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No commits in common. "b1de7f37ffa1e81bdec9a0db86e057baf47768c3" and "b48f5e71df23920bd3da0fd148cba1dd080ca29f" have entirely different histories.
b1de7f37ff
...
b48f5e71df
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@ -578,10 +578,10 @@ name = "galactica"
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version = "0.1.0"
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dependencies = [
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"anyhow",
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"bytemuck",
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"cgmath",
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"crossbeam",
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"galactica-content",
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"galactica-render",
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"image",
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"nalgebra",
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"pollster",
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@ -605,19 +605,6 @@ dependencies = [
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"walkdir",
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]
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[[package]]
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name = "galactica-render"
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version = "0.0.0"
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dependencies = [
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"anyhow",
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"bytemuck",
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"cgmath",
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"galactica-content",
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"image",
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"wgpu",
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"winit",
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]
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[[package]]
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name = "getrandom"
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version = "0.2.11"
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|
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@ -28,27 +28,26 @@ rpath = false
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[workspace]
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members = ["crates/content", "crates/render"]
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members = ["crates/content"]
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[dependencies]
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# Internal crates
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galactica-content = { path = "crates/content" }
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galactica-render = { path = "crates/render" }
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# Files
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image = { version = "0.24", features = ["png"] }
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# Graphics
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winit = "0.28"
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wgpu = "0.18"
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bytemuck = { version = "1.12", features = ["derive"] }
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# Physics
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rapier2d = { version = "0.17.2" }
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rapier2d = { version = "0.17.2" } #, features = ["parallel"] }
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nalgebra = "0.32.3"
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crossbeam = "0.8.3"
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# Misc helpers
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pollster = "0.3"
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anyhow = "1.0"
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# TODO: migrate to nalgebra
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cgmath = "0.18.0"
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rand = "0.8.5"
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walkdir = "2.4.0"
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10
TODO.md
10
TODO.md
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@ -64,10 +64,7 @@
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- Pause game
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- Better player controller? (only one shipbehavior needs inputs)
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- Clear all `// TODO:` comments littered in the source
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- CLI options (debug, save location, content location, check content)
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- Config file and compile options, remove all those consts.
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- Engine flares shouldn't be centered
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- Sprite optimization: do we need to allocate a new `Vec` every frame? Probably not.
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- Config file
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## Content
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- Angled engines
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@ -95,6 +92,7 @@
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- Lookahead -> position or direction?
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- Damping?
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- Important objects affect camera
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-
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## Visuals
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- Particles
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@ -103,7 +101,6 @@
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- Zoom parallax (?)
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- Background haze
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- Nova dust parallax
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- Ship outlines in radar
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## Write and Document
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@ -133,5 +130,4 @@
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- More interesting trading?
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- Death penalty
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- Find your wreckage when you die (dark souls/HK)
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- Lose some outfits, lose ship? Real risk for going out! (HK does this well)
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- Damage to ship subsystems
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- Lose some outfits, lose ship? Real risk for going out! (HK does this well)
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 8205d79e8aa9d7e4976fe8a7794e83819ec19688
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Subproject commit 711e4fd58100ee31e41c3c27273f7caa706d8d91
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@ -18,9 +18,3 @@ path = "projectile/blaster.png"
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[texture."ship::gypsum"]
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path = "ship/gypsum.png"
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[texture."ui::radar"]
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path = "ui/radar.png"
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[texture."ui::blip"]
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path = "ui/blip.png"
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@ -209,12 +209,6 @@ impl Content {
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}
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}
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/// Get a texture from a handle
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pub fn get_texture_handle(&self, name: &str) -> TextureHandle {
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return *self.texture_index.get(name).unwrap();
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// TODO: handle errors
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}
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/// Get a texture from a handle
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pub fn get_texture(&self, h: TextureHandle) -> &Texture {
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// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
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|
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@ -5,10 +5,10 @@ use cgmath::Deg;
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use crate::{handle::TextureHandle, Content};
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use crate::OutfitSpace;
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use super::OutfitSpace;
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pub(crate) mod syntax {
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use crate::part::shared;
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use super::super::shared;
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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|
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@ -2,10 +2,12 @@ use std::collections::HashMap;
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use anyhow::{bail, Result};
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use crate::{handle::TextureHandle, Content, OutfitSpace};
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use crate::{handle::TextureHandle, Content};
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use super::OutfitSpace;
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pub(crate) mod syntax {
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use crate::part::shared;
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use super::super::shared;
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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|
|
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@ -4,10 +4,12 @@ use anyhow::{bail, Result};
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use cgmath::Point2;
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use nalgebra::{point, Point};
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use crate::{handle::TextureHandle, Content, OutfitSpace};
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use crate::{handle::TextureHandle, Content};
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use super::OutfitSpace;
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pub(crate) mod syntax {
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use crate::part::shared;
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use super::super::shared;
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use serde::Deserialize;
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// Raw serde syntax structs.
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|
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@ -5,8 +5,8 @@ use std::collections::{HashMap, HashSet};
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use crate::{handle::TextureHandle, util::Polar, Content};
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pub(crate) mod syntax {
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use super::HashMap;
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use serde::Deserialize;
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use std::collections::HashMap;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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@ -1,17 +0,0 @@
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[package]
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name = "galactica-render"
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version = "0.0.0"
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edition = "2021"
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[dependencies]
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galactica-content = { path = "../content" }
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# Misc helpers
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anyhow = "1.0"
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cgmath = "0.18.0"
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# Files
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image = { version = "0.24", features = ["png"] }
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# Graphics
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winit = "0.28"
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wgpu = "0.18"
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bytemuck = { version = "1.12", features = ["derive"] }
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@ -1,26 +0,0 @@
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pub const ZOOM_MIN: f32 = 200.0;
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pub const ZOOM_MAX: f32 = 2000.0;
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/// Z-axis range for starfield stars
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/// This does not affect scale.
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pub const STARFIELD_Z_MIN: f32 = 100.0;
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pub const STARFIELD_Z_MAX: f32 = 200.0;
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/// Size range for starfield stars, in game units.
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/// This is scaled for zoom, but NOT for distance.
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pub const STARFIELD_SIZE_MIN: f32 = 0.2;
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pub const STARFIELD_SIZE_MAX: f32 = 1.8;
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/// Size of a square starfield tile, in game units.
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/// A tile of size STARFIELD_Z_MAX * screen-size-in-game-units
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/// will completely cover a (square) screen. This depends on zoom!
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///
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/// Use a value smaller than zoom_max for debug.
