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Author | SHA1 | Date |
---|---|---|
Mark | 1992bd7bb8 | |
Mark | c1d50f0c45 | |
Mark | a65372f866 | |
Mark | b28cb03a52 | |
Mark | 7eaa585ede | |
Mark | 39020efd6c |
13
TODO.md
13
TODO.md
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@ -1,6 +1,5 @@
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## Specific Jobs
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- Particle variation
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- Particle physics
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- UI: health, shield, fuel, heat, energy bars
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- UI: text arranger
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- Sound system
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@ -9,12 +8,10 @@
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- Passive engine glow
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- Ship death damage and force events
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- Fix particle inherit velocity
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- Global shader variable prefix
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----------------------------------
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## Game & Story
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- Landmarks to determine speed?
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- How to keep player in system bounds, what to do if they fly far away
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- Max chase distance, physics-enforced area?
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- (Soft limits, you shouldn't go too far unless you decide to.)
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@ -62,11 +59,11 @@
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- how to target them
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- where to go
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- etc, extra flags
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- Conditional animations: on fire, on death, etc (tempest)
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- Higher texture limit (16 x 8096 x 8096 isn't enough)
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- Fast-load menu, progress bar for the rest
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- Only load what is needed?
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- GPU limits? (texture size, texture number)
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- Advanced particle physics (must move to cpu. Maybe both?)
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## Faction interaction
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@ -74,7 +71,6 @@
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- Static and dynamic faction relationships (change with player actions/game events?)
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- Dynamic relationships only for player? Other governments may be hard-coded
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- Opinion towards player -> how to handle well?
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- Player faction is special
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- Actions against one faction affect another
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@ -105,9 +101,6 @@
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- Weapons with ammunition
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- Enable/disable weapons
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- Cargo space
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- List of ES content--which to implement?
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- Ship stats
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- Weapon stats
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- Display name != internal key
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- Conversations
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- Trade
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@ -158,10 +151,10 @@
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- More interesting missions
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- Big fleets shouldn't be broken (should the player even have a fleet?)
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- ES Enemies don't have a real motivation.
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- ES story is a bit basic
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- Death matters - save-scumming shouldn't be normal
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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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- Damage to ship subsystems
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- Repair your own ship
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@ -3,32 +3,61 @@ sprite = "particle::explosion::small"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 8.0
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size_rng = 1.6
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angle_rng = 360
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velocity_scale_parent = 1.0
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[effect."large explosion"]
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sprite = "particle::explosion::large"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 25.0
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size_rng = 5.0
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angle_rng = 360
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velocity_scale_parent = 1.0
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[effect."huge explosion"]
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sprite = "particle::explosion::huge"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 50.0
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size_rng = 10.0
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angle_rng = 360
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velocity_scale_parent = 1.0
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# Every effect has a parent, some effects have a target
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[effect."blaster impact"]
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sprite = "particle::blaster"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 3.0
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lifetime = "inherit" # number in seconds or inherit from sprite
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lifetime_rng = 0.0 # Random variation of lifetime (up to this value)
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size = 3.0 # sprite size, in game units
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size_rng = 1.0 # random size variation
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angle = 0.0 # absolute starting angle. always added to parent angle.
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angle_rng = 90.0 # Starting angle randomness (up to this value)
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# Does not affect velocity, only sprite angle
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angvel_rng = 0.0 # Angvel randomness, applied to angvel
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angvel = 0.0 # Angular velocity at creation
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# Total velocity is sum of parent + target velocities with scale applied
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velocity_scale_parent = 0.0 # Multiply velocity by this value
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velocity_scale_parent_rng = 0.0 # random variation of scale
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velocity_scale_target = 1.0
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velocity_scale_target_rng = 1.0
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direction_rng = 1.0 # Random variation of travel direction, in degrees, applied to velocity vector (/2 each side?)
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# TODO:
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# inherit velocity scale
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# absolute velocity/angle (no inherit)
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# random lifetime, velocity, angle, spin
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# bullet bounce effect: inherit and change velocity
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# effect probabilities & variants
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# multiple particles in one effect
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# fade
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# document: effect vs particle
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# sprite lifetime/fps variation (and effects inherit lifetime later)
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# universal effect creator
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@ -33,5 +33,5 @@ projectile.impact_effect = "blaster impact"
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projectile.expire_effect.sprite = "particle::blaster"
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projectile.expire_effect.lifetime = "inherit"
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projectile.expire_effect.inherit_velocity = "projectile"
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projectile.expire_effect.size = 3.0
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projectile.expire_effect.velocity_scale_parent = 1.0
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@ -57,7 +57,7 @@ collision = [
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# Scripted explosion
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[[ship."Gypsum".collapse.event]]
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time = 5.0
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time = 4.9
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effects = [
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#[rustfmt:skip],
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{ effect = "small explosion", count = 8 },
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@ -26,7 +26,7 @@ file = "projectile/blaster.png"
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file = "ship/gypsum.png"
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[sprite."ship::peregrine"]
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timing.duration = 1.3
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timing.duration = 2
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repeat = "reverse"
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random_start_frame = true
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frames = [
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@ -1,11 +1,12 @@
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use anyhow::{Context, Result};
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use serde::Deserialize;
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use cgmath::Rad;
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use std::collections::HashMap;
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, EffectHandle};
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pub(crate) mod syntax {
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use anyhow::{bail, Result};
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use cgmath::Deg;
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use serde::Deserialize;
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use crate::{Content, ContentBuildContext, EffectHandle};
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@ -15,9 +16,26 @@ pub(crate) mod syntax {
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#[derive(Debug, Deserialize)]
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pub struct Effect {
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pub sprite: String,
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pub lifetime: EffectLifetime,
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pub inherit_velocity: super::ImpactInheritVelocity,
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pub size: f32,
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pub size_rng: Option<f32>,
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pub lifetime: TextOrFloat,
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pub lifetime_rng: Option<f32>,
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pub angle: Option<f32>,
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pub angle_rng: Option<f32>,
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pub angvel: Option<f32>,
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pub angvel_rng: Option<f32>,
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pub velocity_scale_parent: Option<f32>,
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pub velocity_scale_parent_rng: Option<f32>,
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pub velocity_scale_target: Option<f32>,
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pub velocity_scale_target_rng: Option<f32>,
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pub direction_rng: Option<f32>,
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}
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#[derive(Debug, Deserialize)]
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#[serde(untagged)]
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pub enum TextOrFloat {
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Text(String),
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Float(f32),
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}
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// We implement building here instead of in super::Effect because
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@ -34,8 +52,8 @@ pub(crate) mod syntax {
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};
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let lifetime = match self.lifetime {
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EffectLifetime::Seconds(s) => s,
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EffectLifetime::Inherit(s) => {
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TextOrFloat::Float(f) => f,
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TextOrFloat::Text(s) => {
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if s == "inherit" {
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let sprite = content.get_sprite(sprite);
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sprite.fps * sprite.frames.len() as f32
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@ -49,24 +67,27 @@ pub(crate) mod syntax {
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index: content.effects.len(),
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};
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content.effects.push(super::Effect {
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sprite,
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lifetime,
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handle,
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inherit_velocity: self.inherit_velocity,
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sprite,
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size: self.size,
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size_rng: self.size_rng.unwrap_or(0.0),
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lifetime,
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lifetime_rng: self.lifetime_rng.unwrap_or(0.0),
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angle: Deg(self.angle.unwrap_or(0.0) / 2.0).into(),
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angle_rng: Deg(self.angle_rng.unwrap_or(0.0) / 2.0).into(),
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angvel: Deg(self.angvel.unwrap_or(0.0)).into(),
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angvel_rng: Deg(self.angle_rng.unwrap_or(0.0)).into(),
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velocity_scale_parent: self.velocity_scale_parent.unwrap_or(0.0),
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velocity_scale_parent_rng: self.velocity_scale_parent_rng.unwrap_or(0.0),
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velocity_scale_target: self.velocity_scale_target.unwrap_or(0.0),
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velocity_scale_target_rng: self.velocity_scale_target_rng.unwrap_or(0.0),
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direction_rng: Deg(self.direction_rng.unwrap_or(0.0) / 2.0).into(),
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});
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return Ok(handle);
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}
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}
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#[derive(Debug, Deserialize)]
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#[serde(untagged)]
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pub enum EffectLifetime {
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Inherit(String),
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Seconds(f32),
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}
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// This isn't used here, but is pulled in by other content items.
