Improved sprite routines
parent
6e59d95752
commit
4abbcca1d4
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@ -0,0 +1,76 @@
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use bytemuck;
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use std::mem;
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use wgpu;
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pub struct GlobalData {
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pub buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub content: GlobalDataContent,
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct GlobalDataContent {
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/// Camera position, in game units
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pub camera_position: [f32; 2],
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/// Camera zoom value, in game units
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pub camera_zoom: f32,
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/// Aspect ratio of window (width / height)
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pub window_aspect: f32,
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/// Texture index of starfield sprites
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pub starfield_texture: u32,
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// Size of (square) starfield tile, in game units
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pub starfield_tile_size: f32,
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pub padding: [f32; 3],
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}
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impl GlobalDataContent {
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const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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impl GlobalData {
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pub fn new(device: &wgpu::Device) -> Self {
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: GlobalDataContent::SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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return Self {
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buffer,
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bind_group,
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bind_group_layout,
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content: GlobalDataContent::default(),
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};
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}
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}
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@ -1,6 +1,6 @@
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use anyhow::Result;
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use bytemuck;
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use cgmath::{EuclideanSpace, Point2, Vector2};
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use cgmath::{EuclideanSpace, Matrix2, Point2};
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use std::{iter, rc::Rc};
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use wgpu;
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use winit::{self, dpi::PhysicalSize, window::Window};
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@ -8,12 +8,12 @@ use winit::{self, dpi::PhysicalSize, window::Window};
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use crate::Game;
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use super::{
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globaldata::{GlobalData, GlobalDataContent},
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pipeline::PipelineBuilder,
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texturearray::TextureArray,
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util::Transform,
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vertexbuffer::{
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data::{SPRITE_INDICES, SPRITE_VERTICES},
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types::{PlainVertex, SpriteInstance, StarfieldInstance, TexturedVertex},
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types::{SpriteInstance, StarfieldInstance, TexturedVertex},
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VertexBuffer,
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},
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};
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@ -32,6 +32,7 @@ pub struct GPUState {
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starfield_pipeline: wgpu::RenderPipeline,
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texture_array: TextureArray,
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global_data: GlobalData,
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vertex_buffers: VertexBuffers,
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}
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@ -44,7 +45,7 @@ impl GPUState {
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// We can draw at most this many sprites on the screen.
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// TODO: compile-time option
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pub const SPRITE_INSTANCE_LIMIT: u64 = 100;
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pub const STARFIELD_INSTANCE_LIMIT: u64 = 100;
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pub const STARFIELD_INSTANCE_LIMIT: u64 = 501 * 9;
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pub async fn new(window: Window) -> Result<Self> {
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let window_size = window.inner_size();
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@ -118,18 +119,25 @@ impl GPUState {
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Self::SPRITE_INSTANCE_LIMIT,
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)),
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starfield: Rc::new(VertexBuffer::new::<PlainVertex, StarfieldInstance>(
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starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
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"starfield",
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&device,
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None,
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None,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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Self::STARFIELD_INSTANCE_LIMIT,
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)),
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};
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// Load textures
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// Load uniforms
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let global_data = GlobalData::new(&device);
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let texture_array = TextureArray::new(&device, &queue)?;
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// Make sure these match the indices in each shader
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let bind_group_layouts = &[
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&texture_array.bind_group_layout,
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&global_data.bind_group_layout,
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];
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// Create render pipelines
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let sprite_pipeline = PipelineBuilder::new("sprite", &device)
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.set_shader(include_str!(concat!(
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@ -140,7 +148,7 @@ impl GPUState {
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.sprite)
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.set_bind_group_layouts(&[&texture_array.bind_group_layout])
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let starfield_pipeline = PipelineBuilder::new("starfield", &device)
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@ -150,8 +158,9 @@ impl GPUState {
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"starfield.wgsl"
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)))
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.set_format(config.format)
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.set_triangle(false)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.starfield)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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return Ok(Self {
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@ -168,6 +177,7 @@ impl GPUState {
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starfield_pipeline,
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texture_array,
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global_data,
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vertex_buffers,
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});
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}
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@ -229,19 +239,12 @@ impl GPUState {
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//
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// We can't use screen_pos to exclude off-screen sprites because
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// it can't account for height and width.