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pub const STARFIELD_SIZE: u64 = STARFIELD_Z_MAX as u64 * ZOOM_MAX as u64;
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/// Average number of stars per game unit
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pub const STARFIELD_DENSITY: f64 = 0.01;
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/// Number of stars in one starfield tile
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/// Must fit inside an i32
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pub const STARFIELD_COUNT: u64 = (STARFIELD_SIZE as f64 * STARFIELD_DENSITY) as u64;
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@ -1,39 +0,0 @@
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#![warn(missing_docs)]
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//! This crate contains all drawing logic and NO game logic.
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//! It converts game state to a nice picture.
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//!
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//! [`GPUState`] is the main struct this crate provides,
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//! and the only one external code should interact with.
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//! (Excluding data structs, like [`ObjectSprite`])
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mod consts;
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mod globaldata;
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mod gpustate;
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mod pipeline;
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mod sprite;
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mod texturearray;
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mod vertexbuffer;
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// TODO: remove
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mod consts_main;
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use cgmath::{Point3, Vector2};
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use galactica_content as content;
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pub use gpustate::GPUState;
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pub use sprite::{AnchoredUiPosition, ObjectSprite, ObjectSubSprite, UiSprite};
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/// TODO: this shouldn't be here
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pub struct StarfieldStar {
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/// Star coordinates, in world space.
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/// These are relative to the center of a starfield tile.
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pub pos: Point3<f32>,
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/// Height in game units.
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/// Will be scaled for zoom, but not for distance.
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pub size: f32,
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/// Color/brightness variation. Random between 0 and 1.
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/// Used in starfield shader.
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pub tint: Vector2<f32>,
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}
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@ -1,78 +0,0 @@
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use crate::content;
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use cgmath::{Deg, Point2, Point3};
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/// The location of a UI element, in one of a few
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/// possible coordinate systems.
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///
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/// Positive Y always points up,
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/// positive X always points right.
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#[derive(Debug, Clone)]
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pub enum AnchoredUiPosition {
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/// Position of this sprite's nw corner,
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/// relative to the nw corner of the window.
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NorthWest(Point2<f32>),
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/// Position of this sprite's sw corner,
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/// relative to the sw corner of the window.
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SouthWest(Point2<f32>),
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}
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/// A sprite that represents a ui element
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#[derive(Debug, Clone)]
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pub struct UiSprite {
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/// The texture to use for this sprite
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pub texture: content::TextureHandle,
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/// This object's position, in logical (dpi-adjusted) pixels
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pub pos: AnchoredUiPosition,
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/// The size of this sprite, in logical (dpi-adjusted) pixels
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pub dimensions: Point2<f32>,
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/// This sprite's rotation, measured ccw
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pub angle: Deg<f32>,
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}
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/// A sprite that represents a world object:
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/// Ships, planets, debris, etc
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#[derive(Debug, Clone)]
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pub struct ObjectSprite {
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/// The texture to use for this sprite
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pub texture: content::TextureHandle,
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/// This object's center, in world coordinates.
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pub pos: Point3<f32>,
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/// The size of this sprite,
|
||||
/// given as height in world units.
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||||
pub size: f32,
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||||
|
||||
/// This sprite's rotation
|
||||
/// (relative to north, measured ccw)
|
||||
/// Note that this is different from the angle used by our physics system.
|
||||
pub angle: Deg<f32>,
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||||
|
||||
/// Sprites that should be drawn relative to this sprite.
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pub children: Option<Vec<ObjectSubSprite>>,
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||||
}
|
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|
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/// A sprite that is drawn relative to an ObjectSprite.
|
||||
#[derive(Debug, Clone)]
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||||
pub struct ObjectSubSprite {
|
||||
/// The sprite texture to draw
