2024-01-27 08:08:28 -08:00

310 lines
8.1 KiB
Rust

use anyhow::Result;
use bytemuck;
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
use glyphon::Resolution;
use nalgebra::Point2;
use std::iter;
use wgpu;
use crate::{globaluniform::GlobalDataContent, vertexbuffer::consts::SPRITE_INDICES, RenderInput};
impl<'a> super::GPUState {
/// Render routines while player is flying
fn render_flying(&'a mut self, input: &RenderInput) -> Result<()> {
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&Default::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render encoder"),
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
// Create sprite instances
// Game coordinates (relative to camera) of ne and sw corners of screen.
// Used to skip off-screen sprites.
let clip_ne = Point2::new(-self.state.window_aspect, 1.0) * input.camera_zoom;
let clip_sw = Point2::new(self.state.window_aspect, -1.0) * input.camera_zoom;
// Order matters, it determines what is drawn on top.
// The order inside ships and projectiles doesn't matter,
// but ships should always be under projectiles.
self.phys_push_system(&input, (clip_ne, clip_sw));
self.phys_push_ships(&input, (clip_ne, clip_sw));
self.phys_push_projectiles(&input, (clip_ne, clip_sw));
self.phys_push_effects(&input, (clip_ne, clip_sw));
self.ui.draw(&input, &mut self.state);
// These should match the indices in each shader,
// and should each have a corresponding bind group layout.
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
render_pass.set_bind_group(1, &self.state.global_uniform.bind_group, &[]);
// Starfield pipeline
self.state
.vertex_buffers
.get_starfield()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.starfield_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_starfield_counter(),
);
// Sprite pipeline
self.state
.vertex_buffers
.get_object()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.object_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_object_counter(),
);
// Ui pipeline
self.state
.vertex_buffers
.get_ui()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.ui_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_ui_counter(),
);
// Radial progress bars
// TODO: do we need to do this every time?
self.state
.vertex_buffers
.get_radialbar()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.radialbar_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_radialbar_counter(),
);
let textareas = self.ui.get_textareas(input, &self.state);
self.state
.text_renderer
.prepare(
&self.device,
&self.state.queue,
&mut self.state.text_font_system,
&mut self.state.text_atlas,
Resolution {
width: self.state.window_size.width,
height: self.state.window_size.height,
},
textareas,
&mut self.state.text_cache,
)
.unwrap();
self.state
.text_renderer
.render(&self.state.text_atlas, &mut render_pass)
.unwrap();
// begin_render_pass borrows encoder mutably,
// so we need to drop it before calling finish.
drop(render_pass);
self.state.queue.submit(iter::once(encoder.finish()));
output.present();
return Ok(());
}
/// Render routines while player is landed
fn render_landed(&'a mut self, input: &RenderInput) -> Result<()> {
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&Default::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render encoder"),
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
// Create sprite instances
self.ui.draw(&input, &mut self.state);
// These should match the indices in each shader,
// and should each have a corresponding bind group layout.
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
render_pass.set_bind_group(1, &self.state.global_uniform.bind_group, &[]);
// Starfield pipeline
self.state
.vertex_buffers
.get_starfield()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.starfield_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_starfield_counter(),
);
// Ui pipeline
self.state
.vertex_buffers
.get_ui()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.ui_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_ui_counter(),
);
// Radial progress bars
self.state
.vertex_buffers
.get_radialbar()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.radialbar_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_radialbar_counter(),
);
let textareas = self.ui.get_textareas(input, &self.state);
self.state
.text_renderer
.prepare(
&self.device,
&self.state.queue,
&mut self.state.text_font_system,
&mut self.state.text_atlas,
Resolution {
width: self.state.window_size.width,
height: self.state.window_size.height,
},
textareas,
&mut self.state.text_cache,
)
.unwrap();
self.state
.text_renderer
.render(&self.state.text_atlas, &mut render_pass)
.unwrap();
// begin_render_pass borrows encoder mutably,
// so we need to drop it before calling finish.
drop(render_pass);
self.state.queue.submit(iter::once(encoder.finish()));
output.present();
return Ok(());
}
/// Main render function. Draws sprites on a window.
pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
// Update global values
self.state.queue.write_buffer(
&self.state.global_uniform.data_buffer,
0,
bytemuck::cast_slice(&[GlobalDataContent {
camera_position: input.camera_pos.into(),
camera_zoom: [input.camera_zoom, 0.0],
camera_zoom_limits: [
input.ct.get_config().zoom_min,
input.ct.get_config().zoom_max,
],
window_size: [
self.state.window_size.width as f32,
self.state.window_size.height as f32,
],
window_scale: [self.state.window.scale_factor() as f32, 0.0],
window_aspect: [self.state.window_aspect, 0.0],
starfield_sprite: [input.ct.get_config().starfield_texture.into(), 0],
starfield_tile_size: [input.ct.get_config().starfield_size, 0.0],
starfield_size_limits: [
input.ct.get_config().starfield_min_size,
input.ct.get_config().starfield_max_size,
],
current_time: [input.current_time, 0.0],
}]),
);
self.state.frame_reset();
self.ui.update_state(&input, &mut self.state);
match input
.phys_img
.get_ship(&PhysSimShipHandle(input.player.ship.unwrap()))
.unwrap()
.ship
.get_data()
.get_state()
{
ShipState::Collapsing
| ShipState::Dead
| ShipState::Landing { .. }
| ShipState::UnLanding { .. }
| ShipState::Flying { .. } => {
self.render_flying(&input).unwrap();
}
ShipState::Landed { .. } => {
self.render_landed(&input).unwrap();
}
}
return Ok(());
}
}