Minor reorganization
parent
246079b33a
commit
3561baa99c
|
@ -44,7 +44,7 @@ impl<'a> Game {
|
|||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 0 },
|
||||
ShipPersonality::Player,
|
||||
Point2::new(0.0, 0.0),
|
||||
Point2::new(0.0, 4000.0),
|
||||
);
|
||||
|
||||
let s = self.state.systemsim.get_ship_mut(&player).unwrap();
|
||||
|
|
|
@ -28,6 +28,12 @@ fn anchor(
|
|||
} else if anchor == 5u { // NE NE
|
||||
trans += vec2(window_dim.x, window_dim.y) / 2.0;
|
||||
trans += vec2(-dim.x, -dim.y) / 2.0;
|
||||
} else if anchor == 6u { // C C
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
} else if anchor == 7u { // C NW
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
trans += vec2(dim.x, -dim.y) / 2.0;
|
||||
} else { // center / center as default, since it's the most visible variant.
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
trans += vec2(0.0, 0.0) / 2.0;
|
||||
|
|
|
@ -1,78 +0,0 @@
|
|||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use galactica_system::phys::{ParticleBuilder, PhysSim};
|
||||
use galactica_util::timing::Timing;
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use nalgebra::Vector2;
|
||||
use std::rc::Rc;
|
||||
use wgpu::BufferAddress;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::{globaluniform::GlobalUniform, vertexbuffer::VertexBuffer};
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct RenderInput<'a> {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Vector2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player: &'a PlayerAgent,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
|
||||
/// The world state to render
|
||||
pub systemsim: &'a PhysSim,
|
||||
|
||||
// TODO: handle overflow. is it a problem?
|
||||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
/// Game content
|
||||
pub ct: &'a Content,
|
||||
|
||||
/// Particles to spawn during this frame
|
||||
pub particles: &'a Vec<ParticleBuilder>,
|
||||
|
||||
/// Time we spent in each part of the game loop
|
||||
pub timing: Timing,
|
||||
}
|
||||
|
||||
/// Renderer state. A reference to this struct is often passed to helper functions.
|
||||
pub(crate) struct RenderState {
|
||||
pub window: Window,
|
||||
pub window_size: winit::dpi::PhysicalSize<u32>,
|
||||
pub window_aspect: f32,
|
||||
|
||||
pub queue: wgpu::Queue,
|
||||
pub global_uniform: GlobalUniform,
|
||||
pub vertex_buffers: VertexBuffers,
|
||||
|
||||
pub text_font_system: FontSystem,
|
||||
pub text_cache: SwashCache,
|
||||
pub text_atlas: TextAtlas,
|
||||
pub text_renderer: TextRenderer,
|
||||
}
|
||||
|
||||
/// Vertex buffers
|
||||
pub(crate) struct VertexBuffers {
|
||||
// Keeps track of length of each buffer
|
||||
// Most of these are reset on each frame.
|
||||
//
|
||||
// The exception is particle_counter, which
|
||||
// is never reset, and loops back to zero once
|
||||
// it exceeds buffer length
|
||||
pub object_counter: BufferAddress,
|
||||
pub ui_counter: BufferAddress,
|
||||
pub particle_counter: BufferAddress,
|
||||
pub radialbar_counter: BufferAddress,
|
||||
|
||||
pub object: Rc<VertexBuffer>,
|
||||
pub starfield: Rc<VertexBuffer>,
|
||||
pub ui: Rc<VertexBuffer>,
|
||||
pub particle: Rc<VertexBuffer>,
|
||||
pub radialbar: Rc<VertexBuffer>,
|
||||
}
|
|
@ -3,9 +3,7 @@ use galactica_content::Content;
|
|||
use wgpu;
|
||||
use winit;
|
||||
|
||||
use crate::{
|
||||
datastructs::RenderState, starfield::Starfield, texturearray::TextureArray, ui::UiManager,
|
||||
};
|
||||
use crate::{starfield::Starfield, texturearray::TextureArray, ui::UiManager, RenderState};
|
||||
|
||||
/// GPUState is very big, so its methods have been split
|
||||
/// among the following files.
