Added dynamic radar colors

master
Mark 2024-01-02 10:12:10 -08:00
parent 2e6f79ea31
commit 381dd4a383
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
10 changed files with 119 additions and 42 deletions

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@ -4,7 +4,7 @@
- Sound system
- Particles, impact effects
- Debris on ship death
- Radar: dynamic colors, size, planets and suns
- Radar: ship size, planets and suns
----------------------------------

2
assets

@ -1 +1 @@
Subproject commit 91377416617d049acec68bb5a17647dcac7acd0e
Subproject commit 62fd7fc297a2631691b588b898694e220d58cf78

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@ -1,7 +1,9 @@
[faction."player"]
display_name = "Player"
relationship.enemy = "hostile"
color = [0.0, 1.0, 0.0]
[faction."enemy"]
display_name = "Enemy"
relationship.player = "hostile"
color = [1.0, 0.0, 0.0]

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@ -14,6 +14,7 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
pub struct Faction {
pub display_name: String,
pub color: [f32; 3],
pub relationship: HashMap<String, super::Relationship>,
}
}
@ -45,6 +46,10 @@ pub struct Faction {
/// The name of this faction
pub name: String,
/// This faction's color.
/// Format is RGB, with each color between 0 and 1.
pub color: [f32; 3],
/// This faction's handle
pub handle: FactionHandle,
@ -98,6 +103,7 @@ impl crate::Build for Faction {
name: faction_name.to_owned(),
handle: h,
relationships,
color: faction.color,
});
}

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@ -3,7 +3,8 @@ struct InstanceInput {
@location(3) transform_matrix_1: vec4<f32>,
@location(4) transform_matrix_2: vec4<f32>,
@location(5) transform_matrix_3: vec4<f32>,
@location(6) texture_idx: u32,
@location(6) color_transform: vec4<f32>,
@location(7) texture_idx: u32,
};
struct VertexInput {
@ -15,6 +16,7 @@ struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) texture_coords: vec2<f32>,
@location(1) index: u32,
@location(2) color_transform: vec4<f32>,
}
@ -57,6 +59,7 @@ fn vertex_main(
out.position = transform * vec4<f32>(vertex.position, 1.0);
out.texture_coords = vertex.texture_coords;
out.index = instance.texture_idx;
out.color_transform = instance.color_transform;
return out;
}
@ -68,5 +71,5 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
sampler_array[0],
in.texture_coords,
0.0
).rgba;
).rgba * in.color_transform;
}

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@ -15,7 +15,7 @@ use crate::{
texturearray::TextureArray,
vertexbuffer::{
consts::{SPRITE_INDICES, SPRITE_VERTICES},
types::{SpriteInstance, StarfieldInstance, TexturedVertex},
types::{ObjectInstance, StarfieldInstance, TexturedVertex, UiInstance},
VertexBuffer,
},
ObjectSprite, UiSprite, OPENGL_TO_WGPU_MATRIX,
@ -119,7 +119,7 @@ impl GPUState {
}
let vertex_buffers = VertexBuffers {
object: Rc::new(VertexBuffer::new::<TexturedVertex, SpriteInstance>(
object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
"objecte",
&device,
Some(SPRITE_VERTICES),
@ -135,7 +135,7 @@ impl GPUState {
galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT,
)),
ui: Rc::new(VertexBuffer::new::<TexturedVertex, SpriteInstance>(
ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
"ui",
&device,
Some(SPRITE_VERTICES),
@ -234,13 +234,13 @@ impl GPUState {
self.update_starfield_buffer()
}
/// Create a SpriteInstance for an object and add it to `instances`.
/// Create a ObjectInstance for an object and add it to `instances`.
/// Also handles child sprites.
fn push_object_sprite(
&self,
camera_zoom: f32,
camera_pos: Point2<f32>,
instances: &mut Vec<SpriteInstance>,
instances: &mut Vec<ObjectInstance>,
clip_ne: Point2<f32>,
clip_sw: Point2<f32>,
s: &ObjectSprite,
@ -314,7 +314,7 @@ impl GPUState {
let t =
OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * sprite_aspect_and_scale;
instances.push(SpriteInstance {
instances.push(ObjectInstance {
transform: t.into(),
texture_index: texture.index,
});
@ -332,7 +332,7 @@ impl GPUState {
fn push_object_subsprite(
&self,
camera_zoom: f32,
instances: &mut Vec<SpriteInstance>,
instances: &mut Vec<ObjectInstance>,
s: &ObjectSubSprite,
parent_pos: Point2<f32>,
parent_angle: Deg<f32>,
@ -364,14 +364,14 @@ impl GPUState {
* protate * translate
* rotate * sprite_aspect_and_scale;
instances.push(SpriteInstance {
instances.push(ObjectInstance {
transform: t.into(),
texture_index: texture.index,
});
}
/// Create a SpriteInstance for a ui sprite and add it to `instances`
fn push_ui_sprite(&self, instances: &mut Vec<SpriteInstance>, s: &UiSprite) {
/// Create a ObjectInstance for a ui sprite and add it to `instances`
fn push_ui_sprite(&self, instances: &mut Vec<UiInstance>, s: &UiSprite) {
let logical_size: LogicalSize<f32> =
self.window_size.to_logical(self.window.scale_factor());
@ -417,16 +417,16 @@ impl GPUState {
});
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
instances.push(SpriteInstance {
instances.push(UiInstance {
transform: (OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * scale).into(),
texture_index: texture.index,
color: s.color.unwrap_or([1.0, 1.0, 1.0, 1.0]),
});
}
/// Make a SpriteInstance for each of the game's visible sprites.
/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
///
/// This is only called inside self.render()
/// Make an instance for all the game's sprites
/// (Objects and UI)
/// This will Will panic if any X_SPRITE_INSTANCE_LIMIT is exceeded.
fn update_sprite_instances(
&self,
camera_zoom: f32,
@ -434,7 +434,7 @@ impl GPUState {
objects: &Vec<ObjectSprite>,
ui: &Vec<UiSprite>,
) -> (usize, usize) {
let mut object_instances: Vec<SpriteInstance> = Vec::new();
let mut object_instances: Vec<ObjectInstance> = Vec::new();
// Game coordinates (relative to camera) of ne and sw corners of screen.
// Used to skip off-screen sprites.
@ -464,7 +464,7 @@ impl GPUState {
bytemuck::cast_slice(&object_instances),
);
let mut ui_instances: Vec<SpriteInstance> = Vec::new();
let mut ui_instances: Vec<UiInstance> = Vec::new();
for s in ui {
self.push_ui_sprite(&mut ui_instances, s);

