Minor edits
parent
71aac84086
commit
b9ed5b2d49
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@ -1,45 +1,28 @@
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use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
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use galactica_playeragent::PlayerAgent;
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use galactica_system::data::ShipPersonality;
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use galactica_system::phys::{
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ParticleBuilder, PhysSim, PhysSimShipHandle, PhysStepResources, Wrapper,
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};
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use galactica_system::phys::{PhysImage, PhysSim, PhysSimShipHandle, PhysStepResources};
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use galactica_util::timing::Timing;
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use nalgebra::Point2;
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use rand::seq::SliceRandom;
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use std::time::Instant;
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#[derive(Clone)]
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pub struct GameState {
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pub systemsim: PhysSim,
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pub timing: Timing,
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pub start_instant: Instant,
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}
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unsafe impl Send for GameState {}
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unsafe impl Sync for GameState {}
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pub struct Game {
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// Core game data
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ct: Content,
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state: GameState,
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systemsim: PhysSim,
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timing: Timing,
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start_instant: Instant,
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// Metadata
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wrapper: Wrapper, // Physics computer
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time_scale: f32,
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last_update: Instant,
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/// Particles to create this frame.
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/// Must be cleared at the start of every frame
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/// TODO: better way to handle this?
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new_particles: Vec<ParticleBuilder>,
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}
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unsafe impl<'a> Send for Game {}
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impl<'a> Game {
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pub fn make_player(&mut self) -> PhysSimShipHandle {
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let player = self.state.systemsim.add_ship(
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let player = self.systemsim.add_ship(
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&self.ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 0 },
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@ -47,7 +30,7 @@ impl<'a> Game {
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Point2::new(0.0, 4000.0),
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);
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let s = self.state.systemsim.get_ship_mut(&player).unwrap();
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let s = self.systemsim.get_ship_mut(&player).unwrap();
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s.add_outfits(
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&self.ct,
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[
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@ -99,52 +82,46 @@ impl<'a> Game {
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],
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);
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let state = GameState {
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Game {
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ct,
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systemsim,
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timing: Timing::new(),
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start_instant: Instant::now(),
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};
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Game {
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ct,
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state,
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wrapper: Wrapper::new(),
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last_update: Instant::now(),
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time_scale: 1.0,
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new_particles: Vec::new(),
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}
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}
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pub fn update_player_controls(&mut self, player: &mut PlayerAgent) {
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self.state
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.systemsim
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.update_player_controls(&self.ct, player)
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self.systemsim.update_player_controls(&self.ct, player)
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}
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pub fn get_state(&self) -> &GameState {
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&self.state
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}
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pub fn get_particles(&self) -> &Vec<ParticleBuilder> {
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&self.new_particles
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}
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pub fn update(&mut self) {
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self.state.timing.start_frame();
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let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
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self.new_particles.clear();
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self.state.systemsim.step(PhysStepResources {
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pub fn step(&mut self, phys_img: &PhysImage) {
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self.timing.start_frame();
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self.systemsim.step(
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PhysStepResources {
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ct: &self.ct,
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particles: &mut self.new_particles,
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timing: &mut self.state.timing,
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wrapper: &mut self.wrapper,
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t,
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});
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t: self.last_update.elapsed().as_secs_f32() * self.time_scale,
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timing: &mut self.timing,
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},
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phys_img,
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);
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self.last_update = Instant::now();
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self.new_particles.shuffle(&mut rand::thread_rng());
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self.state.timing.mark_frame();
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self.timing.mark_frame();
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}
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pub fn update_image(&self, phys_img: &mut PhysImage) {
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self.systemsim.update_image(phys_img);
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}
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}
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impl Game {
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pub fn get_timing(&self) -> &Timing {
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&self.timing
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}
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pub fn get_current_time(&self) -> f32 {
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self.start_instant.elapsed().as_secs_f32()
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}
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}
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@ -4,7 +4,10 @@ use anyhow::{bail, Result};
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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_system::{data::ShipState, phys::PhysSimShipHandle};
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use galactica_system::{
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data::ShipState,
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phys::{PhysImage, PhysSimShipHandle},
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};
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use galactica_util::constants::ASSET_CACHE;
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use nalgebra::Vector2;
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use std::{
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@ -61,19 +64,20 @@ fn try_main() -> Result<()> {
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gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
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);
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let mut phys_img = PhysImage::new();
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
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let render_input = RenderInput {
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camera_pos: player.camera.pos,
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camera_zoom: player.camera.zoom,
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current_time: game.get_state().start_instant.elapsed().as_secs_f32(),
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current_time: game.get_current_time(),
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ct: &content,
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systemsim: &game.get_state().systemsim,
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particles: game.get_particles(),
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phys_img: &phys_img,
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player: &player,
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current_system: SystemHandle { index: 0 },
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timing: game.get_state().timing.clone(),
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timing: game.get_timing().clone(),
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};
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match gpu.render(render_input) {
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@ -87,29 +91,19 @@ fn try_main() -> Result<()> {
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Event::MainEventsCleared => {
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game.update_player_controls(&mut player);
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game.update();
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game.step(&phys_img);
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game.update_image(&mut phys_img);
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// TODO: clean up
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let player_status = {
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let pos = {
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let o = &game
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.get_state()
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.systemsim
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.get_ship(&PhysSimShipHandle(player.ship.unwrap()));
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let o = phys_img.get_ship(&PhysSimShipHandle(player.ship.unwrap()));
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if let Some(o) = o {
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match o.get_data().get_state() {
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match o.ship.get_data().get_state() {
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ShipState::Landing { .. }
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| ShipState::UnLanding { .. }
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| ShipState::Collapsing { .. }
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| ShipState::Flying { .. } => {
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let r =
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&game.get_state().systemsim.get_rigid_body(o.rigid_body);
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if let Some(r) = r {
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Some(*r.translation())
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} else {
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None
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}
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}
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| ShipState::Flying { .. } => Some(*o.rigidbody.translation()),
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ShipState::Landed { target } => {
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let b = content.get_system_object(*target);
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@ -1,6 +1,6 @@
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use galactica_content::{Content, SystemHandle};
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use galactica_playeragent::PlayerAgent;
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use galactica_system::phys::{ParticleBuilder, PhysSim};
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use galactica_system::phys::PhysImage;
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use galactica_util::timing::Timing;
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use nalgebra::Vector2;
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@ -19,7 +19,7 @@ pub struct RenderInput<'a> {
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pub camera_zoom: f32,
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/// The world state to render
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pub systemsim: &'a PhysSim,
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pub phys_img: &'a PhysImage,
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// TODO: handle overflow. is it a problem?
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/// The current time, in seconds
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@ -28,9 +28,6 @@ pub struct RenderInput<'a> {
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/// Game content
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pub ct: &'a Content,
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/// Particles to spawn during this frame
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pub particles: &'a Vec<ParticleBuilder>,
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/// Time we spent in each part of the game loop
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pub timing: Timing,
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}
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@ -1,7 +1,6 @@
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use galactica_content::Content;
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use galactica_util::constants::{
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OBJECT_SPRITE_INSTANCE_LIMIT, PARTICLE_SPRITE_INSTANCE_LIMIT, RADIALBAR_SPRITE_INSTANCE_LIMIT,
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UI_SPRITE_INSTANCE_LIMIT,
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OBJECT_SPRITE_INSTANCE_LIMIT, RADIALBAR_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT,
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};
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use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
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use std::rc::Rc;
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@ -12,10 +11,7 @@ use crate::{
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globaluniform::GlobalUniform,
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vertexbuffer::{
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consts::{SPRITE_INDICES, SPRITE_VERTICES},
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types::{
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ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
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UiInstance,
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},
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types::{ObjectInstance, RadialBarInstance, StarfieldInstance, TexturedVertex, UiInstance},
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BufferObject, VertexBuffer,
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},
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};
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@ -24,13 +20,8 @@ use crate::{
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pub(crate) struct VertexBuffers {
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// Keeps track of length of each buffer
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// Most of these are reset on each frame.
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//
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// The exception is particle_counter, which
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// is never reset, and loops back to zero once
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// it exceeds buffer length
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object_counter: BufferAddress,
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ui_counter: BufferAddress,
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particle_counter: BufferAddress,
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radialbar_counter: BufferAddress,
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starfield_counter: BufferAddress,
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starfield_limit: BufferAddress,
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@ -38,7 +29,6 @@ pub(crate) struct VertexBuffers {
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object: Rc<VertexBuffer>,
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starfield: Rc<VertexBuffer>,
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ui: Rc<VertexBuffer>,
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particle: Rc<VertexBuffer>,
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radialbar: Rc<VertexBuffer>,
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}
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@ -47,7 +37,6 @@ impl<'a> VertexBuffers {
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Self {
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object_counter: 0,
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ui_counter: 0,
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particle_counter: 0,
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radialbar_counter: 0,
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starfield_counter: 0,
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starfield_limit: ct.get_config().starfield_instance_limit,
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@ -76,14 +65,6 @@ impl<'a> VertexBuffers {
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UI_SPRITE_INSTANCE_LIMIT,
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)),
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particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
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"particle",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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PARTICLE_SPRITE_INSTANCE_LIMIT,
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)),
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radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
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"radial bar",
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&device,
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@ -102,10 +83,6 @@ impl<'a> VertexBuffers {
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&self.object
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}
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pub fn get_particle(&'a self) -> &'a Rc<VertexBuffer> {
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&self.particle
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}
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pub fn get_radialbar(&'a self) -> &'a Rc<VertexBuffer> {
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&self.radialbar
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}
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@ -218,20 +195,4 @@ impl RenderState {
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pub fn get_starfield_counter(&self) -> u32 {
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self.vertex_buffers.starfield_counter as u32
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}
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pub fn push_particle_buffer(&mut self, instance: ParticleInstance) {
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self.queue.write_buffer(
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&self.vertex_buffers.particle.instances,
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ParticleInstance::SIZE * self.vertex_buffers.particle_counter,
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bytemuck::cast_slice(&[instance]),
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);
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self.vertex_buffers.particle_counter += 1;
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if self.vertex_buffers.particle_counter == PARTICLE_SPRITE_INSTANCE_LIMIT {
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self.vertex_buffers.particle_counter = 0;
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}
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}
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//pub fn get_particle_counter(&self) -> u32 {
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// self.vertex_buffers.particle_counter as u32
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//}
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}
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@ -3,7 +3,7 @@
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// TODO: many of these should be moved to a config file or cli option
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/// We can draw at most this many object sprites on the screen.
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pub const OBJECT_SPRITE_INSTANCE_LIMIT: u64 = 500;
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pub const OBJECT_SPRITE_INSTANCE_LIMIT: u64 = 2048;
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/// We can draw at most this many ui sprites on the screen.
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pub const UI_SPRITE_INSTANCE_LIMIT: u64 = 100;
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@ -12,9 +12,6 @@ pub const UI_SPRITE_INSTANCE_LIMIT: u64 = 100;
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/// This is fairly small, since we know exactly how many of these we'll draw (for now)
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pub const RADIALBAR_SPRITE_INSTANCE_LIMIT: u64 = 10;
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/// The size of our circular particle buffer. When we create particles, the oldest ones are replaced.
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pub const PARTICLE_SPRITE_INSTANCE_LIMIT: u64 = 1000;
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/// The maximum number of sprites we can define
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pub const SPRITE_LIMIT: u32 = 1024;
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