|
||||
|
|
|
@ -1,28 +1,11 @@
|
|||
use anyhow::Result;
|
||||
use galactica_content::Content;
|
||||
use galactica_util::constants::{
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT, PARTICLE_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT,
|
||||
};
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use std::rc::Rc;
|
||||
|
||||
use crate::{
|
||||
datastructs::{RenderState, VertexBuffers},
|
||||
globaluniform::GlobalUniform,
|
||||
pipeline::PipelineBuilder,
|
||||
shaderprocessor::preprocess_shader,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
ui::UiManager,
|
||||
vertexbuffer::{
|
||||
consts::{SPRITE_INDICES, SPRITE_VERTICES},
|
||||
types::{
|
||||
ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
|
||||
UiInstance,
|
||||
},
|
||||
VertexBuffer,
|
||||
},
|
||||
GPUState,
|
||||
globaluniform::GlobalUniform, pipeline::PipelineBuilder, shaderprocessor::preprocess_shader,
|
||||
starfield::Starfield, texturearray::TextureArray, ui::UiManager, GPUState, RenderState,
|
||||
VertexBuffers,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
|
@ -90,52 +73,7 @@ impl GPUState {
|
|||
surface.configure(&device, &config);
|
||||
}
|
||||
|
||||
let vertex_buffers = VertexBuffers {
|
||||
object_counter: 0,
|
||||
ui_counter: 0,
|
||||
particle_counter: 0,
|
||||
radialbar_counter: 0,
|
||||
|
||||
object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
|
||||
"object",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
|
||||
"starfield",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
ct.get_config().starfield_instance_limit,
|
||||
)),
|
||||
|
||||
ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
|
||||
"ui",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
UI_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
|
||||
"particle",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
PARTICLE_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
|
||||
"radial bar",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
10,
|
||||
)),
|
||||
};
|
||||
let vertex_buffers = VertexBuffers::new(&device, ct);
|
||||
|
||||
// Load uniforms
|
||||
let global_uniform = GlobalUniform::new(&device);
|
||||
|
@ -197,7 +135,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.object)
|
||||
.set_vertex_buffer(vertex_buffers.get_object())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -213,7 +151,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.starfield)
|
||||
.set_vertex_buffer(vertex_buffers.get_starfield())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -225,7 +163,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.ui)
|
||||
.set_vertex_buffer(vertex_buffers.get_ui())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -241,7 +179,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.particle)
|
||||
.set_vertex_buffer(vertex_buffers.get_particle())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -257,7 +195,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.radialbar)
|
||||
.set_vertex_buffer(vertex_buffers.get_radialbar())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -281,7 +219,7 @@ impl GPUState {
|
|||
};
|
||||
|
||||
return Ok(Self {
|
||||
ui: UiManager::new(&mut state),
|
||||
ui: UiManager::new(ct, &mut state),
|
||||
device,
|
||||
config,
|
||||
surface,
|
||||
|
|
|
@ -2,13 +2,11 @@
|
|||
|
||||
use bytemuck;
|
||||
use galactica_system::data::ShipState;
|
||||
use galactica_util::{constants::OBJECT_SPRITE_INSTANCE_LIMIT, to_radians};
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Point3};
|
||||
|
||||
use crate::{
|
||||
globaluniform::ObjectData,
|
||||
vertexbuffer::{types::ObjectInstance, BufferObject},
|
||||
GPUState, RenderInput,
|
||||
globaluniform::ObjectData, vertexbuffer::types::ObjectInstance, GPUState, RenderInput,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
|
@ -68,7 +66,7 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
|
@ -85,22 +83,11 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: ship_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: ship_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
});
|
||||
|
||||
let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
|
||||
if {
|
||||
|
@ -115,7 +102,7 @@ impl GPUState {
|
|||
for engine_point in &ship_cnt.engines {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * self.state.vertex_buffers.object_counter as u64,
|
||||
ObjectData::SIZE * self.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
|
||||
|
@ -135,23 +122,10 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64
|
||||
> OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: flare.unwrap().get_index(),
|
||||
object_index: self.state.vertex_buffers.object_counter as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: flare.unwrap().get_index(),
|
||||
object_index: self.state.get_object_counter() as u32,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -191,7 +165,7 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
|
@ -208,22 +182,11 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: proj_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: proj_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -255,7 +218,7 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
|
@ -272,22 +235,11 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: o.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: o.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ use wgpu;
|
|||
|
||||
use crate::{
|
||||
globaluniform::GlobalDataContent,
|
||||
vertexbuffer::{consts::SPRITE_INDICES, types::ParticleInstance, BufferObject},
|
||||
vertexbuffer::{consts::SPRITE_INDICES, types::ParticleInstance},
|
||||
RenderInput,
|
||||
};
|
||||
|
||||
|
@ -45,11 +45,7 @@ impl super::GPUState {
|
|||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
self.state.vertex_buffers.object_counter = 0;
|
||||
self.state.vertex_buffers.ui_counter = 0;
|
||||
self.state.vertex_buffers.radialbar_counter = 0;
|
||||
// Don't reset particle counter, it's special
|
||||
|
||||
self.state.frame_reset();
|
||||
let s = input.ct.get_starfield_handle();
|
||||
|
||||
// Update global values
|
||||
|
@ -81,25 +77,17 @@ impl super::GPUState {
|
|||
|
||||
// Write all new particles to GPU buffer
|
||||
for i in input.particles.iter() {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.particle.instances,
|
||||
ParticleInstance::SIZE * self.state.vertex_buffers.particle_counter,
|
||||
bytemuck::cast_slice(&[ParticleInstance {
|
||||
position: [i.pos.x, i.pos.y],
|
||||
velocity: i.velocity.into(),
|
||||
angle: i.angle,
|
||||
angvel: i.angvel,
|
||||
size: i.size,
|
||||
sprite_index: i.sprite.get_index(),
|
||||
created: input.current_time,
|
||||
expires: input.current_time + i.lifetime,
|
||||
fade: i.fade,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.particle_counter += 1;
|
||||
if self.state.vertex_buffers.particle_counter == PARTICLE_SPRITE_INSTANCE_LIMIT {
|
||||
self.state.vertex_buffers.particle_counter = 0;
|
||||
}
|
||||
self.state.push_particle_buffer(ParticleInstance {
|
||||
position: [i.pos.x, i.pos.y],
|
||||
velocity: i.velocity.into(),
|
||||
angle: i.angle,
|
||||
angvel: i.angvel,
|
||||
size: i.size,
|
||||
sprite_index: i.sprite.get_index(),
|
||||
created: input.current_time,
|
||||
expires: input.current_time + i.lifetime,
|
||||
fade: i.fade,
|
||||
});
|
||||
}
|
||||
|
||||
// Create sprite instances
|
||||
|
@ -109,10 +97,6 @@ impl super::GPUState {
|
|||
let clip_ne = Point2::new(-self.state.window_aspect, 1.0) * input.camera_zoom;
|
||||
let clip_sw = Point2::new(self.state.window_aspect, -1.0) * input.camera_zoom;
|
||||
|
||||
// TODO: sorting. We don't need to sort ships, but we do need to sort system objects by z-level
|
||||
// (which we don't yet draw)
|
||||
// that should probably be done in iter_system().
|
||||
|
||||
// Order matters, it determines what is drawn on top.
|
||||
// The order inside ships and projectiles doesn't matter,
|
||||
// but ships should always be under projectiles.
|
||||
|
@ -129,31 +113,31 @@ impl super::GPUState {
|
|||
// Starfield pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.starfield
|
||||
.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.starfield.instance_count,
|
||||
0..self.state.get_starfield_counter(),
|
||||
);
|
||||
|
||||
// Sprite pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.object
|
||||
.get_object()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.object_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.vertex_buffers.object_counter as _,
|
||||
0..self.state.get_object_counter(),
|
||||
);
|
||||
|
||||
// Particle pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.particle
|
||||
.get_particle()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.particle_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
|
@ -163,27 +147,31 @@ impl super::GPUState {
|
|||
);
|
||||
|
||||
// Ui pipeline
|
||||
self.state.vertex_buffers.ui.set_in_pass(&mut render_pass);
|
||||
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.vertex_buffers.ui_counter as _,
|
||||
0..self.state.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
// TODO: do we need to do this every time?