|
||||
pub texture: content::TextureHandle,
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||||
|
||||
/// This object's position, in world coordinates.
|
||||
/// This is relative to this sprite's parent.
|
||||
pub pos: Point3<f32>,
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||||
|
||||
/// The size of this sprite,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// This sprite's rotation
|
||||
/// (relative to north, measured ccw)
|
||||
/// Just as position, this is relative to this
|
||||
/// subsprite's parent sprite.
|
||||
pub angle: Deg<f32>,
|
||||
}
|
|
@ -32,4 +32,4 @@ pub const STARFIELD_TEXTURE_NAME: &'static str = "starfield";
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|||
pub const CONTENT_ROOT: &'static str = "./content";
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||||
|
||||
/// Root directory of game textures
|
||||
pub const TEXTURE_ROOT: &'static str = "./assets/render";
|
||||
pub const TEXTURE_ROOT: &'static str = "./assets";
|
||||
|
|
|
@ -1,72 +1,18 @@
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|||
use cgmath::{Deg, InnerSpace, Point2};
|
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use galactica_render::{AnchoredUiPosition, ObjectSprite, UiSprite};
|
||||
use cgmath::Point2;
|
||||
use galactica_content::FactionHandle;
|
||||
use std::time::Instant;
|
||||
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
|
||||
|
||||
use super::{camera::Camera, outfits, system::System};
|
||||
use crate::{
|
||||
consts, content,
|
||||
consts,
|
||||
content::Content,
|
||||
inputstatus::InputStatus,
|
||||
physics::{util, Physics, ShipHandle},
|
||||
render::Sprite,
|
||||
shipbehavior::{self, ShipBehavior},
|
||||
};
|
||||
|
||||
struct Ui {}
|
||||
|
||||
impl Ui {
|
||||
fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
|
||||
fn build_radar(
|
||||
&self,
|
||||
player: &ShipHandle,
|
||||
physics: &Physics,
|
||||
ct: &content::Content,
|
||||
) -> Vec<UiSprite> {
|
||||
let mut out = Vec::new();
|
||||
|
||||
let radar_range = 2000.0;
|
||||
let radar_size = 300.0;
|
||||
|
||||
out.push(UiSprite {
|
||||
texture: ct.get_texture_handle("ui::radar"),
|
||||
pos: AnchoredUiPosition::NorthWest(Point2 { x: 10.0, y: -10.0 }),
|
||||
dimensions: Point2 {
|
||||
x: radar_size,
|
||||
y: radar_size,
|
||||
},
|
||||
angle: Deg(0.0),
|
||||
});
|
||||
|
||||
let (_, pr) = physics.get_ship_body(player).unwrap();
|
||||
let pr = util::rigidbody_position(pr);
|
||||
for (s, r) in physics.iter_ship_body() {
|
||||
if s.physics_handle == *player {
|
||||
continue;
|
||||
}
|
||||
let r = util::rigidbody_position(r);
|
||||
let d = r - pr;
|
||||
let m = d.magnitude() / radar_range;
|
||||
if m < 0.8 {
|
||||
out.push(UiSprite {
|
||||
texture: ct.get_texture_handle("ui::blip"),
|
||||
pos: AnchoredUiPosition::NorthWest(
|
||||
Point2 {
|
||||
x: radar_size / 2.0 + 10.0,
|
||||
y: radar_size / -2.0 - 10.0,
|
||||
} + (d / radar_range * 150.0),
|
||||
),
|
||||
dimensions: Point2 { x: 1.0, y: 1.0 } * 5.0f32.min((0.8 - m) * 50.0),
|
||||
angle: Deg(0.0),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Game {
|
||||
pub input: InputStatus,
|
||||
pub last_update: Instant,
|
||||
|
@ -76,14 +22,13 @@ pub struct Game {
|
|||
paused: bool,
|
||||
pub time_scale: f32,
|
||||
|
||||
ui: Ui,
|
||||
physics: Physics,
|
||||
shipbehaviors: Vec<Box<dyn ShipBehavior>>,
|
||||
content: content::Content,
|
||||
content: Content,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
pub fn new(ct: content::Content) -> Self {
|
||||
pub fn new(ct: Content) -> Self {
|
||||
let mut physics = Physics::new();
|
||||
|
||||
let mut o1 = outfits::ShipOutfits::new(&ct.ships[0]);
|
||||
|
@ -95,14 +40,14 @@ impl Game {
|
|||
&ct.ships[0],
|
||||
o1,
|
||||
Point2 { x: 0.0, y: 0.0 },
|
||||
content::FactionHandle { index: 0 },
|
||||
FactionHandle { index: 0 },
|
||||
);
|
||||
|
||||
let h2 = physics.add_ship(
|
||||
&ct.ships[0],
|
||||
outfits::ShipOutfits::new(&ct.ships[0]),
|
||||
Point2 { x: 300.0, y: 300.0 },
|
||||
content::FactionHandle { index: 0 },
|
||||
FactionHandle { index: 0 },
|
||||
);
|
||||
|
||||
let mut o2 = outfits::ShipOutfits::new(&ct.ships[0]);
|
||||
|
@ -115,7 +60,7 @@ impl Game {
|
|||
x: -300.0,
|
||||
y: 300.0,
|
||||
},
|
||||
content::FactionHandle { index: 1 },
|
||||
FactionHandle { index: 1 },
|
||||
);
|
||||
|
||||
let mut shipbehaviors: Vec<Box<dyn ShipBehavior>> = Vec::new();
|
||||
|
@ -139,7 +84,6 @@ impl Game {
|
|||
physics,
|
||||
shipbehaviors,
|
||||
content: ct,
|
||||
ui: Ui::new(),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -196,8 +140,8 @@ impl Game {
|
|||
self.last_update = Instant::now();
|
||||
}
|
||||
|
||||
pub fn get_object_sprites(&self) -> Vec<ObjectSprite> {
|
||||
let mut sprites: Vec<ObjectSprite> = Vec::new();
|
||||
pub fn get_sprites(&self) -> Vec<Sprite> {
|
||||
let mut sprites: Vec<Sprite> = Vec::new();
|
||||
|
||||
sprites.append(&mut self.system.get_sprites());
|
||||
sprites.extend(self.physics.get_ship_sprites());
|
||||
|
@ -214,10 +158,4 @@ impl Game {
|
|||
|
||||
return sprites;
|
||||
}
|
||||
|
||||
pub fn get_ui_sprites(&self) -> Vec<UiSprite> {
|
||||
return self
|
||||
.ui
|
||||
.build_radar(&self.player, &self.physics, &self.content);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
use cgmath::{Deg, Point3};
|
||||
use galactica_render::ObjectSubSprite;
|
||||
use content::{OutfitSpace, TextureHandle};
|
||||
|
||||
use crate::content;
|
||||
use crate::{content, render::SubSprite};
|
||||
|
||||
/// Represents a gun attached to a specific ship at a certain gunpoint.
|
||||
#[derive(Debug)]
|
||||
|
@ -28,7 +28,7 @@ impl ShipGun {
|
|||
pub struct OutfitStatSum {
|
||||
pub engine_thrust: f32,
|
||||
pub steer_power: f32,
|
||||
pub engine_flare_textures: Vec<content::TextureHandle>,
|
||||
pub engine_flare_textures: Vec<TextureHandle>,
|
||||
}
|
||||
|
||||
impl OutfitStatSum {
|
||||
|
@ -67,9 +67,9 @@ impl OutfitStatSum {
|
|||
#[derive(Debug)]
|
||||
pub struct ShipOutfits {
|
||||
pub stats: OutfitStatSum,
|
||||
pub total_space: content::OutfitSpace,
|
||||
pub total_space: OutfitSpace,
|
||||
|
||||
available_space: content::OutfitSpace,
|
||||
available_space: OutfitSpace,
|
||||
outfits: Vec<content::Outfit>,
|
||||
guns: Vec<ShipGun>,
|
||||
enginepoints: Vec<content::EnginePoint>,
|
||||
|
@ -77,7 +77,7 @@ pub struct ShipOutfits {
|
|||
|
||||
// Minor performance optimization, since we
|
||||
// rarely need to re-compute these.
|
||||
engine_flare_sprites: Vec<ObjectSubSprite>,
|
||||
engine_flare_sprites: Vec<SubSprite>,
|
||||
}
|
||||
|
||||
impl<'a> ShipOutfits {
|
||||
|
@ -177,7 +177,7 @@ impl<'a> ShipOutfits {
|
|||
self.engine_flare_sprites = self
|
||||
.enginepoints
|
||||
.iter()
|
||||
.map(|p| ObjectSubSprite {
|
||||
.map(|p| SubSprite {
|
||||
pos: Point3 {
|
||||
x: p.pos.x,
|
||||
y: p.pos.y,
|
||||
|
@ -190,7 +190,7 @@ impl<'a> ShipOutfits {
|
|||
.collect();
|
||||
}
|
||||
|
||||
pub fn get_engine_flares(&self) -> Vec<ObjectSubSprite> {
|
||||
pub fn get_engine_flares(&self) -> Vec<SubSprite> {
|
||||
return self.engine_flare_sprites.clone();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,22 @@
|
|||
use cgmath::{Point3, Vector2};
|
||||
use galactica_render::{ObjectSprite, StarfieldStar};
|
||||
use rand::{self, Rng};
|
||||
|
||||
use super::SystemObject;
|
||||
use crate::{consts, content};
|
||||
use crate::{consts, content, render::Sprite};
|
||||
|
||||
pub struct StarfieldStar {
|
||||
/// Star coordinates, in world space.
|
||||
/// These are relative to the center of a starfield tile.
|
||||
pub pos: Point3<f32>,
|
||||
|
||||
/// Height in game units.
|
||||
/// Will be scaled for zoom, but not for distance.
|
||||
pub size: f32,
|
||||
|
||||
/// Color/brightness variation. Random between 0 and 1.
|
||||
/// Used in starfield shader.
|
||||
pub tint: Vector2<f32>,
|
||||
}
|
||||
|
||||
pub struct System {
|
||||
pub name: String,
|
||||
|
@ -46,7 +59,7 @@ impl System {
|
|||
return s;
|
||||
}
|
||||
|
||||
pub fn get_sprites(&self) -> Vec<ObjectSprite> {
|
||||
pub fn get_sprites(&self) -> Vec<Sprite> {
|
||||
return self.bodies.iter().map(|x| x.get_sprite()).collect();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,17 +1,18 @@
|
|||
use crate::content;
|
||||
use cgmath::{Deg, Point3};
|
||||
use galactica_render::ObjectSprite;
|
||||
use galactica_content::TextureHandle;
|
||||
|
||||
use crate::render::Sprite;
|
||||
|
||||
pub struct SystemObject {
|
||||
pub sprite_texture: content::TextureHandle,
|
||||
pub sprite_texture: TextureHandle,
|
||||
pub pos: Point3<f32>,
|
||||
pub size: f32,
|
||||
pub angle: Deg<f32>,
|
||||
}
|
||||
|
||||
impl SystemObject {
|
||||
pub(crate) fn get_sprite(&self) -> ObjectSprite {
|
||||
return ObjectSprite {
|
||||
pub(super) fn get_sprite(&self) -> Sprite {
|
||||
return Sprite {
|
||||
texture: self.sprite_texture,
|
||||
pos: self.pos,
|
||||
angle: self.angle,
|
||||
|
|
26
src/main.rs
26
src/main.rs
|
@ -3,12 +3,13 @@ mod game;
|
|||
mod inputstatus;
|
||||
mod objects;
|
||||
mod physics;
|
||||
mod render;
|
||||
mod shipbehavior;
|
||||
|
||||
pub use galactica_content as content;
|
||||
use std::path::PathBuf;
|
||||
|
||||
use anyhow::Result;
|
||||
use std::path::PathBuf;
|
||||
use galactica_content as content;
|
||||
use winit::{
|
||||
event::{Event, KeyboardInput, WindowEvent},
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
|
@ -25,22 +26,17 @@ fn main() -> Result<()> {
|
|||
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
|
||||
let mut gpu = pollster::block_on(render::GPUState::new(window, &content))?;
|
||||
|
||||
let mut game = game::Game::new(content);
|
||||
gpu.update_starfield_buffer(&game.system.starfield);
|
||||
gpu.update_starfield_buffer(&game);
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
|
||||
match gpu.render(
|
||||
game.camera.pos,
|
||||
game.camera.zoom,
|
||||
&game.get_object_sprites(),
|
||||
&game.get_ui_sprites(),
|
||||
) {
|
||||
match gpu.render(&game) {
|
||||
Ok(_) => {}
|
||||
Err(wgpu::SurfaceError::Lost) => gpu.resize(&game.system.starfield),
|
||||
Err(wgpu::SurfaceError::Lost) => gpu.resize(&game, gpu.window_size),
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
|
@ -75,11 +71,11 @@ fn main() -> Result<()> {
|
|||
WindowEvent::MouseWheel { delta, phase, .. } => {
|
||||
game.process_scroll(delta, phase);
|
||||
}
|
||||
WindowEvent::Resized(_) => {
|
||||
gpu.resize(&game.system.starfield);
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
gpu.resize(&game, *physical_size);
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { .. } => {
|
||||
gpu.resize(&game.system.starfield);
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
gpu.resize(&game, **new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
|
|
|
@ -1,20 +1,20 @@
|
|||
use cgmath::{Deg, InnerSpace, Point3, Vector2};
|
||||
use galactica_render::ObjectSprite;
|
||||
use galactica_content::{FactionHandle, TextureHandle};
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
||||
geometry::{ColliderBuilder, ColliderHandle},
|
||||
};
|
||||
|
||||
use crate::{content, physics::util};
|
||||
use crate::{physics::util, render::Sprite};
|
||||
|
||||
pub struct ProjectileBuilder {
|
||||
pub rigid_body: RigidBodyBuilder,
|
||||
pub collider: ColliderBuilder,
|
||||
pub sprite_texture: content::TextureHandle,
|
||||
pub sprite_texture: TextureHandle,
|
||||
pub lifetime: f32,
|
||||
pub size: f32,
|
||||
pub damage: f32,
|
||||
pub faction: content::FactionHandle,
|
||||
pub faction: FactionHandle,
|
||||
}
|
||||
|
||||
impl ProjectileBuilder {
|
||||
|
@ -35,11 +35,11 @@ impl ProjectileBuilder {
|
|||
pub struct Projectile {
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
pub collider: ColliderHandle,
|
||||
pub sprite_texture: content::TextureHandle,
|
||||
pub sprite_texture: TextureHandle,
|
||||
pub lifetime: f32,
|
||||
pub size: f32,
|
||||
pub damage: f32,
|
||||
pub faction: content::FactionHandle,
|
||||
pub faction: FactionHandle,
|
||||
}
|
||||
|
||||
impl Projectile {
|
||||
|
@ -51,14 +51,14 @@ impl Projectile {
|
|||
return self.lifetime < 0.0;
|
||||
}
|
||||
|
||||
pub fn get_sprite(&self, r: &RigidBody) -> ObjectSprite {
|
||||
pub fn get_sprite(&self, r: &RigidBody) -> Sprite {
|
||||
let pos = util::rigidbody_position(r);
|
||||
let rot = util::rigidbody_rotation(r);
|
||||
|
||||
// Sprites point north at 0 degrees
|
||||
let ang: Deg<f32> = rot.angle(Vector2 { x: 1.0, y: 0.0 }).into();
|
||||
|
||||
ObjectSprite {
|
||||
Sprite {
|
||||
texture: self.sprite_texture,
|
||||
pos: Point3 {
|
||||
x: pos.x,
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2};
|
||||
use content::{FactionHandle, TextureHandle};
|
||||
use galactica_render::ObjectSprite;
|
||||
use nalgebra::vector;
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
|
@ -14,6 +13,7 @@ use crate::{
|
|||
content,
|
||||
game::outfits,
|
||||
physics::{util, ShipHandle},
|
||||
render::Sprite,
|
||||
};
|
||||
|
||||
pub struct ShipTickResult {
|
||||
|
@ -157,14 +157,14 @@ impl Ship {
|
|||
return ShipTickResult { projectiles: p };
|
||||
}
|
||||
|
||||
pub fn get_sprite(&self, r: &RigidBody) -> ObjectSprite {
|
||||
pub fn get_sprite(&self, r: &RigidBody) -> Sprite {
|
||||
let ship_pos = util::rigidbody_position(r);
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
|
||||
// Sprites point north at 0 degrees
|
||||
let ship_ang: Deg<f32> = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }).into();
|
||||
|
||||
ObjectSprite {
|
||||
Sprite {
|
||||
pos: (ship_pos.x, ship_pos.y, 1.0).into(),
|
||||
texture: self.sprite_texture,
|
||||
angle: -ship_ang,
|
||||
|
|
|
@ -6,5 +6,5 @@ pub use physics::Physics;
|
|||
|
||||
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
|
||||
|
||||
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub struct ShipHandle(pub(super) RigidBodyHandle, ColliderHandle);
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use cgmath::Point2;
|
||||
use content::{Content, FactionHandle};
|
||||
use crossbeam::channel::Receiver;
|
||||
use galactica_render::ObjectSprite;
|
||||
use nalgebra::vector;
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
||||
|
@ -10,7 +10,7 @@ use rapier2d::{
|
|||
use std::{collections::HashMap, f32::consts::PI};
|
||||
|
||||
use super::{wrapper::Wrapper, ShipHandle};
|
||||
use crate::{content, game::outfits, objects};
|
||||
use crate::{content, game::outfits, objects, render::Sprite};
|
||||
|
||||
/// Keeps track of all objects in the world that we can interact with.
|
||||
/// Also wraps our physics engine
|
||||
|
@ -84,7 +84,7 @@ impl Physics {
|
|||
ct: &content::Ship,
|
||||
outfits: outfits::ShipOutfits,
|
||||
position: Point2<f32>,
|
||||
faction: content::FactionHandle,
|
||||
faction: FactionHandle,
|
||||
) -> ShipHandle {
|
||||
let cl = ColliderBuilder::convex_decomposition(
|
||||
&ct.collision.points[..],
|
||||
|
@ -114,7 +114,7 @@ impl Physics {
|
|||
return h;
|
||||
}
|
||||
|
||||
pub fn step(&mut self, t: f32, ct: &content::Content) {
|
||||
pub fn step(&mut self, t: f32, ct: &Content) {
|
||||
// Run ship updates
|
||||
let mut res = Vec::new();
|
||||
let mut to_remove = Vec::new();
|
||||
|
@ -205,13 +205,13 @@ impl Physics {
|
|||
})
|
||||
}
|
||||
|
||||
pub fn get_ship_sprites(&self) -> impl Iterator<Item = ObjectSprite> + '_ {
|
||||
pub fn get_ship_sprites(&self) -> impl Iterator<Item = Sprite> + '_ {
|
||||
self.ships
|
||||
.values()
|
||||
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.physics_handle.0]))
|
||||
}
|
||||
|
||||
pub fn get_projectile_sprites(&self) -> impl Iterator<Item = ObjectSprite> + '_ {
|
||||
pub fn get_projectile_sprites(&self) -> impl Iterator<Item = Sprite> + '_ {
|
||||
self.projectiles
|
||||
.values()
|
||||
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.rigid_body]))
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use crate::consts_main;
|
||||
use crate::consts;
|
||||
use cgmath::Matrix4;
|
||||
|
||||
// We can draw at most this many sprites on the screen.
|
||||
|
@ -6,7 +6,7 @@ use cgmath::Matrix4;
|
|||
pub const SPRITE_INSTANCE_LIMIT: u64 = 500;
|
||||
|
||||
// Must be small enough to fit in an i32
|
||||
pub const STARFIELD_INSTANCE_LIMIT: u64 = consts_main::STARFIELD_COUNT * 24;
|
||||
pub const STARFIELD_INSTANCE_LIMIT: u64 = consts::STARFIELD_COUNT * 24;
|
||||
|
||||
/// Shader entry points
|
||||
pub const SHADER_MAIN_VERTEX: &'static str = "vertex_main";
|
|
@ -1,39 +1,34 @@
|
|||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use cgmath::{Deg, EuclideanSpace, Matrix4, Point2, Vector2, Vector3};
|
||||
use galactica_content::Content;
|
||||
use std::{iter, rc::Rc};
|
||||
use wgpu;
|
||||
use winit::{self, dpi::LogicalSize, window::Window};
|
||||
use winit::{self, dpi::PhysicalSize, window::Window};
|
||||
|
||||
use crate::{
|
||||
use super::{
|
||||
consts::{OPENGL_TO_WGPU_MATRIX, SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
|
||||
consts_main, content,
|
||||
globaldata::{GlobalData, GlobalDataContent},
|
||||
pipeline::PipelineBuilder,
|
||||
sprite::ObjectSubSprite,
|
||||
sprite::SubSprite,
|
||||
texturearray::TextureArray,
|
||||
vertexbuffer::{
|
||||
consts::{SPRITE_INDICES, SPRITE_VERTICES},
|
||||
types::{SpriteInstance, StarfieldInstance, TexturedVertex},
|
||||
VertexBuffer,
|
||||
},
|
||||
ObjectSprite, StarfieldStar, UiSprite,
|
||||
Sprite,
|
||||
};
|
||||
use crate::{consts, game::Game};
|
||||
|
||||
/// A high-level GPU wrapper. Consumes game state,
|
||||
/// produces pretty pictures.
|
||||
pub struct GPUState {
|
||||
/// The window to we draw on
|
||||
pub window: Window,
|
||||
|
||||
/// The size of the window we draw on
|
||||
pub window_size: winit::dpi::PhysicalSize<u32>,
|
||||
|
||||
device: wgpu::Device,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
surface: wgpu::Surface,
|
||||
queue: wgpu::Queue,
|
||||
|
||||
pub window: Window,
|
||||
pub window_size: winit::dpi::PhysicalSize<u32>,
|
||||
window_aspect: f32,
|
||||
|
||||
sprite_pipeline: wgpu::RenderPipeline,
|
||||
|
@ -51,8 +46,7 @@ struct VertexBuffers {
|
|||
}
|
||||
|
||||
impl GPUState {
|
||||
/// Make a new GPUState that draws on `window`
|
||||
pub async fn new(window: Window, ct: &content::Content) -> Result<Self> {
|
||||
pub async fn new(window: Window, ct: &Content) -> Result<Self> {
|
||||
let window_size = window.inner_size();
|
||||
let window_aspect = window_size.width as f32 / window_size.height as f32;
|
||||
|
||||
|
@ -147,7 +141,7 @@ impl GPUState {
|
|||
let sprite_pipeline = PipelineBuilder::new("sprite", &device)
|
||||
.set_shader(include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"/src/render/shaders/",
|
||||
"sprite.wgsl"
|
||||
)))
|
||||
.set_format(config.format)
|
||||
|
@ -159,7 +153,7 @@ impl GPUState {
|
|||
let starfield_pipeline = PipelineBuilder::new("starfield", &device)
|
||||
.set_shader(include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"/src/render/shaders/",
|
||||
"starfield.wgsl"
|
||||
)))
|
||||
.set_format(config.format)
|
||||
|
@ -188,15 +182,11 @@ impl GPUState {
|
|||
});
|
||||
}
|
||||
|
||||
/// Get the window this GPUState is attached to
|
||||
pub fn window(&self) -> &Window {
|
||||
&self.window
|
||||
}
|
||||
|
||||
/// Update window size.
|
||||
/// This should be called whenever our window is resized.
|
||||
pub fn resize(&mut self, starfield: &Vec<StarfieldStar>) {
|
||||
let new_size = self.window.inner_size();
|
||||
pub fn resize(&mut self, game: &Game, new_size: PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.window_size = new_size;
|
||||
self.window_aspect = new_size.width as f32 / new_size.height as f32;
|
||||
|
@ -204,19 +194,18 @@ impl GPUState {
|
|||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
self.update_starfield_buffer(starfield)
|
||||
self.update_starfield_buffer(game)
|
||||
}
|
||||
|
||||
/// Create a SpriteInstance for an object and add it to `instances`.
|
||||
/// Create a SpriteInstance for s and add it to instances.
|
||||
/// Also handles child sprites.
|
||||
fn push_object_sprite(
|
||||
fn push_sprite(
|
||||
&self,
|
||||
camera_zoom: f32,
|
||||
camera_pos: Point2<f32>,
|
||||
game: &Game,
|
||||
instances: &mut Vec<SpriteInstance>,
|
||||
clip_ne: Point2<f32>,
|
||||
clip_sw: Point2<f32>,
|
||||
s: &ObjectSprite,
|
||||
s: Sprite,
|
||||
) {
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
|
@ -224,7 +213,7 @@ impl GPUState {
|
|||
(Point2 {
|
||||
x: s.pos.x,
|
||||
y: s.pos.y,
|
||||
} - camera_pos.to_vec())
|
||||
} - game.camera.pos.to_vec())
|
||||
/ s.pos.z
|
||||
};
|
||||
let texture = self.texture_array.get_texture(s.texture);
|
||||
|
@ -248,7 +237,7 @@ impl GPUState {
|
|||
}
|
||||
|
||||
// TODO: clean up
|
||||
let scale = height / camera_zoom;
|
||||
let scale = height / game.camera.zoom;
|
||||
|
||||
// Note that our mesh starts centered at (0, 0).
|
||||
// This is essential---we do not want scale and rotation
|
||||
|
@ -277,8 +266,8 @@ impl GPUState {
|
|||
// The height of the viewport is `zoom` in game units,
|
||||
// but it's 2 in screen units! (since coordinates range from -1 to 1)
|
||||
let translate = Matrix4::from_translation(Vector3 {
|
||||
x: pos.x / (camera_zoom / 2.0) / self.window_aspect,
|
||||
y: pos.y / (camera_zoom / 2.0),
|
||||
x: pos.x / (game.camera.zoom / 2.0) / self.window_aspect,
|
||||
y: pos.y / (game.camera.zoom / 2.0),
|
||||
z: 0.0,
|
||||
});
|
||||
|
||||
|
@ -293,40 +282,40 @@ impl GPUState {
|
|||
});
|
||||
|
||||
// Add children
|
||||
if let Some(children) = &s.children {
|
||||
if let Some(children) = s.children {
|
||||
for c in children {
|
||||
self.push_object_subsprite(camera_zoom, instances, c, pos, s.angle);
|
||||
self.push_subsprite(game, instances, c, pos, s.angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Add an object sprite's subsprite to `instances`.
|
||||
/// Only called by `self.push_object_sprite`.
|
||||
fn push_object_subsprite(
|
||||
/// Add a sprite's subsprite to instance.
|
||||
/// Only called by push_sprite.
|
||||
fn push_subsprite(
|
||||
&self,
|
||||
camera_zoom: f32,
|
||||
game: &Game,
|
||||
instances: &mut Vec<SpriteInstance>,
|
||||
s: &ObjectSubSprite,
|
||||
s: SubSprite,
|
||||
parent_pos: Point2<f32>,
|
||||
parent_angle: Deg<f32>,
|
||||
) {
|
||||
let texture = self.texture_array.get_texture(s.texture);
|
||||
let scale = s.size / (s.pos.z * camera_zoom);
|
||||
let scale = s.size / (s.pos.z * game.camera.zoom);
|
||||
let sprite_aspect_and_scale =
|
||||
Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
|
||||
let rotate = Matrix4::from_angle_z(s.angle);
|
||||
let screen_aspect = Matrix4::from_nonuniform_scale(1.0 / self.window_aspect, 1.0, 1.0);
|
||||
|
||||
let ptranslate = Matrix4::from_translation(Vector3 {
|
||||
x: parent_pos.x / (camera_zoom / 2.0) / self.window_aspect,
|
||||
y: parent_pos.y / (camera_zoom / 2.0),
|
||||
x: parent_pos.x / (game.camera.zoom / 2.0) / self.window_aspect,
|
||||
y: parent_pos.y / (game.camera.zoom / 2.0),
|
||||
z: 0.0,
|
||||
});
|
||||
let protate = Matrix4::from_angle_z(parent_angle);
|
||||
|
||||
let translate = Matrix4::from_translation(Vector3 {
|
||||
x: s.pos.x / (camera_zoom / 2.0) / self.window_aspect,
|
||||
y: s.pos.y / (camera_zoom / 2.0),
|
||||
x: s.pos.x / (game.camera.zoom / 2.0) / self.window_aspect,
|
||||
y: s.pos.y / (game.camera.zoom / 2.0),
|
||||
z: 0.0,
|
||||
});
|
||||
|
||||
|
@ -343,65 +332,20 @@ impl GPUState {
|
|||
});
|
||||
}
|
||||
|
||||
/// Create a SpriteInstance for a ui sprite and add it to `instances`
|
||||
fn push_ui_sprite(&self, instances: &mut Vec<SpriteInstance>, s: &UiSprite) {
|
||||
let logical_size: LogicalSize<f32> =
|
||||
self.window_size.to_logical(self.window.scale_factor());
|
||||
|
||||
let texture = self.texture_array.get_texture(s.texture);
|
||||
let width = s.dimensions.x;
|
||||
let height = s.dimensions.y;
|
||||
|
||||
let scale = Matrix4::from_nonuniform_scale(
|
||||
width / logical_size.width,
|
||||
height / logical_size.height,
|
||||
1.0,
|
||||
);
|
||||
let rotate = Matrix4::from_angle_z(s.angle);
|
||||
let translate = Matrix4::from_translation(match s.pos {
|
||||
super::AnchoredUiPosition::NorthWest(p) => Vector3 {
|
||||
// Note the signs. Positive y points north!
|
||||
x: -1.0 + (width / 2.0 + p.x) / (logical_size.width / 2.0),
|
||||
y: 1.0 - (height / 2.0 - p.y) / (logical_size.height / 2.0),
|
||||
z: 0.0,
|
||||
},
|
||||
_ => Vector3 {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
},
|
||||
});
|
||||
|
||||
instances.push(SpriteInstance {
|
||||
transform: (OPENGL_TO_WGPU_MATRIX * translate * rotate * scale).into(),
|
||||
texture_index: texture.index,
|
||||
});
|
||||
}
|
||||
|
||||
/// 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>,
|
||||
) -> Vec<SpriteInstance> {
|
||||
fn make_sprite_instances(&self, game: &Game) -> 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.
|
||||
let clip_ne = Point2::from((-self.window_aspect, 1.0)) * camera_zoom;
|
||||
let clip_sw = Point2::from((self.window_aspect, -1.0)) * camera_zoom;
|
||||
let clip_ne = Point2::from((-self.window_aspect, 1.0)) * game.camera.zoom;
|
||||
let clip_sw = Point2::from((self.window_aspect, -1.0)) * game.camera.zoom;
|
||||
|
||||
for s in objects {
|
||||
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);
|
||||
for s in game.get_sprites() {
|
||||
self.push_sprite(game, &mut instances, clip_ne, clip_sw, s);
|
||||
}
|
||||
|
||||
// Enforce sprite limit
|
||||
|
@ -417,19 +361,18 @@ impl GPUState {
|
|||
/// Will panic if STARFIELD_INSTANCE_LIMIT is exceeded.
|
||||
///
|
||||
/// Starfield data rarely changes, so this is called only when it's needed.
|
||||
pub fn update_starfield_buffer(&mut self, starfield: &Vec<StarfieldStar>) {
|
||||
let sz = consts_main::STARFIELD_SIZE as f32;
|
||||
pub fn update_starfield_buffer(&mut self, game: &Game) {
|
||||
let sz = consts::STARFIELD_SIZE as f32;
|
||||
|
||||
// Compute window size in starfield tiles
|
||||
let mut nw_tile: Point2<i32> = {
|
||||
// Game coordinates (relative to camera) of nw corner of screen.
|
||||
// TODO: we probably don't need to re-compute this on resize
|
||||
let clip_nw = Point2::from((self.window_aspect, 1.0)) * consts_main::ZOOM_MAX;
|
||||
let clip_nw = Point2::from((self.window_aspect, 1.0)) * consts::ZOOM_MAX;
|
||||
|
||||
// Parallax correction.
|
||||
// Also, adjust v for mod to work properly
|
||||
// (v is centered at 0)
|
||||
let v: Point2<f32> = clip_nw * consts_main::STARFIELD_Z_MIN;
|
||||
let v: Point2<f32> = clip_nw * consts::STARFIELD_Z_MIN;
|
||||
let v_adj: Point2<f32> = (v.x + (sz / 2.0), v.y + (sz / 2.0)).into();
|
||||
|
||||
#[rustfmt::skip]
|
||||
|
@ -453,7 +396,7 @@ impl GPUState {
|
|||
|
||||
// Truncate tile grid to buffer size
|
||||
// (The window won't be full of stars if our instance limit is too small)
|
||||
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * consts_main::STARFIELD_COUNT as i32)
|
||||
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * consts::STARFIELD_COUNT as i32)
|
||||
> STARFIELD_INSTANCE_LIMIT as i32
|
||||
{
|
||||
nw_tile -= Vector2::from((1, 1));
|
||||
|
@ -468,7 +411,7 @@ impl GPUState {
|
|||
y: sz * y as f32,
|
||||
z: 0.0,
|
||||
};
|
||||
for s in starfield {
|
||||
for s in &game.system.starfield {
|
||||
instances.push(StarfieldInstance {
|
||||
position: (s.pos + offset).into(),
|
||||
size: s.size,
|
||||
|
@ -491,14 +434,7 @@ impl GPUState {
|
|||
);
|
||||
}
|
||||
|
||||
/// Main render function. Draws sprites on a window.
