annotate runners/src/bin/eclrenderer.rs @ 757:21b186be2590

Split the Rust version into multiple crates.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 05 Jan 2021 02:16:32 +0100
parents examples/eclrenderer.rs@a662dddd4a2b
children
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1 use luminance::blending::{Equation, Factor};
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2 use luminance::context::GraphicsContext;
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3 use luminance::pipeline::{BoundTexture, PipelineState};
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4 use luminance::pixel::NormUnsigned;
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5 use luminance::render_state::RenderState;
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6 use luminance::shader::program::{Program, Uniform};
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7 use luminance::tess::{Mode, TessBuilder};
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8 use luminance::texture::Dim2;
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9 use luminance_derive::{Semantics, Vertex, UniformInterface};
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10 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt};
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11 use touhou_formats::th06::anm0::Anm0;
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12 use touhou_formats::th06::ecl::{Ecl, Rank};
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13 use touhou_interpreters::th06::anm0::{Sprite, Vertex as FakeVertex};
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14 use touhou_interpreters::th06::ecl::EclRunner;
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15 use touhou_interpreters::th06::enemy::{Enemy, Game, Position};
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16 use touhou_utils::math::{perspective, setup_camera};
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17 use touhou_utils::prng::Prng;
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18 use std::cell::RefCell;
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19 use std::rc::Rc;
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20 use std::env;
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21 use std::path::Path;
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22
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23 use touhou_runners::common::{load_file_into_vec, load_anm_image, LoadedTexture};
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24
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25 const VS: &str = r#"
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26 in ivec3 in_position;
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27 in vec2 in_texcoord;
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28 in uvec4 in_color;
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29
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30 uniform mat4 mvp;
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31
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32 out vec2 texcoord;
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33 out vec4 color;
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34
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35 void main()
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36 {
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37 gl_Position = mvp * vec4(vec3(in_position), 1.0);
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38 texcoord = vec2(in_texcoord);
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39
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40 // Normalized from the u8 being passed.
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41 color = vec4(in_color) / 255.;
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42 }
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43 "#;
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44
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45 const FS: &str = r#"
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46 in vec2 texcoord;
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47 in vec4 color;
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48
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49 uniform sampler2D color_map;
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50
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51 out vec4 frag_color;
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52
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53 void main()
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54 {
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55 frag_color = texture(color_map, texcoord) * color;
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56 }
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57 "#;
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58
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59 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
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60 pub enum Semantics {
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61 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
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62 Position,
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63
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64 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
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65 Texcoord,
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66
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67 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
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68 Color,
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69 }
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70
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71 #[repr(C)]
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72 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
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73 #[vertex(sem = "Semantics")]
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74 struct Vertex {
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75 pos: VertexPosition,
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76 uv: VertexTexcoord,
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77 rgba: VertexColor,
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78 }
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79
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80 #[derive(UniformInterface)]
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81 struct ShaderInterface {
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82 // the 'static lifetime acts as “anything” here
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83 color_map: Uniform<&'static BoundTexture<'static, Dim2, NormUnsigned>>,
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84
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85 #[uniform(name = "mvp")]
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86 mvp: Uniform<[[f32; 4]; 4]>,
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87 }
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88
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89 fn main() {
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90 // Parse arguments.
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91 let args: Vec<_> = env::args().collect();
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92 if args.len() != 5 {
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93 eprintln!("Usage: {} <ECL file> <ANM file> <easy|normal|hard|lunatic> <sub number>", args[0]);
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94 return;
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95 }
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96 let ecl_filename = Path::new(&args[1]);
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97 let anm_filename = Path::new(&args[2]);
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98 let rank: Rank = args[3].parse().expect("rank");
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99 let sub: u16 = args[4].parse().expect("number");
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100
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101 // Open the ECL file.
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102 let buf = load_file_into_vec(ecl_filename).unwrap();
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103 let (_, ecl) = Ecl::from_slice(&buf).unwrap();
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104
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105 // Open the ANM file.
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106 let buf = load_file_into_vec(anm_filename).unwrap();
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107 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
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108 let anm0 = anms.pop().unwrap();
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109 let anm0 = Rc::new(RefCell::new([anm0.clone(), anm0]));
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110
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111 if ecl.subs.len() < sub as usize {
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112 eprintln!("This ecl doesn’t contain a sub named {}.", sub);
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113 return;
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114 }
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115
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116 // Get the time since January 1970 as a seed for the PRNG.
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117 let time = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap();
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118 let prng = Rc::new(RefCell::new(Prng::new(time.subsec_micros() as u16)));
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119
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120 // Create the Game god object.
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121 let game = Game::new(prng, rank);
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122 let game = Rc::new(RefCell::new(game));
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123
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124 // And the enemy object.
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125 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, false, Rc::downgrade(&anm0), Rc::downgrade(&game));
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126 let mut ecl_runner = EclRunner::new(&ecl, enemy.clone(), sub);
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127
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128 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
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129 let vertices: [Vertex; 4] = {
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130 let data = std::mem::MaybeUninit::uninit();
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131 unsafe { data.assume_init() }
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132 };
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133
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134 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
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135
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136 // Open the image atlas matching this ANM.
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137 let tex = load_anm_image(&mut surface, &anm0.borrow()[0], &anm_filename).expect("image loading");
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138
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139 // set the uniform interface to our type so that we can read textures from the shader
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140 let program =
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141 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings();
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142
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143 let mut tess = TessBuilder::new(&mut surface)
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144 .add_vertices(vertices)
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145 .set_mode(Mode::TriangleFan)
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146 .build()
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147 .unwrap();
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148
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149 let mut back_buffer = surface.back_buffer().unwrap();
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150 let mut resize = false;
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151
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152 'app: loop {
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153 for event in surface.poll_events() {
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154 match event {
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155 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
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156
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157 WindowEvent::FramebufferSize(..) => {
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158 resize = true;
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159 }
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160
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161 _ => (),
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162 }
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163 }
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164
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165 if resize {
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166 back_buffer = surface.back_buffer().unwrap();
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167 resize = false;
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168 }
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169
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170 if ecl_runner.running == false {
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171 break;
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172 }
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173
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174 {
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175 let mut slice = tess
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176 .as_slice_mut()
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177 .unwrap();
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178
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179 ecl_runner.run_frame();
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180 {
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181 let mut enemy = enemy.borrow_mut();
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182 enemy.update();
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183 }
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184 let mut game = game.borrow_mut();
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185 game.run_frame();
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186 let sprites = game.get_sprites();
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187 fill_vertices_ptr(sprites, slice.as_mut_ptr());
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188 }
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189
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190 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
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191 // and use it in the shader
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192 surface
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193 .pipeline_builder()
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194 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| {
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195 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
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196 let bound_tex = match &tex {
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197 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
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198 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
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199 LoadedTexture::RgbaArray(tex) => unreachable!(),
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200 };
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201
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202 shd_gate.shade(&program, |iface, mut rdr_gate| {
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203 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
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204 // to use the texture passed as argument (no allocation or copy is performed)
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205 iface.color_map.update(&bound_tex);
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206 //let mvp = ortho_2d(0., 384., 448., 0.);
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207 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
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208 let view = setup_camera(0., 0., 1.);
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209 let mvp = view * proj;
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210 //println!("{:#?}", mvp);
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211 // TODO: check how to pass by reference.
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212 iface.mvp.update(*mvp.borrow_inner());
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213
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214 let render_state = RenderState::default()
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215 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
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216
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217 rdr_gate.render(&render_state, |mut tess_gate| {
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218 // render the tessellation to the surface the regular way and let the vertex shader’s
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219 // magic do the rest!
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220 tess_gate.render(&tess);
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221 });
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222 });
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223 });
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224
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225 surface.swap_buffers();
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226 }
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227 }
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228
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229 fn fill_vertices_ptr(sprites: Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)>, vertices: *mut Vertex) {
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230 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
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231 for (x, y, z, sprite) in sprites {
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232 let sprite = sprite.borrow();
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233 sprite.fill_vertices(&mut fake_vertices, x, y, z);
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234 }
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235 }