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@ -38,6 +38,10 @@ pub struct UiSprite {
/// This object's position, in logical (dpi-adjusted) pixels
pub pos: AnchoredUiPosition,
/// This sprite's color will be multiplied by this value.
/// If this is None, color will not be changed.
pub color: Option<[f32; 4]>,
/// The size of this sprite, in logical (dpi-adjusted) pixels
pub dimensions: Point2<f32>,

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@ -81,19 +81,18 @@ impl BufferObject for StarfieldInstance {
}
}
// Represents a sprite instance in WGSL
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct SpriteInstance {
pub struct ObjectInstance {
/// Extra transformations this sprite
/// (rotation, etc)
pub transform: [[f32; 4]; 4],
// What texture to use for this sprite
/// What texture to use for this sprite
pub texture_index: u32,
}
impl BufferObject for SpriteInstance {
impl BufferObject for ObjectInstance {
fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: Self::SIZE,
@ -133,3 +132,66 @@ impl BufferObject for SpriteInstance {
}
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct UiInstance {
/// Extra transformations this sprite
/// (rotation, etc)
pub transform: [[f32; 4]; 4],
/// This lets us color ui sprites dynamically.
/// Each fragment's color is multiplied by this value.
/// Fill this array with ones if no recoloring should be done.
pub color: [f32; 4],
/// What texture to use for this sprite
pub texture_index: u32,
}
impl BufferObject for UiInstance {
fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: Self::SIZE,
// Switch to a step mode of Vertex to Instance.
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
// 4 arrays = 1 4x4 matrix
wgpu::VertexAttribute {
offset: 0,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 3,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 4,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
// Color
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
// Texture
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 20]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Uint32,
},
],
}
}
}

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@ -24,6 +24,7 @@ pub fn build_radar(
y: radar_size,
},
angle: Deg(0.0),
color: None,
});
// Draw viewport frame
@ -33,6 +34,7 @@ pub fn build_radar(
};
let m = d.magnitude() / radar_range;
let d = d / radar_range * (radar_size / 2.0);
let color = Some([0.5, 0.5, 0.5, 1.0]);
if m < 0.8 {
let texture = ct.get_texture_handle("ui::radarframe");
let dimensions = Point2 {
@ -47,6 +49,7 @@ pub fn build_radar(
}),
dimensions,
angle: Deg(0.0),
color,
});
out.push(UiSprite {
@ -57,6 +60,7 @@ pub fn build_radar(
}),
dimensions,
angle: Deg(90.0),
color,
});
out.push(UiSprite {
@ -67,6 +71,7 @@ pub fn build_radar(
}),
dimensions,
angle: Deg(180.0),
color,
});
out.push(UiSprite {
@ -77,6 +82,7 @@ pub fn build_radar(
}),
dimensions,
angle: Deg(270.0),
color,
});
}
@ -87,23 +93,13 @@ pub fn build_radar(
let p = util::rigidbody_position(r);
let d = p - pr;
let m = d.magnitude() / radar_range;
let angle: Deg<f32> = util::rigidbody_rotation(r)
.angle(Vector2 { x: 0.0, y: 1.0 })
.into();
if s.physics_handle == *player {
out.push(UiSprite {
texture,
pos: AnchoredUiPosition::NwC(Point2 {
x: radar_size / 2.0 + 10.0,
y: radar_size / -2.0 - 10.0,
}),
dimensions: Point2 {
x: texture.aspect,
y: 1.0,
} * 5.0f32.min((0.8 - m) * 50.0),
angle: -angle,
});
} else if m < 0.8 {
if m < 0.8 {
let angle: Deg<f32> = util::rigidbody_rotation(r)
.angle(Vector2 { x: 0.0, y: 1.0 })
.into();
let f = ct.get_faction(s.ship.faction).color;
let f = [f[0], f[1], f[2], 1.0];
out.push(UiSprite {
texture,
pos: AnchoredUiPosition::NwC(
@ -117,6 +113,7 @@ pub fn build_radar(
y: 1.0,
} * 5.0f32.min((0.8 - m) * 50.0),
angle: -angle,
color: Some(f),
});
}
}

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@ -49,6 +49,9 @@ impl Game {
let s = object::Ship::new(
&ct,
content::ShipHandle { index: 0 },
// This method of specifying factions is non-deterministic,
// but that's ok since this is for debug.
// TODO: fix
content::FactionHandle { index: 0 },
object::OutfitSet::new(ss),
);