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9 Commits
246079b33a
...
7334ebd00e
Author | SHA1 | Date |
---|---|---|
Mark | 7334ebd00e | |
Mark | 0570a13f1b | |
Mark | 62d63be55e | |
Mark | 1ae8e6c5a8 | |
Mark | 81dc7b170c | |
Mark | fa46c76fd2 | |
Mark | 3c5ede28e4 | |
Mark | df7baa338c | |
Mark | 3561baa99c |
|
@ -777,8 +777,9 @@ dependencies = [
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[[package]]
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name = "glyphon"
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version = "0.3.0"
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source = "git+https://github.com/grovesNL/glyphon.git?rev=b15437b87f4082e7a96a2ba05ed5063a6047cf95#b15437b87f4082e7a96a2ba05ed5063a6047cf95"
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version = "0.4.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "17e87235dcba36007d4990db6253ac04e4efbd16df1f0812c2fefb1217aa2644"
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dependencies = [
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"cosmic-text",
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"etagere",
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@ -1043,9 +1044,9 @@ checksum = "b5e6163cb8c49088c2c36f57875e58ccd8c87c7427f7fbd50ea6710b2f3f2e8f"
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[[package]]
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name = "lru"
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version = "0.11.1"
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version = "0.12.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "a4a83fb7698b3643a0e34f9ae6f2e8f0178c0fd42f8b59d493aa271ff3a5bf21"
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checksum = "2994eeba8ed550fd9b47a0b38f0242bc3344e496483c6180b69139cc2fa5d1d7"
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dependencies = [
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"hashbrown",
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]
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|
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@ -63,6 +63,4 @@ anyhow = "1.0"
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rand = "0.8.5"
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walkdir = "2.4.0"
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toml = "0.8.8"
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# Glyphon's crates.io release doesn't support wgpu 0.18 yet
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glyphon = { git = "https://github.com/grovesNL/glyphon.git", rev = "b15437b87f4082e7a96a2ba05ed5063a6047cf95" }
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glyphon = "0.4.1"
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2
TODO.md
2
TODO.md
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@ -6,6 +6,7 @@
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## Small jobs
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- 🌟 Better planet desc formatting
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- Procedural suns
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- 🌟 Back arrow -> reverse
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- No wobble for ai ships & autopilot
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@ -43,6 +44,7 @@
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- Projectile performance
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- Starfield clusters, shader instead of an array?
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- Collider groups for factions? (projectile optimization)
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- Better error when sprite is missing from atlas
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## 🌟 Player selection
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- Planet name, ring, and distance
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 9746acb16c6e2c5f6f232e8d1b53e27fb9ef486e
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Subproject commit b4fe8111c7b1cb17987bbff095bd50e61e2d8998
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@ -61,6 +61,16 @@ file = "ui/radarframe.png"
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[sprite."ui::centerarrow"]
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file = "ui/center-arrow.png"
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[sprite."ui::planet"]
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file = "ui/planet.png"
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[sprite."ui::landscape::test"]
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file = "ui/landscape/test.png"
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[sprite."ui::landscapemask"]
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file = "ui/landscape-mask.png"
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[sprite."particle::blaster"]
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timing.duration = 0.15
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repeat = "once"
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@ -15,6 +15,20 @@ object.earth.size = 1000
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# TODO: satisfy conditions to land
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object.earth.landable = true
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object.earth.name = "Earth"
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object.earth.desc = """
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The ancestral home world of humanity, Earth has a population twice that of any other inhabited planet.
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Sprawling cities cover large portions of its surface, many of them overcrowded and dangerous.
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Some people work to scrape together enough money to leave, while at the same time others, born
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on distant worlds, make a pilgrimage of sorts to see this planet that once cradled the entirety
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of the human species.
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<br><br>
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Earth is also the capital of the Republic. Representative government becomes complicated when
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one planet has a greater population than a hundred planets elsewhere. As a result,
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settlements of less than a million are grouped together into planetary districts that
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elect a single representative between them - a source of much frustration in the frontier worlds.
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"""
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object.luna.sprite = "planet::luna"
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object.luna.position.center = "earth"
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@ -29,6 +29,8 @@ pub(crate) mod syntax {
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pub radius: Option<f32>,
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pub angle: Option<f32>,
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pub landable: Option<bool>,
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pub name: Option<String>,
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pub desc: Option<String>,
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}
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#[derive(Debug, Deserialize)]
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@ -122,6 +124,12 @@ pub struct SystemObject {
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/// If true, ships may land on this object
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pub landable: bool,
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/// The display name of this object
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pub name: String,
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/// The description of this object
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pub desc: String,
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}
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/// Helper function for resolve_position, never called on its own.
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@ -223,6 +231,19 @@ impl crate::Build for System {
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body_index: 0,
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},
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landable: obj.landable.unwrap_or(false),
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name: obj
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.name
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.as_ref()
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.map(|x| x.clone())
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.unwrap_or("".to_string()),
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// TODO: better linebreaks, handle double spaces
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// Tabs
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desc: obj
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.desc
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.as_ref()
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.map(|x| x.replace("\n", " ").replace("<br>", "\n"))
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.unwrap_or("".to_string()),
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});
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}
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@ -44,7 +44,7 @@ impl<'a> Game {
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ShipHandle { index: 0 },
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FactionHandle { index: 0 },
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ShipPersonality::Player,
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Point2::new(0.0, 0.0),
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Point2::new(0.0, 4000.0),
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);
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let s = self.state.systemsim.get_ship_mut(&player).unwrap();
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@ -28,6 +28,12 @@ fn anchor(
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} else if anchor == 5u { // NE NE
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trans += vec2(window_dim.x, window_dim.y) / 2.0;
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trans += vec2(-dim.x, -dim.y) / 2.0;
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} else if anchor == 6u { // C C
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trans += vec2(0.0, 0.0) / 2.0;
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trans += vec2(0.0, 0.0) / 2.0;
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} else if anchor == 7u { // C NW
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trans += vec2(0.0, 0.0) / 2.0;
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trans += vec2(dim.x, -dim.y) / 2.0;
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} else { // center / center as default, since it's the most visible variant.
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trans += vec2(0.0, 0.0) / 2.0;
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trans += vec2(0.0, 0.0) / 2.0;
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@ -7,6 +7,7 @@ struct InstanceInput {
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@location(5) size: f32,
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@location(6) color_transform: vec4<f32>,
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@location(7) sprite_index: u32,
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@location(8) mask_index: vec2<u32>,
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};
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struct VertexInput {
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@ -18,7 +19,9 @@ struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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@location(1) texture_index: u32,
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@location(2) color_transform: vec4<f32>,
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@location(2) mask_coords: vec2<f32>,
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@location(3) mask_index: vec2<u32>,
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@location(4) color_transform: vec4<f32>,
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}
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@group(0) @binding(0)
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@ -72,7 +75,7 @@ fn vertex_main(
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// TODO: animate
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// TODO: function to get texture from sprite
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// Pick texture frame
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let t = global_atlas[u32(animate(instance.sprite_index, global_data.current_time.x, 0.0))];
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out.texture_index = u32(t.atlas_texture);
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@ -84,16 +87,55 @@ fn vertex_main(
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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// Pick mask image if mask is enabled
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// x coordinate of mask index is either 0 or 1, telling us whether or not to use a mask.
