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