepResult { new_scene: None };
|
||||
|
|
|
@ -11,9 +11,9 @@ use crate::{
|
|||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
use super::OutfitterScene;
|
||||
use super::UiOutfitterScene;
|
||||
|
||||
pub struct LandedScene {
|
||||
pub struct UiLandedScene {
|
||||
// UI elements
|
||||
description: UiTextArea,
|
||||
title: UiTextArea,
|
||||
|
@ -30,7 +30,7 @@ pub struct LandedScene {
|
|||
leftclick_down: bool,
|
||||
}
|
||||
|
||||
impl LandedScene {
|
||||
impl UiLandedScene {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
let frame = UiSprite::from(ct, &ct.get_ui().landed_frame);
|
||||
let button = UiSprite::from(ct, &ct.get_ui().landed_button);
|
||||
|
@ -103,7 +103,7 @@ impl LandedScene {
|
|||
}
|
||||
}
|
||||
|
||||
impl<'this> UiScene<'this> for LandedScene {
|
||||
impl<'this> UiScene<'this> for UiLandedScene {
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
|
||||
let frame_rect = Some(self.frame.get_rect(input));
|
||||
self.button.step(input, state, frame_rect);
|
||||
|
@ -114,7 +114,7 @@ impl<'this> UiScene<'this> for LandedScene {
|
|||
if input.player.input.pressed_leftclick() && !self.leftclick_down {
|
||||
self.leftclick_down = true;
|
||||
if self.button.contains_mouse(input, state, frame_rect) {
|
||||
new_scene = Some(UiScenes::Outfitter(OutfitterScene::new(input.ct, state)));
|
||||
new_scene = Some(UiScenes::Outfitter(UiOutfitterScene::new(input.ct, state)));
|
||||
}
|
||||
} else if !input.player.input.pressed_leftclick() {
|
||||
self.leftclick_down = false;
|
||||
|
|
|
@ -2,6 +2,6 @@ mod flying;
|
|||
mod landed;
|
||||
mod outfitter;
|
||||
|
||||
pub use flying::FlyingScene;
|
||||
pub use landed::LandedScene;
|
||||
pub use outfitter::OutfitterScene;
|
||||
pub use flying::UiFlyingScene;
|
||||
pub use landed::UiLandedScene;
|
||||
pub use outfitter::UiOutfitterScene;
|
||||
|
|
|
@ -11,9 +11,9 @@ use crate::{
|
|||
RenderInput, RenderState,
|
||||
};
|
||||
|
||||
use super::LandedScene;
|
||||
use super::UiLandedScene;
|
||||
|
||||
pub struct OutfitterScene {
|
||||
pub struct UiOutfitterScene {
|
||||
// UI elements
|
||||
description: UiTextArea,
|
||||
landscape: UiSprite,
|
||||
|
@ -28,7 +28,7 @@ pub struct OutfitterScene {
|
|||
leftclick_down: bool,
|
||||
}
|
||||
|
||||
impl OutfitterScene {
|
||||
impl UiOutfitterScene {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
let button = UiSprite::new(
|
||||
ct,
|
||||
|
@ -88,7 +88,7 @@ impl OutfitterScene {
|
|||
}
|
||||
}
|
||||
|
||||
impl<'this> UiScene<'this> for OutfitterScene {
|
||||
impl<'this> UiScene<'this> for UiOutfitterScene {
|
||||
fn step(&mut self, input: &RenderInput, state: &mut RenderState) -> UiSceneStepResult {
|
||||
self.button.step(input, state, None);
|
||||
self.landscape.step(input, state, None);
|
||||
|
@ -97,7 +97,7 @@ impl<'this> UiScene<'this> for OutfitterScene {
|
|||
if input.player.input.pressed_leftclick() && !self.leftclick_down {
|
||||
self.leftclick_down = true;
|
||||
if self.button.contains_mouse(input, state, None) {
|
||||
new_scene = Some(UiScenes::Landed(LandedScene::new(input.ct, state)));
|
||||
new_scene = Some(UiScenes::Landed(UiLandedScene::new(input.ct, state)));
|
||||
}
|
||||
} else if !input.player.input.pressed_leftclick() {
|
||||
self.leftclick_down = false;
|
||||
|
|
Loading…
Reference in New Issue