|
||||
pub fn render(
|
||||
&mut self,
|
||||
camera_pos: Point2<f32>,
|
||||
camera_zoom: f32,
|
||||
object_sprites: &Vec<ObjectSprite>,
|
||||
ui_sprites: &Vec<UiSprite>,
|
||||
) -> Result<(), wgpu::SurfaceError> {
|
||||
pub fn render(&mut self, game: &Game) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
|
@ -536,26 +472,22 @@ impl GPUState {
|
|||
&self.global_data.buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
camera_position: camera_pos.into(),
|
||||
camera_zoom: [camera_zoom, 0.0],
|
||||
camera_zoom_limits: [consts_main::ZOOM_MIN, consts_main::ZOOM_MAX],
|
||||
camera_position: game.camera.pos.into(),
|
||||
camera_zoom: [game.camera.zoom, 0.0],
|
||||
camera_zoom_limits: [consts::ZOOM_MIN, consts::ZOOM_MAX],
|
||||
window_size: [
|
||||
self.window_size.width as f32,
|
||||
self.window_size.height as f32,
|
||||
],
|
||||
window_aspect: [self.window_aspect, 0.0],
|
||||
starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
|
||||
starfield_tile_size: [consts_main::STARFIELD_SIZE as f32, 0.0],
|
||||
starfield_size_limits: [
|
||||
consts_main::STARFIELD_SIZE_MIN,
|
||||
consts_main::STARFIELD_SIZE_MAX,
|
||||
],
|
||||
starfield_tile_size: [consts::STARFIELD_SIZE as f32, 0.0],
|
||||
starfield_size_limits: [consts::STARFIELD_SIZE_MIN, consts::STARFIELD_SIZE_MAX],
|
||||
}]),
|
||||
);
|
||||
|
||||
// Create sprite instances
|
||||
let sprite_instances =
|
||||
self.make_sprite_instances(camera_zoom, camera_pos, object_sprites, ui_sprites);
|
||||
let sprite_instances = self.make_sprite_instances(game);
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.sprite.instances,
|
||||
0,
|
|
@ -0,0 +1,10 @@
|
|||
mod consts;
|
||||
mod globaldata;
|
||||
mod gpustate;
|
||||
mod pipeline;
|
||||
mod sprite;
|
||||
mod texturearray;
|
||||
mod vertexbuffer;
|
||||
|
||||
pub use gpustate::GPUState;
|
||||
pub use sprite::{Sprite, SubSprite};
|
|
@ -1,8 +1,8 @@
|
|||
use std::rc::Rc;
|
||||
use wgpu;
|
||||
|
||||
use crate::consts::{SHADER_MAIN_FRAGMENT, SHADER_MAIN_VERTEX};
|
||||
use crate::vertexbuffer::VertexBuffer;
|
||||
use super::consts::{SHADER_MAIN_FRAGMENT, SHADER_MAIN_VERTEX};
|
||||
use super::vertexbuffer::VertexBuffer;
|
||||
|
||||
pub struct PipelineBuilder<'a> {
|
||||
// These are provided with new()
|
|
@ -0,0 +1,42 @@
|
|||
use cgmath::{Deg, Point3};
|
||||
use galactica_content::TextureHandle;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Sprite {
|
||||
/// The sprite texture to draw
|
||||
pub texture: TextureHandle,
|
||||
|
||||
/// This object's position, in world coordinates.
|
||||
pub pos: Point3<f32>,
|
||||
|
||||
/// The size of this sprite,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// This sprite's rotation
|
||||
/// (relative to north, measured ccw)
|
||||
pub angle: Deg<f32>,
|
||||
|
||||
/// Sprites that should be drawn relative to this sprite.
|
||||
pub children: Option<Vec<SubSprite>>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SubSprite {
|
||||
/// The sprite texture to draw
|
||||
pub texture: TextureHandle,
|
||||
|
||||
/// This object's position, in world coordinates.
|
||||
/// This is relative to this sprite's parent.
|
||||
pub pos: Point3<f32>,
|
||||
|
||||
/// The size of this sprite,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// This sprite's rotation
|
||||
/// (relative to north, measured ccw)
|
||||
/// Just as position, this is relative to this
|
||||
/// subsprite's parent sprite.
|
||||
pub angle: Deg<f32>,
|
||||
}
|
|
@ -1,15 +1,15 @@
|
|||
use crate::content;
|
||||
use anyhow::Result;
|
||||
use galactica_content::{Content, TextureHandle};
|
||||
use image::GenericImageView;
|
||||
use std::{collections::HashMap, fs::File, io::Read, num::NonZeroU32};
|
||||
use wgpu::BindGroupLayout;
|
||||
|
||||
pub(crate) struct RawTexture {
|
||||
pub(crate) view: wgpu::TextureView,
|
||||
pub(super) struct RawTexture {
|
||||
pub(super) view: wgpu::TextureView,
|
||||
}
|
||||
|
||||
impl RawTexture {
|
||||
pub(crate) fn from_bytes(
|
||||
pub(super) fn from_bytes(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
bytes: &[u8],
|
||||
|
@ -19,7 +19,7 @@ impl RawTexture {
|
|||
Self::from_image(device, queue, &img, Some(label))
|
||||
}
|
||||
|
||||
pub(crate) fn from_image(
|
||||
pub(super) fn from_image(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
img: &image::DynamicImage,
|
||||
|
@ -76,8 +76,8 @@ pub struct Texture {
|
|||
pub struct TextureArray {
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub bind_group_layout: BindGroupLayout,
|
||||
starfield_handle: content::TextureHandle,
|
||||
textures: HashMap<content::TextureHandle, Texture>,
|
||||
starfield_handle: TextureHandle,
|
||||
textures: HashMap<TextureHandle, Texture>,
|
||||
}
|
||||
|
||||
impl TextureArray {
|
||||
|
@ -85,14 +85,14 @@ impl TextureArray {
|
|||
*self.textures.get(&self.starfield_handle).unwrap()
|
||||
}
|
||||
|
||||
pub fn get_texture(&self, handle: content::TextureHandle) -> Texture {
|
||||
pub fn get_texture(&self, handle: TextureHandle) -> Texture {
|
||||
match self.textures.get(&handle) {
|
||||
Some(x) => *x,
|
||||
None => unreachable!("Tried to get a texture that doesn't exist"),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, ct: &content::Content) -> Result<Self> {
|
||||
pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, ct: &Content) -> Result<Self> {
|
||||
// Load all textures
|
||||
let mut texture_data = Vec::new();
|
||||
let mut textures = HashMap::new();
|
|
@ -36,8 +36,9 @@ impl BufferObject for TexturedVertex {
|
|||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct StarfieldInstance {
|
||||
/// Position in the starfield. This is NOT world position!
|
||||
/// Position in the starfield.
|
||||
///
|
||||
/// This is NOT world position, i.e, different from sprite positioning!
|
||||
/// The x and y coordinates here represent position relative to the center
|
||||
/// of a starfield tile in world units, which is converted to world position
|
||||
/// by the starfield vertex shader.
|
|
@ -1,7 +1,7 @@
|
|||
use cgmath::{Deg, InnerSpace};
|
||||
use galactica_content as content;
|
||||
|
||||
use crate::{
|
||||
content,
|
||||
inputstatus::InputStatus,
|
||||
physics::{util, Physics, ShipHandle},
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue