Compare commits
6 Commits
1f154c1a58
...
aa4c6c18b3
Author | SHA1 | Date |
---|---|---|
Mark | aa4c6c18b3 | |
Mark | 1a41b93df6 | |
Mark | 0d55e4e4f7 | |
Mark | eaa00a63f5 | |
Mark | 001c74ba6a | |
Mark | 8dc040cf08 |
|
@ -1,2 +1,3 @@
|
|||
/cache
|
||||
/target
|
||||
*.ignore
|
16
TODO.md
16
TODO.md
|
@ -1,10 +1,9 @@
|
|||
## Specific Jobs
|
||||
- Particle variation
|
||||
- Animated sprites
|
||||
- UI: health, shield, fuel, heat, energy bars
|
||||
- UI: text arranger
|
||||
- Sound system
|
||||
- Debris on ship death
|
||||
- Ship death animation & debris
|
||||
|
||||
----------------------------------
|
||||
|
||||
|
@ -57,6 +56,11 @@
|
|||
- how to target them
|
||||
- where to go
|
||||
- etc, extra flags
|
||||
- Conditional animations: on fire, on death, etc (tempest)
|
||||
- Higher texture limit (16 x 8096 x 8096 isn't enough)
|
||||
- Fast-load menu, progress bar for the rest
|
||||
- Only load what is needed?
|
||||
- GPU limits? (texture size, texture number)
|
||||
|
||||
|
||||
## Faction interaction
|
||||
|
@ -73,7 +77,6 @@
|
|||
- Frame timings (compute/render/physics/etc)
|
||||
- Elegantly handle lost focus
|
||||
- Pause game
|
||||
- Better player controller? (only one shipbehavior needs inputs)
|
||||
- Clear all `// TODO:` comments littered in the source
|
||||
- CLI options (debug, save location, content location, check content)
|
||||
- Config file and compile options, remove all those consts.
|
||||
|
@ -81,6 +84,10 @@
|
|||
- Sprite optimization: do we need to allocate a new `Vec` every frame? Probably not.
|
||||
- Better error when run outside of directory
|
||||
- Documentation site & front page
|
||||
- Random animation age for objects * ui
|
||||
- Random animation delay/fps?
|
||||
- Fade between animation frames
|
||||
- Better WGSL preprocessor (warning when including a bad file!)
|
||||
|
||||
## Content
|
||||
- Angled engines
|
||||
|
@ -88,7 +95,6 @@
|
|||
- Turn engine flares
|
||||
- Reverse engine & flares
|
||||
- Better ship colliders (need a tool or an algorithm)
|
||||
- Better projectile colliders (box/ball/etc -- shared syntax)
|
||||
- Turrets
|
||||
- Weapons with ammunition
|
||||
- Enable/disable weapons
|
||||
|
@ -111,7 +117,6 @@
|
|||
- Important objects affect camera
|
||||
|
||||
## Visuals
|
||||
- Particles
|
||||
- Dynamic lighting (planets & ships)
|
||||
- Motion blur
|
||||
- Zoom parallax (?)