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let scale = height / game.camera.zoom;
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let screen_pos: Point2<f32> = pos / game.camera.zoom;
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instances.push(SpriteInstance {
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transform: Transform {
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pos: screen_pos,
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sprite_aspect: texture.aspect,
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window_aspect: self.window_aspect,
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rotate: s.angle,
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scale,
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}
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.to_matrix()
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.into(),
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position: pos.into(),
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aspect: texture.aspect,
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rotation: Matrix2::from_angle(s.angle).into(),
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height,
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texture_index: texture.index,
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})
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}
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@ -259,22 +262,25 @@ impl GPUState {
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/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
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///
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/// This is only called inside self.render()
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fn make_starfield_instances(&self, _game: &Game) -> Vec<StarfieldInstance> {
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let instances: Vec<StarfieldInstance> = (-10..10)
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.map(|x| StarfieldInstance {
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position: Vector2 {
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x: x as f32 / 10.0,
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y: 0.0,
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}
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.into(),
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})
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.collect();
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fn make_starfield_instances(&self, game: &Game) -> Vec<StarfieldInstance> {
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let mut instances = Vec::new();
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for s in &game.system.starfield {
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// TODO: minimize operations here
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//let pos = Sprite::post_parallax(s.parallax, s.pos * 500.0, game.camera)
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// - game.camera.pos.to_vec();
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instances.push(StarfieldInstance {
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position: s.pos.into(),
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parallax: s.parallax,
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height: 2.0,
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});
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}
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// Enforce starfield limit
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if instances.len() as u64 > Self::STARFIELD_INSTANCE_LIMIT {
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// TODO: no panic, handle this better.
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unreachable!("Starfield limit exceeded!")
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}
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return instances;
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}
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@ -311,6 +317,20 @@ impl GPUState {
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timestamp_writes: None,
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});
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// Update global values
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self.queue.write_buffer(
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&self.global_data.buffer,
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0,
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bytemuck::cast_slice(&[GlobalDataContent {
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camera_position: game.camera.pos.into(),
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camera_zoom: game.camera.zoom,
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window_aspect: self.window_aspect,
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starfield_texture: 1,
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starfield_tile_size: 1000.0,
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padding: Default::default(),
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}]),
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);
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// Create sprite instances
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let sprite_instances = self.make_sprite_instances(game);
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self.queue.write_buffer(
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@ -327,12 +347,21 @@ impl GPUState {
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bytemuck::cast_slice(&starfield_instances),
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);
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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.global_data.bind_group, &[]);
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// Starfield pipeline
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self.vertex_buffers.starfield.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.starfield_pipeline);
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render_pass.draw(0..1, 0..starfield_instances.len() as _);
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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..starfield_instances.len() as _,
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);
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// Sprite pipeline
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self.vertex_buffers.sprite.set_in_pass(&mut render_pass);
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@ -1,18 +1,17 @@
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mod globaldata;
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mod gpustate;
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mod pipeline;
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mod rawtexture;
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mod texturearray;
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mod util;
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mod vertexbuffer;
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pub use gpustate::GPUState;
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pub use texturearray::Texture;
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use cgmath::Matrix4;
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/// API correction matrix.
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/// cgmath uses OpenGL's matrix format, which
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/// needs to be converted to wgpu's matrix format.
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// API correction matrix.
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// cgmath uses OpenGL's matrix format, which
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// needs to be converted to wgpu's matrix format.
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/*
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#[rustfmt::skip]
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const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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@ -20,3 +19,4 @@ const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0,
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);
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*/
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@ -1,10 +1,11 @@
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// Vertex shader
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struct InstanceInput {
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@location(2) transform_matrix_0: vec4<f32>,
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@location(3) transform_matrix_1: vec4<f32>,
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@location(4) transform_matrix_2: vec4<f32>,
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@location(5) transform_matrix_3: vec4<f32>,
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@location(6) texture_idx: u32,
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@location(2) rotation_matrix_0: vec2<f32>,
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@location(3) rotation_matrix_1: vec2<f32>,
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@location(4) position: vec2<f32>,
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@location(5) height: f32,
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@location(6) aspect: f32,
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@location(7) texture_idx: u32,
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};
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struct VertexInput {
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@ -13,26 +14,57 @@ struct VertexInput {
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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@location(1) index: u32,
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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: f32,
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window_aspect: f32,
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starfield_texture: u32,
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starfield_tile_size: f32
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};
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@vertex
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fn vertex_shader_main(
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model: VertexInput,
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vertex: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let transform_matrix = mat4x4<f32>(
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instance.transform_matrix_0,
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instance.transform_matrix_1,
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instance.transform_matrix_2,
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instance.transform_matrix_3,
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// Apply sprite aspect ratio & scale factor
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// This must be done *before* rotation.
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let scale = instance.height / global.camera_zoom;
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var pos: vec2<f32> = vec2<f32>(
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vertex.position.x * instance.aspect * scale,
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vertex.position.y * scale
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);
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// Rotate
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pos = mat2x2<f32>(
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instance.rotation_matrix_0,
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instance.rotation_matrix_1,
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) * pos;
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// Apply screen aspect ratio, again preserving height.
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// This must be done AFTER rotation... think about it!
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pos = pos / vec2<f32>(global.window_aspect, 1.0);
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// Translate
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pos = pos + (
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// Don't forget to correct distance for screen aspect ratio too!
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(instance.position / global.camera_zoom)
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/ vec2<f32>(global.window_aspect, 1.0)
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);
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var out: VertexOutput;
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out.texture_coords = model.texture_coords;
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out.clip_position = transform_matrix * vec4<f32>(model.position, 1.0);
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out.position = vec4<f32>(pos, 0.0, 1.0);
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out.texture_coords = vertex.texture_coords;
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out.index = instance.texture_idx;
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return out;
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}
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@ -1,25 +1,94 @@
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// Vertex shader
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struct InstanceInput {
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@location(2) position: vec2<f32>,
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@location(3) parallax: f32,
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@location(4) height: f32,
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};
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: f32,
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window_aspect: f32,
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starfield_texture: u32,
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starfield_tile_size: f32
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};
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fn fmod(x: vec2<f32>, m: f32) -> vec2<f32> {
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return x - floor(x * (1.0 / m)) * m;
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}
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@vertex
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fn vertex_shader_main(
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vertex: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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// Stars consist of only one vertex, so we don't need to pass a buffer into this shader.
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// We need one instance per star, and that's it!
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// Center of the tile the camera is currently in, in game coordinates.
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// x div y = x - (x mod y)
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let tile_center = (
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global.camera_position
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- (
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fmod(
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global.camera_position + global.starfield_tile_size/2.0,
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global.starfield_tile_size
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) - global.starfield_tile_size/2.0
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)
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);
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// Apply sprite aspect ratio & scale factor
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// also applies screen aspect ratio
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let scale = instance.height / global.camera_zoom;
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var pos: vec2<f32> = vec2<f32>(
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vertex.position.x * scale / global.window_aspect,
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vertex.position.y * scale
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);
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// World position relative to camera
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// (Note that instance position is in a different
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// coordinate system than usual)
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let camera_pos = (instance.position + tile_center) - global.camera_position;
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let parallax_vector = -camera_pos * instance.parallax * 0.1;
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// Translate
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pos = pos + (
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// Don't forget to correct distance for screen aspect ratio too!
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// The minus in "minus parallax_vector" is important.
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((camera_pos + parallax_vector) / global.camera_zoom)
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/ vec2<f32>(global.window_aspect, 1.0)
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);
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var out: VertexOutput;
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out.clip_position = vec4<f32>(instance.position, 0.0, 1.0);
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out.position = vec4<f32>(pos, 0.0, 1.0);
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out.texture_coords = vertex.texture_coords;
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return out;
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}
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var sampler_array: binding_array<sampler>;
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// Fragment shader
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@fragment
|
||||
fn fragment_shader_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
||||
return textureSampleLevel(
|
||||
texture_array[1],
|
||||
sampler_array[1],
|
||||
in.texture_coords,
|
||||
0.0
|
||||
).rgba * vec4<f32>(0.5, 0.5, 0.5, 1.0);
|
||||
}
|
|
@ -1,53 +0,0 @@
|
|||
use cgmath::{Deg, Matrix4, Point2, Vector3};
|
||||
|
||||
use super::OPENGL_TO_WGPU_MATRIX;
|
||||
|
||||
// Represents a sprite tranformation.
|
||||
//
|
||||
// This produces a single matrix we can apply to a brand-new sprite instance
|
||||
// to put it in the right place, at the right angle, with the right scale.
|
||||
pub struct Transform {
|
||||
pub pos: Point2<f32>, // position on screen
|
||||
pub window_aspect: f32, // width / height. Screen aspect ratio.
|
||||
pub sprite_aspect: f32, // width / height. Sprite aspect ratio.
|
||||
pub scale: f32, // if scale = 1, this sprite will be as tall as the screen.
|
||||
pub rotate: Deg<f32>, // Around this object's center, in degrees measured ccw from vertical
|
||||
}
|
||||
|
||||
impl Transform {
|
||||
/// Build the matrix that corresponds to this transformation.
|
||||
pub fn to_matrix(&self) -> Matrix4<f32> {
|
||||
// Note that our mesh starts centered at (0, 0).
|
||||
// This is essential---we do not want scale and rotation
|
||||
// changing our sprite's position!
|
||||
|
||||
// Apply sprite aspect ratio, preserving height.
|
||||
// This must be done *before* rotation.
|
||||
//
|
||||
// We apply the provided scale here as well as a minor optimization
|
||||
let sprite_aspect_and_scale =
|
||||
Matrix4::from_nonuniform_scale(self.sprite_aspect * self.scale, self.scale, 1.0);
|
||||
|
||||
// Apply rotation
|
||||
let rotate = Matrix4::from_angle_z(self.rotate);
|
||||
|
||||
// Apply screen aspect ratio, again preserving height.
|
||||
// This must be done AFTER rotation... think about it!
|
||||
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
||||
|
||||
// After finishing all op, translate.
