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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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||||||
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/cache
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||||||
/target
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/target
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||||||
*.ignore
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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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## Specific Jobs
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||||||
- Particle variation
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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: health, shield, fuel, heat, energy bars
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- UI: text arranger
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- UI: text arranger
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- Sound system
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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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----------------------------------
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@ -57,6 +56,11 @@
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- how to target them
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- how to target them
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- where to go
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- where to go
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- etc, extra flags
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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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## Faction interaction
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@ -73,7 +77,6 @@
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- Frame timings (compute/render/physics/etc)
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- Frame timings (compute/render/physics/etc)
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- Elegantly handle lost focus
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- Elegantly handle lost focus
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- Pause game
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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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- 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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- 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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- 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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- 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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- Better error when run outside of directory
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- Documentation site & front page
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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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## Content
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- Angled engines
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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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- Turn engine flares
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- Reverse 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 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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- Turrets
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- Weapons with ammunition
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- Weapons with ammunition
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- Enable/disable weapons
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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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- Important objects affect camera
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## Visuals
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## Visuals
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- Particles
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- Dynamic lighting (planets & ships)
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- Dynamic lighting (planets & ships)
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- Motion blur
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- Motion blur
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- Zoom parallax (?)
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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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- Ship outlines in radar
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- Engine flare ease in/out
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- Engine flare ease in/out
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- Lens flare
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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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## Write and Document
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- Parallax
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- Parallax
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@ -1,5 +1,5 @@
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[ship."Gypsum"]
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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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size = 100
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mass = 1
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mass = 1
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hull = 200
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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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file = "ship/gypsum.png"
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[sprite."ship::peregrine"]
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[sprite."ship::peregrine"]
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duration = 1
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duration = 1.3
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repeat = "repeat"
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repeat = "reverse"
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frames = [
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frames = [
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"ship/peregrine/01.png",
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"ship/peregrine/01.png",
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"ship/peregrine/02.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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#![warn(missing_docs)]
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//! Compile-time parameters
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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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/// Minimum zoom level
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pub const ZOOM_MIN: f32 = 200.0;
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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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/// The maximum number of images we can load
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pub const IMAGE_LIMIT: u32 = 1024;
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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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@ -255,6 +255,11 @@ impl Content {
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return &self.sprites[h.index as usize];
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return &self.sprites[h.index as usize];
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}
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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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/// Get a sprite from a path
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pub fn get_image(&self, p: &Path) -> &SpriteAtlasImage {
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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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self.sprite_atlas.index.get(p).unwrap()
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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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/// After the first frame, jump to the last frame
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#[serde(rename = "repeat")]
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#[serde(rename = "repeat")]
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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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}
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impl RepeatMode {
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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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/// Used to pass this enum into shaders
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pub fn as_int(&self) -> u32 {
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pub fn as_int(&self) -> u32 {
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match self {
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match self {
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Self::Once => 0,
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Self::Repeat => 0,
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Self::Repeat => 1,
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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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}
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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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pub use galactica_content as content;
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use anyhow::Result;
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use anyhow::{bail, Result};
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use galactica_constants;
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use galactica_constants::{self, ASSET_CACHE};
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use std::path::PathBuf;
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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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use winit::{
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event::{Event, KeyboardInput, WindowEvent},
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event::{Event, KeyboardInput, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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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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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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|
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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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let content = content::Content::load_dir(
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PathBuf::from(galactica_constants::CONTENT_ROOT),
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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(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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galactica_constants::STARFIELD_SPRITE_NAME.to_owned(),
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||||||
)?;
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)?;
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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> {
|
pub fn write_image(&mut self, path: &Path, dim: [u32; 2]) -> Result<usize> {
|
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let mut f = File::open(&path)?;
|
let mut f = File::open(&path)?;
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let mut bytes = Vec::new();