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.radialbar
|
||||
.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.vertex_buffers.radialbar_counter as _,
|
||||
0..self.state.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = self.ui.get_textareas(&input, &self.state);
|
||||
self.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
|
@ -195,7 +183,7 @@ impl super::GPUState {
|
|||
width: self.state.window_size.width,
|
||||
height: self.state.window_size.height,
|
||||
},
|
||||
self.ui.get_textareas(),
|
||||
textareas,
|
||||
&mut self.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
|
|
@ -7,20 +7,24 @@
|
|||
//! and the only one external code should interact with.
|
||||
//! (Excluding data structs, like [`ObjectSprite`])
|
||||
|
||||
mod anchoredposition;
|
||||
mod datastructs;
|
||||
mod globaluniform;
|
||||
mod gpustate;
|
||||
mod pipeline;
|
||||
mod positionanchor;
|
||||
mod renderinput;
|
||||
mod renderstate;
|
||||
mod shaderprocessor;
|
||||
mod starfield;
|
||||
mod texturearray;
|
||||
mod ui;
|
||||
mod vertexbuffer;
|
||||
|
||||
pub use anchoredposition::PositionAnchor;
|
||||
pub use datastructs::RenderInput;
|
||||
use renderstate::*;
|
||||
|
||||
pub use gpustate::GPUState;
|
||||
pub use positionanchor::PositionAnchor;
|
||||
pub use renderinput::RenderInput;
|
||||
|
||||
use nalgebra::Matrix4;
|
||||
|
||||
/// Shader entry points
|
||||
|
|
|
@ -28,6 +28,14 @@ pub enum PositionAnchor {
|
|||
/// Position of this sprite's ne corner,
|
||||
/// relative to the ne corner of the window.
|
||||
NeNe,
|
||||
|
||||
/// Position of this sprite's center,
|
||||
/// relative to the center of the window.
|
||||
CC,
|
||||
|
||||
/// Position of this sprite's NW corner,
|
||||
/// relative to the center of the window.
|
||||
CNw,
|
||||
}
|
||||
|
||||
// These offsets are implemented in wgsl shaders.
|
||||
|
@ -42,6 +50,8 @@ impl PositionAnchor {
|
|||
Self::NwSw => 3,
|
||||
Self::NwSe => 4,
|
||||
Self::NeNe => 5,
|
||||
Self::CC => 6,
|
||||
Self::CNw => 7,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use galactica_system::phys::{ParticleBuilder, PhysSim};
|
||||
use galactica_util::timing::Timing;
|
||||
use nalgebra::Vector2;
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct RenderInput<'a> {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Vector2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player: &'a PlayerAgent,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
|
||||
/// The world state to render
|
||||
pub systemsim: &'a PhysSim,
|
||||
|
||||
// TODO: handle overflow. is it a problem?
|
||||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
/// Game content
|
||||
pub ct: &'a Content,
|
||||
|
||||
/// Particles to spawn during this frame
|
||||
pub particles: &'a Vec<ParticleBuilder>,
|
||||
|
||||
/// Time we spent in each part of the game loop
|
||||
pub timing: Timing,
|
||||
}
|
|
@ -0,0 +1,237 @@
|
|||
use galactica_content::Content;
|
||||
use galactica_util::constants::{
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT, PARTICLE_SPRITE_INSTANCE_LIMIT, RADIALBAR_SPRITE_INSTANCE_LIMIT,
|
||||
UI_SPRITE_INSTANCE_LIMIT,
|
||||
};
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use std::rc::Rc;
|
||||
use wgpu::BufferAddress;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::{
|
||||
globaluniform::GlobalUniform,
|
||||
vertexbuffer::{
|
||||
consts::{SPRITE_INDICES, SPRITE_VERTICES},
|
||||
types::{
|
||||
ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
|
||||
UiInstance,
|
||||
},
|
||||
BufferObject, VertexBuffer,
|
||||
},
|
||||
};
|
||||
|
||||
/// Vertex buffers
|
||||
pub(crate) struct VertexBuffers {
|
||||
// Keeps track of length of each buffer
|
||||
// Most of these are reset on each frame.
|
||||
//
|
||||
// The exception is particle_counter, which
|
||||
// is never reset, and loops back to zero once
|
||||
// it exceeds buffer length
|
||||
object_counter: BufferAddress,
|
||||
ui_counter: BufferAddress,
|
||||
particle_counter: BufferAddress,
|
||||
radialbar_counter: BufferAddress,
|
||||
starfield_counter: BufferAddress,
|
||||
starfield_limit: BufferAddress,
|
||||
|
||||
object: Rc<VertexBuffer>,
|
||||
starfield: Rc<VertexBuffer>,
|
||||
ui: Rc<VertexBuffer>,
|
||||
particle: Rc<VertexBuffer>,
|
||||
radialbar: Rc<VertexBuffer>,
|
||||
}
|
||||
|
||||
impl<'a> VertexBuffers {
|
||||
pub fn new(device: &wgpu::Device, ct: &Content) -> Self {
|
||||
Self {
|
||||
object_counter: 0,
|
||||
ui_counter: 0,
|
||||
particle_counter: 0,
|
||||
radialbar_counter: 0,
|
||||
starfield_counter: 0,
|
||||
starfield_limit: ct.get_config().starfield_instance_limit,
|
||||
|
||||
object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
|
||||
"object",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
|
||||
"starfield",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
ct.get_config().starfield_instance_limit,
|
||||
)),
|
||||
|
||||
ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
|
||||
"ui",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
UI_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
|
||||
"particle",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
PARTICLE_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
|
||||
"radial bar",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
10,
|
||||
)),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_ui(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.ui
|
||||
}
|
||||
|
||||
pub fn get_object(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.object
|
||||
}
|
||||
|
||||
pub fn get_particle(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.particle
|
||||
}
|
||||
|
||||
pub fn get_radialbar(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.radialbar
|
||||
}
|
||||
|
||||
pub fn get_starfield(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.starfield
|
||||
}
|
||||
}
|
||||
|
||||
/// Renderer state. A reference to this struct is often passed to helper functions.
|
||||
pub(crate) struct RenderState {
|
||||
pub window: Window,
|
||||
pub window_size: winit::dpi::PhysicalSize<u32>,
|
||||
pub window_aspect: f32,
|
||||
|
||||
pub queue: wgpu::Queue,
|
||||
pub global_uniform: GlobalUniform,
|
||||
pub vertex_buffers: VertexBuffers,
|
||||
|
||||
pub text_font_system: FontSystem,
|
||||
pub text_cache: SwashCache,
|
||||
pub text_atlas: TextAtlas,
|
||||
pub text_renderer: TextRenderer,
|
||||
}
|
||||
|
||||
impl RenderState {
|
||||
/// Prepare this state for a new frame
|
||||
pub fn frame_reset(&mut self) {
|
||||
self.vertex_buffers.object_counter = 0;
|
||||
self.vertex_buffers.ui_counter = 0;
|
||||
self.vertex_buffers.radialbar_counter = 0
|
||||
}
|
||||
|
||||
pub fn push_ui_buffer(&mut self, instance: UiInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.ui_counter as u64 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_ui_counter(&self) -> u32 {
|
||||
self.vertex_buffers.ui_counter as u32
|
||||
}
|
||||
|
||||
pub fn push_object_buffer(&mut self, instance: ObjectInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Object limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_object_counter(&self) -> u32 {
|
||||
self.vertex_buffers.object_counter as u32
|
||||
}
|
||||
|
||||
pub fn push_radialbar_buffer(&mut self, instance: RadialBarInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.radialbar_counter as u64 > RADIALBAR_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Radialbar sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * self.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_radialbar_counter(&self) -> u32 {
|
||||
self.vertex_buffers.radialbar_counter as u32
|
||||
}
|
||||
|
||||
pub fn reset_starfield_counter(&mut self) {
|
||||
self.vertex_buffers.starfield_counter = 0;
|
||||
}
|
||||
|
||||
pub fn push_starfield_buffer(&mut self, instance: StarfieldInstance) {
|
||||
// Enforce buffer limit
|
||||
// This should never happen, since starfield generator checks array size
|
||||
if self.vertex_buffers.starfield_counter as u64 > self.vertex_buffers.starfield_limit {
|
||||
panic!("Starfield sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.starfield.instances,
|
||||
StarfieldInstance::SIZE * self.vertex_buffers.starfield_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.starfield_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_starfield_counter(&self) -> u32 {
|
||||
self.vertex_buffers.starfield_counter as u32
|
||||
}
|
||||
|
||||
pub fn push_particle_buffer(&mut self, instance: ParticleInstance) {
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.particle.instances,
|
||||
ParticleInstance::SIZE * self.vertex_buffers.particle_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.particle_counter += 1;
|
||||
if self.vertex_buffers.particle_counter == PARTICLE_SPRITE_INSTANCE_LIMIT {
|
||||
self.vertex_buffers.particle_counter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//pub fn get_particle_counter(&self) -> u32 {
|
||||
// self.vertex_buffers.particle_counter as u32
|
||||
//}
|
||||
}
|
|
@ -2,10 +2,7 @@ use galactica_content::Content;
|
|||
use nalgebra::{Point2, Point3, Vector2, Vector3};
|
||||
use rand::{self, Rng};
|
||||
|
||||
use crate::{
|
||||
datastructs::RenderState,
|
||||
vertexbuffer::{types::StarfieldInstance, BufferObject},
|
||||
};
|
||||
use crate::{vertexbuffer::types::StarfieldInstance, RenderState};
|
||||
|
||||
pub(crate) struct StarfieldStar {
|
||||
/// Star coordinates, in world space.
|
||||
|
@ -23,15 +20,11 @@ pub(crate) struct StarfieldStar {
|
|||
|
||||
pub(crate) struct Starfield {
|
||||
stars: Vec<StarfieldStar>,
|
||||
pub instance_count: u32,
|
||||
}
|
||||
|
||||
impl Starfield {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
stars: Vec::new(),
|
||||
instance_count: 0,
|
||||
}
|
||||
Self { stars: Vec::new() }
|
||||
}
|
||||
|
||||
pub fn regenerate(&mut self, ct: &Content) {
|
||||
|
@ -97,24 +90,19 @@ impl Starfield {
|
|||
}
|
||||
|
||||
// Add all tiles to buffer
|
||||
self.instance_count = 0; // Keep track of buffer index
|
||||
state.reset_starfield_counter();
|
||||
for x in (-nw_tile.x)..=nw_tile.x {
|
||||
for y in (-nw_tile.y)..=nw_tile.y {
|
||||
let offset = Vector3::new(sz * x as f32, sz * y as f32, 0.0);
|
||||
for s in &self.stars {
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.starfield.instances,
|
||||
StarfieldInstance::SIZE * self.instance_count as u64,
|
||||
bytemuck::cast_slice(&[StarfieldInstance {
|
||||
position: (s.pos + offset).into(),
|
||||
size: s.size,
|
||||
tint: s.tint.into(),
|
||||
}]),
|
||||
);
|
||||
self.instance_count += 1;
|
||||
|
||||
// instance_count is guaranteed to stay within buffer limits,
|
||||
// This shouldn't ever panic.
|
||||
// instance count is guaranteed to stay within buffer limits,
|
||||
// this is guaranteed by previous checks.
|
||||
state.push_starfield_buffer(StarfieldInstance {
|
||||
position: (s.pos + offset).into(),
|
||||
size: s.size,
|
||||
tint: s.tint.into(),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use glyphon::{Attrs, Buffer, Color, Family, Metrics, Shaping, TextArea, TextBounds};
|
||||
|
||||
use crate::{datastructs::RenderState, RenderInput};
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
pub(super) struct FpsIndicator {
|
||||
buffer: Buffer,
|
||||
|
|
Loading…
Reference in New Issue