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// y coordinate is mask sprite index
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if instance.mask_index.x == 1u {
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let ms = global_sprites[instance.mask_index.y].first_frame;
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let m = global_atlas[ms];
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out.mask_index = vec2(1u, u32(m.atlas_texture));
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out.mask_coords = vec2(m.xpos, m.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.mask_coords = vec2(out.mask_coords.x + m.width, out.mask_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.mask_coords = vec2(out.mask_coords.x, out.mask_coords.y + m.height);
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}
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} else {
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out.mask_coords = vec2(0.0, 0.0);
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out.mask_index = vec2(0u, 0u);
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}
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return out;
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}
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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var mask: f32 = 1.0;
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if in.mask_index.x == 1u {
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mask = textureSampleLevel(
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texture_array[in.mask_index.y],
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sampler_array[0],
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in.mask_coords,
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0.0
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).a;
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}
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var color: vec4<f32> = textureSampleLevel(
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texture_array[in.texture_index],
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sampler_array[0],
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in.texture_coords,
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0.0
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).rgba * in.color_transform;
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// Apply mask and discard fully transparent pixels
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color = vec4(color.rgb, color.a *mask);
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if color.a == 0.0 {
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discard;
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}
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return color;
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}
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@ -1,78 +0,0 @@
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use galactica_content::{Content, SystemHandle};
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use galactica_playeragent::PlayerAgent;
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use galactica_system::phys::{ParticleBuilder, PhysSim};
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use galactica_util::timing::Timing;
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use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
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use nalgebra::Vector2;
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use std::rc::Rc;
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use wgpu::BufferAddress;
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use winit::window::Window;
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use crate::{globaluniform::GlobalUniform, vertexbuffer::VertexBuffer};
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/// Bundles parameters passed to a single call to GPUState::render
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pub struct RenderInput<'a> {
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/// Camera position, in world units
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pub camera_pos: Vector2<f32>,
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/// Player ship data
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pub player: &'a PlayerAgent,
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/// The system we're currently in
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pub current_system: SystemHandle,
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/// Height of screen, in world units
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pub camera_zoom: f32,
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/// The world state to render
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pub systemsim: &'a PhysSim,
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// TODO: handle overflow. is it a problem?
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/// The current time, in seconds
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pub current_time: f32,
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/// Game content
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pub ct: &'a Content,
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/// Particles to spawn during this frame
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pub particles: &'a Vec<ParticleBuilder>,
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/// Time we spent in each part of the game loop
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pub timing: Timing,
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}
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/// Renderer state. A reference to this struct is often passed to helper functions.
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pub(crate) struct RenderState {
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pub window: Window,
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pub window_size: winit::dpi::PhysicalSize<u32>,
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pub window_aspect: f32,
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pub queue: wgpu::Queue,
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pub global_uniform: GlobalUniform,
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pub vertex_buffers: VertexBuffers,
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pub text_font_system: FontSystem,
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pub text_cache: SwashCache,
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pub text_atlas: TextAtlas,
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pub text_renderer: TextRenderer,
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}
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|
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/// Vertex buffers
|
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pub(crate) struct VertexBuffers {
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// Keeps track of length of each buffer
|
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// Most of these are reset on each frame.
|
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//
|
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// The exception is particle_counter, which
|
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// is never reset, and loops back to zero once
|
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// it exceeds buffer length
|
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pub object_counter: BufferAddress,
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pub ui_counter: BufferAddress,
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pub particle_counter: BufferAddress,
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pub radialbar_counter: BufferAddress,
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|
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pub object: Rc<VertexBuffer>,
|
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pub starfield: Rc<VertexBuffer>,
|
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pub ui: Rc<VertexBuffer>,
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pub particle: Rc<VertexBuffer>,
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pub radialbar: Rc<VertexBuffer>,
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}
|
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@ -3,9 +3,7 @@ use galactica_content::Content;
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use wgpu;
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use winit;
|
||||
|
||||
use crate::{
|
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datastructs::RenderState, starfield::Starfield, texturearray::TextureArray, ui::UiManager,
|
||||
};
|
||||
use crate::{starfield::Starfield, texturearray::TextureArray, ui::UiManager, RenderState};
|
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|
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/// GPUState is very big, so its methods have been split
|
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/// among the following files.
|
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|
|
|
@ -1,28 +1,11 @@
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use anyhow::Result;
|
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use galactica_content::Content;
|
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use galactica_util::constants::{
|
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OBJECT_SPRITE_INSTANCE_LIMIT, PARTICLE_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT,
|
||||
};
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
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use std::rc::Rc;
|
||||
|
||||
use crate::{
|
||||
datastructs::{RenderState, VertexBuffers},
|
||||
globaluniform::GlobalUniform,
|
||||
pipeline::PipelineBuilder,
|
||||
shaderprocessor::preprocess_shader,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
ui::UiManager,
|
||||
vertexbuffer::{
|
||||
consts::{SPRITE_INDICES, SPRITE_VERTICES},
|
||||
types::{
|
||||
ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
|
||||
UiInstance,
|
||||
},
|
||||
VertexBuffer,
|
||||
},
|
||||
GPUState,
|
||||
globaluniform::GlobalUniform, pipeline::PipelineBuilder, shaderprocessor::preprocess_shader,
|
||||
starfield::Starfield, texturearray::TextureArray, ui::UiManager, GPUState, RenderState,
|
||||
VertexBuffers,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
|
@ -90,52 +73,7 @@ impl GPUState {
|
|||
surface.configure(&device, &config);
|
||||
}
|
||||
|
||||
let vertex_buffers = VertexBuffers {
|
||||
object_counter: 0,
|
||||
ui_counter: 0,
|
||||
particle_counter: 0,
|
||||
radialbar_counter: 0,
|
||||
|
||||
object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
|
||||
"object",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
|
||||
"starfield",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
ct.get_config().starfield_instance_limit,
|
||||
)),
|
||||
|
||||
ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
|
||||
"ui",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
UI_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
|
||||
"particle",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
PARTICLE_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
|
||||
"radial bar",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
10,
|
||||
)),
|
||||
};
|
||||
let vertex_buffers = VertexBuffers::new(&device, ct);
|
||||
|
||||
// Load uniforms
|
||||
let global_uniform = GlobalUniform::new(&device);
|
||||
|
@ -197,7 +135,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.object)
|
||||
.set_vertex_buffer(vertex_buffers.get_object())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -213,7 +151,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.starfield)
|
||||
.set_vertex_buffer(vertex_buffers.get_starfield())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -225,7 +163,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.ui)
|
||||
.set_vertex_buffer(vertex_buffers.get_ui())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -241,7 +179,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.particle)
|
||||
.set_vertex_buffer(vertex_buffers.get_particle())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -257,7 +195,7 @@ impl GPUState {
|
|||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.radialbar)
|
||||
.set_vertex_buffer(vertex_buffers.get_radialbar())
|
||||
.set_bind_group_layouts(bind_group_layouts)
|
||||
.build();
|
||||
|
||||
|
@ -281,7 +219,7 @@ impl GPUState {
|
|||
};
|
||||
|
||||
return Ok(Self {
|
||||
ui: UiManager::new(&mut state),
|
||||
ui: UiManager::new(ct, &mut state),
|
||||
device,
|
||||
config,
|
||||
surface,
|
||||
|
|
|
@ -2,13 +2,11 @@
|
|||
|
||||
use bytemuck;
|
||||
use galactica_system::data::ShipState;
|
||||
use galactica_util::{constants::OBJECT_SPRITE_INSTANCE_LIMIT, to_radians};
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Point3};
|
||||
|
||||
use crate::{
|
||||
globaluniform::ObjectData,
|
||||
vertexbuffer::{types::ObjectInstance, BufferObject},
|
||||
GPUState, RenderInput,
|
||||
globaluniform::ObjectData, vertexbuffer::types::ObjectInstance, GPUState, RenderInput,
|
||||
};
|
||||
|
||||
impl GPUState {
|
||||
|
@ -68,7 +66,7 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
|
@ -85,22 +83,11 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: ship_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
});
|
||||
|
||||
let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
|
||||
if {
|
||||
|
@ -115,7 +102,7 @@ impl GPUState {
|
|||
for engine_point in &ship_cnt.engines {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * self.state.vertex_buffers.object_counter as u64,
|
||||
ObjectData::SIZE * self.state.get_object_counter() as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
// Note that we adjust the y-coordinate for half-height,
|
||||
// not the x-coordinate, even though our ships point east
|
||||
|
@ -135,23 +122,10 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64
|
||||
> OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: flare.unwrap().get_index(),
|
||||
object_index: self.state.vertex_buffers.object_counter as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
object_index: self.state.get_object_counter() as u32,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -191,7 +165,7 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
|
@ -208,22 +182,11 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: proj_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -255,7 +218,7 @@ impl GPUState {
|
|||
continue;
|
||||
}
|
||||
|
||||
let idx = self.state.vertex_buffers.object_counter;
|
||||
let idx = self.state.get_object_counter();
|
||||
// Write this object's location data
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
|
@ -272,22 +235,11 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.state.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.state.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
sprite_index: o.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.object_counter += 1;
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ use wgpu;
|
|||
|
||||
use crate::{
|
||||
globaluniform::GlobalDataContent,
|
||||
vertexbuffer::{consts::SPRITE_INDICES, types::ParticleInstance, BufferObject},
|
||||
vertexbuffer::{consts::SPRITE_INDICES, types::ParticleInstance},
|
||||
RenderInput,
|
||||
};
|
||||
|
||||
|
@ -45,11 +45,7 @@ impl super::GPUState {
|
|||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
self.state.vertex_buffers.object_counter = 0;
|
||||
self.state.vertex_buffers.ui_counter = 0;
|
||||
self.state.vertex_buffers.radialbar_counter = 0;
|
||||
// Don't reset particle counter, it's special
|
||||
|
||||
self.state.frame_reset();
|
||||
let s = input.ct.get_starfield_handle();
|
||||
|
||||
// Update global values
|
||||
|
@ -81,10 +77,7 @@ impl super::GPUState {
|
|||
|
||||
// Write all new particles to GPU buffer
|
||||
for i in input.particles.iter() {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.vertex_buffers.particle.instances,
|
||||
ParticleInstance::SIZE * self.state.vertex_buffers.particle_counter,
|
||||
bytemuck::cast_slice(&[ParticleInstance {
|
||||
self.state.push_particle_buffer(ParticleInstance {
|
||||
position: [i.pos.x, i.pos.y],
|
||||
velocity: i.velocity.into(),
|
||||
angle: i.angle,
|
||||
|
@ -94,12 +87,7 @@ impl super::GPUState {
|
|||
created: input.current_time,
|
||||
expires: input.current_time + i.lifetime,
|
||||
fade: i.fade,
|
||||
}]),
|
||||
);
|
||||
self.state.vertex_buffers.particle_counter += 1;
|
||||
if self.state.vertex_buffers.particle_counter == PARTICLE_SPRITE_INSTANCE_LIMIT {
|
||||
self.state.vertex_buffers.particle_counter = 0;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Create sprite instances
|
||||
|
@ -109,10 +97,6 @@ impl super::GPUState {
|
|||
let clip_ne = Point2::new(-self.state.window_aspect, 1.0) * input.camera_zoom;
|
||||
let clip_sw = Point2::new(self.state.window_aspect, -1.0) * input.camera_zoom;
|
||||
|
||||
// TODO: sorting. We don't need to sort ships, but we do need to sort system objects by z-level
|
||||
// (which we don't yet draw)
|
||||
// that should probably be done in iter_system().
|
||||
|
||||
// Order matters, it determines what is drawn on top.
|
||||
// The order inside ships and projectiles doesn't matter,
|
||||
// but ships should always be under projectiles.
|
||||
|
@ -129,31 +113,31 @@ impl super::GPUState {
|
|||
// Starfield pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.starfield
|
||||
.get_starfield()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.starfield_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.starfield.instance_count,
|
||||
0..self.state.get_starfield_counter(),
|
||||
);
|
||||
|
||||
// Sprite pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.object
|
||||
.get_object()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.object_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.vertex_buffers.object_counter as _,
|
||||
0..self.state.get_object_counter(),
|
||||
);
|
||||
|
||||
// Particle pipeline
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.particle
|
||||
.get_particle()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.particle_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
|
@ -163,27 +147,31 @@ impl super::GPUState {
|
|||
);
|
||||
|
||||
// Ui pipeline
|
||||
self.state.vertex_buffers.ui.set_in_pass(&mut render_pass);
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.get_ui()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.ui_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.vertex_buffers.ui_counter as _,
|
||||
0..self.state.get_ui_counter(),
|
||||
);
|
||||
|
||||
// Radial progress bars
|
||||
// TODO: do we need to do this every time?
|
||||
self.state
|
||||
.vertex_buffers
|
||||
.radialbar
|
||||
.get_radialbar()
|
||||
.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.radialbar_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..self.state.vertex_buffers.radialbar_counter as _,
|
||||
0..self.state.get_radialbar_counter(),
|
||||
);
|
||||
|
||||
let textareas = self.ui.get_textareas(&input, &self.state);
|
||||
self.state
|
||||
.text_renderer
|
||||
.prepare(
|
||||
|
@ -195,7 +183,7 @@ impl super::GPUState {
|
|||
width: self.state.window_size.width,
|
||||
height: self.state.window_size.height,
|
||||
},
|
||||
self.ui.get_textareas(),
|
||||
textareas,
|
||||
&mut self.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
|
|
@ -7,20 +7,24 @@
|
|||
//! and the only one external code should interact with.
|
||||
//! (Excluding data structs, like [`ObjectSprite`])
|
||||
|
||||
mod anchoredposition;
|
||||
mod datastructs;
|
||||
mod globaluniform;
|
||||
mod gpustate;
|
||||
mod pipeline;
|
||||
mod positionanchor;
|
||||
mod renderinput;
|
||||
mod renderstate;
|
||||
mod shaderprocessor;
|
||||
mod starfield;
|
||||
mod texturearray;
|
||||
mod ui;
|
||||
mod vertexbuffer;
|
||||
|
||||
pub use anchoredposition::PositionAnchor;
|
||||
pub use datastructs::RenderInput;
|
||||
use renderstate::*;
|
||||
|
||||
pub use gpustate::GPUState;
|
||||
pub use positionanchor::PositionAnchor;
|
||||
pub use renderinput::RenderInput;
|
||||
|
||||
use nalgebra::Matrix4;
|
||||
|
||||
/// Shader entry points
|
||||
|
|
|
@ -28,6 +28,14 @@ pub enum PositionAnchor {
|
|||
/// Position of this sprite's ne corner,
|
||||
/// relative to the ne corner of the window.
|
||||
NeNe,
|
||||
|
||||
/// Position of this sprite's center,
|
||||
/// relative to the center of the window.
|
||||
CC,
|
||||
|
||||
/// Position of this sprite's NW corner,
|
||||
/// relative to the center of the window.
|
||||
CNw,
|
||||
}
|
||||
|
||||
// These offsets are implemented in wgsl shaders.
|
||||
|
@ -42,6 +50,8 @@ impl PositionAnchor {
|
|||
Self::NwSw => 3,
|
||||
Self::NwSe => 4,
|
||||
Self::NeNe => 5,
|
||||
Self::CC => 6,
|
||||
Self::CNw => 7,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use galactica_system::phys::{ParticleBuilder, PhysSim};
|
||||
use galactica_util::timing::Timing;
|
||||
use nalgebra::Vector2;
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct RenderInput<'a> {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Vector2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player: &'a PlayerAgent,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
|
||||
/// The world state to render
|
||||
pub systemsim: &'a PhysSim,
|
||||
|
||||
// TODO: handle overflow. is it a problem?
|
||||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
/// Game content
|
||||
pub ct: &'a Content,
|
||||
|
||||
/// Particles to spawn during this frame
|
||||
pub particles: &'a Vec<ParticleBuilder>,
|
||||
|
||||
/// Time we spent in each part of the game loop
|
||||
pub timing: Timing,
|
||||
}
|
|
@ -0,0 +1,237 @@
|
|||
use galactica_content::Content;
|
||||
use galactica_util::constants::{
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT, PARTICLE_SPRITE_INSTANCE_LIMIT, RADIALBAR_SPRITE_INSTANCE_LIMIT,
|
||||
UI_SPRITE_INSTANCE_LIMIT,
|
||||
};
|
||||
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
|
||||
use std::rc::Rc;
|
||||
use wgpu::BufferAddress;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::{
|
||||
globaluniform::GlobalUniform,
|
||||
vertexbuffer::{
|
||||
consts::{SPRITE_INDICES, SPRITE_VERTICES},
|
||||
types::{
|
||||
ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
|
||||
UiInstance,
|
||||
},
|
||||
BufferObject, VertexBuffer,
|
||||
},
|
||||
};
|
||||
|
||||
/// Vertex buffers
|
||||
pub(crate) struct VertexBuffers {
|
||||
// Keeps track of length of each buffer
|
||||
// Most of these are reset on each frame.
|
||||
//
|
||||
// The exception is particle_counter, which
|
||||
// is never reset, and loops back to zero once
|
||||
// it exceeds buffer length
|
||||
object_counter: BufferAddress,
|
||||
ui_counter: BufferAddress,
|
||||
particle_counter: BufferAddress,
|
||||
radialbar_counter: BufferAddress,
|
||||
starfield_counter: BufferAddress,
|
||||
starfield_limit: BufferAddress,
|
||||
|
||||
object: Rc<VertexBuffer>,
|
||||
starfield: Rc<VertexBuffer>,
|
||||
ui: Rc<VertexBuffer>,
|
||||
particle: Rc<VertexBuffer>,
|
||||
radialbar: Rc<VertexBuffer>,
|
||||
}
|
||||
|
||||
impl<'a> VertexBuffers {
|
||||
pub fn new(device: &wgpu::Device, ct: &Content) -> Self {
|
||||
Self {
|
||||
object_counter: 0,
|
||||
ui_counter: 0,
|
||||
particle_counter: 0,
|
||||
radialbar_counter: 0,
|
||||
starfield_counter: 0,
|
||||
starfield_limit: ct.get_config().starfield_instance_limit,
|
||||
|
||||
object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
|
||||
"object",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
OBJECT_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
|
||||
"starfield",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
ct.get_config().starfield_instance_limit,
|
||||
)),
|
||||
|
||||
ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
|
||||
"ui",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
UI_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
|
||||
"particle",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
PARTICLE_SPRITE_INSTANCE_LIMIT,
|
||||
)),
|
||||
|
||||
radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
|
||||
"radial bar",
|
||||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
10,
|
||||
)),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_ui(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.ui
|
||||
}
|
||||
|
||||
pub fn get_object(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.object
|
||||
}
|
||||
|
||||
pub fn get_particle(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.particle
|
||||
}
|
||||
|
||||
pub fn get_radialbar(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.radialbar
|
||||
}
|
||||
|
||||
pub fn get_starfield(&'a self) -> &'a Rc<VertexBuffer> {
|
||||
&self.starfield
|
||||
}
|
||||
}
|
||||
|
||||
/// Renderer state. A reference to this struct is often passed to helper functions.
|
||||
pub(crate) struct RenderState {
|
||||
pub window: Window,
|
||||
pub window_size: winit::dpi::PhysicalSize<u32>,
|
||||
pub window_aspect: f32,
|
||||
|
||||
pub queue: wgpu::Queue,
|
||||
pub global_uniform: GlobalUniform,
|
||||
pub vertex_buffers: VertexBuffers,
|
||||
|
||||
pub text_font_system: FontSystem,
|
||||
pub text_cache: SwashCache,
|
||||
pub text_atlas: TextAtlas,
|
||||
pub text_renderer: TextRenderer,
|
||||
}
|
||||
|
||||
impl RenderState {
|
||||
/// Prepare this state for a new frame
|
||||
pub fn frame_reset(&mut self) {
|
||||
self.vertex_buffers.object_counter = 0;
|
||||
self.vertex_buffers.ui_counter = 0;
|
||||
self.vertex_buffers.radialbar_counter = 0
|
||||
}
|
||||
|
||||
pub fn push_ui_buffer(&mut self, instance: UiInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.ui_counter as u64 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.ui_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_ui_counter(&self) -> u32 {
|
||||
self.vertex_buffers.ui_counter as u32
|
||||
}
|
||||
|
||||
pub fn push_object_buffer(&mut self, instance: ObjectInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64 > OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Object limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_object_counter(&self) -> u32 {
|
||||
self.vertex_buffers.object_counter as u32
|
||||
}
|
||||
|
||||
pub fn push_radialbar_buffer(&mut self, instance: RadialBarInstance) {
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.radialbar_counter as u64 > RADIALBAR_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Radialbar sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * self.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_radialbar_counter(&self) -> u32 {
|
||||
self.vertex_buffers.radialbar_counter as u32
|
||||
}
|
||||
|
||||
pub fn reset_starfield_counter(&mut self) {
|
||||
self.vertex_buffers.starfield_counter = 0;
|
||||
}
|
||||
|
||||
pub fn push_starfield_buffer(&mut self, instance: StarfieldInstance) {
|
||||
// Enforce buffer limit
|
||||
// This should never happen, since starfield generator checks array size
|
||||
if self.vertex_buffers.starfield_counter as u64 > self.vertex_buffers.starfield_limit {
|
||||
panic!("Starfield sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.starfield.instances,
|
||||
StarfieldInstance::SIZE * self.vertex_buffers.starfield_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.starfield_counter += 1;
|
||||
}
|
||||
|
||||
pub fn get_starfield_counter(&self) -> u32 {
|
||||
self.vertex_buffers.starfield_counter as u32
|
||||
}
|
||||
|
||||
pub fn push_particle_buffer(&mut self, instance: ParticleInstance) {
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.particle.instances,
|
||||
ParticleInstance::SIZE * self.vertex_buffers.particle_counter,
|
||||
bytemuck::cast_slice(&[instance]),
|
||||
);
|
||||
self.vertex_buffers.particle_counter += 1;
|
||||
if self.vertex_buffers.particle_counter == PARTICLE_SPRITE_INSTANCE_LIMIT {
|
||||
self.vertex_buffers.particle_counter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//pub fn get_particle_counter(&self) -> u32 {
|
||||
// self.vertex_buffers.particle_counter as u32
|
||||
//}
|
||||
}
|
|
@ -2,10 +2,7 @@ use galactica_content::Content;
|
|||
use nalgebra::{Point2, Point3, Vector2, Vector3};
|
||||
use rand::{self, Rng};
|
||||
|
||||
use crate::{
|
||||
datastructs::RenderState,
|
||||
vertexbuffer::{types::StarfieldInstance, BufferObject},
|
||||
};
|
||||
use crate::{vertexbuffer::types::StarfieldInstance, RenderState};
|
||||
|
||||
pub(crate) struct StarfieldStar {
|
||||
/// Star coordinates, in world space.
|
||||
|
@ -23,15 +20,11 @@ pub(crate) struct StarfieldStar {
|
|||
|
||||
pub(crate) struct Starfield {
|
||||
stars: Vec<StarfieldStar>,
|
||||
pub instance_count: u32,
|
||||
}
|
||||
|
||||
impl Starfield {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
stars: Vec::new(),
|
||||
instance_count: 0,
|
||||
}
|
||||
Self { stars: Vec::new() }
|
||||
}
|
||||
|
||||
pub fn regenerate(&mut self, ct: &Content) {
|
||||
|
@ -97,24 +90,19 @@ impl Starfield {
|
|||
}
|
||||
|
||||
// Add all tiles to buffer
|
||||
self.instance_count = 0; // Keep track of buffer index
|
||||
state.reset_starfield_counter();
|
||||
for x in (-nw_tile.x)..=nw_tile.x {
|
||||
for y in (-nw_tile.y)..=nw_tile.y {
|
||||
let offset = Vector3::new(sz * x as f32, sz * y as f32, 0.0);
|
||||
for s in &self.stars {
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.starfield.instances,
|
||||
StarfieldInstance::SIZE * self.instance_count as u64,
|
||||
bytemuck::cast_slice(&[StarfieldInstance {
|
||||
// This shouldn't ever panic.
|
||||
// instance count is guaranteed to stay within buffer limits,
|
||||
// this is guaranteed by previous checks.
|
||||
state.push_starfield_buffer(StarfieldInstance {
|
||||
position: (s.pos + offset).into(),
|
||||
size: s.size,
|
||||
tint: s.tint.into(),
|
||||
}]),
|
||||
);
|
||||
self.instance_count += 1;
|
||||
|
||||
// instance_count is guaranteed to stay within buffer limits,
|
||||
// this is guaranteed by previous checks.
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use glyphon::{Attrs, Buffer, Color, Family, Metrics, Shaping, TextArea, TextBounds};
|
||||
|
||||
use crate::{datastructs::RenderState, RenderInput};
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
pub(super) struct FpsIndicator {
|
||||
buffer: Buffer,
|
||||
|
|
|
@ -1,17 +1,21 @@
|
|||
use galactica_content::Content;
|
||||
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
|
||||
use glyphon::TextArea;
|
||||
|
||||
use super::{fpsindicator::FpsIndicator, radar::Radar, status::Status};
|
||||
use crate::{datastructs::RenderState, RenderInput};
|
||||
use super::{fpsindicator::FpsIndicator, planet::Planet, radar::Radar, status::Status};
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
pub struct UiManager {
|
||||
radar: Radar,
|
||||
status: Status,
|
||||
fps: FpsIndicator,
|
||||
planet: Planet,
|
||||
}
|
||||
|
||||
impl UiManager {
|
||||
pub fn new(state: &mut RenderState) -> Self {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
Self {
|
||||
planet: Planet::new(ct, state),
|
||||
radar: Radar::new(),
|
||||
status: Status::new(),
|
||||
fps: FpsIndicator::new(state),
|
||||
|
@ -20,12 +24,48 @@ impl UiManager {
|
|||
|
||||
/// Draw all ui elements
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
let ship_handle = input.player.ship.unwrap();
|
||||
let ship = input
|
||||
.systemsim
|
||||
.get_ship(&PhysSimShipHandle(ship_handle))
|
||||
.unwrap();
|
||||
|
||||
self.fps.update(input, state);
|
||||
|
||||
match ship.data.get_state() {
|
||||
ShipState::Collapsing
|
||||
| ShipState::Dead
|
||||
| ShipState::Flying { .. }
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. } => {
|
||||
self.radar.draw(input, state);
|
||||
self.status.draw(input, state);
|
||||
self.fps.update(input, state);
|
||||
}
|
||||
|
||||
pub fn get_textareas(&self) -> [TextArea; 1] {
|
||||
[self.fps.get_textarea()]
|
||||
ShipState::Landed { .. } => {
|
||||
self.planet.draw(input, state);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_textareas(&self, input: &RenderInput, state: &RenderState) -> Vec<TextArea> {
|
||||
let mut v = Vec::with_capacity(5);
|
||||
|
||||
let ship_handle = input.player.ship.unwrap();
|
||||
let ship = input
|
||||
.systemsim
|
||||
.get_ship(&PhysSimShipHandle(ship_handle))
|
||||
.unwrap();
|
||||
match ship.data.get_state() {
|
||||
ShipState::Collapsing
|
||||
| ShipState::Dead
|
||||
| ShipState::Flying { .. }
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. } => v.push(self.fps.get_textarea()),
|
||||
|
||||
ShipState::Landed { .. } => v.extend(self.planet.get_textarea(input, state)),
|
||||
};
|
||||
|
||||
return v;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
mod fpsindicator;
|
||||
mod manager;
|
||||
mod planet;
|
||||
mod radar;
|
||||
mod status;
|
||||
mod util;
|
||||
|
||||
pub use manager::UiManager;
|
||||
|
|
|
@ -0,0 +1,141 @@
|
|||
use galactica_content::{Content, SystemObject, SystemObjectHandle};
|
||||
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
|
||||
use galactica_util::to_radians;
|
||||
use glyphon::{cosmic_text::Align, Attrs, Color, Metrics, TextArea, Weight};
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use super::util::{SpriteRect, UiImage, UiTextArea};
|
||||
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
|
||||
|
||||
pub(super) struct Planet {
|
||||
// UI elements
|
||||
planet_desc: UiTextArea,
|
||||
planet_name: UiTextArea,
|
||||
landscape: UiImage,
|
||||
|
||||
// Height of whole element,in logical pixels
|
||||
size: f32,
|
||||
|
||||
/// What object we're displaying currently.
|
||||
/// Whenever this changes, we need to reflow text.
|
||||
current_object: Option<SystemObjectHandle>,
|
||||
}
|
||||
|
||||
// TODO: no scroll
|
||||
// TODO: animate in/out
|
||||
|
||||
impl Planet {
|
||||
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
|
||||
let size = 800.0;
|
||||
let s = Self {
|
||||
// height of element in logical pixels
|
||||
size,
|
||||
current_object: None,
|
||||
|
||||
planet_desc: UiTextArea::new(
|
||||
state,
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
Point2::new(0.0, 0.0),
|
||||
size,
|
||||
SpriteRect {
|
||||
pos: Point2::new(25.831, 284.883) / 512.0,
|
||||
dim: Vector2::new(433.140, 97.220) / 512.0,
|
||||
},
|
||||
Metrics::new(16.0, 18.0),
|
||||
Color::rgb(255, 255, 255),
|
||||
Align::Left,
|
||||
),
|
||||
|
||||
planet_name: UiTextArea::new(
|
||||
state,
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
Point2::new(0.0, 0.0),
|
||||
size,
|
||||
SpriteRect {
|
||||
pos: Point2::new(165.506, 82.0) / 512.0,
|
||||
dim: Vector2::new(74.883, 17.0) / 512.0,
|
||||
},
|
||||
Metrics::new(19.0, 19.0),
|
||||
Color::rgb(255, 255, 255),
|
||||
Align::Center,
|
||||
),
|
||||
|
||||
landscape: UiImage::new(
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
Point2::new(0.0, 0.0),
|
||||
size,
|
||||
ct.get_sprite_handle("ui::landscape::test"),
|
||||
ct.get_sprite_handle("ui::landscapemask"),
|
||||
SpriteRect {
|
||||
pos: Point2::new(32.031, 75.587) / 512.0,
|
||||
dim: Vector2::new(342.811, 171.402) / 512.0,
|
||||
},
|
||||
),
|
||||
};
|
||||
|
||||
return s;
|
||||
}
|
||||
}
|
||||
|
||||
impl Planet {
|
||||
fn reflow(&mut self, planet: &SystemObject, state: &mut RenderState) {
|
||||
self.planet_desc.set_text(
|
||||
state,
|
||||
&planet.desc,
|
||||
Attrs::new()
|
||||
.weight(Weight::NORMAL)
|
||||
.family(glyphon::Family::SansSerif),
|
||||
);
|
||||
|
||||
self.planet_name.set_text(
|
||||
state,
|
||||
&planet.name,
|
||||
Attrs::new()
|
||||
.weight(Weight::BOLD)
|
||||
.family(glyphon::Family::Serif),
|
||||
);
|
||||
self.current_object = Some(planet.handle);
|
||||
}
|
||||
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
// Get required data
|
||||
let ship_handle = input.player.ship.unwrap();
|
||||
let ship_data = input
|
||||
.systemsim
|
||||
.get_ship(&PhysSimShipHandle(ship_handle))
|
||||
.unwrap();
|
||||
let planet_handle = match ship_data.data.get_state() {
|
||||
ShipState::Landed { target } => *target,
|
||||
_ => unreachable!("tried to draw planet interface while not landed!"),
|
||||
};
|
||||
let planet = input.ct.get_system_object(planet_handle);
|
||||
|
||||
// Reconfigure for new planet if necessary
|
||||
if self
|
||||
.current_object
|
||||
.map(|x| x != planet_handle)
|
||||
.unwrap_or(true)
|
||||
{
|
||||
self.reflow(planet, state);
|
||||
}
|
||||
|
||||
// Draw elements
|
||||
self.landscape.push_to_buffer(state);
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::CC.to_int(),
|
||||
position: [0.0, 0.0],
|
||||
angle: to_radians(90.0),
|
||||
size: self.size,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
sprite_index: input.ct.get_sprite_handle("ui::planet").get_index(),
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
}
|
||||
|
||||
pub fn get_textarea(&self, _input: &RenderInput, state: &RenderState) -> [TextArea; 2] {
|
||||
[
|
||||
self.planet_desc.get_textarea(state),
|
||||
self.planet_name.get_textarea(state),
|
||||
]
|
||||
}
|
||||
}
|
|
@ -1,12 +1,8 @@
|
|||
use galactica_system::data::ShipState;
|
||||
use galactica_util::{clockwise_angle, constants::UI_SPRITE_INSTANCE_LIMIT, to_radians};
|
||||
use galactica_util::{clockwise_angle, to_radians};
|
||||
use nalgebra::{Point2, Rotation2, Vector2};
|
||||
|
||||
use crate::{
|
||||
datastructs::RenderState,
|
||||
vertexbuffer::{types::UiInstance, BufferObject},
|
||||
PositionAnchor, RenderInput,
|
||||
};
|
||||
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
|
||||
|
||||
pub(super) struct Radar {
|
||||
last_player_position: Point2<f32>,
|
||||
|
@ -64,26 +60,16 @@ impl Radar {
|
|||
let ship_sprite = input.ct.get_sprite_handle("ui::shipblip");
|
||||
let arrow_sprite = input.ct.get_sprite_handle("ui::centerarrow");
|
||||
|
||||
// Enforce buffer limit
|
||||
if state.vertex_buffers.ui_counter as u64 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwNw.to_int(),
|
||||
position: [10.0, -10.0],
|
||||
angle: 0.0,
|
||||
size: radar_size,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
sprite_index: input.ct.get_sprite_handle("ui::radar").get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
// Draw system objects
|
||||
let system = input.ct.get_system(input.current_system);
|
||||
|
@ -101,17 +87,8 @@ impl Radar {
|
|||
continue;
|
||||
}
|
||||
|
||||
// Enforce buffer limit
|
||||
if state.vertex_buffers.ui_counter as u64 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: (Point2::new(radar_size / 2.0 + 10.0, radar_size / -2.0 - 10.0)
|
||||
+ (d * (radar_size / 2.0)))
|
||||
|
@ -120,10 +97,9 @@ impl Radar {
|
|||
size,
|
||||
color: [0.5, 0.5, 0.5, 1.0],
|
||||
sprite_index: planet_sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
}
|
||||
mask_index: [0, 0],
|
||||
})
|
||||
};
|
||||
}
|
||||
|
||||
// Draw ships
|
||||
|
@ -164,32 +140,19 @@ impl Radar {
|
|||
if size < 2.0 {
|
||||
continue;
|
||||
}
|
||||
let angle = r.rotation().angle();
|
||||
|
||||
let position = Point2::new(radar_size / 2.0 + 10.0, radar_size / -2.0 - 10.0)
|
||||
+ (d * (radar_size / 2.0));
|
||||
|
||||
// Enforce buffer limit
|
||||
// TODO: cleaner solution. don't do this everywhere.
|
||||
if state.vertex_buffers.ui_counter as u64 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: position.into(),
|
||||
angle: -angle, // TODO: consistent angles
|
||||
angle: r.rotation().angle(),
|
||||
size,
|
||||
color,
|
||||
sprite_index: ship_sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -205,16 +168,7 @@ impl Radar {
|
|||
let sprite = input.ct.get_sprite_handle("ui::radarframe");
|
||||
let size = 7.0f32.min((0.8 - m) * 70.0);
|
||||
|
||||
// Enforce buffer limit (this section adds four items)
|
||||
if state.vertex_buffers.ui_counter as u64 + 4 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwNw.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) - d.x,
|
||||
|
@ -225,14 +179,10 @@ impl Radar {
|
|||
size,
|
||||
color,
|
||||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwSw.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) - d.x,
|
||||
|
@ -243,14 +193,10 @@ impl Radar {
|
|||
size,
|
||||
color,
|
||||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwSe.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) + d.x,
|
||||
|
@ -261,14 +207,10 @@ impl Radar {
|
|||
size,
|
||||
color,
|
||||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwNe.to_int(),
|
||||
position: Point2::new(
|
||||
(radar_size / 2.0 + 10.0) + d.x,
|
||||
|
@ -279,9 +221,8 @@ impl Radar {
|
|||
size,
|
||||
color,
|
||||
sprite_index: sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
}
|
||||
|
||||
// Arrow to center of system
|
||||
|
@ -292,24 +233,15 @@ impl Radar {
|
|||
let position = Point2::new(10.0 + (radar_size / 2.0), -10.0 - (radar_size / 2.0))
|
||||
+ Rotation2::new(angle) * Vector2::new(0.915 * (radar_size / 2.0), 0.0);
|
||||
|
||||
if state.vertex_buffers.ui_counter as u64 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: position.into(),
|
||||
angle,
|
||||
size: 10.0,
|
||||
color: [1.0, 1.0, 1.0, 1f32.min((m - 200.0) / 400.0)],
|
||||
sprite_index: arrow_sprite.get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,14 +1,9 @@
|
|||
use galactica_system::data::ShipState;
|
||||
use galactica_util::constants::{RADIALBAR_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT};
|
||||
use std::f32::consts::TAU;
|
||||
|
||||
use crate::{
|
||||
datastructs::RenderState,
|
||||
vertexbuffer::{
|
||||
types::{RadialBarInstance, UiInstance},
|
||||
BufferObject,
|
||||
},
|
||||
PositionAnchor, RenderInput,
|
||||
vertexbuffer::types::{RadialBarInstance, UiInstance},
|
||||
PositionAnchor, RenderInput, RenderState,
|
||||
};
|
||||
|
||||
pub(super) struct Status {}
|
||||
|
@ -20,11 +15,6 @@ impl Status {
|
|||
|
||||
impl Status {
|
||||
pub fn draw(&mut self, input: &RenderInput, state: &mut RenderState) {
|
||||
if state.vertex_buffers.ui_counter as u64 > UI_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
let max_shields;
|
||||
let current_shields;
|
||||
let current_hull;
|
||||
|
@ -55,52 +45,32 @@ impl Status {
|
|||
}
|
||||
}
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * state.vertex_buffers.ui_counter,
|
||||
bytemuck::cast_slice(&[UiInstance {
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
position: [-10.0, -10.0],
|
||||
angle: 0.0,
|
||||
size: 200.0,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
sprite_index: input.ct.get_sprite_handle("ui::status").get_index(),
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.ui_counter += 1;
|
||||
mask_index: [0, 0],
|
||||
});
|
||||
|
||||
// We add two items here, so +2
|
||||
if state.vertex_buffers.radialbar_counter as u64 + 2 > RADIALBAR_SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Radialbar limit exceeded!")
|
||||
}
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * state.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[RadialBarInstance {
|
||||
state.push_radialbar_buffer(RadialBarInstance {
|
||||
position: [-19.0, -19.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 182.0,
|
||||
stroke: 5.0,
|
||||
color: [0.3, 0.6, 0.8, 1.0],
|
||||
angle: (current_shields / max_shields) * TAU,
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.radialbar_counter += 1;
|
||||
});
|
||||
|
||||
state.queue.write_buffer(
|
||||
&state.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * state.vertex_buffers.radialbar_counter,
|
||||
bytemuck::cast_slice(&[RadialBarInstance {
|
||||
state.push_radialbar_buffer(RadialBarInstance {
|
||||
position: [-27.0, -27.0],
|
||||
anchor: PositionAnchor::NeNe.to_int(),
|
||||
diameter: 166.0,
|
||||
stroke: 5.0,
|
||||
color: [0.8, 0.7, 0.5, 1.0],
|
||||
angle: (current_hull / max_hull) * TAU,
|
||||
}]),
|
||||
);
|
||||
state.vertex_buffers.radialbar_counter += 1;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,60 @@
|
|||
use galactica_content::SpriteHandle;
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use super::SpriteRect;
|
||||
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderState};
|
||||
|
||||
pub struct UiImage {
|
||||
parent: SpriteHandle,
|
||||
parent_position: Point2<f32>,
|
||||
parent_size: f32,
|
||||
|
||||
inner: SpriteHandle,
|
||||
mask: SpriteHandle,
|
||||
rect: SpriteRect,
|
||||
}
|
||||
|
||||
impl UiImage {
|
||||
pub fn new(
|
||||
parent: SpriteHandle,
|
||||
parent_position: Point2<f32>,
|
||||
parent_size: f32,
|
||||
inner: SpriteHandle,
|
||||
mask: SpriteHandle,
|
||||
rect: SpriteRect,
|
||||
) -> Self {
|
||||
return Self {
|
||||
parent,
|
||||
parent_position,
|
||||
parent_size,
|
||||
inner,
|
||||
mask,
|
||||
rect,
|
||||
};
|
||||
}
|
||||
|
||||
/// Add this image to the gpu sprite buffer
|
||||
pub fn push_to_buffer(&self, state: &mut RenderState) {
|
||||
let h = self.parent_size;
|
||||
let w = self.parent.aspect * h;
|
||||
|
||||
let zero = Point2::new(
|
||||
self.parent_position.x - (w / 2.0),
|
||||
self.parent_position.y + (h / 2.0),
|
||||
);
|
||||
|
||||
let pos = zero + Vector2::new(self.rect.pos.x * w, -self.rect.pos.y * h);
|
||||
let dim = Vector2::new(self.rect.dim.x * w, self.rect.dim.y * h);
|
||||
|
||||
state.push_ui_buffer(UiInstance {
|
||||
anchor: PositionAnchor::CNw.to_int(),
|
||||
position: pos.into(),
|
||||
angle: to_radians(90.0),
|
||||
size: dim.y,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
sprite_index: self.inner.get_index(),
|
||||
mask_index: [1, self.mask.get_index()],
|
||||
});
|
||||
}
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
mod image;
|
||||
mod textarea;
|
||||
|
||||
pub(super) use image::UiImage;
|
||||
pub(super) use textarea::UiTextArea;
|
||||
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
/// Represents a rectangular region inside a sprite.
|
||||
pub(crate) struct SpriteRect {
|
||||
/// The position of the top-left corner of this rectangle, in fractional units.
|
||||
/// (0.0 is left edge of sprite, 1.0 is right edge)
|
||||
pub pos: Point2<f32>,
|
||||
|
||||
/// The width and height of this rectangle, in fractional units.
|
||||
/// 1.0 will be as tall as the sprite, 0.5 will be half as tall
|
||||
pub dim: Vector2<f32>,
|
||||
}
|
|
@ -0,0 +1,106 @@
|
|||
use galactica_content::SpriteHandle;
|
||||
use glyphon::{cosmic_text::Align, Attrs, Buffer, Color, Metrics, Shaping, TextArea, TextBounds};
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use super::SpriteRect;
|
||||
use crate::RenderState;
|
||||
|
||||
/// Represents a text area inside a sprite.
|
||||
pub(crate) struct UiTextArea {
|
||||
/// Parent sprite
|
||||
sprite: SpriteHandle,
|
||||
|
||||
/// Position of parent sprite's center, in logical pixels,
|
||||
/// with 0, 0 at the center of the screen
|
||||
sprite_position: Point2<f32>,
|
||||
|
||||
/// Height of parent sprite, in logical pixels
|
||||
sprite_size: f32,
|
||||
|
||||
/// Bounds of text area
|
||||
rect: SpriteRect,
|
||||
|
||||
/// Text buffer
|
||||
buffer: Buffer,
|
||||
|
||||
/// Text color
|
||||
color: Color,
|
||||
|
||||
/// Text alignment
|
||||
align: Align,
|
||||
}
|
||||
|
||||
impl UiTextArea {
|
||||
pub fn new(
|
||||
state: &mut RenderState,
|
||||
sprite: SpriteHandle,
|
||||
sprite_position: Point2<f32>,
|
||||
sprite_size: f32,
|
||||
rect: SpriteRect,
|
||||
text_metrics: Metrics,
|
||||
color: Color,
|
||||
align: Align,
|
||||
) -> Self {
|
||||
let mut s = Self {
|
||||
buffer: Buffer::new(&mut state.text_font_system, text_metrics),
|
||||
sprite_size: f32::NAN,
|
||||
sprite,
|
||||
sprite_position,
|
||||
rect,
|
||||
align,
|
||||
color,
|
||||
};
|
||||
s.set_size(state, sprite_size);
|
||||
return s;
|
||||
}
|
||||
|
||||
pub fn set_size(&mut self, state: &mut RenderState, sprite_size: f32) {
|
||||
self.sprite_size = sprite_size;
|
||||
self.buffer.set_size(
|
||||
&mut state.text_font_system,
|
||||
(self.rect.dim.x * self.sprite_size) * state.window.scale_factor() as f32,
|
||||
(self.rect.dim.y * self.sprite_size * self.sprite.aspect)
|
||||
* state.window.scale_factor() as f32,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn set_text(&mut self, state: &mut RenderState, text: &str, attrs: Attrs) {
|
||||
self.buffer
|
||||
.set_text(&mut state.text_font_system, text, attrs, Shaping::Advanced);
|
||||
|
||||
for l in &mut self.buffer.lines {
|
||||
l.set_align(Some(self.align));
|
||||
}
|
||||
self.buffer.shape_until_scroll(&mut state.text_font_system);
|
||||
}
|
||||
|
||||
pub fn get_textarea(&self, state: &RenderState) -> TextArea {
|
||||
let h = self.sprite_size;
|
||||
let w = self.sprite.aspect * h;
|
||||
|
||||
// Glypon works with physical pixels, so we must convert
|
||||
let fac = state.window.scale_factor() as f32;
|
||||
|
||||
// All the units below are in logical pixels
|
||||
let zero = Vector2::new(
|
||||
(state.window_size.width as f32 / (2.0 * fac)) - (w / 2.0) + self.sprite_position.x,
|
||||
(state.window_size.height as f32 / (2.0 * fac)) - (h / 2.0) - self.sprite_position.y,
|
||||
);
|
||||
let corner_ne = zero + Vector2::new(self.rect.pos.x * w, self.rect.pos.y * h);
|
||||
let corner_sw = corner_ne + Vector2::new(self.rect.dim.x * w, self.rect.dim.y * h);
|
||||
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
top: corner_ne.y * fac,
|
||||
left: corner_ne.x * fac,
|
||||
scale: 1.0,
|
||||
bounds: TextBounds {
|
||||
top: (corner_ne.y * fac) as i32,
|
||||
bottom: (corner_sw.y * fac) as i32,
|
||||
left: (corner_ne.x * fac) as i32,
|
||||
right: (corner_sw.x * fac) as i32,
|
||||
},
|
||||
default_color: self.color,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -140,6 +140,11 @@ pub struct UiInstance {
|
|||
|
||||
/// What texture to use for this sprite
|
||||
pub sprite_index: u32,
|
||||
|
||||
/// What mask to use for this sprite
|
||||
/// If the first element is not 1, no mask is used.
|
||||
/// Second element is sprite index of mask.
|
||||
pub mask_index: [u32; 2],
|
||||
}
|
||||
|
||||
impl BufferObject for UiInstance {
|
||||
|
@ -187,6 +192,12 @@ impl BufferObject for UiInstance {
|
|||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
// Mask
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
|
||||
shader_location: 8,
|
||||
format: wgpu::VertexFormat::Uint32x2,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue