Added dynamic starfield tiling
parent
6ec95d17a9
commit
cd6537f971
21
src/main.rs
21
src/main.rs
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@ -26,6 +26,9 @@ pub const STARFIELD_COUNT: u64 = 100;
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// will completely cover a (square) screen. This depends on zoom!
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// will completely cover a (square) screen. This depends on zoom!
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pub const STARFIELD_SIZE: u64 = STARFIELD_PARALLAX_MAX as u64 * 500;
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pub const STARFIELD_SIZE: u64 = STARFIELD_PARALLAX_MAX as u64 * 500;
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pub const ZOOM_MIN: Pfloat = 200.0;
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pub const ZOOM_MAX: Pfloat = 2000.0;
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use crate::{
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use crate::{
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doodad::Doodad,
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doodad::Doodad,
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inputstatus::InputStatus,
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inputstatus::InputStatus,
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@ -84,9 +87,6 @@ struct Game {
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}
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}
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impl Game {
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impl Game {
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const ZOOM_MIN: Pfloat = 200.0;
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const ZOOM_MAX: Pfloat = 2000.0;
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fn new() -> Self {
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fn new() -> Self {
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Game {
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Game {
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last_update: Instant::now(),
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last_update: Instant::now(),
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@ -128,8 +128,7 @@ impl Game {
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}
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}
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if self.input.v_scroll != 0.0 {
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if self.input.v_scroll != 0.0 {
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self.camera.zoom =
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self.camera.zoom = (self.camera.zoom + self.input.v_scroll).clamp(ZOOM_MIN, ZOOM_MAX);
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(self.camera.zoom + self.input.v_scroll).clamp(Self::ZOOM_MIN, Self::ZOOM_MAX);
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self.input.v_scroll = 0.0;
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self.input.v_scroll = 0.0;
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}
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}
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@ -165,7 +164,7 @@ pub async fn run() -> Result<()> {
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let mut gpu = GPUState::new(window).await?;
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let mut gpu = GPUState::new(window).await?;
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let mut game = Game::new();
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let mut game = Game::new();
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gpu.on_new_system(&game);
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gpu.update_starfield_buffer(&game);
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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match event {
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match event {
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@ -175,7 +174,7 @@ pub async fn run() -> Result<()> {
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match gpu.render(&game) {
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match gpu.render(&game) {
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Ok(_) => {}
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Ok(_) => {}
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// Reconfigure the surface if lost
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => gpu.resize(gpu.window_size),
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Err(wgpu::SurfaceError::Lost) => gpu.resize(&game, gpu.window_size),
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// The system is out of memory, we should probably quit
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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@ -205,17 +204,17 @@ pub async fn run() -> Result<()> {
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..
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..
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} => game.process_key(state, key),
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} => game.process_key(state, key),
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WindowEvent::MouseInput { state, button, .. } => {
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WindowEvent::MouseInput { state, button, .. } => {
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game.process_click(state, button)
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game.process_click(state, button);
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}
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}
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WindowEvent::MouseWheel { delta, phase, .. } => {
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WindowEvent::MouseWheel { delta, phase, .. } => {
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game.process_scroll(delta, phase)
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game.process_scroll(delta, phase);
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}
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}
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WindowEvent::Resized(physical_size) => {
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WindowEvent::Resized(physical_size) => {
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gpu.resize(*physical_size);
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gpu.resize(&game, *physical_size);
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}
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &&mut so we have to dereference it twice
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// new_inner_size is &&mut so we have to dereference it twice
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gpu.resize(**new_inner_size);
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gpu.resize(&game, **new_inner_size);
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}
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}
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_ => {}
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_ => {}
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}
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}
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@ -5,7 +5,7 @@ use std::{iter, rc::Rc};
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use wgpu;
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use wgpu;
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use winit::{self, dpi::PhysicalSize, window::Window};
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use winit::{self, dpi::PhysicalSize, window::Window};
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use crate::{Game, STARFIELD_COUNT, STARFIELD_SIZE};
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use crate::{Game, STARFIELD_COUNT, STARFIELD_PARALLAX_MIN, STARFIELD_SIZE, ZOOM_MAX};
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use super::{
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use super::{
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globaldata::{GlobalData, GlobalDataContent},
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globaldata::{GlobalData, GlobalDataContent},
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@ -46,6 +46,8 @@ impl GPUState {
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// We can draw at most this many sprites on the screen.
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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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// TODO: compile-time option
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pub const SPRITE_INSTANCE_LIMIT: u64 = 100;
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pub const SPRITE_INSTANCE_LIMIT: u64 = 100;
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// Must be small enough to fit in an i32
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pub const STARFIELD_INSTANCE_LIMIT: u64 = STARFIELD_COUNT * 9;
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pub const STARFIELD_INSTANCE_LIMIT: u64 = STARFIELD_COUNT * 9;
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pub async fn new(window: Window) -> Result<Self> {
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pub async fn new(window: Window) -> Result<Self> {
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@ -188,7 +190,7 @@ impl GPUState {
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&self.window
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&self.window
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}
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}
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pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
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pub fn resize(&mut self, game: &Game, new_size: PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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if new_size.width > 0 && new_size.height > 0 {
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self.window_size = new_size;
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self.window_size = new_size;
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self.window_aspect = new_size.width as f32 / new_size.height as f32;
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self.window_aspect = new_size.width as f32 / new_size.height as f32;
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@ -196,6 +198,7 @@ impl GPUState {
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self.config.height = new_size.height;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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self.surface.configure(&self.device, &self.config);
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}
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}
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self.update_starfield_buffer(game)
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}
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}
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pub fn update(&mut self) {}
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pub fn update(&mut self) {}
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@ -253,21 +256,49 @@ impl GPUState {
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/// Make a StarfieldInstance for each star that needs to be drawn.
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/// Make a StarfieldInstance for each star that needs to be drawn.
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/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
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/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
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///
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///
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/// This is only called inside self.render()
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/// Starfield data rarely changes, so this is called only when it's needed.
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fn make_starfield_instances(&mut self, game: &Game) -> Vec<StarfieldInstance> {
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pub fn update_starfield_buffer(&mut self, game: &Game) {
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let mut instances = Vec::new();
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let sz = STARFIELD_SIZE as f32;
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let sz = STARFIELD_SIZE as f32;
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for offset in [
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Vector2 { x: 0.0, y: 0.0 },
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// Compute window size in starfield tiles
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Vector2 { x: 0.0, y: sz },
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let mut nw_tile: Point2<i32> = {
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Vector2 { x: sz, y: sz },
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// Game coordinates (relative to camera) of nw corner of screen.
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Vector2 { x: sz, y: 0.0 },
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let clip_nw = Point2::from((self.window_aspect, 1.0)) * ZOOM_MAX / 2.0;
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Vector2 { x: sz, y: -sz },
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Vector2 { x: 0.0, y: -sz },
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// Adjust for parallax
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Vector2 { x: -sz, y: -sz },
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let v: Point2<f32> = clip_nw * STARFIELD_PARALLAX_MIN;
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Vector2 { x: -sz, y: 0.0 },
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Vector2 { x: -sz, y: sz },
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// We don't need to adjust coordinates here, since clip_nw is always positive.
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] {
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#[rustfmt::skip]
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// Compute m = fmod(x, sz)
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let m: Vector2<f32> = (
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(v.x - (v.x / sz).floor() * sz),
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(v.y - (v.y / sz).floor() * sz)
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).into();
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// Now, remainder and convert to "relative tile" coordinates
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// ( where (0,0) is center tile, (0, 1) is north, etc)
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let rel = (v - m) / sz;
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// relative coordinates of north-east tile
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(rel.x.round() as i32, rel.y.round() as i32).into()
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};
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// Truncate tile grid to buffer size
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// (The window won't be full of stars if we don't have a large enough instance limit)
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while (nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) > Self::STARFIELD_INSTANCE_LIMIT as i32 {
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nw_tile -= Vector2::from((1, 1));
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}
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// Add all tiles to buffer
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let mut instances = Vec::new();
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for x in (-nw_tile.x)..=nw_tile.x {
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for y in (-nw_tile.y)..=nw_tile.y {
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let offset = Vector2 {
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x: sz * x as f32,
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y: sz * y as f32,
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};
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for s in &game.system.starfield {
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for s in &game.system.starfield {
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instances.push(StarfieldInstance {
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instances.push(StarfieldInstance {
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position: (s.pos + offset).into(),
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position: (s.pos + offset).into(),
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@ -276,6 +307,7 @@ impl GPUState {
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})
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})
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}
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}
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}
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}
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}
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// Enforce starfield limit
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// Enforce starfield limit
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if instances.len() as u64 > Self::STARFIELD_INSTANCE_LIMIT {
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if instances.len() as u64 > Self::STARFIELD_INSTANCE_LIMIT {
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@ -284,16 +316,10 @@ impl GPUState {
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}
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}
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self.starfield_count = instances.len() as u32;
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self.starfield_count = instances.len() as u32;
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return instances;
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}
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pub fn on_new_system(&mut self, game: &Game) {
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// Create starfield instances
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let starfield_instances = self.make_starfield_instances(game);
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self.queue.write_buffer(
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self.queue.write_buffer(
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&self.vertex_buffers.starfield.instances,
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&self.vertex_buffers.starfield.instances,
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0,
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0,
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bytemuck::cast_slice(&starfield_instances),
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bytemuck::cast_slice(&instances),
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);
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);
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}
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}
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@ -27,7 +27,7 @@ struct GlobalUniform {
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fn fmod(x: vec2<f32>, m: f32) -> vec2<f32> {
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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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return x - floor(x / m) * m;
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}
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}
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@vertex
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@vertex
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@ -64,7 +64,7 @@ fn vertex_shader_main(
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// Translate
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// Translate
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pos = pos + (
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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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// Don't forget to correct distance for screen aspect ratio too!
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(camera_pos / (global.camera_zoom * instance.parallax))
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(camera_pos / (global.camera_zoom * (instance.parallax)))
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/ vec2<f32>(global.window_aspect, 1.0)
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/ vec2<f32>(global.window_aspect, 1.0)
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);
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);
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