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4 Commits

Author SHA1 Message Date
Mark 1719faa555
Assets update 2023-12-27 18:00:00 -08:00
Mark 33962f18e9
Comment 2023-12-27 17:59:51 -08:00
Mark 5a276459e9
Labels 2023-12-27 17:57:11 -08:00
Mark 2e57840b7a
Minor cleanup 2023-12-27 17:51:53 -08:00
6 changed files with 31 additions and 23 deletions

2
assets

@ -1 +1 @@
Subproject commit 7f9886acae8ab62827821ba4f5271689f9a67d4d
Subproject commit a20bd1dad1eb90a7e8ec8010bdba03fdc2e477bd

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@ -3,9 +3,7 @@ use cgmath::{Deg, Point2, Point3};
use crate::{
content::{self, ship::Engine},
physics::PhysicsBody,
render::Sprite,
render::SpriteTexture,
render::Spriteable,
render::{Sprite, SpriteTexture, Spriteable, SubSprite},
};
pub struct Ship {
@ -35,7 +33,7 @@ impl Spriteable for Ship {
Some(
self.engines
.iter()
.map(|e| Sprite {
.map(|e| SubSprite {
pos: Point3 {
x: e.pos.x,
y: e.pos.y,
@ -44,7 +42,6 @@ impl Spriteable for Ship {
texture: SpriteTexture("flare::ion".to_owned()),
angle: Deg(0.0),
size: e.size,
children: None,
})
.collect(),
)

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@ -9,6 +9,7 @@ use super::{
consts::{OPENGL_TO_WGPU_MATRIX, SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
globaldata::{GlobalData, GlobalDataContent},
pipeline::PipelineBuilder,
sprite::SubSprite,
texturearray::TextureArray,
vertexbuffer::{
consts::{SPRITE_INDICES, SPRITE_VERTICES},
@ -285,15 +286,10 @@ impl GPUState {
&self,
game: &Game,
instances: &mut Vec<SpriteInstance>,
s: Sprite,
s: SubSprite,
parent_pos: Point2<f32>,
parent_angle: Deg<f32>,
) {
// TODO: clean up
if s.children.is_some() {
panic!("Child sprites must not have child sprites!")
}
let texture = self.texture_array.get_sprite_texture(s.texture);
let scale = s.size / (s.pos.z * game.camera.zoom);
let sprite_aspect_and_scale =

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@ -7,8 +7,10 @@ mod texturearray;
mod vertexbuffer;
pub use gpustate::GPUState;
pub use sprite::{Sprite, Spriteable};
pub use sprite::{Sprite, Spriteable, SubSprite};
/// A handle to a sprite texture
/// TODO: This should be easy to copy,
/// but string references create unnecessary complexity
#[derive(Debug, Clone)]
pub struct SpriteTexture(pub String);

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@ -3,7 +3,7 @@ use cgmath::{Deg, Point3};
use super::SpriteTexture;
pub struct Sprite {
/// Name of the sprite to draw
/// The sprite texture to draw
pub texture: SpriteTexture,
/// This object's position, in world coordinates.
@ -18,13 +18,26 @@ pub struct Sprite {
pub angle: Deg<f32>,
/// Sprites that should be drawn relative to this sprite.
/// Coordinates of sprites in this array will be interpreted
/// as world units, relative to the center of this sprite,
/// before any rotation or scaling.
/// Children rotate with their parent sprite.
///
/// Note that child sprites may NOT have children.
pub children: Option<Vec<Sprite>>,
pub children: Option<Vec<SubSprite>>,
}
pub struct SubSprite {
/// The sprite texture to draw
pub texture: SpriteTexture,
/// This object's position, in world coordinates.
/// This is relative to this sprite's parent.
pub pos: Point3<f32>,
/// The size of this sprite,
/// given as height in world units.
pub size: f32,
/// This sprite's rotation
/// (relative to north, measured ccw)
/// Just as position, this is relative to this
/// subsprite's parent sprite.
pub angle: Deg<f32>,
}
pub trait Spriteable {

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@ -45,7 +45,7 @@ impl TextureArray {
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("texture_bind_group_layout"),
label: Some("TextureArray bind group layout"),
entries: &[
// Texture data
wgpu::BindGroupLayoutEntry {
@ -70,7 +70,7 @@ impl TextureArray {
let views: Vec<&wgpu::TextureView> = loader.texture_data.iter().map(|x| &x.view).collect();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("texture_bind_group"),
label: Some("TextureArray bind group"),
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {