annotate examples/stdrenderer.rs @ 713:258f4aebf3fc

anm0: Parse only a single anm0 at once and use many0 for more, to simplify parsing.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 17 Sep 2019 17:36:02 +0200
parents 3954801b6299
children 2b2376811f46
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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::framebuffer::Framebuffer;
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4 use luminance::pipeline::BoundTexture;
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5 use luminance::pixel::NormUnsigned;
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6 use luminance::render_state::RenderState;
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7 use luminance::shader::program::{Program, Uniform};
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8 use luminance::tess::{Mode, TessBuilder, TessSliceIndex};
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9 use luminance::texture::{Dim2, Flat};
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10 use luminance_derive::{Semantics, Vertex, UniformInterface};
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11 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt};
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12 use touhou::th06::anm0::Anm0;
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13 use touhou::th06::anm0_vm::{AnmRunner, Sprite, Vertex as FakeVertex};
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14 use touhou::th06::std::{Stage, Position, Box2D};
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15 use touhou::th06::std_vm::StageRunner;
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16 use touhou::util::prng::Prng;
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17 use touhou::util::math::perspective;
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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 #[path = "common.rs"]
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24 mod common;
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25 use common::{load_file_into_vec, load_anm_image, LoadedTexture};
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26
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27 const VS: &str = r#"
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28 in ivec3 in_position;
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29 in vec2 in_texcoord;
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30 in uvec4 in_color;
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31
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32 uniform mat4 mvp;
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33 uniform vec3 instance_position;
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34
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35 out vec2 texcoord;
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36 out vec4 color;
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37
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38 void main()
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39 {
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40 vec3 position = vec3(in_position) + instance_position;
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41 gl_Position = mvp * vec4(position, 1.0);
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42 texcoord = vec2(in_texcoord);
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43
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44 // Normalized from the u8 being passed.
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45 color = vec4(in_color) / 255.;
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46 }
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47 "#;
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48
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49 const FS: &str = r#"
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50 in vec2 texcoord;
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51 in vec4 color;
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52
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53 uniform sampler2D color_map;
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54 uniform float fog_scale;
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55 uniform float fog_end;
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56 uniform vec4 fog_color;
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57
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58 out vec4 frag_color;
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59
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60 void main()
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61 {
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62 vec4 temp_color = texture(color_map, texcoord) * color;
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63 float depth = gl_FragCoord.z / gl_FragCoord.w;
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64 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0, 1.0);
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65 frag_color = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a);
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66 }
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67 "#;
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68
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69 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
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70 pub enum Semantics {
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71 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
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72 Position,
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73
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74 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
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75 Texcoord,
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76
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77 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
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78 Color,
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79 }
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80
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81 #[repr(C)]
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82 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
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83 #[vertex(sem = "Semantics")]
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84 struct Vertex {
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85 pos: VertexPosition,
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86 uv: VertexTexcoord,
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87 rgba: VertexColor,
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88 }
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89
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90 #[derive(UniformInterface)]
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91 struct ShaderInterface {
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92 // the 'static lifetime acts as “anything” here
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93 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, NormUnsigned>>,
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94
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95 #[uniform(name = "mvp")]
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96 mvp: Uniform<[[f32; 4]; 4]>,
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97
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98 #[uniform(name = "instance_position")]
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99 instance_position: Uniform<[f32; 3]>,
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100
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101 #[uniform(name = "fog_scale")]
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102 fog_scale: Uniform<f32>,
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103
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104 #[uniform(name = "fog_end")]
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105 fog_end: Uniform<f32>,
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106
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107 #[uniform(name = "fog_color")]
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108 fog_color: Uniform<[f32; 4]>,
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109 }
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110
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111 fn main() {
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112 // Parse arguments.
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113 let args: Vec<_> = env::args().collect();
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114 if args.len() != 3 {
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115 eprintln!("Usage: {} <STD file> <ANM file>", args[0]);
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116 return;
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117 }
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118 let std_filename = Path::new(&args[1]);
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119 let anm_filename = Path::new(&args[2]);
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120
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121 // Open the STD file.
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122 let buf = load_file_into_vec(std_filename);
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123 let (_, stage) = Stage::from_slice(&buf).unwrap();
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124
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125 // Open the ANM file.
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126 let buf = load_file_into_vec(anm_filename);
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127 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
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128 let anm0 = anms.pop().unwrap();
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129
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130 // TODO: seed this PRNG with a valid seed.
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131 let prng = Rc::new(RefCell::new(Prng::new(0)));
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132
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133 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
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134 let mut vertices: Vec<Vertex> = vec![];
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135 let mut indices = vec![];
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136
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137 {
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138 for model in stage.models.iter() {
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139 let begin = vertices.len();
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140 for quad in model.quads.iter() {
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141 let Position { x, y, z } = quad.pos;
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142 let Box2D { width, height } = quad.size_override;
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143
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144 // Create the AnmRunner from the ANM and the sprite.
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145 let sprite = Rc::new(RefCell::new(Sprite::with_size(width, height)));
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146 let _anm_runner = AnmRunner::new(&anm0, quad.anm_script as u8, sprite.clone(), Rc::downgrade(&prng), 0);
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147 let mut new_vertices: [Vertex; 6] = unsafe { std::mem::uninitialized() };
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148 fill_vertices(sprite.clone(), &mut new_vertices, x, y, z);
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149 new_vertices[4] = new_vertices[0];
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150 new_vertices[5] = new_vertices[2];
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151 vertices.extend(&new_vertices);
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152 }
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153 let end = vertices.len();
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154 indices.push((begin, end));
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155 }
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156 }
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157
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158 let mut stage_runner = StageRunner::new(Rc::new(RefCell::new(stage)));
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159
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160 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
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161
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162 // Open the image atlas matching this ANM.
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163 let tex = load_anm_image(&mut surface, &anm0, anm_filename);
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164
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165 // set the uniform interface to our type so that we can read textures from the shader
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166 let (program, _) =
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167 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation");
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168
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169 let tess = TessBuilder::new(&mut surface)
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170 .add_vertices(vertices)
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171 .set_mode(Mode::Triangle)
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172 .build()
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173 .unwrap();
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174
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175 let mut back_buffer = Framebuffer::back_buffer(surface.size());
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176
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177 'app: loop {
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178 for event in surface.poll_events() {
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179 match event {
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180 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
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181
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182 WindowEvent::FramebufferSize(width, height) => {
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183 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]);
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184 }
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185
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186 _ => (),
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187 }
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188 }
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189
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190 {
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191 stage_runner.run_frame();
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192 //let sprites = stage.get_sprites();
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193 //fill_vertices_ptr(sprites, slice.as_mut_ptr());
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194 }
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195
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196 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
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197 // and use it in the shader
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198 surface
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199 .pipeline_builder()
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200 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| {
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201 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
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202 let bound_tex = match &tex {
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203 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
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204 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
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205 };
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206
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207 shd_gate.shade(&program, |rdr_gate, iface| {
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208 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
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209 // to use the texture passed as argument (no allocation or copy is performed)
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210 iface.color_map.update(&bound_tex);
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211
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212 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
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213 let model_view = stage_runner.get_model_view();
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214 let mvp = model_view * proj;
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215 // TODO: check how to pass by reference.
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216 iface.mvp.update(*mvp.borrow_inner());
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217
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218 let near = stage_runner.fog_near - 101010101. / 2010101.;
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219 let far = stage_runner.fog_far - 101010101. / 2010101.;
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220 iface.fog_color.update(stage_runner.fog_color);
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221 iface.fog_scale.update(1. / (far - near));
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222 iface.fog_end.update(far);
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223
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224 let render_state = RenderState::default()
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225 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
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226
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227 let stage = stage_runner.stage.borrow();
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228 for instance in stage.instances.iter() {
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229 iface.instance_position.update([instance.pos.x, instance.pos.y, instance.pos.z]);
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230
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231 rdr_gate.render(render_state, |tess_gate| {
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232 let (begin, end) = indices[instance.id as usize];
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233 tess_gate.render(&mut surface, tess.slice(begin..end));
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234 });
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235 }
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236 });
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237 });
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238
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239 surface.swap_buffers();
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240 }
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241 }
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242
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243 fn fill_vertices(sprite: Rc<RefCell<Sprite>>, vertices: &mut [Vertex; 6], x: f32, y: f32, z: f32) {
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244 let mut fake_vertices = unsafe { std::mem::transmute::<&mut [Vertex; 6], &mut [FakeVertex; 4]>(vertices) };
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245 let sprite = sprite.borrow();
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246 sprite.fill_vertices(&mut fake_vertices, x, y, z);
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247 }