|
||||
|
@ -120,6 +125,7 @@
|
|||
- Ship outlines in radar
|
||||
- Engine flare ease in/out
|
||||
- Lens flare
|
||||
- Particles when a ship is damaged
|
||||
|
||||
## Write and Document
|
||||
- Parallax
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
[ship."Gypsum"]
|
||||
sprite = "ship::peregrine"
|
||||
sprite = "ship::gypsum"
|
||||
size = 100
|
||||
mass = 1
|
||||
hull = 200
|
||||
|
|
|
@ -20,8 +20,8 @@ file = "projectile/blaster.png"
|
|||
file = "ship/gypsum.png"
|
||||
|
||||
[sprite."ship::peregrine"]
|
||||
duration = 1
|
||||
repeat = "repeat"
|
||||
duration = 1.3
|
||||
repeat = "reverse"
|
||||
frames = [
|
||||
"ship/peregrine/01.png",
|
||||
"ship/peregrine/02.png",
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#![warn(missing_docs)]
|
||||
|
||||
//! Compile-time parameters
|
||||
// TODO: many of these should be moved to a config file or cli option
|
||||
|
||||
/// Minimum zoom level
|
||||
pub const ZOOM_MIN: f32 = 200.0;
|
||||
|
@ -61,3 +62,6 @@ pub const SPRITE_LIMIT: u32 = 1024;
|
|||
|
||||
/// The maximum number of images we can load
|
||||
pub const IMAGE_LIMIT: u32 = 1024;
|
||||
|
||||
/// Where we should look for packed assets
|
||||
pub const ASSET_CACHE: &'static str = "./cache";
|
||||
|
|
|
@ -255,6 +255,11 @@ impl Content {
|
|||
return &self.sprites[h.index as usize];
|
||||
}
|
||||
|
||||
/// Get the list of atlas files we may use
|
||||
pub fn atlas_files(&self) -> &Vec<String> {
|
||||
return &self.sprite_atlas.atlas_list;
|
||||
}
|
||||
|
||||
/// Get a sprite from a path
|
||||
pub fn get_image(&self, p: &Path) -> &SpriteAtlasImage {
|
||||
self.sprite_atlas.index.get(p).unwrap()
|
||||
|
|
|
@ -44,6 +44,10 @@ pub enum RepeatMode {
|
|||
/// After the first frame, jump to the last frame
|
||||
#[serde(rename = "repeat")]
|
||||
Repeat,
|
||||
|
||||
/// Play this animation in reverse after the last frame
|
||||
#[serde(rename = "reverse")]
|
||||
Reverse,
|
||||
}
|
||||
|
||||
impl RepeatMode {
|
||||
|
@ -51,8 +55,9 @@ impl RepeatMode {
|
|||
/// Used to pass this enum into shaders
|
||||
pub fn as_int(&self) -> u32 {
|
||||
match self {
|
||||
Self::Once => 0,
|
||||
Self::Repeat => 1,
|
||||
Self::Repeat => 0,
|
||||
Self::Once => 1,
|
||||
Self::Reverse => 2,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,9 +4,12 @@ mod inputstatus;
|
|||
|
||||
pub use galactica_content as content;
|
||||
|
||||
use anyhow::Result;
|
||||
use galactica_constants;
|
||||
use std::path::PathBuf;
|
||||
use anyhow::{bail, Result};
|
||||
use galactica_constants::{self, ASSET_CACHE};
|
||||
use std::{
|
||||
fs,
|
||||
path::{Path, PathBuf},
|
||||
};
|
||||
use winit::{
|
||||
event::{Event, KeyboardInput, WindowEvent},
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
|
@ -14,11 +17,20 @@ use winit::{
|
|||
};
|
||||
|
||||
fn main() -> Result<()> {
|
||||
// TODO: error if missing
|
||||
let cache_dir = Path::new(ASSET_CACHE);
|
||||
fs::create_dir_all(cache_dir)?;
|
||||
|
||||
let atlas_index = cache_dir.join("spriteatlas.toml");
|
||||
|
||||
if !atlas_index.exists() {
|
||||
bail!("Could not find sprite atlas!");
|
||||
}
|
||||
|
||||
// TODO: pretty error if missing
|
||||
let content = content::Content::load_dir(
|
||||
PathBuf::from(galactica_constants::CONTENT_ROOT),
|
||||
PathBuf::from(galactica_constants::IMAGE_ROOT),
|
||||
PathBuf::from("spriteatlas.toml"),
|
||||
atlas_index,
|
||||
galactica_constants::STARFIELD_SPRITE_NAME.to_owned(),
|
||||
)?;
|
||||
|
||||
|
|
|
@ -78,8 +78,10 @@ impl AtlasSet {
|
|||
pub fn write_image(&mut self, path: &Path, dim: [u32; 2]) -> Result<usize> {
|
||||
let mut f = File::open(&path)?;
|
||||
let mut bytes = Vec::new();
|
||||
f.read_to_end(&mut bytes)?;
|
||||
let img = image::load_from_memory(&bytes)?;
|
||||
f.read_to_end(&mut bytes)
|
||||
.with_context(|| format!("While reading file `{}`", path.display()))?;
|
||||
let img = image::load_from_memory(&bytes)
|
||||
.with_context(|| format!("While loading file `{}`", path.display()))?;
|
||||
|
||||
let mut x = 0;
|
||||
let mut y = 0;
|
||||
|
@ -179,7 +181,7 @@ impl AtlasSet {
|
|||
self.index.index.insert(
|
||||
p.to_path_buf(),
|
||||
SpriteAtlasImage {
|
||||
atlas: atlas_idx,
|
||||
atlas: atlas_idx as u32,
|
||||
x: x as f32 / self.texture_width as f32,
|
||||
y: y as f32 / self.texture_height as f32,
|
||||
w: dim[0] as f32 / self.texture_width as f32,
|
||||
|
@ -190,13 +192,17 @@ impl AtlasSet {
|
|||
return Ok(atlas_idx);
|
||||
}
|
||||
|
||||
pub fn save_files<F>(self, atlas_path: F, index_path: &Path) -> Result<()>
|
||||
pub fn save_files<F>(mut self, atlas_path: F, index_path: &Path) -> Result<()>
|
||||
where
|
||||
F: Fn(usize) -> PathBuf,
|
||||
{
|
||||
// Save atlases
|
||||
for i in 0..self.texture_list.len() {
|
||||
self.texture_list[i].save(atlas_path(i))?;
|
||||
let path = atlas_path(i);
|
||||
self.texture_list[i].save(&path)?;
|
||||
self.index
|
||||
.atlas_list
|
||||
.push(path.file_name().unwrap().to_str().unwrap().to_owned());
|
||||
}
|
||||
|
||||
// Save index
|
||||
|
|
|
@ -11,7 +11,8 @@ use serde::{Deserialize, Serialize};
|
|||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
pub struct SpriteAtlasImage {
|
||||
/// The index of the atlas this image is in
|
||||
pub atlas: usize,
|
||||
/// This is an index in SpriteAtlas.atlas_list
|
||||
pub atlas: u32,
|
||||
|
||||
/// x-position of this image
|
||||
/// (between 0 and 1, using wgpu texture coordinates)
|
||||
|
@ -36,6 +37,9 @@ pub struct SpriteAtlasImage {
|
|||
pub struct SpriteAtlas {
|
||||
/// The images in this atlas
|
||||
pub index: HashMap<PathBuf, SpriteAtlasImage>,
|
||||
|
||||
/// The file names of the atlas textures we've generated
|
||||
pub atlas_list: Vec<String>,
|
||||
}
|
||||
|
||||
impl SpriteAtlas {
|
||||
|
@ -43,6 +47,7 @@ impl SpriteAtlas {
|
|||
pub fn new() -> Self {
|
||||
Self {
|
||||
index: HashMap::new(),
|
||||
atlas_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,16 +2,16 @@ mod atlasset;
|
|||
|
||||
use atlasset::AtlasSet;
|
||||
|
||||
use anyhow::{bail, Result};
|
||||
use anyhow::{bail, Context, Result};
|
||||
use image::io::Reader;
|
||||
use std::path::{Path, PathBuf};
|
||||
use walkdir::WalkDir;
|
||||
|
||||
// TODO: warning when images have extra transparency
|
||||
// TODO: don't re-encode. Direct to gpu?
|
||||
// (maybe not, tiling is slow. Make it work with files first.)
|
||||
// TODO: path for atlas files
|
||||
// TODO: dynamic packing (for plugins)
|
||||
// TODO: standalone cli (galactica should ask to run this)
|
||||
// TODO: randomly assign sprites to textures, for efficiency
|
||||
// TODO: group images by use case
|
||||
|
||||
fn main() -> Result<()> {
|
||||
let mut files = Vec::new();
|
||||
|
@ -38,8 +38,11 @@ fn main() -> Result<()> {
|
|||
}
|
||||
|
||||
let path = e.path().to_path_buf();
|
||||
let reader = Reader::open(&path)?;
|
||||
let dim = reader.into_dimensions()?;
|
||||
let reader = Reader::open(&path)
|
||||
.with_context(|| format!("While reading file `{}`", path.display()))?;
|
||||
let dim = reader.into_dimensions().with_context(|| {
|
||||
format!("While reading dimensions of file `{}`", path.display())
|
||||
})?;
|
||||
files.push((path, [dim.0, dim.1]));
|
||||
total_dim += dim.0 as f64 * dim.1 as f64;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,43 @@
|
|||
// Pick frame of animation from an instance.
