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1719faa555
Author | SHA1 | Date |
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Mark | 1719faa555 | |
Mark | 33962f18e9 | |
Mark | 5a276459e9 | |
Mark | 2e57840b7a |
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 7f9886acae8ab62827821ba4f5271689f9a67d4d
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Subproject commit a20bd1dad1eb90a7e8ec8010bdba03fdc2e477bd
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@ -3,9 +3,7 @@ use cgmath::{Deg, Point2, Point3};
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use crate::{
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content::{self, ship::Engine},
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physics::PhysicsBody,
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render::Sprite,
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render::SpriteTexture,
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render::Spriteable,
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render::{Sprite, SpriteTexture, Spriteable, SubSprite},
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};
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pub struct Ship {
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@ -35,7 +33,7 @@ impl Spriteable for Ship {
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Some(
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self.engines
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.iter()
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.map(|e| Sprite {
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.map(|e| SubSprite {
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pos: Point3 {
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x: e.pos.x,
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y: e.pos.y,
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@ -44,7 +42,6 @@ impl Spriteable for Ship {
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texture: SpriteTexture("flare::ion".to_owned()),
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angle: Deg(0.0),
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size: e.size,
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children: None,
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})
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.collect(),
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)
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@ -9,6 +9,7 @@ use super::{
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consts::{OPENGL_TO_WGPU_MATRIX, SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
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globaldata::{GlobalData, GlobalDataContent},
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pipeline::PipelineBuilder,
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sprite::SubSprite,
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texturearray::TextureArray,
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vertexbuffer::{
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consts::{SPRITE_INDICES, SPRITE_VERTICES},
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@ -285,15 +286,10 @@ impl GPUState {
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&self,
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game: &Game,
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instances: &mut Vec<SpriteInstance>,
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s: Sprite,
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s: SubSprite,
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parent_pos: Point2<f32>,
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parent_angle: Deg<f32>,
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) {
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// TODO: clean up
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if s.children.is_some() {
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panic!("Child sprites must not have child sprites!")
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}
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let texture = self.texture_array.get_sprite_texture(s.texture);
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let scale = s.size / (s.pos.z * game.camera.zoom);
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let sprite_aspect_and_scale =
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@ -7,8 +7,10 @@ mod texturearray;
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mod vertexbuffer;
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pub use gpustate::GPUState;
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pub use sprite::{Sprite, Spriteable};
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pub use sprite::{Sprite, Spriteable, SubSprite};
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/// A handle to a sprite texture
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/// TODO: This should be easy to copy,
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/// but string references create unnecessary complexity
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#[derive(Debug, Clone)]
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pub struct SpriteTexture(pub String);
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@ -3,7 +3,7 @@ use cgmath::{Deg, Point3};
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use super::SpriteTexture;
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pub struct Sprite {
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/// Name of the sprite to draw
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/// The sprite texture to draw
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pub texture: SpriteTexture,
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/// This object's position, in world coordinates.
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@ -18,13 +18,26 @@ pub struct Sprite {
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pub angle: Deg<f32>,
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/// Sprites that should be drawn relative to this sprite.
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/// Coordinates of sprites in this array will be interpreted
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/// as world units, relative to the center of this sprite,
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/// before any rotation or scaling.
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/// Children rotate with their parent sprite.
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///
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/// Note that child sprites may NOT have children.
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pub children: Option<Vec<Sprite>>,
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pub children: Option<Vec<SubSprite>>,
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}
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pub struct SubSprite {
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/// The sprite texture to draw
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pub texture: SpriteTexture,
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/// This object's position, in world coordinates.
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/// This is relative to this sprite's parent.
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pub pos: Point3<f32>,
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/// The size of this sprite,
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/// given as height in world units.
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pub size: f32,
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/// This sprite's rotation
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/// (relative to north, measured ccw)
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/// Just as position, this is relative to this
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/// subsprite's parent sprite.
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pub angle: Deg<f32>,
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}
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pub trait Spriteable {
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@ -45,7 +45,7 @@ impl TextureArray {
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("texture_bind_group_layout"),
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label: Some("TextureArray bind group layout"),
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entries: &[
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// Texture data
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wgpu::BindGroupLayoutEntry {
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@ -70,7 +70,7 @@ impl TextureArray {
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let views: Vec<&wgpu::TextureView> = loader.texture_data.iter().map(|x| &x.view).collect();
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("texture_bind_group"),
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label: Some("TextureArray bind group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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