|
let mut bytes = Vec::new();
|
||||||
f.read_to_end(&mut bytes)?;
|
f.read_to_end(&mut bytes)
|
||||||
let img = image::load_from_memory(&bytes)?;
|
.with_context(|| format!("While reading file `{}`", path.display()))?;
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||||||
|
let img = image::load_from_memory(&bytes)
|
||||||
|
.with_context(|| format!("While loading file `{}`", path.display()))?;
|
||||||
|
|
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let mut x = 0;
|
let mut x = 0;
|
||||||
let mut y = 0;
|
let mut y = 0;
|
||||||
|
@ -179,7 +181,7 @@ impl AtlasSet {
|
||||||
self.index.index.insert(
|
self.index.index.insert(
|
||||||
p.to_path_buf(),
|
p.to_path_buf(),
|
||||||
SpriteAtlasImage {
|
SpriteAtlasImage {
|
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atlas: atlas_idx,
|
atlas: atlas_idx as u32,
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x: x as f32 / self.texture_width as f32,
|
x: x as f32 / self.texture_width as f32,
|
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y: y as f32 / self.texture_height as f32,
|
y: y as f32 / self.texture_height as f32,
|
||||||
w: dim[0] as f32 / self.texture_width as f32,
|
w: dim[0] as f32 / self.texture_width as f32,
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||||||
|
@ -190,13 +192,17 @@ impl AtlasSet {
|
||||||
return Ok(atlas_idx);
|
return Ok(atlas_idx);
|
||||||
}
|
}
|
||||||
|
|
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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
|
where
|
||||||
F: Fn(usize) -> PathBuf,
|
F: Fn(usize) -> PathBuf,
|
||||||
{
|
{
|
||||||
// Save atlases
|
// Save atlases
|
||||||
for i in 0..self.texture_list.len() {
|
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
|
// Save index
|
||||||
|
|
|
@ -11,7 +11,8 @@ use serde::{Deserialize, Serialize};
|
||||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||||
pub struct SpriteAtlasImage {
|
pub struct SpriteAtlasImage {
|
||||||
/// The index of the atlas this image is in
|
/// 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
|
/// x-position of this image
|
||||||
/// (between 0 and 1, using wgpu texture coordinates)
|
/// (between 0 and 1, using wgpu texture coordinates)
|
||||||
|
@ -36,6 +37,9 @@ pub struct SpriteAtlasImage {
|
||||||
pub struct SpriteAtlas {
|
pub struct SpriteAtlas {
|
||||||
/// The images in this atlas
|
/// The images in this atlas
|
||||||
pub index: HashMap<PathBuf, SpriteAtlasImage>,
|
pub index: HashMap<PathBuf, SpriteAtlasImage>,
|
||||||
|
|
||||||
|
/// The file names of the atlas textures we've generated
|
||||||
|
pub atlas_list: Vec<String>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl SpriteAtlas {
|
impl SpriteAtlas {
|
||||||
|
@ -43,6 +47,7 @@ impl SpriteAtlas {
|
||||||
pub fn new() -> Self {
|
pub fn new() -> Self {
|
||||||
Self {
|
Self {
|
||||||
index: HashMap::new(),
|
index: HashMap::new(),
|
||||||
|
atlas_list: Vec::new(),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,16 +2,16 @@ mod atlasset;
|
||||||
|
|
||||||
use atlasset::AtlasSet;
|
use atlasset::AtlasSet;
|
||||||
|
|
||||||
use anyhow::{bail, Result};
|
use anyhow::{bail, Context, Result};
|
||||||
use image::io::Reader;
|
use image::io::Reader;
|
||||||
use std::path::{Path, PathBuf};
|
use std::path::{Path, PathBuf};
|
||||||
use walkdir::WalkDir;
|
use walkdir::WalkDir;
|
||||||
|
|
||||||
// TODO: warning when images have extra transparency
|
// 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: 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<()> {
|
fn main() -> Result<()> {
|
||||||
let mut files = Vec::new();
|
let mut files = Vec::new();
|
||||||
|
@ -38,8 +38,11 @@ fn main() -> Result<()> {
|
||||||
}
|
}
|
||||||
|
|
||||||
let path = e.path().to_path_buf();
|
let path = e.path().to_path_buf();
|
||||||
let reader = Reader::open(&path)?;
|
let reader = Reader::open(&path)
|
||||||
let dim = reader.into_dimensions()?;
|
.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]));
|
files.push((path, [dim.0, dim.1]));
|
||||||
total_dim += dim.0 as f64 * dim.1 as f64;
|
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>;
|
var sampler_array: binding_array<sampler>;
|
||||||
|
|
||||||
|
|
||||||
fn fmod(x: f32, m: f32) -> f32 {
|
// INCLUDE: animate.wgsl
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
fn vertex_main(
|
fn vertex_main(
|
||||||
|
@ -76,8 +44,8 @@ fn vertex_main(
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
out.position = transform * vec4<f32>(vertex.position, 1.0);
|
out.position = transform * vec4<f32>(vertex.position, 1.0);
|
||||||
|
|
||||||
let t = atlas.data[animate(instance)];
|
let t = atlas.data[animate(instance, global.current_time.x)];
|
||||||
out.texture_index = u32(0);
|
out.texture_index = t.atlas_texture;
|
||||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||||
if vertex.texture_coords.x == 1.0 {
|
if vertex.texture_coords.x == 1.0 {
|
||||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
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>;
|
var sampler_array: binding_array<sampler>;
|
||||||
|
|
||||||
|
|
||||||
// Returns texture index
|
// INCLUDE: animate.wgsl
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
fn vertex_main(
|
fn vertex_main(
|
||||||
|
@ -66,51 +40,25 @@ fn vertex_main(
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
out.texture_coords = vertex.texture_coords;
|
out.texture_coords = vertex.texture_coords;
|
||||||
|
|
||||||
|
// Skip expired particles
|
||||||
if instance.expires < global.current_time.x {
|
if instance.expires < global.current_time.x {
|
||||||
out.texture_index = u32(0);
|
out.texture_index = u32(0);
|
||||||
|
// Draw off screen
|
||||||
out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
|
out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
let age = global.current_time.x - instance.created;
|
let age = global.current_time.x - instance.created;
|
||||||
|
|
||||||
let len = sprites.data[instance.texture_index].frame_count;
|
// Apply transformations
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
|
let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
|
||||||
|
|
||||||
var scale: f32 = instance.size / global.camera_zoom.x;
|
var scale: f32 = instance.size / global.camera_zoom.x;
|
||||||
var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
|
var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
|
||||||
|
|
||||||
pos = pos * vec2<f32>(
|
pos = pos * vec2<f32>(
|
||||||
sprites.data[instance.texture_index].aspect * scale / global.window_aspect.x,
|
sprites.data[instance.texture_index].aspect * scale / global.window_aspect.x,
|
||||||
scale
|
scale
|
||||||
);
|
);
|
||||||
|
|
||||||
pos = rotation * pos;
|
pos = rotation * pos;
|
||||||
|
|
||||||
var ipos: vec2<f32> = (
|
var ipos: vec2<f32> = (
|
||||||
|
@ -125,6 +73,19 @@ fn vertex_main(
|
||||||
);
|
);
|
||||||
|
|
||||||
out.position = vec4<f32>(pos, 0.0, 1.0);
|
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;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -25,7 +25,6 @@ var sampler_array: binding_array<sampler>;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
fn fmod(x: vec2<f32>, m: f32) -> vec2<f32> {
|
fn fmod(x: vec2<f32>, m: f32) -> vec2<f32> {
|
||||||
return x - floor(x / m) * m;
|
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;
|
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 i = sprites.data[global.starfield_sprite.x].first_frame;
|
||||||
let t = atlas.data[i];
|
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);
|
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||||
if vertex.texture_coords.x == 1.0 {
|
if vertex.texture_coords.x == 1.0 {
|
||||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
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>;
|
var sampler_array: binding_array<sampler>;
|
||||||
|
|
||||||
|
|
||||||
|
// INCLUDE: animate.wgsl
|
||||||
|
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
|
@ -46,9 +47,9 @@ fn vertex_main(
|
||||||
out.position = transform * vec4<f32>(vertex.position, 1.0);
|
out.position = transform * vec4<f32>(vertex.position, 1.0);
|
||||||
out.color_transform = instance.color_transform;
|
out.color_transform = instance.color_transform;
|
||||||
|
|
||||||
let i = sprites.data[instance.texture_index].first_frame;
|
// Pick texture frame
|
||||||
let t = atlas.data[i];
|
let t = atlas.data[animate(instance, global.current_time.x)];
|
||||||
out.texture_index = u32(0);
|
out.texture_index = u32(t.atlas_texture);
|
||||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||||
if vertex.texture_coords.x == 1.0 {
|
if vertex.texture_coords.x == 1.0 {
|
||||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
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 ypos: f32,
|
||||||
pub width: f32,
|
pub width: f32,
|
||||||
pub height: 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)]
|
#[derive(Debug, Copy, Clone)]
|
||||||
|
|
|
@ -44,6 +44,12 @@ impl GlobalUniform {
|
||||||
ypos: f32,
|
ypos: f32,
|
||||||
width: f32,
|
width: f32,
|
||||||
height: f32,
|
height: f32,
|
||||||
|
|
||||||
|
atlas_texture: u32,
|
||||||
|
|
||||||
|
padding_a: f32,
|
||||||
|
padding_b: f32,
|
||||||
|
padding_c: f32,
|
||||||
};
|
};
|
||||||
"#,
|
"#,
|
||||||
);
|
);
|
||||||
|
|
|
@ -60,17 +60,29 @@ struct VertexBuffers {
|
||||||
particle: Rc<VertexBuffer>,
|
particle: Rc<VertexBuffer>,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Preprocess shader files
|
/// Basic wgsl preprocesser
|
||||||
fn preprocess_shader(
|
fn preprocess_shader(
|
||||||
shader: &str,
|
shader: &str,
|
||||||
global_uniform: &GlobalUniform,
|
global_uniform: &GlobalUniform,
|
||||||
global_uniform_group: u32,
|
global_uniform_group: u32,
|
||||||
) -> String {
|
) -> String {
|
||||||
// Insert common headers
|
// Insert dynamically-generated global definitions
|
||||||
shader.replace(
|
let shader = shader.replace(
|
||||||
"// INCLUDE: global uniform header",
|
"// INCLUDE: global uniform header",
|
||||||
&global_uniform.shader_header(global_uniform_group),
|
&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 {
|
impl GPUState {
|
||||||
|
|
|
@ -4,9 +4,10 @@ use crate::{
|
||||||
};
|
};
|
||||||
use anyhow::Result;
|
use anyhow::Result;
|
||||||
use bytemuck::Zeroable;
|
use bytemuck::Zeroable;
|
||||||
|
use galactica_constants::ASSET_CACHE;
|
||||||
use galactica_packer::SpriteAtlasImage;
|
use galactica_packer::SpriteAtlasImage;
|
||||||
use image::GenericImageView;
|
use image::GenericImageView;
|
||||||
use std::{fs::File, io::Read, num::NonZeroU32};
|
use std::{fs::File, io::Read, num::NonZeroU32, path::Path};
|
||||||
use wgpu::BindGroupLayout;
|
use wgpu::BindGroupLayout;
|
||||||
|
|
||||||
pub(crate) struct RawTexture {
|
pub(crate) struct RawTexture {
|
||||||
|
@ -94,11 +95,19 @@ impl TextureArray {
|
||||||
// Load all textures
|
// Load all textures
|
||||||
let mut texture_data = Vec::new();
|
let mut texture_data = Vec::new();
|
||||||
|
|
||||||
println!("opening image");
|
for a in ct.atlas_files() {
|
||||||
let mut f = File::open("atlas-0.bmp")?;
|
println!("opening {a}");
|
||||||
|
let p = Path::new(ASSET_CACHE);
|
||||||
|
let mut f = File::open(p.join(a))?;
|
||||||
let mut bytes = Vec::new();
|
let mut bytes = Vec::new();
|
||||||
f.read_to_end(&mut bytes)?;
|
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 image_locations = ImageLocationArray::zeroed();
|
||||||
let mut sprite_data = SpriteDataArray::zeroed();
|
let mut sprite_data = SpriteDataArray::zeroed();
|
||||||
|
@ -125,6 +134,8 @@ impl TextureArray {
|
||||||
ypos: image.y,
|
ypos: image.y,
|
||||||
width: image.w,
|
width: image.w,
|
||||||
height: image.h,
|
height: image.h,
|
||||||
|
atlas_texture: image.atlas,
|
||||||
|
_padding: Default::default(),
|
||||||
};
|
};
|
||||||
image_counter += 1;
|
image_counter += 1;
|
||||||
}
|
}
|
||||||
|
|
|
@ -20,7 +20,7 @@ pub fn build_radar(
|
||||||
let hide_range = 0.85;
|
let hide_range = 0.85;
|
||||||
let shrink_distance = 20.0;
|
let shrink_distance = 20.0;
|
||||||
let system_object_scale = 1.0 / 600.0;
|
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_body) = physics.get_ship_body(player).unwrap();
|
||||||
let player_position = util::rigidbody_position(player_body);
|
let player_position = util::rigidbody_position(player_body);
|
||||||
|
|
Loading…
Reference in New Issue