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/// A reference to an effect by name, or an inline definition.
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#[derive(Debug, Deserialize)]
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@ -95,43 +116,54 @@ pub(crate) mod syntax {
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}
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}
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/// How we should set an effect's velocity
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#[derive(Debug, Deserialize, Clone)]
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pub enum ImpactInheritVelocity {
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/// Don't inherit any velocity.
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/// This impact particle will be still.
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#[serde(rename = "don't")]
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Dont,
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/// Inherit target velocity.
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/// This impact particle will stick to the object it hits.
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#[serde(rename = "target")]
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Target,
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/// Inherit projectile velocity.
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/// This impact particle will continue on its projectile's path.
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#[serde(rename = "projectile")]
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Projectile,
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}
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/// The particle a projectile will spawn when it hits something
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#[derive(Debug, Clone)]
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pub struct Effect {
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/// The sprite to use for this particle.
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/// This is most likely animated.
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pub sprite: SpriteHandle,
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/// This effect's handle
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pub handle: EffectHandle,
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/// The sprite to use for this particle.
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pub sprite: SpriteHandle,
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/// The height of this particle, in game units.
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pub size: f32,
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/// Random size variation
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pub size_rng: f32,
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/// How many seconds this particle should live
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pub lifetime: f32,
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/// How we should set this particle's velocity
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pub inherit_velocity: ImpactInheritVelocity,
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/// Random lifetime variation
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pub lifetime_rng: f32,
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/// The height of this particle, in game units.
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pub size: f32,
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/// The angle this particle points once spawned
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pub angle: Rad<f32>,
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/// Random angle variation
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pub angle_rng: Rad<f32>,
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|
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/// How fast this particle spins
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pub angvel: Rad<f32>,
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|
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/// Random angvel variation
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pub angvel_rng: Rad<f32>,
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/// The amount of this particle's parent's velocity to inherit
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pub velocity_scale_parent: f32,
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/// Parent velocity random variation
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pub velocity_scale_parent_rng: f32,
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/// The amount of this particle's parent's target velocity to inherit.
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/// If there is no target, this is zero.
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pub velocity_scale_target: f32,
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/// Target velocity random variation
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pub velocity_scale_target_rng: f32,
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|
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/// Travel direction random variation
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pub direction_rng: Rad<f32>,
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}
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impl crate::Build for Effect {
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|
|
|
@ -9,7 +9,7 @@ pub(crate) mod ship;
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pub(crate) mod sprite;
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pub(crate) mod system;
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pub use effect::{Effect, ImpactInheritVelocity};
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pub use effect::Effect;
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pub use faction::{Faction, Relationship};
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pub use gun::{Gun, Projectile, ProjectileCollider};
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pub use outfit::Outfit;
|
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|
|
|
@ -1,43 +1,41 @@
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// Pick frame of animation from an instance.
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//
|
||||
// This function assumes that the uniform header has been loaded,
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// and that `InstanceInput` contains a field `texture_index`
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fn animate(instance: InstanceInput, age: f32) -> u32 {
|
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let idx = instance.texture_index;
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let len = sprites[idx].frame_count;
|
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let rep = sprites[idx].repeatmode;
|
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let fps = sprites[idx].fps;
|
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var frame: u32 = u32(0);
|
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// Pick a frame of a sprite animation from an instance.
|
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fn animate(sprite_index: u32, age: f32, offset: f32) -> f32 {
|
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|
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let len = global_sprites[sprite_index].frame_count;
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let rep = global_sprites[sprite_index].repeatmode;
|
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let fps = global_sprites[sprite_index].fps;
|
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var frame: f32 = 0.0;
|
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|
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// Once
|
||||
if rep == u32(1) {
|
||||
|
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frame = u32(min(
|
||||
age / fps,
|
||||
frame = min(
|
||||
age / fps + offset,
|
||||
f32(len) - 1.0
|
||||
));
|
||||
);
|
||||
|
||||
// Reverse
|
||||
} else if rep == u32(2) {
|
||||
let x = age / fps;
|
||||
let x = age / fps + offset;
|
||||
let m = f32(len) * 2.0 - 1.0;
|
||||
// x fmod m
|
||||
frame = u32(x - floor(x / m) * m);
|
||||
frame = x - floor(x / m) * m;
|
||||
|
||||
if frame >= len {
|
||||
frame = len + len - frame - u32(1);
|
||||
if frame >= f32(len) {
|
||||
frame = (
|
||||
f32(len) + f32(len) - 1.0
|
||||
// Split integer and fractional part so tweening works properly
|
||||
- floor(frame)
|
||||
+ fract(frame)
|
||||
);
|
||||
}
|
||||
|
||||
// Repeat (default)
|
||||
} else {
|
||||
let x = age / fps;
|
||||
let x = age / fps + offset;
|
||||
let m = f32(len);
|
||||
// x fmod m
|
||||
frame = u32(x - floor(x / m) * m);
|
||||
|
||||
frame = x - floor(x / m) * m;
|
||||
}
|
||||
|
||||
return frame + sprites[idx].first_frame;
|
||||
return frame + f32(global_sprites[sprite_index].first_frame);
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
// INCLUDE: global uniform header
|
||||
|
||||
struct InstanceInput {
|
||||
@location(2) texture_index: u32,
|
||||
@location(2) sprite_index: u32,
|
||||
@location(3) object_index: u32,
|
||||
};
|
||||
|
||||
|
@ -12,8 +12,11 @@ struct VertexInput {
|
|||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) texture_coords: vec2<f32>,
|
||||
@location(1) texture_index: u32,
|
||||
@location(0) tween: f32,
|
||||
@location(1) texture_index_a: u32,
|
||||
@location(2) texture_coords_a: vec2<f32>,
|
||||
@location(3) texture_index_b: u32,
|
||||
@location(4) texture_coords_b: vec2<f32>,
|
||||
};
|
||||
|
||||
|
||||
|
@ -25,42 +28,76 @@ var sampler_array: binding_array<sampler>;
|
|||
|
||||
// INCLUDE: animate.wgsl
|
||||
|
||||
fn transform_vertex(obj: ObjectLocation, vertex: VertexInput, instance: InstanceInput) -> vec4<f32> {
|
||||
fn transform_vertex(obj: ObjectData, vertex_position: vec2<f32>, sprite_index: u32) -> vec4<f32> {
|
||||
// Object scale
|
||||
let scale = obj.size / (global.camera_zoom.x * obj.zpos);
|
||||
let scale = obj.size / (global_data.camera_zoom.x * obj.zpos);
|
||||
|
||||
// Apply scale and sprite aspect
|
||||
// Note that our mesh starts centered at (0, 0). This is important!