|
||||
//
|
||||
// This function assumes that the uniform header has been loaded,
|
||||
// and that `InstanceInput` contains a field `texture_index`
|
||||
fn animate(instance: InstanceInput, age: f32) -> u32 {
|
||||
|
||||
let idx = instance.texture_index;
|
||||
let len = sprites.data[idx].frame_count;
|
||||
let rep = sprites.data[idx].repeatmode;
|
||||
let fps = sprites.data[idx].fps;
|
||||
var frame: u32 = u32(0);
|
||||
|
||||
|
||||
// Repeat
|
||||
if rep == u32(1) {
|
||||
|
||||
frame = u32(min(
|
||||
(age / fps),
|
||||
f32(len) - 1.0
|
||||
));
|
||||
|
||||
// Reverse
|
||||
} else if rep == u32(2) {
|
||||
let x = age / fps;
|
||||
let m = f32(len) * 2.0 - 1.0;
|
||||
// x fmod m
|
||||
frame = u32(x - floor(x / m) * m);
|
||||
|
||||
if frame >= len {
|
||||
frame = len + len - frame - u32(1);
|
||||
}
|
||||
|
||||
// Repeat (default)
|
||||
} else {
|
||||
let x = age / fps;
|
||||
let m = f32(len);
|
||||
// x fmod m
|
||||
frame = u32(x - floor(x / m) * m);
|
||||
|
||||
}
|
||||
|
||||
return frame + sprites.data[idx].first_frame;
|
||||
}
|
|
@ -26,39 +26,7 @@ var texture_array: binding_array<texture_2d<f32>>;
|
|||
var sampler_array: binding_array<sampler>;
|
||||
|
||||
|
||||
fn fmod(x: f32, m: f32) -> f32 {
|
||||
return x - floor(x / m) * m;
|
||||
}
|
||||
|
||||
// Returns texture index
|
||||
// TODO: random age
|
||||
// TODO: preprocessor include function
|
||||
// TODO: packed location config, better error
|
||||
// TODO: bounce animations
|
||||
// TODO: animation randomness?
|
||||
fn animate(instance: InstanceInput) -> u32 {
|
||||
// Age doesn't make sense here, so arbitrarily pick zero.
|
||||
let age = global.current_time.x;
|
||||
let len = sprites.data[instance.texture_index].frame_count;
|
||||
let rep = sprites.data[instance.texture_index].repeatmode;
|
||||
let fps = sprites.data[instance.texture_index].fps;
|
||||
var frame: u32 = u32(0);
|
||||
if rep == u32(1) {
|
||||
// Repeat
|
||||
frame = u32(fmod(
|
||||
(age / fps),
|
||||
f32(len)
|
||||
));
|
||||
} else {
|
||||
// Once
|
||||
frame = u32(min(
|
||||
(age / fps),
|
||||
f32(len) - 1.0
|
||||
));
|
||||
}
|
||||
|
||||
return frame + sprites.data[instance.texture_index].first_frame;
|
||||
}
|
||||
// INCLUDE: animate.wgsl
|
||||
|
||||
@vertex
|
||||
fn vertex_main(
|
||||
|
@ -76,8 +44,8 @@ fn vertex_main(
|
|||
var out: VertexOutput;
|
||||
out.position = transform * vec4<f32>(vertex.position, 1.0);
|
||||
|
||||
let t = atlas.data[animate(instance)];
|
||||
out.texture_index = u32(0);
|
||||
let t = atlas.data[animate(instance, global.current_time.x)];
|
||||
out.texture_index = t.atlas_texture;
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
|
|
|
@ -29,33 +29,7 @@ var texture_array: binding_array<texture_2d<f32>>;
|
|||
var sampler_array: binding_array<sampler>;
|
||||
|
||||
|
||||
// Returns texture index
|
||||
fn animate(instance: InstanceInput) -> u32 {
|
||||
let age = global.current_time.x - instance.created;
|
||||
let len = sprites.data[instance.texture_index].frame_count;
|
||||
let rep = sprites.data[instance.texture_index].repeatmode;
|
||||
let fps = sprites.data[instance.texture_index].fps;
|
||||
var frame: u32 = u32(0);
|
||||
if rep == u32(1) {
|
||||
// Repeat
|
||||
frame = u32(fmod(
|
||||
(age / fps),
|
||||
f32(len)
|
||||
));
|
||||
} else {
|
||||
// Once
|
||||
frame = u32(min(
|
||||
(age / fps),
|
||||
f32(len) - 1.0
|
||||
));
|
||||
}
|
||||
|
||||
return frame + sprites.data[instance.texture_index].first_frame;
|
||||
}
|
||||
|
||||
fn fmod(x: f32, m: f32) -> f32 {
|
||||
return x - floor(x / m) * m;
|
||||
}
|
||||
// INCLUDE: animate.wgsl
|
||||
|
||||
@vertex
|
||||
fn vertex_main(
|
||||
|
@ -66,51 +40,25 @@ fn vertex_main(
|
|||
var out: VertexOutput;
|
||||
out.texture_coords = vertex.texture_coords;
|
||||
|
||||
// Skip expired particles
|
||||
if instance.expires < global.current_time.x {
|
||||
out.texture_index = u32(0);
|
||||
// Draw off screen
|
||||
out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
let age = global.current_time.x - instance.created;
|
||||
|
||||
let len = sprites.data[instance.texture_index].frame_count;
|
||||
let rep = sprites.data[instance.texture_index].repeatmode;
|
||||
let fps = sprites.data[instance.texture_index].fps;
|
||||
var frame: u32 = u32(0);
|
||||
if rep == u32(1) {
|
||||
// Repeat
|
||||
frame = u32(fmod(
|
||||
(age / fps),
|
||||
f32(len)
|
||||
));
|
||||
} else {
|
||||
// Once
|
||||
frame = u32(min(
|
||||
(age / fps),
|
||||
f32(len) - 1.0
|
||||
));
|
||||
}
|
||||
|
||||
let t = atlas.data[animate(instance)];
|
||||
out.texture_index = u32(0);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
|
||||
}
|
||||
|
||||
// Apply transformations
|
||||
let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
|
||||
|
||||
var scale: f32 = instance.size / global.camera_zoom.x;
|
||||
var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
|
||||
|
||||
pos = pos * vec2<f32>(
|
||||
sprites.data[instance.texture_index].aspect * scale / global.window_aspect.x,
|
||||
scale
|
||||
);
|
||||
|
||||
pos = rotation * pos;
|
||||
|
||||
var ipos: vec2<f32> = (
|
||||
|
@ -125,6 +73,19 @@ fn vertex_main(
|
|||
);
|
||||
|
||||
out.position = vec4<f32>(pos, 0.0, 1.0);
|
||||
|
||||
|
||||
// Compute texture coordinates
|
||||
let t = atlas.data[animate(instance, age)];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
|
|
@ -25,7 +25,6 @@ var sampler_array: binding_array<sampler>;
|
|||
|
||||
|
||||
|
||||
|
||||
fn fmod(x: vec2<f32>, m: f32) -> vec2<f32> {
|
||||
return x - floor(x / m) * m;
|
||||
}
|
||||
|
@ -108,9 +107,11 @@ fn vertex_main(
|
|||
|
||||
out.position = vec4<f32>(pos, 0.0, 1.0) * instance.position.z;
|
||||
|
||||
|
||||
// Starfield sprites may not be animated
|
||||
let i = sprites.data[global.starfield_sprite.x].first_frame;
|
||||
let t = atlas.data[i];
|
||||
out.texture_index = u32(0);
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
|
|
|
@ -27,6 +27,7 @@ var texture_array: binding_array<texture_2d<f32>>;
|
|||
var sampler_array: binding_array<sampler>;
|
||||
|
||||
|
||||
// INCLUDE: animate.wgsl
|
||||
|
||||
|
||||
@vertex
|
||||
|
@ -46,9 +47,9 @@ fn vertex_main(
|
|||
out.position = transform * vec4<f32>(vertex.position, 1.0);
|
||||
out.color_transform = instance.color_transform;
|
||||
|
||||
let i = sprites.data[instance.texture_index].first_frame;
|
||||
let t = atlas.data[i];
|
||||
out.texture_index = u32(0);
|
||||
// Pick texture frame
|
||||
let t = atlas.data[animate(instance, global.current_time.x)];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
|
|
|
@ -11,6 +11,11 @@ pub struct ImageLocation {
|
|||
pub ypos: f32,
|
||||
pub width: f32,
|
||||
pub height: f32,
|
||||
|
||||
// The index of the texture this image is in
|
||||
pub atlas_texture: u32,
|
||||
|
||||
pub _padding: [f32; 3],
|
||||
}
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
|
|
|
@ -44,6 +44,12 @@ impl GlobalUniform {
|
|||
ypos: f32,
|
||||
width: f32,
|
||||
height: f32,
|
||||
|
||||
atlas_texture: u32,
|
||||
|
||||
padding_a: f32,
|
||||
padding_b: f32,
|
||||
padding_c: f32,
|
||||
};
|
||||
"#,
|
||||
);
|
||||
|
|
|
@ -60,17 +60,29 @@ struct VertexBuffers {
|
|||
particle: Rc<VertexBuffer>,
|
||||
}
|
||||
|
||||
/// Preprocess shader files
|
||||
/// Basic wgsl preprocesser
|
||||
fn preprocess_shader(
|
||||
shader: &str,
|
||||
global_uniform: &GlobalUniform,
|
||||
global_uniform_group: u32,
|
||||
) -> String {
|
||||
// Insert common headers
|
||||
shader.replace(
|
||||
// Insert dynamically-generated global definitions
|
||||
let shader = shader.replace(
|
||||
"// INCLUDE: global uniform header",
|
||||
&global_uniform.shader_header(global_uniform_group),
|
||||
)
|
||||
);
|
||||
|
||||
// Insert common functions
|
||||
let shader = shader.replace(
|
||||
"// INCLUDE: animate.wgsl",
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/include/",
|
||||
"animate.wgsl"
|
||||
)),
|
||||
);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
impl GPUState {
|
||||
|
|
|
@ -4,9 +4,10 @@ use crate::{
|
|||
};
|
||||
use anyhow::Result;
|
||||
use bytemuck::Zeroable;
|
||||
use galactica_constants::ASSET_CACHE;
|
||||
use galactica_packer::SpriteAtlasImage;
|
||||
use image::GenericImageView;
|
||||
use std::{fs::File, io::Read, num::NonZeroU32};
|
||||
use std::{fs::File, io::Read, num::NonZeroU32, path::Path};
|
||||
use wgpu::BindGroupLayout;
|
||||
|
||||
pub(crate) struct RawTexture {
|
||||
|
@ -94,11 +95,19 @@ impl TextureArray {
|
|||
// Load all textures
|
||||
let mut texture_data = Vec::new();
|
||||
|
||||
println!("opening image");
|
||||
let mut f = File::open("atlas-0.bmp")?;
|
||||
for a in ct.atlas_files() {
|
||||
println!("opening {a}");
|
||||
let p = Path::new(ASSET_CACHE);
|
||||
let mut f = File::open(p.join(a))?;
|
||||
let mut bytes = Vec::new();
|
||||
f.read_to_end(&mut bytes)?;
|
||||
texture_data.push(RawTexture::from_bytes(&device, &queue, &bytes, "Atlas")?);
|
||||
texture_data.push(RawTexture::from_bytes(
|
||||
&device,
|
||||
&queue,
|
||||
&bytes,
|
||||
&format!("Atlas `{a}`"),
|
||||
)?);
|
||||
}
|
||||
|
||||
let mut image_locations = ImageLocationArray::zeroed();
|
||||
let mut sprite_data = SpriteDataArray::zeroed();
|
||||
|
@ -125,6 +134,8 @@ impl TextureArray {
|
|||
ypos: image.y,
|
||||
width: image.w,
|
||||
height: image.h,
|
||||
atlas_texture: image.atlas,
|
||||
_padding: Default::default(),
|
||||
};
|
||||
image_counter += 1;
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@ pub fn build_radar(
|
|||
let hide_range = 0.85;
|
||||
let shrink_distance = 20.0;
|
||||
let system_object_scale = 1.0 / 600.0;
|
||||
let ship_scale = 1.0 / 10.0;
|
||||
let ship_scale = 1.0 / 15.0;
|
||||
|
||||
let (_, player_body) = physics.get_ship_body(player).unwrap();
|
||||
let player_position = util::rigidbody_position(player_body);
|
||||
|
|
Loading…
Reference in New Issue