|
||||
// This must be done last, all other operations
|
||||
// require us to be at (0, 0).
|
||||
let translate = Matrix4::from_translation(Vector3 {
|
||||
x: self.pos.x,
|
||||
y: self.pos.y,
|
||||
z: 0.0,
|
||||
});
|
||||
|
||||
// Order matters!
|
||||
// The rightmost matrix is applied first.
|
||||
return OPENGL_TO_WGPU_MATRIX
|
||||
* translate * screen_aspect
|
||||
* rotate * sprite_aspect_and_scale;
|
||||
}
|
||||
}
|
|
@ -32,34 +32,20 @@ impl BufferObject for TexturedVertex {
|
|||
}
|
||||
}
|
||||
|
||||
// Represents a plain vertex in WGSL
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct PlainVertex {
|
||||
pub position: [f32; 3],
|
||||
}
|
||||
|
||||
impl BufferObject for PlainVertex {
|
||||
fn layout() -> wgpu::VertexBufferLayout<'static> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: Self::SIZE,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
}],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Represents a point in the starfield instance in WGSL
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct StarfieldInstance {
|
||||
// All transformations we need to put this dot in its place
|
||||
// TODO: we don't need that much data
|
||||
/// Position in origin field tile.
|
||||
/// note that this is DIFFERENT from
|
||||
/// the way we provide sprite positions!
|
||||
pub position: [f32; 2],
|
||||
|
||||
/// Parallax factor (same unit as usual)
|
||||
pub parallax: f32,
|
||||
|
||||
/// Height of (unrotated) sprite in world units
|
||||
pub height: f32,
|
||||
}
|
||||
|
||||
impl BufferObject for StarfieldInstance {
|
||||
|
@ -67,11 +53,26 @@ impl BufferObject for StarfieldInstance {
|
|||
wgpu::VertexBufferLayout {
|
||||
array_stride: Self::SIZE,
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
}],
|
||||
attributes: &[
|
||||
// Position
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Parallax
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Height
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -80,11 +81,19 @@ impl BufferObject for StarfieldInstance {
|
|||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct SpriteInstance {
|
||||
// All transformations we need to put this sprite in its place
|
||||
pub transform: [[f32; 4]; 4],
|
||||
/// Rotation matrix for this sprite
|
||||
pub rotation: [[f32; 2]; 2],
|
||||
|
||||
// Which texture we should use for this sprite
|
||||
// (see TextureArray)
|
||||
/// World position, relative to camera
|
||||
pub position: [f32; 2],
|
||||
|
||||
/// Height of (unrotated) sprite in world units
|
||||
pub height: f32,
|
||||
|
||||
// Sprite aspect ratio (width / height)
|
||||
pub aspect: f32,
|
||||
|
||||
// What texture to use for this sprite
|
||||
pub texture_index: u32,
|
||||
}
|
||||
|
||||
|
@ -97,29 +106,39 @@ impl BufferObject for SpriteInstance {
|
|||
// instance when the shader starts processing a new instance
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
// 2 arrays = 1 2x2 matrix
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Position
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Height
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Aspect
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 7]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Texture
|
||||
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,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
],
|
||||
|
|
|
@ -1,13 +1,37 @@
|
|||
use crate::{physics::Polar, Doodad, Sprite, Spriteable};
|
||||
use cgmath::Deg;
|
||||
use crate::{
|
||||
physics::{Pfloat, Polar},
|
||||
Doodad, Sprite, Spriteable,
|
||||
};
|
||||
use cgmath::{Deg, Point2};
|
||||
use rand::{self, Rng};
|
||||
|
||||
pub struct StarfieldStar {
|
||||
// Star coordinates, in world space.
|
||||
// These are relative to the center of a starfield tile.
|
||||
pub pos: Point2<Pfloat>,
|
||||
pub parallax: Pfloat,
|
||||
}
|
||||
|
||||
pub struct System {
|
||||
bodies: Vec<Doodad>,
|
||||
pub starfield: Vec<StarfieldStar>,
|
||||
}
|
||||
|
||||
impl System {
|
||||
pub fn new() -> Self {
|
||||
let mut s = System { bodies: Vec::new() };
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut s = System {
|
||||
bodies: Vec::new(),
|
||||
starfield: (0..500)
|
||||
.map(|_| StarfieldStar {
|
||||
pos: Point2 {
|
||||
x: rng.gen_range(-500.0..500.0),
|
||||
y: rng.gen_range(-500.0..500.0),
|
||||
},
|
||||
parallax: rng.gen_range(10.0..11.0),
|
||||
})
|
||||
.collect(),
|
||||
};
|
||||
|
||||
s.bodies.push(Doodad {
|
||||
pos: (0.0, 0.0).into(),
|
||||
|
|
Loading…
Reference in New Issue