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381dd4a383
...
a85a0f8188
2
TODO.md
2
TODO.md
|
@ -4,7 +4,7 @@
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- Sound system
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- Particles, impact effects
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- Debris on ship death
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- Radar: ship size, planets and suns
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- Radar: dynamic colors, size, planets and suns
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----------------------------------
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 62fd7fc297a2631691b588b898694e220d58cf78
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Subproject commit 91377416617d049acec68bb5a17647dcac7acd0e
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@ -1,9 +1,7 @@
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[faction."player"]
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display_name = "Player"
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relationship.enemy = "hostile"
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color = [0.0, 1.0, 0.0]
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[faction."enemy"]
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display_name = "Enemy"
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relationship.player = "hostile"
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color = [1.0, 0.0, 0.0]
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|
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@ -44,11 +44,8 @@ pub const CONTENT_ROOT: &'static str = "./content";
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/// Root directory of game textures
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pub const TEXTURE_ROOT: &'static str = "./assets/render";
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/// We can draw at most this many object sprites on the screen.
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pub const OBJECT_SPRITE_INSTANCE_LIMIT: u64 = 500;
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/// We can draw at most this many ui sprites on the screen.
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pub const UI_SPRITE_INSTANCE_LIMIT: u64 = 100;
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/// We can draw at most this many sprites on the screen.
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pub const SPRITE_INSTANCE_LIMIT: u64 = 500;
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/// Must be small enough to fit in an i32
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pub const STARFIELD_SPRITE_INSTANCE_LIMIT: u64 = STARFIELD_COUNT * 24;
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pub const STARFIELD_INSTANCE_LIMIT: u64 = STARFIELD_COUNT * 24;
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@ -14,7 +14,6 @@ pub(crate) mod syntax {
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#[derive(Debug, Deserialize)]
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pub struct Faction {
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pub display_name: String,
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pub color: [f32; 3],
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pub relationship: HashMap<String, super::Relationship>,
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}
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}
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@ -46,10 +45,6 @@ pub struct Faction {
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/// The name of this faction
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pub name: String,
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/// This faction's color.
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/// Format is RGB, with each color between 0 and 1.
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pub color: [f32; 3],
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/// This faction's handle
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pub handle: FactionHandle,
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@ -103,7 +98,6 @@ impl crate::Build for Faction {
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name: faction_name.to_owned(),
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handle: h,
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relationships,
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color: faction.color,
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});
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}
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|
|
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@ -1,75 +0,0 @@
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struct InstanceInput {
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@location(2) transform_matrix_0: vec4<f32>,
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@location(3) transform_matrix_1: vec4<f32>,
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@location(4) transform_matrix_2: vec4<f32>,
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@location(5) transform_matrix_3: vec4<f32>,
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@location(6) color_transform: vec4<f32>,
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@location(7) texture_idx: u32,
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};
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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}
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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) index: u32,
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@location(2) color_transform: vec4<f32>,
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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_texture: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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};
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var sampler_array: binding_array<sampler>;
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@vertex
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fn vertex_main(
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vertex: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let transform = mat4x4<f32>(
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instance.transform_matrix_0,
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instance.transform_matrix_1,
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instance.transform_matrix_2,
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instance.transform_matrix_3,
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);
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var out: VertexOutput;
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out.position = transform * vec4<f32>(vertex.position, 1.0);
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out.texture_coords = vertex.texture_coords;
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out.index = instance.texture_idx;
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out.color_transform = instance.color_transform;
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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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texture_array[in.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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}
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@ -15,7 +15,7 @@ use crate::{
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texturearray::TextureArray,
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vertexbuffer::{
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consts::{SPRITE_INDICES, SPRITE_VERTICES},
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types::{ObjectInstance, StarfieldInstance, TexturedVertex, UiInstance},
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types::{SpriteInstance, StarfieldInstance, TexturedVertex},
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VertexBuffer,
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},
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ObjectSprite, UiSprite, OPENGL_TO_WGPU_MATRIX,
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@ -37,9 +37,8 @@ pub struct GPUState {
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window_aspect: f32,
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object_pipeline: wgpu::RenderPipeline,
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sprite_pipeline: wgpu::RenderPipeline,
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starfield_pipeline: wgpu::RenderPipeline,
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ui_pipeline: wgpu::RenderPipeline,
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starfield: Starfield,
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texture_array: TextureArray,
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@ -48,9 +47,8 @@ pub struct GPUState {
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}
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struct VertexBuffers {
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object: Rc<VertexBuffer>,
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sprite: Rc<VertexBuffer>,
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starfield: Rc<VertexBuffer>,
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ui: Rc<VertexBuffer>,
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}
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impl GPUState {
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|
@ -119,12 +117,12 @@ impl GPUState {
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}
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let vertex_buffers = VertexBuffers {
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object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
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"objecte",
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sprite: Rc::new(VertexBuffer::new::<TexturedVertex, SpriteInstance>(
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"sprite",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT,
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galactica_constants::SPRITE_INSTANCE_LIMIT,
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)),
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starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
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|
@ -132,15 +130,7 @@ impl GPUState {
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT,
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)),
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ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
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"ui",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::UI_SPRITE_INSTANCE_LIMIT,
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galactica_constants::STARFIELD_INSTANCE_LIMIT,
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)),
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};
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|
@ -155,15 +145,15 @@ impl GPUState {
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];
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// Create render pipelines
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let object_pipeline = PipelineBuilder::new("object", &device)
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let sprite_pipeline = PipelineBuilder::new("sprite", &device)
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"object.wgsl"
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"sprite.wgsl"
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)))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.object)
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.set_vertex_buffer(&vertex_buffers.sprite)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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|
@ -179,18 +169,6 @@ impl GPUState {
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let ui_pipeline = PipelineBuilder::new("ui", &device)
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.set_shader(include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"ui.wgsl"
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)))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.ui)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let mut starfield = Starfield::new();
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starfield.regenerate();
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|
@ -204,9 +182,8 @@ impl GPUState {
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window_size,
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window_aspect,
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object_pipeline,
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sprite_pipeline,
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starfield_pipeline,
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ui_pipeline,
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starfield,
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texture_array,
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|
@ -234,13 +211,13 @@ impl GPUState {
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self.update_starfield_buffer()
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}
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/// Create a ObjectInstance for an object and add it to `instances`.
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/// Create a SpriteInstance for an object and add it to `instances`.
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/// Also handles child sprites.
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fn push_object_sprite(
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&self,
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camera_zoom: f32,
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camera_pos: Point2<f32>,
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instances: &mut Vec<ObjectInstance>,
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instances: &mut Vec<SpriteInstance>,
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clip_ne: Point2<f32>,
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clip_sw: Point2<f32>,
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s: &ObjectSprite,
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|
@ -314,7 +291,7 @@ impl GPUState {
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let t =
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OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * sprite_aspect_and_scale;
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instances.push(ObjectInstance {
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instances.push(SpriteInstance {
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transform: t.into(),
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texture_index: texture.index,
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});
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|
@ -332,7 +309,7 @@ impl GPUState {
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fn push_object_subsprite(
|
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&self,
|
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camera_zoom: f32,
|
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instances: &mut Vec<ObjectInstance>,
|
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instances: &mut Vec<SpriteInstance>,
|
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s: &ObjectSubSprite,
|
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parent_pos: Point2<f32>,
|
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parent_angle: Deg<f32>,
|
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|
@ -364,14 +341,14 @@ impl GPUState {
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* protate * translate
|
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* rotate * sprite_aspect_and_scale;
|
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|
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instances.push(ObjectInstance {
|
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instances.push(SpriteInstance {
|
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transform: t.into(),
|
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texture_index: texture.index,
|
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});
|
||||
}
|
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|
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/// Create a ObjectInstance for a ui sprite and add it to `instances`
|
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fn push_ui_sprite(&self, instances: &mut Vec<UiInstance>, s: &UiSprite) {
|
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/// Create a SpriteInstance for a ui sprite and add it to `instances`
|
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fn push_ui_sprite(&self, instances: &mut Vec<SpriteInstance>, s: &UiSprite) {
|
||||
let logical_size: LogicalSize<f32> =
|
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self.window_size.to_logical(self.window.scale_factor());
|
||||
|
||||
|
@ -417,24 +394,24 @@ impl GPUState {
|
|||
});
|
||||
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
||||
|
||||
instances.push(UiInstance {
|
||||
instances.push(SpriteInstance {
|
||||
transform: (OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * scale).into(),
|
||||
texture_index: texture.index,
|
||||
color: s.color.unwrap_or([1.0, 1.0, 1.0, 1.0]),
|
||||
});
|
||||
}
|
||||
|
||||
/// Make an instance for all the game's sprites
|
||||
/// (Objects and UI)
|
||||
/// This will Will panic if any X_SPRITE_INSTANCE_LIMIT is exceeded.
|
||||
fn update_sprite_instances(
|
||||
/// Make a SpriteInstance for each of the game's visible sprites.
|
||||
/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
|
||||
///
|
||||
/// This is only called inside self.render()
|
||||
fn make_sprite_instances(
|
||||
&self,
|
||||
camera_zoom: f32,
|
||||
camera_pos: Point2<f32>,
|
||||
objects: &Vec<ObjectSprite>,
|
||||
ui: &Vec<UiSprite>,
|
||||
) -> (usize, usize) {
|
||||
let mut object_instances: Vec<ObjectInstance> = Vec::new();
|
||||
) -> Vec<SpriteInstance> {
|
||||
let mut instances: Vec<SpriteInstance> = Vec::new();
|
||||
|
||||
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
||||
// Used to skip off-screen sprites.
|
||||
|
@ -442,45 +419,20 @@ impl GPUState {
|
|||
let clip_sw = Point2::from((self.window_aspect, -1.0)) * camera_zoom;
|
||||
|
||||
for s in objects {
|
||||
self.push_object_sprite(
|
||||
camera_zoom,
|
||||
camera_pos,
|
||||
&mut object_instances,
|
||||
clip_ne,
|
||||
clip_sw,
|
||||
s,
|
||||
);
|
||||
self.push_object_sprite(camera_zoom, camera_pos, &mut instances, clip_ne, clip_sw, s);
|
||||
}
|
||||
|
||||
for s in ui {
|
||||
self.push_ui_sprite(&mut instances, s);
|
||||
}
|
||||
|
||||
// Enforce sprite limit
|
||||
if object_instances.len() as u64 > galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT {
|
||||
if instances.len() as u64 > galactica_constants::SPRITE_INSTANCE_LIMIT {
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
0,
|
||||
bytemuck::cast_slice(&object_instances),
|
||||
);
|
||||
|
||||
let mut ui_instances: Vec<UiInstance> = Vec::new();
|
||||
|
||||
for s in ui {
|
||||
self.push_ui_sprite(&mut ui_instances, s);
|
||||
}
|
||||
|
||||
if ui_instances.len() as u64 > galactica_constants::UI_SPRITE_INSTANCE_LIMIT {
|
||||
panic!("Ui sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
0,
|
||||
bytemuck::cast_slice(&ui_instances),
|
||||
);
|
||||
|
||||
return (object_instances.len(), ui_instances.len());
|
||||
return instances;
|
||||
}
|
||||
|
||||
/// Make a StarfieldInstance for each star that needs to be drawn.
|
||||
|
@ -558,8 +510,13 @@ impl GPUState {
|
|||
);
|
||||
|
||||
// Create sprite instances
|
||||
let (n_object, n_ui) =
|
||||
self.update_sprite_instances(camera_zoom, camera_pos, object_sprites, ui_sprites);
|
||||
let sprite_instances =
|
||||
self.make_sprite_instances(camera_zoom, camera_pos, object_sprites, ui_sprites);
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.sprite.instances,
|
||||
0,
|
||||
bytemuck::cast_slice(&sprite_instances),
|
||||
);
|
||||
|
||||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
|
@ -576,14 +533,13 @@ impl GPUState {
|
|||
);
|
||||
|
||||
// Sprite pipeline
|
||||
self.vertex_buffers.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..n_object as _);
|
||||
|
||||
// Ui pipeline
|
||||
self.vertex_buffers.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..n_ui as _);
|
||||
self.vertex_buffers.sprite.set_in_pass(&mut render_pass);
|
||||
render_pass.set_pipeline(&self.sprite_pipeline);
|
||||
render_pass.draw_indexed(
|
||||
0..SPRITE_INDICES.len() as u32,
|
||||
0,
|
||||
0..sprite_instances.len() as _,
|
||||
);
|
||||
|
||||
// begin_render_pass borrows encoder mutably, so we can't call finish()
|
||||
// without dropping this variable.
|
||||
|
|
|
@ -38,10 +38,6 @@ pub struct UiSprite {
|
|||
/// This object's position, in logical (dpi-adjusted) pixels
|
||||
pub pos: AnchoredUiPosition,
|
||||
|
||||
/// This sprite's color will be multiplied by this value.
|
||||
/// If this is None, color will not be changed.
|
||||
pub color: Option<[f32; 4]>,
|
||||
|
||||
/// The size of this sprite, in logical (dpi-adjusted) pixels
|
||||
pub dimensions: Point2<f32>,
|
||||
|
||||
|
|
|
@ -94,7 +94,7 @@ impl Starfield {
|
|||
while ((nw_tile.x * 2 + 1)
|
||||
* (nw_tile.y * 2 + 1)
|
||||
* galactica_constants::STARFIELD_COUNT as i32)
|
||||
> galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT as i32
|
||||
> galactica_constants::STARFIELD_INSTANCE_LIMIT as i32
|
||||
{
|
||||
nw_tile -= Vector2::from((1, 1));
|
||||
}
|
||||
|
@ -119,7 +119,7 @@ impl Starfield {
|
|||
}
|
||||
|
||||
// Enforce starfield limit
|
||||
if instances.len() as u64 > galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT {
|
||||
if instances.len() as u64 > galactica_constants::STARFIELD_INSTANCE_LIMIT {
|
||||
unreachable!("Starfield limit exceeded!")
|
||||
}
|
||||
self.instance_count = instances.len() as u32;
|
||||
|
|
|
@ -81,18 +81,19 @@ impl BufferObject for StarfieldInstance {
|
|||
}
|
||||
}
|
||||
|
||||
// Represents a sprite instance in WGSL
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct ObjectInstance {
|
||||
pub struct SpriteInstance {
|
||||
/// Extra transformations this sprite
|
||||
/// (rotation, etc)
|
||||
pub transform: [[f32; 4]; 4],
|
||||
|
||||
/// What texture to use for this sprite
|
||||
// What texture to use for this sprite
|
||||
pub texture_index: u32,
|
||||
}
|
||||
|
||||
impl BufferObject for ObjectInstance {
|
||||
impl BufferObject for SpriteInstance {
|
||||
fn layout() -> wgpu::VertexBufferLayout<'static> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: Self::SIZE,
|
||||
|
@ -132,66 +133,3 @@ impl BufferObject for ObjectInstance {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct UiInstance {
|
||||
/// Extra transformations this sprite
|
||||
/// (rotation, etc)
|
||||
pub transform: [[f32; 4]; 4],
|
||||
|
||||
/// This lets us color ui sprites dynamically.
|
||||
/// Each fragment's color is multiplied by this value.
|
||||
/// Fill this array with ones if no recoloring should be done.
|
||||
pub color: [f32; 4],
|
||||
|
||||
/// What texture to use for this sprite
|
||||
pub texture_index: u32,
|
||||
}
|
||||
|
||||
impl BufferObject for UiInstance {
|
||||
fn layout() -> wgpu::VertexBufferLayout<'static> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: Self::SIZE,
|
||||
// Switch to a step mode of Vertex to Instance.
|
||||
// This means that our shaders will only change to use the next
|
||||
// instance when the shader starts processing a new instance
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
// 4 arrays = 1 4x4 matrix
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Color
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Texture
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 20]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,7 +24,6 @@ pub fn build_radar(
|
|||
y: radar_size,
|
||||
},
|
||||
angle: Deg(0.0),
|
||||
color: None,
|
||||
});
|
||||
|
||||
// Draw viewport frame
|
||||
|
@ -34,7 +33,7 @@ pub fn build_radar(
|
|||
};
|
||||
let m = d.magnitude() / radar_range;
|
||||
let d = d / radar_range * (radar_size / 2.0);
|
||||
let color = Some([0.5, 0.5, 0.5, 1.0]);
|
||||
println!("{:?}", d);
|
||||
if m < 0.8 {
|
||||
let texture = ct.get_texture_handle("ui::radarframe");
|
||||
let dimensions = Point2 {
|
||||
|
@ -49,7 +48,6 @@ pub fn build_radar(
|
|||
}),
|
||||
dimensions,
|
||||
angle: Deg(0.0),
|
||||
color,
|
||||
});
|
||||
|
||||
out.push(UiSprite {
|
||||
|
@ -60,7 +58,6 @@ pub fn build_radar(
|
|||
}),
|
||||
dimensions,
|
||||
angle: Deg(90.0),
|
||||
color,
|
||||
});
|
||||
|
||||
out.push(UiSprite {
|
||||
|
@ -71,7 +68,6 @@ pub fn build_radar(
|
|||
}),
|
||||
dimensions,
|
||||
angle: Deg(180.0),
|
||||
color,
|
||||
});
|
||||
|
||||
out.push(UiSprite {
|
||||
|
@ -82,7 +78,6 @@ pub fn build_radar(
|
|||
}),
|
||||
dimensions,
|
||||
angle: Deg(270.0),
|
||||
color,
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -93,13 +88,23 @@ pub fn build_radar(
|
|||
let p = util::rigidbody_position(r);
|
||||
let d = p - pr;
|
||||
let m = d.magnitude() / radar_range;
|
||||
if m < 0.8 {
|
||||
let angle: Deg<f32> = util::rigidbody_rotation(r)
|
||||
.angle(Vector2 { x: 0.0, y: 1.0 })
|
||||
.into();
|
||||
let f = ct.get_faction(s.ship.faction).color;
|
||||
let f = [f[0], f[1], f[2], 1.0];
|
||||
|
||||
let angle: Deg<f32> = util::rigidbody_rotation(r)
|
||||
.angle(Vector2 { x: 0.0, y: 1.0 })
|
||||
.into();
|
||||
if s.physics_handle == *player {
|
||||
out.push(UiSprite {
|
||||
texture,
|
||||
pos: AnchoredUiPosition::NwC(Point2 {
|
||||
x: radar_size / 2.0 + 10.0,
|
||||
y: radar_size / -2.0 - 10.0,
|
||||
}),
|
||||
dimensions: Point2 {
|
||||
x: texture.aspect,
|
||||
y: 1.0,
|
||||
} * 5.0f32.min((0.8 - m) * 50.0),
|
||||
angle: -angle,
|
||||
});
|
||||
} else if m < 0.8 {
|
||||
out.push(UiSprite {
|
||||
texture,
|
||||
pos: AnchoredUiPosition::NwC(
|
||||
|
@ -113,7 +118,6 @@ pub fn build_radar(
|
|||
y: 1.0,
|
||||
} * 5.0f32.min((0.8 - m) * 50.0),
|
||||
angle: -angle,
|
||||
color: Some(f),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -49,9 +49,6 @@ impl Game {
|
|||
let s = object::Ship::new(
|
||||
&ct,
|
||||
content::ShipHandle { index: 0 },
|
||||
// This method of specifying factions is non-deterministic,
|
||||
// but that's ok since this is for debug.
|
||||
// TODO: fix
|
||||
content::FactionHandle { index: 0 },
|
||||
object::OutfitSet::new(ss),
|
||||
);
|
||||
|
|
Loading…
Reference in New Issue