Moved `render` into `crates`
parent
fa8a0f5761
commit
fc728eaf0e
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@ -578,10 +578,10 @@ name = "galactica"
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version = "0.1.0"
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version = "0.1.0"
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dependencies = [
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dependencies = [
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"anyhow",
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"anyhow",
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"bytemuck",
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"cgmath",
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"cgmath",
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"crossbeam",
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"crossbeam",
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"galactica-content",
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"galactica-content",
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"galactica-render",
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"image",
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"image",
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"nalgebra",
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"nalgebra",
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"pollster",
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"pollster",
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@ -605,6 +605,19 @@ dependencies = [
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"walkdir",
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"walkdir",
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]
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]
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[[package]]
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name = "galactica-render"
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version = "0.0.0"
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dependencies = [
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"anyhow",
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"bytemuck",
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"cgmath",
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"galactica-content",
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"image",
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"wgpu",
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"winit",
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]
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[[package]]
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[[package]]
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name = "getrandom"
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name = "getrandom"
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version = "0.2.11"
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version = "0.2.11"
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@ -28,26 +28,27 @@ rpath = false
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[workspace]
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[workspace]
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members = ["crates/content"]
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members = ["crates/content", "crates/render"]
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[dependencies]
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[dependencies]
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# Internal crates
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# Internal crates
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galactica-content = { path = "crates/content" }
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galactica-content = { path = "crates/content" }
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galactica-render = { path = "crates/render" }
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# Files
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# Files
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image = { version = "0.24", features = ["png"] }
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image = { version = "0.24", features = ["png"] }
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# Graphics
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# Graphics
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winit = "0.28"
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winit = "0.28"
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wgpu = "0.18"
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wgpu = "0.18"
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bytemuck = { version = "1.12", features = ["derive"] }
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# Physics
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# Physics
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rapier2d = { version = "0.17.2" } #, features = ["parallel"] }
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rapier2d = { version = "0.17.2" }
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nalgebra = "0.32.3"
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nalgebra = "0.32.3"
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crossbeam = "0.8.3"
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crossbeam = "0.8.3"
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# Misc helpers
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# Misc helpers
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pollster = "0.3"
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pollster = "0.3"
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anyhow = "1.0"
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anyhow = "1.0"
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# TODO: migrate to nalgebra
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cgmath = "0.18.0"
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cgmath = "0.18.0"
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rand = "0.8.5"
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rand = "0.8.5"
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walkdir = "2.4.0"
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walkdir = "2.4.0"
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@ -0,0 +1,17 @@
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[package]
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name = "galactica-render"
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version = "0.0.0"
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edition = "2021"
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[dependencies]
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galactica-content = { path = "../content" }
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# Misc helpers
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anyhow = "1.0"
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cgmath = "0.18.0"
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# Files
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image = { version = "0.24", features = ["png"] }
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# Graphics
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winit = "0.28"
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wgpu = "0.18"
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bytemuck = { version = "1.12", features = ["derive"] }
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@ -1,4 +1,4 @@
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use crate::consts;
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use crate::consts_main;
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use cgmath::Matrix4;
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use cgmath::Matrix4;
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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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@ -6,7 +6,7 @@ use cgmath::Matrix4;
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pub const SPRITE_INSTANCE_LIMIT: u64 = 500;
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pub const SPRITE_INSTANCE_LIMIT: u64 = 500;
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// Must be small enough to fit in an i32
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// Must be small enough to fit in an i32
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pub const STARFIELD_INSTANCE_LIMIT: u64 = consts::STARFIELD_COUNT * 24;
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pub const STARFIELD_INSTANCE_LIMIT: u64 = consts_main::STARFIELD_COUNT * 24;
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/// Shader entry points
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/// Shader entry points
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pub const SHADER_MAIN_VERTEX: &'static str = "vertex_main";
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pub const SHADER_MAIN_VERTEX: &'static str = "vertex_main";
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@ -0,0 +1,26 @@
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pub const ZOOM_MIN: f32 = 200.0;
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pub const ZOOM_MAX: f32 = 2000.0;
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/// Z-axis range for starfield stars
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/// This does not affect scale.
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pub const STARFIELD_Z_MIN: f32 = 100.0;
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pub const STARFIELD_Z_MAX: f32 = 200.0;
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/// Size range for starfield stars, in game units.
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/// This is scaled for zoom, but NOT for distance.
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pub const STARFIELD_SIZE_MIN: f32 = 0.2;
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pub const STARFIELD_SIZE_MAX: f32 = 1.8;
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/// Size of a square starfield tile, in game units.
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/// A tile of size STARFIELD_Z_MAX * screen-size-in-game-units
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/// will completely cover a (square) screen. This depends on zoom!
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///
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/// Use a value smaller than zoom_max for debug.
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pub const STARFIELD_SIZE: u64 = STARFIELD_Z_MAX as u64 * ZOOM_MAX as u64;
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/// Average number of stars per game unit
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pub const STARFIELD_DENSITY: f64 = 0.01;
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/// Number of stars in one starfield tile
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/// Must fit inside an i32
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pub const STARFIELD_COUNT: u64 = (STARFIELD_SIZE as f64 * STARFIELD_DENSITY) as u64;
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@ -12,6 +12,7 @@ use winit::{
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use super::{
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use super::{
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consts::{OPENGL_TO_WGPU_MATRIX, SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
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consts::{OPENGL_TO_WGPU_MATRIX, SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
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consts_main,
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globaldata::{GlobalData, GlobalDataContent},
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globaldata::{GlobalData, GlobalDataContent},
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pipeline::PipelineBuilder,
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pipeline::PipelineBuilder,
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sprite::ObjectSubSprite,
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sprite::ObjectSubSprite,
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@ -21,9 +22,8 @@ use super::{
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types::{SpriteInstance, StarfieldInstance, TexturedVertex},
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types::{SpriteInstance, StarfieldInstance, TexturedVertex},
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VertexBuffer,
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VertexBuffer,
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},
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},
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ObjectSprite, UiSprite,
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ObjectSprite, StarfieldStar, UiSprite,
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};
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};
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use crate::{consts, game::Game};
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pub struct GPUState {
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pub struct GPUState {
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device: wgpu::Device,
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device: wgpu::Device,
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@ -145,7 +145,7 @@ impl GPUState {
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let sprite_pipeline = PipelineBuilder::new("sprite", &device)
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let sprite_pipeline = PipelineBuilder::new("sprite", &device)
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.set_shader(include_str!(concat!(
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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env!("CARGO_MANIFEST_DIR"),
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"/src/render/shaders/",
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"/shaders/",
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"sprite.wgsl"
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"sprite.wgsl"
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)))
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)))
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.set_format(config.format)
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.set_format(config.format)
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@ -157,7 +157,7 @@ impl GPUState {
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let starfield_pipeline = PipelineBuilder::new("starfield", &device)
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let starfield_pipeline = PipelineBuilder::new("starfield", &device)
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.set_shader(include_str!(concat!(
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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env!("CARGO_MANIFEST_DIR"),
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"/src/render/shaders/",
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"/shaders/",
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"starfield.wgsl"
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"starfield.wgsl"
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)))
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)))
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.set_format(config.format)
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.set_format(config.format)
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@ -190,7 +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, game: &Game, new_size: PhysicalSize<u32>) {
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pub fn resize(&mut self, starfield: &Vec<StarfieldStar>, 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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@ -198,18 +198,19 @@ 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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self.update_starfield_buffer(starfield)
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}
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}
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/// Create a SpriteInstance for an object and add it to `instances`.
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/// Create a SpriteInstance for an object and add it to `instances`.
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/// Also handles child sprites.
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/// Also handles child sprites.
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fn push_object_sprite(
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fn push_object_sprite(
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&self,
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&self,
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game: &Game,
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camera_zoom: f32,
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camera_pos: Point2<f32>,
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instances: &mut Vec<SpriteInstance>,
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instances: &mut Vec<SpriteInstance>,
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clip_ne: Point2<f32>,
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clip_ne: Point2<f32>,
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clip_sw: Point2<f32>,
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clip_sw: Point2<f32>,
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s: ObjectSprite,
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s: &ObjectSprite,
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) {
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) {
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// Position adjusted for parallax
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// Position adjusted for parallax
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// TODO: adjust parallax for zoom?
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// TODO: adjust parallax for zoom?
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@ -217,7 +218,7 @@ impl GPUState {
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(Point2 {
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(Point2 {
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x: s.pos.x,
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x: s.pos.x,
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y: s.pos.y,
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y: s.pos.y,
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} - game.camera.pos.to_vec())
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} - camera_pos.to_vec())
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/ s.pos.z
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/ s.pos.z
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};
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};
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let texture = self.texture_array.get_texture(s.texture);
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let texture = self.texture_array.get_texture(s.texture);
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}
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}
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// TODO: clean up
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// TODO: clean up
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let scale = height / game.camera.zoom;
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let scale = height / camera_zoom;
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// Note that our mesh starts centered at (0, 0).
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// Note that our mesh starts centered at (0, 0).
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// This is essential---we do not want scale and rotation
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// This is essential---we do not want scale and rotation
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// The height of the viewport is `zoom` in game units,
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// The height of the viewport is `zoom` in game units,
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// but it's 2 in screen units! (since coordinates range from -1 to 1)
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// but it's 2 in screen units! (since coordinates range from -1 to 1)
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let translate = Matrix4::from_translation(Vector3 {
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let translate = Matrix4::from_translation(Vector3 {
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x: pos.x / (game.camera.zoom / 2.0) / self.window_aspect,
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x: pos.x / (camera_zoom / 2.0) / self.window_aspect,
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y: pos.y / (game.camera.zoom / 2.0),
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y: pos.y / (camera_zoom / 2.0),
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z: 0.0,
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z: 0.0,
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});
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});
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@ -286,9 +287,9 @@ impl GPUState {
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});
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});
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// Add children
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// Add children
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if let Some(children) = s.children {
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if let Some(children) = &s.children {
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for c in children {
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for c in children {
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self.push_object_subsprite(game, instances, c, pos, s.angle);
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self.push_object_subsprite(camera_zoom, instances, c, pos, s.angle);
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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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/// Only called by `self.push_object_sprite`.
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/// Only called by `self.push_object_sprite`.
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fn push_object_subsprite(
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fn push_object_subsprite(
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&self,
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&self,
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game: &Game,
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camera_zoom: f32,
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instances: &mut Vec<SpriteInstance>,
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instances: &mut Vec<SpriteInstance>,
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s: ObjectSubSprite,
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s: &ObjectSubSprite,
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parent_pos: Point2<f32>,
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parent_pos: Point2<f32>,
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parent_angle: Deg<f32>,
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parent_angle: Deg<f32>,
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) {
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) {
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let texture = self.texture_array.get_texture(s.texture);
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let texture = self.texture_array.get_texture(s.texture);
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let scale = s.size / (s.pos.z * game.camera.zoom);
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let scale = s.size / (s.pos.z * camera_zoom);
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let sprite_aspect_and_scale =
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let sprite_aspect_and_scale =
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Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
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Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
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let rotate = Matrix4::from_angle_z(s.angle);
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let rotate = Matrix4::from_angle_z(s.angle);
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let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
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let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
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let ptranslate = Matrix4::from_translation(Vector3 {
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let ptranslate = Matrix4::from_translation(Vector3 {
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x: parent_pos.x / (game.camera.zoom / 2.0) / self.window_aspect,
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x: parent_pos.x / (camera_zoom / 2.0) / self.window_aspect,
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y: parent_pos.y / (game.camera.zoom / 2.0),
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y: parent_pos.y / (camera_zoom / 2.0),
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z: 0.0,
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z: 0.0,
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});
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});
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let protate = Matrix4::from_angle_z(parent_angle);
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let protate = Matrix4::from_angle_z(parent_angle);
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let translate = Matrix4::from_translation(Vector3 {
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let translate = Matrix4::from_translation(Vector3 {
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x: s.pos.x / (game.camera.zoom / 2.0) / self.window_aspect,
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x: s.pos.x / (camera_zoom / 2.0) / self.window_aspect,
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y: s.pos.y / (game.camera.zoom / 2.0),
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y: s.pos.y / (camera_zoom / 2.0),
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z: 0.0,
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z: 0.0,
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});
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});
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}
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}
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/// Create a SpriteInstance for a ui sprite and add it to `instances`
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/// Create a SpriteInstance for a ui sprite and add it to `instances`
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fn push_ui_sprite(&self, instances: &mut Vec<SpriteInstance>, s: UiSprite) {
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fn push_ui_sprite(&self, instances: &mut Vec<SpriteInstance>, s: &UiSprite) {
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let logical_size: LogicalSize<f32> =
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let logical_size: LogicalSize<f32> =
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self.window_size.to_logical(self.window.scale_factor());
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self.window_size.to_logical(self.window.scale_factor());
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/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
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/// Will panic if SPRITE_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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/// This is only called inside self.render()
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fn make_sprite_instances(&self, game: &Game) -> Vec<SpriteInstance> {
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fn make_sprite_instances(
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&self,
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camera_zoom: f32,
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camera_pos: Point2<f32>,
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objects: &Vec<ObjectSprite>,
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ui: &Vec<UiSprite>,
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) -> Vec<SpriteInstance> {
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let mut instances: Vec<SpriteInstance> = Vec::new();
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let mut instances: Vec<SpriteInstance> = Vec::new();
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// Game coordinates (relative to camera) of ne and sw corners of screen.
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// Game coordinates (relative to camera) of ne and sw corners of screen.
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// Used to skip off-screen sprites.
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// Used to skip off-screen sprites.
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let clip_ne = Point2::from((-self.window_aspect, 1.0)) * game.camera.zoom;
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let clip_ne = Point2::from((-self.window_aspect, 1.0)) * camera_zoom;
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * game.camera.zoom;
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * camera_zoom;
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for s in game.get_object_sprites() {
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for s in objects {
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self.push_object_sprite(game, &mut instances, clip_ne, clip_sw, s);
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self.push_object_sprite(camera_zoom, camera_pos, &mut instances, clip_ne, clip_sw, s);
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}
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}
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for s in game.get_ui_sprites() {
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for s in ui {
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self.push_ui_sprite(&mut instances, s);
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self.push_ui_sprite(&mut instances, s);
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}
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}
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@ -404,18 +411,19 @@ impl GPUState {
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/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
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/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
|
||||||
///
|
///
|
||||||
/// Starfield data rarely changes, so this is called only when it's needed.
|
/// Starfield data rarely changes, so this is called only when it's needed.
|
||||||
pub fn update_starfield_buffer(&mut self, game: &Game) {
|
pub fn update_starfield_buffer(&mut self, starfield: &Vec<StarfieldStar>) {
|
||||||
let sz = consts::STARFIELD_SIZE as f32;
|
let sz = consts_main::STARFIELD_SIZE as f32;
|
||||||
|
|
||||||
// Compute window size in starfield tiles
|
// Compute window size in starfield tiles
|
||||||
let mut nw_tile: Point2<i32> = {
|
let mut nw_tile: Point2<i32> = {
|
||||||
// Game coordinates (relative to camera) of nw corner of screen.
|
// Game coordinates (relative to camera) of nw corner of screen.
|
||||||
let clip_nw = Point2::from((self.window_aspect, 1.0)) * consts::ZOOM_MAX;
|
// TODO: we probably don't need to re-compute this on resize
|
||||||
|
let clip_nw = Point2::from((self.window_aspect, 1.0)) * consts_main::ZOOM_MAX;
|
||||||
|
|
||||||
// Parallax correction.
|
// Parallax correction.
|
||||||
// Also, adjust v for mod to work properly
|
// Also, adjust v for mod to work properly
|
||||||
// (v is centered at 0)
|
// (v is centered at 0)
|
||||||
let v: Point2<f32> = clip_nw * consts::STARFIELD_Z_MIN;
|
let v: Point2<f32> = clip_nw * consts_main::STARFIELD_Z_MIN;
|
||||||
let v_adj: Point2<f32> = (v.x + (sz / 2.0), v.y + (sz / 2.0)).into();
|
let v_adj: Point2<f32> = (v.x + (sz / 2.0), v.y + (sz / 2.0)).into();
|
||||||
|
|
||||||
#[rustfmt::skip]
|
#[rustfmt::skip]
|
||||||
|
@ -439,7 +447,7 @@ impl GPUState {
|
||||||
|
|
||||||
// Truncate tile grid to buffer size
|
// Truncate tile grid to buffer size
|
||||||
// (The window won't be full of stars if our instance limit is too small)
|
// (The window won't be full of stars if our instance limit is too small)
|
||||||
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * consts::STARFIELD_COUNT as i32)
|
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * consts_main::STARFIELD_COUNT as i32)
|
||||||
> STARFIELD_INSTANCE_LIMIT as i32
|
> STARFIELD_INSTANCE_LIMIT as i32
|
||||||
{
|
{
|
||||||
nw_tile -= Vector2::from((1, 1));
|
nw_tile -= Vector2::from((1, 1));
|
||||||
|
@ -454,7 +462,7 @@ impl GPUState {
|
||||||
y: sz * y as f32,
|
y: sz * y as f32,
|
||||||
z: 0.0,
|
z: 0.0,
|
||||||
};
|
};
|
||||||
for s in &game.system.starfield {
|
for s in starfield {
|
||||||
instances.push(StarfieldInstance {
|
instances.push(StarfieldInstance {
|
||||||
position: (s.pos + offset).into(),
|
position: (s.pos + offset).into(),
|
||||||
size: s.size,
|
size: s.size,
|
||||||
|
@ -477,7 +485,13 @@ impl GPUState {
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn render(&mut self, game: &Game) -> Result<(), wgpu::SurfaceError> {
|
pub fn render(
|
||||||
|
&mut self,
|
||||||
|
camera_pos: Point2<f32>,
|
||||||
|
camera_zoom: f32,
|
||||||
|
object_sprites: &Vec<ObjectSprite>,
|
||||||
|
ui_sprites: &Vec<UiSprite>,
|
||||||
|
) -> Result<(), wgpu::SurfaceError> {
|
||||||
let output = self.surface.get_current_texture()?;
|
let output = self.surface.get_current_texture()?;
|
||||||
let view = output
|
let view = output
|
||||||
.texture
|
.texture
|
||||||
|
@ -515,22 +529,26 @@ impl GPUState {
|
||||||
&self.global_data.buffer,
|
&self.global_data.buffer,
|
||||||
0,
|
0,
|
||||||
bytemuck::cast_slice(&[GlobalDataContent {
|
bytemuck::cast_slice(&[GlobalDataContent {
|
||||||
camera_position: game.camera.pos.into(),
|
camera_position: camera_pos.into(),
|
||||||
camera_zoom: [game.camera.zoom, 0.0],
|
camera_zoom: [camera_zoom, 0.0],
|
||||||
camera_zoom_limits: [consts::ZOOM_MIN, consts::ZOOM_MAX],
|
camera_zoom_limits: [consts_main::ZOOM_MIN, consts_main::ZOOM_MAX],
|
||||||
window_size: [
|
window_size: [
|
||||||
self.window_size.width as f32,
|
self.window_size.width as f32,
|
||||||
self.window_size.height as f32,
|
self.window_size.height as f32,
|
||||||
],
|
],
|
||||||
window_aspect: [self.window_aspect, 0.0],
|
window_aspect: [self.window_aspect, 0.0],
|
||||||
starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
|
starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
|
||||||
starfield_tile_size: [consts::STARFIELD_SIZE as f32, 0.0],
|
starfield_tile_size: [consts_main::STARFIELD_SIZE as f32, 0.0],
|
||||||
starfield_size_limits: [consts::STARFIELD_SIZE_MIN, consts::STARFIELD_SIZE_MAX],
|
starfield_size_limits: [
|
||||||
|
consts_main::STARFIELD_SIZE_MIN,
|
||||||
|
consts_main::STARFIELD_SIZE_MAX,
|
||||||
|
],
|
||||||
}]),
|
}]),
|
||||||
);
|
);
|
||||||
|
|
||||||
// Create sprite instances
|
// Create sprite instances
|
||||||
let sprite_instances = self.make_sprite_instances(game);
|
let sprite_instances =
|
||||||
|
self.make_sprite_instances(camera_zoom, camera_pos, object_sprites, ui_sprites);
|
||||||
self.queue.write_buffer(
|
self.queue.write_buffer(
|
||||||
&self.vertex_buffers.sprite.instances,
|
&self.vertex_buffers.sprite.instances,
|
||||||
0,
|
0,
|
|
@ -0,0 +1,28 @@
|
||||||
|
mod consts;
|
||||||
|
mod globaldata;
|
||||||
|
mod gpustate;
|
||||||
|
mod pipeline;
|
||||||
|
mod sprite;
|
||||||
|
mod texturearray;
|
||||||
|
mod vertexbuffer;
|
||||||
|
|
||||||
|
// TODO: remove
|
||||||
|
mod consts_main;
|
||||||
|
|
||||||
|
use cgmath::{Point3, Vector2};
|
||||||
|
pub use gpustate::GPUState;
|
||||||
|
pub use sprite::{AnchoredUiPosition, ObjectSprite, ObjectSubSprite, UiSprite};
|
||||||
|
|
||||||
|
pub struct StarfieldStar {
|
||||||
|
/// Star coordinates, in world space.
|
||||||
|
/// These are relative to the center of a starfield tile.
|
||||||
|
pub pos: Point3<f32>,
|
||||||
|
|
||||||
|
/// Height in game units.
|
||||||
|
/// Will be scaled for zoom, but not for distance.
|
||||||
|
pub size: f32,
|
||||||
|
|
||||||
|
/// Color/brightness variation. Random between 0 and 1.
|
||||||
|
/// Used in starfield shader.
|
||||||
|
pub tint: Vector2<f32>,
|
||||||
|
}
|
|
@ -1,15 +1,15 @@
|
||||||
use cgmath::{Deg, InnerSpace, Point2};
|
use cgmath::{Deg, InnerSpace, Point2};
|
||||||
|
use galactica_content as content;
|
||||||
use galactica_content::FactionHandle;
|
use galactica_content::FactionHandle;
|
||||||
|
use galactica_render::{AnchoredUiPosition, ObjectSprite, UiSprite};
|
||||||
use std::time::Instant;
|
use std::time::Instant;
|
||||||
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
|
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
|
||||||
|
|
||||||
use super::{camera::Camera, outfits, system::System};
|
use super::{camera::Camera, outfits, system::System};
|
||||||
use crate::{
|
use crate::{
|
||||||
consts,
|
consts,
|
||||||
content::Content,
|
|
||||||
inputstatus::InputStatus,
|
inputstatus::InputStatus,
|
||||||
physics::{util, Physics, ShipHandle},
|
physics::{util, Physics, ShipHandle},
|
||||||
render::{AnchoredUiPosition, ObjectSprite, UiSprite},
|
|
||||||
shipbehavior::{self, ShipBehavior},
|
shipbehavior::{self, ShipBehavior},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -20,7 +20,12 @@ impl Ui {
|
||||||
Self {}
|
Self {}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn build_radar(&self, player: &ShipHandle, physics: &Physics, ct: &Content) -> Vec<UiSprite> {
|
fn build_radar(
|
||||||
|
&self,
|
||||||
|
player: &ShipHandle,
|
||||||
|
physics: &Physics,
|
||||||
|
ct: &content::Content,
|
||||||
|
) -> Vec<UiSprite> {
|
||||||
let mut out = Vec::new();
|
let mut out = Vec::new();
|
||||||
|
|
||||||
let radar_range = 2000.0;
|
let radar_range = 2000.0;
|
||||||
|
@ -76,11 +81,11 @@ pub struct Game {
|
||||||
ui: Ui,
|
ui: Ui,
|
||||||
physics: Physics,
|
physics: Physics,
|
||||||
shipbehaviors: Vec<Box<dyn ShipBehavior>>,
|
shipbehaviors: Vec<Box<dyn ShipBehavior>>,
|
||||||
content: Content,
|
content: content::Content,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Game {
|
impl Game {
|
||||||
pub fn new(ct: Content) -> Self {
|
pub fn new(ct: content::Content) -> Self {
|
||||||
let mut physics = Physics::new();
|
let mut physics = Physics::new();
|
||||||
|
|
||||||
let mut o1 = outfits::ShipOutfits::new(&ct.ships[0]);
|
let mut o1 = outfits::ShipOutfits::new(&ct.ships[0]);
|
||||||
|
|
|
@ -1,7 +1,6 @@
|
||||||
use cgmath::{Deg, Point3};
|
use cgmath::{Deg, Point3};
|
||||||
use content::{OutfitSpace, TextureHandle};
|
use galactica_content as content;
|
||||||
|
use galactica_render::ObjectSubSprite;
|
||||||
use crate::{content, render::ObjectSubSprite};
|
|
||||||
|
|
||||||
/// Represents a gun attached to a specific ship at a certain gunpoint.
|
/// Represents a gun attached to a specific ship at a certain gunpoint.
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
|
@ -28,7 +27,7 @@ impl ShipGun {
|
||||||
pub struct OutfitStatSum {
|
pub struct OutfitStatSum {
|
||||||
pub engine_thrust: f32,
|
pub engine_thrust: f32,
|
||||||
pub steer_power: f32,
|
pub steer_power: f32,
|
||||||
pub engine_flare_textures: Vec<TextureHandle>,
|
pub engine_flare_textures: Vec<content::TextureHandle>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl OutfitStatSum {
|
impl OutfitStatSum {
|
||||||
|
@ -67,9 +66,9 @@ impl OutfitStatSum {
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct ShipOutfits {
|
pub struct ShipOutfits {
|
||||||
pub stats: OutfitStatSum,
|
pub stats: OutfitStatSum,
|
||||||
pub total_space: OutfitSpace,
|
pub total_space: content::OutfitSpace,
|
||||||
|
|
||||||
available_space: OutfitSpace,
|
available_space: content::OutfitSpace,
|
||||||
outfits: Vec<content::Outfit>,
|
outfits: Vec<content::Outfit>,
|
||||||
guns: Vec<ShipGun>,
|
guns: Vec<ShipGun>,
|
||||||
enginepoints: Vec<content::EnginePoint>,
|
enginepoints: Vec<content::EnginePoint>,
|
||||||
|
|
|
@ -1,22 +1,10 @@
|
||||||
use cgmath::{Point3, Vector2};
|
use cgmath::{Point3, Vector2};
|
||||||
|
use galactica_content as content;
|
||||||
|
use galactica_render::{ObjectSprite, StarfieldStar};
|
||||||
use rand::{self, Rng};
|
use rand::{self, Rng};
|
||||||
|
|
||||||
use super::SystemObject;
|
use super::SystemObject;
|
||||||
use crate::{consts, content, render::ObjectSprite};
|
use crate::consts;
|
||||||
|
|
||||||
pub struct StarfieldStar {
|
|
||||||
/// Star coordinates, in world space.
|
|
||||||
/// These are relative to the center of a starfield tile.
|
|
||||||
pub pos: Point3<f32>,
|
|
||||||
|
|
||||||
/// Height in game units.
|
|
||||||
/// Will be scaled for zoom, but not for distance.
|
|
||||||
pub size: f32,
|
|
||||||
|
|
||||||
/// Color/brightness variation. Random between 0 and 1.
|
|
||||||
/// Used in starfield shader.
|
|
||||||
pub tint: Vector2<f32>,
|
|
||||||
}
|
|
||||||
|
|
||||||
pub struct System {
|
pub struct System {
|
||||||
pub name: String,
|
pub name: String,
|
||||||
|
|
|
@ -1,7 +1,6 @@
|
||||||
use cgmath::{Deg, Point3};
|
use cgmath::{Deg, Point3};
|
||||||
use galactica_content::TextureHandle;
|
use galactica_content::TextureHandle;
|
||||||
|
use galactica_render::ObjectSprite;
|
||||||
use crate::render::ObjectSprite;
|
|
||||||
|
|
||||||
pub struct SystemObject {
|
pub struct SystemObject {
|
||||||
pub sprite_texture: TextureHandle,
|
pub sprite_texture: TextureHandle,
|
||||||
|
|
23
src/main.rs
23
src/main.rs
|
@ -3,13 +3,11 @@ mod game;
|
||||||
mod inputstatus;
|
mod inputstatus;
|
||||||
mod objects;
|
mod objects;
|
||||||
mod physics;
|
mod physics;
|
||||||
mod render;
|
|
||||||
mod shipbehavior;
|
mod shipbehavior;
|
||||||
|
|
||||||
use std::path::PathBuf;
|
use std::path::PathBuf;
|
||||||
|
|
||||||
use anyhow::Result;
|
use anyhow::Result;
|
||||||
use galactica_content as content;
|
|
||||||
use winit::{
|
use winit::{
|
||||||
event::{Event, KeyboardInput, WindowEvent},
|
event::{Event, KeyboardInput, WindowEvent},
|
||||||
event_loop::{ControlFlow, EventLoop},
|
event_loop::{ControlFlow, EventLoop},
|
||||||
|
@ -18,7 +16,7 @@ use winit::{
|
||||||
|
|
||||||
fn main() -> Result<()> {
|
fn main() -> Result<()> {
|
||||||
// TODO: error if missing
|
// TODO: error if missing
|
||||||
let content = content::Content::load_dir(
|
let content = galactica_content::Content::load_dir(
|
||||||
PathBuf::from(consts::CONTENT_ROOT),
|
PathBuf::from(consts::CONTENT_ROOT),
|
||||||
PathBuf::from(consts::TEXTURE_ROOT),
|
PathBuf::from(consts::TEXTURE_ROOT),
|
||||||
consts::STARFIELD_TEXTURE_NAME.to_owned(),
|
consts::STARFIELD_TEXTURE_NAME.to_owned(),
|
||||||
|
@ -26,17 +24,24 @@ fn main() -> Result<()> {
|
||||||
|
|
||||||
let event_loop = EventLoop::new();
|
let event_loop = EventLoop::new();
|
||||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||||
let mut gpu = pollster::block_on(render::GPUState::new(window, &content))?;
|
let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
|
||||||
|
|
||||||
let mut game = game::Game::new(content);
|
let mut game = game::Game::new(content);
|
||||||
gpu.update_starfield_buffer(&game);
|
gpu.update_starfield_buffer(&game.system.starfield);
|
||||||
|
|
||||||
event_loop.run(move |event, _, control_flow| {
|
event_loop.run(move |event, _, control_flow| {
|
||||||
match event {
|
match event {
|
||||||
Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
|
Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
|
||||||
match gpu.render(&game) {
|
match gpu.render(
|
||||||
|
game.camera.pos,
|
||||||
|
game.camera.zoom,
|
||||||
|
&game.get_object_sprites(),
|
||||||
|
&game.get_ui_sprites(),
|
||||||
|
) {
|
||||||
Ok(_) => {}
|
Ok(_) => {}
|
||||||
Err(wgpu::SurfaceError::Lost) => gpu.resize(&game, gpu.window_size),
|
Err(wgpu::SurfaceError::Lost) => {
|
||||||
|
gpu.resize(&game.system.starfield, gpu.window_size)
|
||||||
|
}
|
||||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||||
Err(e) => eprintln!("{:?}", e),
|
Err(e) => eprintln!("{:?}", e),
|
||||||
|
@ -72,10 +77,10 @@ fn main() -> Result<()> {
|
||||||
game.process_scroll(delta, phase);
|
game.process_scroll(delta, phase);
|
||||||
}
|
}
|
||||||
WindowEvent::Resized(physical_size) => {
|
WindowEvent::Resized(physical_size) => {
|
||||||
gpu.resize(&game, *physical_size);
|
gpu.resize(&game.system.starfield, *physical_size);
|
||||||
}
|
}
|
||||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||||
gpu.resize(&game, **new_inner_size);
|
gpu.resize(&game.system.starfield, **new_inner_size);
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
},
|
},
|
||||||
|
|
|
@ -1,11 +1,12 @@
|
||||||
use cgmath::{Deg, InnerSpace, Point3, Vector2};
|
use cgmath::{Deg, InnerSpace, Point3, Vector2};
|
||||||
use galactica_content::{FactionHandle, TextureHandle};
|
use galactica_content::{FactionHandle, TextureHandle};
|
||||||
|
use galactica_render::ObjectSprite;
|
||||||
use rapier2d::{
|
use rapier2d::{
|
||||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
||||||
geometry::{ColliderBuilder, ColliderHandle},
|
geometry::{ColliderBuilder, ColliderHandle},
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::{physics::util, render::ObjectSprite};
|
use crate::physics::util;
|
||||||
|
|
||||||
pub struct ProjectileBuilder {
|
pub struct ProjectileBuilder {
|
||||||
pub rigid_body: RigidBodyBuilder,
|
pub rigid_body: RigidBodyBuilder,
|
||||||
|
|
|
@ -1,5 +1,7 @@
|
||||||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2};
|
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2};
|
||||||
use content::{FactionHandle, TextureHandle};
|
use content::{FactionHandle, TextureHandle};
|
||||||
|
use galactica_content as content;
|
||||||
|
use galactica_render::ObjectSprite;
|
||||||
use nalgebra::vector;
|
use nalgebra::vector;
|
||||||
use rand::Rng;
|
use rand::Rng;
|
||||||
use rapier2d::{
|
use rapier2d::{
|
||||||
|
@ -10,10 +12,8 @@ use rapier2d::{
|
||||||
|
|
||||||
use super::ProjectileBuilder;
|
use super::ProjectileBuilder;
|
||||||
use crate::{
|
use crate::{
|
||||||
content,
|
|
||||||
game::outfits,
|
game::outfits,
|
||||||
physics::{util, ShipHandle},
|
physics::{util, ShipHandle},
|
||||||
render::ObjectSprite,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
pub struct ShipTickResult {
|
pub struct ShipTickResult {
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
use cgmath::Point2;
|
use cgmath::Point2;
|
||||||
use content::{Content, FactionHandle};
|
|
||||||
use crossbeam::channel::Receiver;
|
use crossbeam::channel::Receiver;
|
||||||
|
use galactica_content as content;
|
||||||
|
use galactica_render::ObjectSprite;
|
||||||
use nalgebra::vector;
|
use nalgebra::vector;
|
||||||
use rapier2d::{
|
use rapier2d::{
|
||||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
||||||
|
@ -10,7 +11,7 @@ use rapier2d::{
|
||||||
use std::{collections::HashMap, f32::consts::PI};
|
use std::{collections::HashMap, f32::consts::PI};
|
||||||
|
|
||||||
use super::{wrapper::Wrapper, ShipHandle};
|
use super::{wrapper::Wrapper, ShipHandle};
|
||||||
use crate::{content, game::outfits, objects, render::ObjectSprite};
|
use crate::{game::outfits, objects};
|
||||||
|
|
||||||
/// Keeps track of all objects in the world that we can interact with.
|
/// Keeps track of all objects in the world that we can interact with.
|
||||||
/// Also wraps our physics engine
|
/// Also wraps our physics engine
|
||||||
|
@ -84,7 +85,7 @@ impl Physics {
|
||||||
ct: &content::Ship,
|
ct: &content::Ship,
|
||||||
outfits: outfits::ShipOutfits,
|
outfits: outfits::ShipOutfits,
|
||||||
position: Point2<f32>,
|
position: Point2<f32>,
|
||||||
faction: FactionHandle,
|
faction: content::FactionHandle,
|
||||||
) -> ShipHandle {
|
) -> ShipHandle {
|
||||||
let cl = ColliderBuilder::convex_decomposition(
|
let cl = ColliderBuilder::convex_decomposition(
|
||||||
&ct.collision.points[..],
|
&ct.collision.points[..],
|
||||||
|
@ -114,7 +115,7 @@ impl Physics {
|
||||||
return h;
|
return h;
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn step(&mut self, t: f32, ct: &Content) {
|
pub fn step(&mut self, t: f32, ct: &content::Content) {
|
||||||
// Run ship updates
|
// Run ship updates
|
||||||
let mut res = Vec::new();
|
let mut res = Vec::new();
|
||||||
let mut to_remove = Vec::new();
|
let mut to_remove = Vec::new();
|
||||||
|
|
|
@ -1,10 +0,0 @@
|
||||||
mod consts;
|
|
||||||
mod globaldata;
|
|
||||||
mod gpustate;
|
|
||||||
mod pipeline;
|
|
||||||
mod sprite;
|
|
||||||
mod texturearray;
|
|
||||||
mod vertexbuffer;
|
|
||||||
|
|
||||||
pub use gpustate::GPUState;
|
|
||||||
pub use sprite::{AnchoredUiPosition, ObjectSprite, ObjectSubSprite, UiSprite};
|
|
Loading…
Reference in New Issue