|
||||
var pos: vec2<f32> = vec2(
|
||||
vertex.position.x * scale * sprites[instance.texture_index].aspect,
|
||||
vertex.position.y * scale
|
||||
vertex_position.x * scale * global_sprites[sprite_index].aspect,
|
||||
vertex_position.y * scale
|
||||
);
|
||||
|
||||
|
||||
// Apply rotation
|
||||
pos = mat2x2(
|
||||
vec2(cos(obj.angle), sin(obj.angle)),
|
||||
vec2(-sin(obj.angle), cos(obj.angle))
|
||||
) * pos;
|
||||
|
||||
|
||||
// Correct for screen aspect, preserving height
|
||||
// This must be done AFTER rotation.
|
||||
pos = vec2(
|
||||
pos.x / global.window_aspect.x,
|
||||
pos.y
|
||||
);
|
||||
// (It's thus done later if this is a child)
|
||||
if obj.is_child == u32(0) {
|
||||
pos = vec2(
|
||||
pos.x / global_data.window_aspect.x,
|
||||
pos.y
|
||||
);
|
||||
}
|
||||
|
||||
// Distance-adjusted world position
|
||||
let trans = (vec2(obj.xpos, obj.ypos) - global.camera_position) / obj.zpos;
|
||||
|
||||
// Finally, translate
|
||||
// Translate
|
||||
//
|
||||
// Note that we divide camera zoom by two.
|
||||
// The height of the viewport is `zoom` in game units,
|
||||
// but it's 2 in screen units (since coordinates range from -1 to 1)
|
||||
pos = pos + vec2(
|
||||
trans.x / (global.camera_zoom.x / 2.0) / global.window_aspect.x,
|
||||
trans.y / (global.camera_zoom.x / 2.0)
|
||||
);
|
||||
if obj.is_child == u32(0) {
|
||||
let trans = (vec2(obj.xpos, obj.ypos) - global_data.camera_position) / obj.zpos;
|
||||
pos = pos + vec2(
|
||||
trans.x / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
|
||||
trans.y / (global_data.camera_zoom.x / 2.0)
|
||||
);
|
||||
}
|
||||
|
||||
if obj.is_child == u32(1) {
|
||||
// Apply translation relative to parent
|
||||
// Note that obj.zpos is ignored
|
||||
pos = pos + vec2(
|
||||
obj.xpos / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
|
||||
obj.ypos / (global_data.camera_zoom.x / 2.0)
|
||||
);
|
||||
|
||||
let parent = objects[obj.parent];
|
||||
|
||||
// Apply parent's rotation
|
||||
pos = mat2x2(
|
||||
vec2(cos(parent.angle), sin(parent.angle)),
|
||||
vec2(-sin(parent.angle), cos(parent.angle))
|
||||
) * pos;
|
||||
|
||||
// Correct for screen aspect, preserving height
|
||||
pos = vec2(
|
||||
pos.x / global_data.window_aspect.x,
|
||||
pos.y
|
||||
);
|
||||
|
||||
// Apply parent's translation
|
||||
let ptrans = (vec2(parent.xpos, parent.ypos) - global_data.camera_position) / parent.zpos;
|
||||
pos = pos + vec2(
|
||||
ptrans.x / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
|
||||
ptrans.y / (global_data.camera_zoom.x / 2.0)
|
||||
);
|
||||
}
|
||||
|
||||
return vec4<f32>(pos, 0.0, 1.0);;
|
||||
}
|
||||
|
@ -71,16 +108,36 @@ fn vertex_main(
|
|||
instance: InstanceInput,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.position = transform_vertex(objects[instance.object_index], vertex, instance);
|
||||
|
||||
let t = atlas[animate(instance, global.current_time.x)];
|
||||
out.texture_index = t.atlas_texture;
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
|
||||
|
||||
out.position = transform_vertex(objects[instance.object_index], vertex.position.xy, instance.sprite_index);
|
||||
|
||||
|
||||
// Compute texture coordinates
|
||||
|
||||
let age = global_data.current_time.x;
|
||||
let frame = animate(instance.sprite_index, age, 0.0);
|
||||
out.tween = fract(frame);
|
||||
|
||||
let t = global_atlas[u32(floor(frame))];
|
||||
out.texture_index_a = u32(t.atlas_texture);
|
||||
out.texture_coords_a = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
|
||||
}
|
||||
|
||||
let b = global_atlas[u32(floor(animate(instance.sprite_index, age, 1.0)))];
|
||||
out.texture_index_b = u32(b.atlas_texture);
|
||||
out.texture_coords_b = vec2(b.xpos, b.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
|
||||
}
|
||||
|
||||
return out;
|
||||
|
@ -89,10 +146,19 @@ fn vertex_main(
|
|||
|
||||
@fragment
|
||||
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return textureSampleLevel(
|
||||
texture_array[in.texture_index],
|
||||
sampler_array[0],
|
||||
in.texture_coords,
|
||||
0.0
|
||||
).rgba;
|
||||
return mix(
|
||||
textureSampleLevel(
|
||||
texture_array[in.texture_index_a],
|
||||
sampler_array[0],
|
||||
in.texture_coords_a,
|
||||
0.0
|
||||
).rgba,
|
||||
textureSampleLevel(
|
||||
texture_array[in.texture_index_b],
|
||||
sampler_array[0],
|
||||
in.texture_coords_b,
|
||||
0.0
|
||||
).rgba,
|
||||
in.tween
|
||||
);
|
||||
}
|
|
@ -3,12 +3,12 @@
|
|||
struct InstanceInput {
|
||||
@location(2) position: vec2<f32>,
|
||||
@location(3) velocity: vec2<f32>,
|
||||
@location(4) rotation_0: vec2<f32>,
|
||||
@location(5) rotation_1: vec2<f32>,
|
||||
@location(4) angle: f32,
|
||||
@location(5) angvel: f32,
|
||||
@location(6) size: f32,
|
||||
@location(7) created: f32,
|
||||
@location(8) expires: f32,
|
||||
@location(9) texture_index: u32,
|
||||
@location(9) sprite_index: u32,
|
||||
};
|
||||
|
||||
struct VertexInput {
|
||||
|
@ -18,8 +18,11 @@ struct VertexInput {
|
|||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) texture_coords: vec2<f32>,
|
||||
@location(1) texture_index: u32,
|
||||
@location(0) tween: f32,
|
||||
@location(1) texture_index_a: u32,
|
||||
@location(2) texture_coords_a: vec2<f32>,
|
||||
@location(3) texture_index_b: u32,
|
||||
@location(4) texture_coords_b: vec2<f32>,
|
||||
}
|
||||
|
||||
|
||||
|
@ -38,64 +41,95 @@ fn vertex_main(
|
|||
) -> VertexOutput {
|
||||
|
||||
var out: VertexOutput;
|
||||
out.texture_coords = vertex.texture_coords;
|
||||
|
||||
// Skip expired particles
|
||||
if instance.expires < global.current_time.x {
|
||||
out.texture_index = u32(0);
|
||||
// Draw off screen
|
||||
if instance.expires < global_data.current_time.x {
|
||||
out.tween = 0.0;
|
||||
out.texture_index_a = u32(0);
|
||||
out.texture_index_b = u32(0);
|
||||
out.texture_coords_a = vec2(0.0, 0.0);
|
||||
out.texture_coords_b = vec2(0.0, 0.0);
|
||||
out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
let age = global.current_time.x - instance.created;
|
||||
let age = global_data.current_time.x - instance.created;
|
||||
|
||||
|
||||
// Apply transformations
|
||||
let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
|
||||
var scale: f32 = instance.size / global.camera_zoom.x;
|
||||
var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
|
||||
pos = pos * vec2<f32>(
|
||||
sprites[instance.texture_index].aspect * scale / global.window_aspect.x,
|
||||
scale
|
||||
);
|
||||
|
||||
pos = rotation * pos;
|
||||
let angle = instance.angle + age * instance.angvel;
|
||||
|
||||
var ipos: vec2<f32> = (
|
||||
vec2(instance.position.x, instance.position.y)
|
||||
+ (instance.velocity * age)
|
||||
- global.camera_position
|
||||
var scale: f32 = instance.size / global_data.camera_zoom.x;
|
||||
var pos: vec2<f32> = vec2(
|
||||
vertex.position.x * scale * global_sprites[instance.sprite_index].aspect,
|
||||
vertex.position.y * scale
|
||||
);
|
||||
pos = mat2x2(
|
||||
vec2(cos(angle), sin(angle)),
|
||||
vec2(-sin(angle), cos(angle))
|
||||
) * pos;
|
||||
|
||||
var trans: vec2<f32> = (instance.position + (instance.velocity * age) - global_data.camera_position);
|
||||
|
||||
pos = vec2(
|
||||
pos.x / global_data.window_aspect.x,
|
||||
pos.y
|
||||
);
|
||||
|
||||
pos = pos + vec2<f32>(
|
||||
ipos.x / (global.camera_zoom.x/2.0) / global.window_aspect.x,
|
||||
ipos.y / (global.camera_zoom.x/2.0)
|
||||
pos = pos + vec2(
|
||||
trans.x / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
|
||||
trans.y / (global_data.camera_zoom.x / 2.0)
|
||||
);
|
||||
|
||||
out.position = vec4<f32>(pos, 0.0, 1.0);
|
||||
|
||||
out.position = vec4(pos, 0.0, 1.0);
|
||||
|
||||
|
||||
// Compute texture coordinates
|
||||
let t = atlas[animate(instance, age)];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
let frame = animate(instance.sprite_index, age, 0.0);
|
||||
out.tween = fract(frame);
|
||||
|
||||
let t = global_atlas[u32(floor(frame))];
|
||||
out.texture_index_a = u32(t.atlas_texture);
|
||||
out.texture_coords_a = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
|
||||
}
|
||||
|
||||
let b = global_atlas[u32(floor(animate(instance.sprite_index, age, 1.0)))];
|
||||
out.texture_index_b = u32(b.atlas_texture);
|
||||
out.texture_coords_b = vec2(b.xpos, b.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
|
||||
}
|
||||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
|
||||
}
|
||||
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
@fragment
|
||||
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return textureSampleLevel(
|
||||
texture_array[in.texture_index],
|
||||
sampler_array[0],
|
||||
in.texture_coords,
|
||||
0.0
|
||||
).rgba;
|
||||
|
||||
return mix(
|
||||
textureSampleLevel(
|
||||
texture_array[in.texture_index_a],
|
||||
sampler_array[0],
|
||||
in.texture_coords_a,
|
||||
0.0
|
||||
).rgba,
|
||||
textureSampleLevel(
|
||||
texture_array[in.texture_index_b],
|
||||
sampler_array[0],
|
||||
in.texture_coords_b,
|
||||
0.0
|
||||
).rgba,
|
||||
in.tween
|
||||
);
|
||||
}
|
|
@ -41,18 +41,18 @@ fn vertex_main(
|
|||
// Center of the tile the camera is currently in, in game coordinates.
|
||||
// x div y = x - (x mod y)
|
||||
let tile_center = (
|
||||
global.camera_position.xy
|
||||
global_data.camera_position.xy
|
||||
- (
|
||||
fmod(
|
||||
global.camera_position.xy + global.starfield_tile_size.x / 2.0,
|
||||
global.starfield_tile_size.x
|
||||
) - global.starfield_tile_size.x / 2.0
|
||||
global_data.camera_position.xy + global_data.starfield_tile_size.x / 2.0,
|
||||
global_data.starfield_tile_size.x
|
||||
) - global_data.starfield_tile_size.x / 2.0
|
||||
)
|
||||
);
|
||||
|
||||
|
||||
let zoom_min_times = (
|
||||
global.camera_zoom.x / global.camera_zoom_limits.x
|
||||
global_data.camera_zoom.x / global_data.camera_zoom_limits.x
|
||||
);
|
||||
|
||||
// Hide n% of the smallest stars
|
||||
|
@ -64,8 +64,8 @@ fn vertex_main(
|
|||
|
||||
if (
|
||||
instance.size < (
|
||||
hide_fraction * (global.starfield_size_limits.y - global.starfield_size_limits.x)
|
||||
+ (global.starfield_size_limits.x)
|
||||
hide_fraction * (global_data.starfield_size_limits.y - global_data.starfield_size_limits.x)
|
||||
+ (global_data.starfield_size_limits.x)
|
||||
)
|
||||
) {
|
||||
out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
|
||||
|
@ -76,41 +76,41 @@ fn vertex_main(
|
|||
// Apply sprite aspect ratio & scale factor
|
||||
// also applies screen aspect ratio
|
||||
// Note that we do NOT scale for distance here---this is intentional.
|
||||
var scale: f32 = instance.size / global.camera_zoom.x;
|
||||
var scale: f32 = instance.size / global_data.camera_zoom.x;
|
||||
|
||||
// Minimum scale to prevent flicker at large zoom levels
|
||||
var real_size = scale * global.window_size.xy;
|
||||
var real_size = scale * global_data.window_size.xy;
|
||||
if (real_size.x < 2.0 || real_size.y < 2.0) {
|
||||
// Otherwise, clamp to a minimum scale
|
||||
scale = 2.0 / max(global.window_size.x, global.window_size.y);
|
||||
scale = 2.0 / max(global_data.window_size.x, global_data.window_size.y);
|
||||
}
|
||||
|
||||
|
||||
// Divide by two, because viewport height is 2 in screen units
|
||||
// (coordinates go from -1 to 1)
|
||||
var pos: vec2<f32> = vec2<f32>(
|
||||
vertex.position.x * (scale/2.0) / global.window_aspect.x,
|
||||
vertex.position.x * (scale/2.0) / global_data.window_aspect.x,
|
||||
vertex.position.y * (scale/2.0)
|
||||
);
|
||||
|
||||
// World position relative to camera
|
||||
// (Note that instance position is in a different
|
||||
// coordinate system than usual)
|
||||
let camera_pos = (instance.position.xy + tile_center) - global.camera_position.xy;
|
||||
let camera_pos = (instance.position.xy + tile_center) - global_data.camera_position.xy;
|
||||
|
||||
// Translate
|
||||
pos = pos + (
|
||||
// Don't forget to correct distance for screen aspect ratio too!
|
||||
(camera_pos / (global.camera_zoom.x * instance.position.z))
|
||||
/ vec2<f32>(global.window_aspect.x, 1.0)
|
||||
(camera_pos / (global_data.camera_zoom.x * instance.position.z))
|
||||
/ vec2<f32>(global_data.window_aspect.x, 1.0)
|
||||
);
|
||||
|
||||
out.position = vec4<f32>(pos, 0.0, 1.0) * instance.position.z;
|
||||
|
||||
|
||||
// Starfield sprites may not be animated
|
||||
let i = sprites[global.starfield_sprite.x].first_frame;
|
||||
let t = atlas[i];
|
||||
let i = global_sprites[global_data.starfield_sprite.x].first_frame;
|
||||
let t = global_atlas[i];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
|
|
|
@ -6,7 +6,7 @@ struct InstanceInput {
|
|||
@location(4) transform_matrix_2: vec4<f32>,
|
||||
@location(5) transform_matrix_3: vec4<f32>,
|
||||
@location(6) color_transform: vec4<f32>,
|
||||
@location(7) texture_index: u32,
|
||||
@location(7) sprite_index: u32,
|
||||
};
|
||||
|
||||
struct VertexInput {
|
||||
|
@ -48,7 +48,7 @@ fn vertex_main(
|
|||
out.color_transform = instance.color_transform;
|
||||
|
||||
// Pick texture frame
|
||||
let t = atlas[animate(instance, global.current_time.x)];
|
||||
let t = global_atlas[u32(animate(instance.sprite_index, global_data.current_time.x, 0.0))];
|
||||
out.texture_index = u32(t.atlas_texture);
|
||||
out.texture_coords = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
|
|
|
@ -5,7 +5,7 @@ use wgpu;
|
|||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, Pod, Zeroable, Default)]
|
||||
pub struct ImageLocation {
|
||||
pub struct AtlasImageLocation {
|
||||
// Image box, in texture coordinates
|
||||
pub xpos: f32,
|
||||
pub ypos: f32,
|
||||
|
@ -20,14 +20,14 @@ pub struct ImageLocation {
|
|||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub struct AtlasArray {
|
||||
pub data: [ImageLocation; IMAGE_LIMIT as usize],
|
||||
pub data: [AtlasImageLocation; IMAGE_LIMIT as usize],
|
||||
}
|
||||
|
||||
unsafe impl Pod for AtlasArray {}
|
||||
unsafe impl Zeroable for AtlasArray {
|
||||
fn zeroed() -> Self {
|
||||
Self {
|
||||
data: [ImageLocation::zeroed(); IMAGE_LIMIT as usize],
|
||||
data: [AtlasImageLocation::zeroed(); IMAGE_LIMIT as usize],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@ use wgpu;
|
|||
// all smaller values must be padded.
|
||||
// also, [f32; 3] are aligned as [f32; 4]
|
||||
// (since alignments must be powers of two)
|
||||
pub struct DataContent {
|
||||
pub struct GlobalDataContent {
|
||||
/// Camera position, in game units
|
||||
pub camera_position: [f32; 2],
|
||||
|
||||
|
@ -43,6 +43,6 @@ pub struct DataContent {
|
|||
pub current_time: [f32; 2],
|
||||
}
|
||||
|
||||
impl DataContent {
|
||||
impl GlobalDataContent {
|
||||
pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
use galactica_constants::{IMAGE_LIMIT, OBJECT_SPRITE_INSTANCE_LIMIT, SPRITE_LIMIT};
|
||||
use wgpu;
|
||||
|
||||
use super::{object::ObjectLocationArray, AtlasArray, DataContent, SpriteDataArray};
|
||||
use super::{object::ObjectLocationArray, AtlasArray, GlobalDataContent, SpriteDataArray};
|
||||
|
||||
pub struct GlobalUniform {
|
||||
pub data_buffer: wgpu::Buffer,
|
||||
|
@ -10,7 +10,7 @@ pub struct GlobalUniform {
|
|||
pub object_buffer: wgpu::Buffer,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub bind_group_layout: wgpu::BindGroupLayout,
|
||||
pub content: DataContent,
|
||||
pub content: GlobalDataContent,
|
||||
}
|
||||
|
||||
impl GlobalUniform {
|
||||
|
@ -21,8 +21,8 @@ impl GlobalUniform {
|
|||
out.push_str(&format!("@group({group}) @binding(0)\n"));
|
||||
out.push_str(
|
||||
r#"
|
||||
var<uniform> global: GlobalUniform;
|
||||
struct GlobalUniform {
|
||||
var<uniform> global_data: GlobalData;
|
||||
struct GlobalData {
|
||||
camera_position: vec2<f32>,
|
||||
camera_zoom: vec2<f32>,
|
||||
camera_zoom_limits: vec2<f32>,
|
||||
|
@ -41,13 +41,13 @@ impl GlobalUniform {
|
|||
out.push_str(&format!(
|
||||
r#"
|
||||
@group({group}) @binding(1)
|
||||
var<uniform> atlas: array<ImageLocation, {IMAGE_LIMIT}>;
|
||||
var<uniform> global_atlas: array<AtlasImageLocation, {IMAGE_LIMIT}>;
|
||||
"#
|
||||
));
|
||||
out.push_str("\n");
|
||||
out.push_str(
|
||||
r#"
|
||||
struct ImageLocation {
|
||||
struct AtlasImageLocation {
|
||||
xpos: f32,
|
||||
ypos: f32,
|
||||
width: f32,
|
||||
|
@ -73,7 +73,7 @@ impl GlobalUniform {
|
|||
out.push_str(&format!(
|
||||
r#"
|
||||
@group({group}) @binding(2)
|
||||
var<uniform> sprites: array<SpriteData, {SPRITE_LIMIT}>;
|
||||
var<uniform> global_sprites: array<SpriteData, {SPRITE_LIMIT}>;
|
||||
"#
|
||||
));
|
||||
out.push_str("\n");
|
||||
|
@ -98,22 +98,22 @@ impl GlobalUniform {
|
|||
out.push_str(&format!(
|
||||
r#"
|
||||
@group({group}) @binding(3)
|
||||
var<uniform> objects: array<ObjectLocation, {OBJECT_SPRITE_INSTANCE_LIMIT}>;
|
||||
var<uniform> objects: array<ObjectData, {OBJECT_SPRITE_INSTANCE_LIMIT}>;
|
||||
"#
|
||||
));
|
||||
out.push_str("\n");
|
||||
out.push_str(
|
||||
r#"
|
||||
struct ObjectLocation {
|
||||
struct ObjectData {
|
||||
xpos: f32,
|
||||
ypos: f32,
|
||||
zpos: f32,
|
||||
angle: f32,
|
||||
size: f32,
|
||||
parent: u32,
|
||||
is_child: u32,
|
||||
|
||||
padding_a: f32,
|
||||
padding_b: f32,
|
||||
padding_c: f32,
|
||||
};
|
||||
"#,
|
||||
);
|
||||
|
@ -125,7 +125,7 @@ impl GlobalUniform {
|
|||
pub fn new(device: &wgpu::Device) -> Self {
|
||||
let data_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("global uniform data buffer"),
|
||||
size: DataContent::SIZE,
|
||||
size: GlobalDataContent::SIZE,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
@ -227,7 +227,7 @@ impl GlobalUniform {
|
|||
object_buffer,
|
||||
bind_group,
|
||||
bind_group_layout,
|
||||
content: DataContent::default(),
|
||||
content: GlobalDataContent::default(),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,8 +4,8 @@ mod globaluniform;
|
|||
mod object;
|
||||
mod sprite;
|
||||
|
||||
pub use atlas::{AtlasArray, ImageLocation};
|
||||
pub use data::DataContent;
|
||||
pub use atlas::{AtlasArray, AtlasImageLocation};
|
||||
pub use data::GlobalDataContent;
|
||||
pub use globaluniform::GlobalUniform;
|
||||
pub use object::ObjectLocation;
|
||||
pub use object::ObjectData;
|
||||
pub use sprite::{SpriteData, SpriteDataArray};
|
||||
|
|
|
@ -5,30 +5,36 @@ use wgpu;
|
|||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, Pod, Zeroable, Default)]
|
||||
pub struct ObjectLocation {
|
||||
pub struct ObjectData {
|
||||
pub xpos: f32,
|
||||
pub ypos: f32,
|
||||
pub zpos: f32,
|
||||
pub angle: f32,
|
||||
pub size: f32,
|
||||
|
||||
pub _padding: [f32; 3],
|
||||
/// Index of parent object
|
||||
pub parent: u32,
|
||||
|
||||
/// 1 if has parent, 0 if not
|
||||
pub is_child: u32,
|
||||
|
||||
pub _padding: [f32; 1],
|
||||
}
|
||||
|
||||
impl ObjectLocation {
|
||||
impl ObjectData {
|
||||
pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
|
||||
}
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub struct ObjectLocationArray {
|
||||
pub data: [ObjectLocation; OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
pub data: [ObjectData; OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
}
|
||||
|
||||
unsafe impl Pod for ObjectLocationArray {}
|
||||
unsafe impl Zeroable for ObjectLocationArray {
|
||||
fn zeroed() -> Self {
|
||||
Self {
|
||||
data: [ObjectLocation::zeroed(); OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
data: [ObjectData::zeroed(); OBJECT_SPRITE_INSTANCE_LIMIT as usize],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use cgmath::{EuclideanSpace, Matrix2, Matrix4, Point2, Rad, Vector3};
|
||||
use cgmath::{EuclideanSpace, Matrix4, Point2, Rad, Vector3};
|
||||
use galactica_constants;
|
||||
use rand::seq::SliceRandom;
|
||||
use std::{iter, rc::Rc};
|
||||
|
@ -9,9 +9,8 @@ use winit::{self, dpi::LogicalSize, window::Window};
|
|||
|
||||
use crate::{
|
||||
content,
|
||||
globaluniform::{DataContent, GlobalUniform, ObjectLocation},
|
||||
globaluniform::{GlobalDataContent, GlobalUniform, ObjectData},
|
||||
pipeline::PipelineBuilder,
|
||||
sprite::ObjectSubSprite,
|
||||
starfield::Starfield,
|
||||
texturearray::TextureArray,
|
||||
vertexbuffer::{
|
||||
|
@ -302,7 +301,6 @@ impl GPUState {
|
|||
}
|
||||
|
||||
/// Create a ObjectInstance for an object and add it to `instances`.
|
||||
/// Also handles child sprites.
|
||||
fn push_object_sprite(
|
||||
&self,
|
||||
state: &RenderState,
|
||||
|
@ -328,8 +326,7 @@ impl GPUState {
|
|||
// We take the maximum to account for rotated sprites.
|
||||
let m = (s.size / s.pos.z) * s.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw (or compute matrices for)
|
||||
// sprites that are off the screen
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < clip_ne.x - m
|
||||
|| pos.y > clip_ne.y + m
|
||||
|| pos.x > clip_sw.x + m
|
||||
|
@ -338,16 +335,19 @@ impl GPUState {
|
|||
return;
|
||||
}
|
||||
|
||||
let idx = instances.len();
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectLocation::SIZE * instances.len() as u64,
|
||||
bytemuck::cast_slice(&[ObjectLocation {
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: s.pos.x,
|
||||
ypos: s.pos.y,
|
||||
zpos: s.pos.z,
|
||||
angle: Rad::from(s.angle).0,
|
||||
size: s.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
@ -355,62 +355,36 @@ impl GPUState {
|
|||
// Push this object's instance
|
||||
instances.push(ObjectInstance {
|
||||
sprite_index: s.sprite.get_index(),
|
||||
object_index: instances.len() as u32,
|
||||
object_index: idx as u32,
|
||||
});
|
||||
}
|
||||
/*
|
||||
|
||||
// Add children
|
||||
if let Some(children) = &s.children {
|
||||
for c in children {
|
||||
self.push_object_subsprite(&state, instances, c, pos, s.angle);
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * instances.len() as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: c.pos.x,
|
||||
ypos: c.pos.y,
|
||||
zpos: c.pos.z,
|
||||
angle: Rad::from(c.angle).0,
|
||||
size: c.size,
|
||||
parent: idx as u32,
|
||||
is_child: 1,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
instances.push(ObjectInstance {
|
||||
sprite_index: c.sprite.get_index(),
|
||||
object_index: instances.len() as u32,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Add an object sprite's subsprite to `instances`.
|
||||
/// Only called by `self.push_object_sprite`.
|
||||
fn push_object_subsprite(
|
||||
&self,
|
||||
state: &RenderState,
|
||||
instances: &mut Vec<ObjectInstance>,
|
||||
s: &ObjectSubSprite,
|
||||
parent_pos: Point2<f32>,
|
||||
parent_angle: Deg<f32>,
|
||||
) {
|
||||
let scale = s.size / (s.pos.z * state.camera_zoom);
|
||||
let sprite_aspect_and_scale =
|
||||
Matrix4::from_nonuniform_scale(s.sprite.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 / (state.camera_zoom / 2.0) / self.window_aspect,
|
||||
y: parent_pos.y / (state.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 / (state.camera_zoom / 2.0) / self.window_aspect,
|
||||
y: s.pos.y / (state.camera_zoom / 2.0),
|
||||
z: 0.0,
|
||||
});
|
||||
|
||||
// Order matters!
|
||||
// The rightmost matrix is applied first.
|
||||
let t = OPENGL_TO_WGPU_MATRIX
|
||||
* ptranslate * screen_aspect
|
||||
* protate * translate
|
||||
* rotate * sprite_aspect_and_scale;
|
||||
|
||||
instances.push(ObjectInstance {
|
||||
transform: t.into(),
|
||||
sprite_index: s.sprite.get_index(),
|
||||
});
|
||||
}
|
||||
*/
|
||||
|
||||
/// Create a ObjectInstance for a ui sprite and add it to `instances`
|
||||
/// Create a UiInstance for a ui sprite and add it to `instances`
|
||||
fn push_ui_sprite(&self, instances: &mut Vec<UiInstance>, s: &UiSprite) {
|
||||
let logical_size: LogicalSize<f32> =
|
||||
self.window_size.to_logical(self.window.scale_factor());
|
||||
|
@ -578,7 +552,7 @@ impl GPUState {
|
|||
self.queue.write_buffer(
|
||||
&self.global_uniform.data_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[DataContent {
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
camera_position: state.camera_pos.into(),
|
||||
camera_zoom: [state.camera_zoom, 0.0],
|
||||
camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
|
||||
|
@ -606,7 +580,8 @@ impl GPUState {
|
|||
bytemuck::cast_slice(&[ParticleInstance {
|
||||
position: [i.pos.x, i.pos.y],
|
||||
velocity: i.velocity.into(),
|
||||
rotation: Matrix2::from_angle(i.angle).into(),
|
||||
angle: i.angle.0,
|
||||
angvel: i.angvel.0,
|
||||
size: i.size,
|
||||
sprite_index: i.sprite.get_index(),
|
||||
created: state.current_time,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use crate::content;
|
||||
use cgmath::{Deg, Point2, Point3, Vector2};
|
||||
use cgmath::{Deg, Point2, Point3, Rad, Vector2};
|
||||
|
||||
/// Instructions to create a new particle
|
||||
pub struct ParticleBuilder {
|
||||
|
@ -12,8 +12,11 @@ pub struct ParticleBuilder {
|
|||
/// This particle's velocity, in world coordinates
|
||||
pub velocity: Vector2<f32>,
|
||||
|
||||
/// This particle's angle, in world coordinates
|
||||
pub angle: Deg<f32>,
|
||||
/// This particle's angle
|
||||
pub angle: Rad<f32>,
|
||||
|
||||
/// This particle's angular velocity (rad/sec)
|
||||
pub angvel: Rad<f32>,
|
||||
|
||||
/// This particle's lifetime, in seconds
|
||||
pub lifetime: f32,
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use crate::{
|
||||
content,
|
||||
globaluniform::{AtlasArray, ImageLocation, SpriteData, SpriteDataArray},
|
||||
globaluniform::{AtlasArray, AtlasImageLocation, SpriteData, SpriteDataArray},
|
||||
};
|
||||
use anyhow::Result;
|
||||
use bytemuck::Zeroable;
|
||||
|
@ -129,7 +129,7 @@ impl TextureArray {
|
|||
// Insert texture location data
|
||||
for path in &t.frames {
|
||||
let image = ct.get_image(&path);
|
||||
image_locations.data[image_counter as usize] = ImageLocation {
|
||||
image_locations.data[image_counter as usize] = AtlasImageLocation {
|
||||
xpos: image.x,
|
||||
ypos: image.y,
|
||||
width: image.w,
|
||||
|
|
|
@ -186,11 +186,14 @@ pub struct ParticleInstance {
|
|||
/// World position of this particle
|
||||
pub position: [f32; 2],
|
||||
|
||||
/// Velocity of this sprite, in world coordinates
|
||||
/// Velocity of this particle, in world coordinates
|
||||
pub velocity: [f32; 2],
|
||||
|
||||
/// Rotation matrix for this sprite, in world coordinates
|
||||
pub rotation: [[f32; 2]; 2],
|
||||
/// Angle of this particle, in radians
|
||||
pub angle: f32,
|
||||
|
||||
/// Angular velocity of this particle, rad/sec
|
||||
pub angvel: f32,
|
||||
|
||||
/// The height of this particle, in world units
|
||||
pub size: f32,
|
||||
|
@ -225,38 +228,39 @@ impl BufferObject for ParticleInstance {
|
|||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Rotation
|
||||
// Angle
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Angvel
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Size
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Created
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 7]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Expires
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 8,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
|
||||
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
|
||||
shader_location: 9,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
|
|
|
@ -100,16 +100,48 @@ impl ShipCollapseSequence {
|
|||
};
|
||||
|
||||
// Position, adjusted for ship rotation
|
||||
let pos =
|
||||
Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos;
|
||||
let pos = ship_pos
|
||||
+ Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos;
|
||||
|
||||
let velocity = {
|
||||
let a = self.rng.gen_range(
|
||||
-effect.velocity_scale_parent_rng
|
||||
..=effect.velocity_scale_parent_rng,
|
||||
);
|
||||
|
||||
let velocity = (effect.velocity_scale_parent + a)
|
||||
* rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
Matrix2::from_angle(Rad(self.rng.gen_range(
|
||||
-effect.direction_rng.0..=effect.direction_rng.0,
|
||||
))) * Vector2 {
|
||||
x: velocity.x,
|
||||
y: velocity.y,
|
||||
}
|
||||
};
|
||||
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos: ship_pos + pos,
|
||||
velocity: Vector2::zero(),
|
||||
angle: Deg::zero(),
|
||||
lifetime: effect.lifetime,
|
||||
size: effect.size,
|
||||
pos,
|
||||
velocity,
|
||||
|
||||
angle: effect.angle
|
||||
+ Rad(self
|
||||
.rng
|
||||
.gen_range(-effect.angle_rng.0..=effect.angle_rng.0)),
|
||||
|
||||
angvel: Rad(effect.angvel.0
|
||||
+ self
|
||||
.rng
|
||||
.gen_range(-effect.angvel_rng.0..=effect.angvel_rng.0)),
|
||||
|
||||
lifetime: effect.lifetime
|
||||
+ self
|
||||
.rng
|
||||
.gen_range(-effect.lifetime_rng..=effect.lifetime_rng),
|
||||
|
||||
size: effect.size
|
||||
+ self.rng.gen_range(-effect.size_rng..=effect.size_rng),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -145,13 +177,15 @@ impl ShipCollapseSequence {
|
|||
};
|
||||
|
||||
// Position, adjusted for ship rotation
|
||||
let pos = Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos;
|
||||
let pos = ship_pos + Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos;
|
||||
let vel = rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos: ship_pos + pos,
|
||||
velocity: Vector2::zero(),
|
||||
angle: Deg::zero(),
|
||||
pos,
|
||||
velocity: Vector2 { x: vel.x, y: vel.y },
|
||||
angle: Rad::zero(),
|
||||
angvel: Rad::zero(),
|
||||
lifetime: effect.lifetime,
|
||||
size: effect.size,
|
||||
});
|
||||
|
|
|
@ -133,6 +133,7 @@ impl<'a> World {
|
|||
projectile_h: ColliderHandle,
|
||||
ship_h: ColliderHandle,
|
||||
) {
|
||||
let mut rng = rand::thread_rng();
|
||||
let projectile = self.projectiles.get(&projectile_h);
|
||||
let ship = self.ships.get_mut(&ship_h);
|
||||
if projectile.is_none() || ship.is_none() {
|
||||
|
@ -173,29 +174,38 @@ impl<'a> World {
|
|||
None => {}
|
||||
Some(x) => {
|
||||
let x = ct.get_effect(*x);
|
||||
let velocity = match x.inherit_velocity {
|
||||
content::ImpactInheritVelocity::Dont => Vector2 { x: 0.0, y: 0.0 },
|
||||
content::ImpactInheritVelocity::Projectile => util::rigidbody_velocity(pr),
|
||||
content::ImpactInheritVelocity::Target => {
|
||||
// Match target ship velocity.
|
||||
// Particles will fly off if the ship is spinning fast, but I
|
||||
// haven't found a good way to fix that.
|
||||
let (_, sr) = self.get_ship_body(s).unwrap();
|
||||
let velocity =
|
||||
sr.velocity_at_point(&nalgebra::Point2::new(pos.x, pos.y));
|
||||
Vector2 {
|
||||
x: velocity.x,
|
||||
y: velocity.y,
|
||||
}
|
||||
}
|
||||
|
||||
let velocity = {
|
||||
let (_, sr) = self.get_ship_body(s).unwrap();
|
||||
let target_velocity =
|
||||
sr.velocity_at_point(&nalgebra::Point2::new(pos.x, pos.y));
|
||||
let a = rng
|
||||
.gen_range(-x.velocity_scale_parent_rng..=x.velocity_scale_parent_rng);
|
||||
let b = rng
|
||||
.gen_range(-x.velocity_scale_target_rng..=x.velocity_scale_target_rng);
|
||||
|
||||
let velocity = ((x.velocity_scale_parent + a)
|
||||
* util::rigidbody_velocity(pr))
|
||||
+ ((x.velocity_scale_target + b)
|
||||
* Vector2 {
|
||||
x: target_velocity.x,
|
||||
y: target_velocity.y,
|
||||
});
|
||||
|
||||
Matrix2::from_angle(Rad(
|
||||
rng.gen_range(-x.direction_rng.0..=x.direction_rng.0)
|
||||
)) * velocity
|
||||
};
|
||||
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: x.sprite,
|
||||
pos: Point2 { x: pos.x, y: pos.y },
|
||||
velocity,
|
||||
angle: -angle,
|
||||
lifetime: x.lifetime,
|
||||
size: x.size,
|
||||
angle: Rad::from(-angle)
|
||||
+ Rad(rng.gen_range(-x.angle_rng.0..=x.angle_rng.0)),
|
||||
angvel: Rad(x.angvel.0 + rng.gen_range(-x.angvel_rng.0..=x.angvel_rng.0)),
|
||||
lifetime: x.lifetime + rng.gen_range(-x.lifetime_rng..=x.lifetime_rng),
|
||||
size: x.size + rng.gen_range(-x.size_rng..=x.size_rng),
|
||||
});
|
||||
}
|
||||
};
|
||||
|
@ -320,6 +330,8 @@ impl<'a> World {
|
|||
to_remove.push(*c);
|
||||
}
|
||||
}
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
for c in to_remove {
|
||||
let (pr, p) = self.remove_projectile(c).unwrap();
|
||||
|
||||
|
@ -328,22 +340,32 @@ impl<'a> World {
|
|||
Some(x) => {
|
||||
let x = ct.get_effect(*x);
|
||||
let pos = util::rigidbody_position(&pr);
|
||||
let vel = util::rigidbody_velocity(&pr);
|
||||
let angle: Deg<f32> = util::rigidbody_rotation(&pr)
|
||||
.angle(Vector2 { x: 1.0, y: 0.0 })
|
||||
.into();
|
||||
|
||||
let velocity = match x.inherit_velocity {
|
||||
content::ImpactInheritVelocity::Target
|
||||
| content::ImpactInheritVelocity::Dont => Vector2 { x: 0.0, y: 0.0 },
|
||||
content::ImpactInheritVelocity::Projectile => util::rigidbody_velocity(&pr),
|
||||
let velocity = {
|
||||
let a = rng
|
||||
.gen_range(-x.velocity_scale_parent_rng..=x.velocity_scale_parent_rng);
|
||||
|
||||
let velocity = (x.velocity_scale_parent + a) * vel;
|
||||
|
||||
velocity
|
||||
//Matrix2::from_angle(Rad(
|
||||
// rng.gen_range(-x.direction_rng.0..=x.direction_rng.0)
|
||||
//)) * velocity
|
||||
};
|
||||
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: x.sprite,
|
||||
pos: Point2 { x: pos.x, y: pos.y },
|
||||
velocity,
|
||||
angle: -angle,
|
||||
lifetime: x.lifetime,
|
||||
size: x.size,
|
||||
angle: Rad::from(-angle)
|
||||
+ x.angle + Rad(rng.gen_range(-x.angle_rng.0..=x.angle_rng.0)),
|
||||
angvel: Rad(x.angvel.0 + rng.gen_range(-x.angvel_rng.0..=x.angvel_rng.0)),
|
||||
lifetime: x.lifetime + rng.gen_range(-x.lifetime_rng..=x.lifetime_rng),
|
||||
size: x.size + rng.gen_range(-x.size_rng..=x.size_rng),
|
||||
});
|
||||
}
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue