Mercurial > touhou
annotate examples/eclrenderer.rs @ 660:31fc0d881105
Make ecl_vm compile, and use it in eclrenderer (doesn’t render yet).
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 10 Aug 2019 14:41:30 +0200 |
parents | 3a9d82a02c88 |
children | 598f3125cbac |
rev | line source |
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1 use image::GenericImageView; |
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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::{NormRGB8UI, Floating}; |
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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}; |
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9 use luminance::texture::{Dim2, Flat, Sampler, Texture, GenMipmaps}; |
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10 use luminance_derive::{Semantics, Vertex, UniformInterface}; |
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11 use luminance_glfw::event::{Action, Key, WindowEvent}; |
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12 use luminance_glfw::surface::{GlfwSurface, Surface, WindowDim, WindowOpt}; |
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13 use touhou::th06::anm0::Anm0; |
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14 use touhou::th06::anm0_vm::{Sprite, Vertex as FakeVertex}; |
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15 use touhou::th06::ecl::Ecl; |
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16 use touhou::th06::ecl_vm::EclRunner; |
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17 use touhou::th06::enemy::{Enemy, Game, Position}; |
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18 use touhou::util::math::{perspective, setup_camera}; |
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19 use touhou::util::prng::Prng; |
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20 use std::cell::RefCell; |
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21 use std::fs::File; |
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22 use std::io::{BufReader, Read}; |
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23 use std::rc::Rc; |
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24 use std::env; |
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25 use std::path::Path; |
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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 |
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34 out vec2 texcoord; |
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35 out vec4 color; |
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36 |
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37 void main() |
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38 { |
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39 gl_Position = mvp * vec4(vec3(in_position), 1.0); |
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40 texcoord = vec2(in_texcoord); |
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41 |
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42 // Normalized from the u8 being passed. |
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43 color = vec4(in_color) / 255.; |
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44 } |
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45 "#; |
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46 |
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47 const FS: &str = r#" |
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48 in vec2 texcoord; |
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49 in vec4 color; |
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50 |
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51 uniform sampler2D color_map; |
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52 |
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53 out vec4 frag_color; |
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54 |
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55 void main() |
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56 { |
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57 frag_color = texture(color_map, texcoord) * color; |
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58 } |
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59 "#; |
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60 |
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61 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)] |
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62 pub enum Semantics { |
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63 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")] |
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64 Position, |
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65 |
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66 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")] |
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67 Texcoord, |
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68 |
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69 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")] |
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70 Color, |
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71 } |
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72 |
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73 #[repr(C)] |
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74 #[derive(Clone, Copy, Debug, PartialEq, Vertex)] |
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75 #[vertex(sem = "Semantics")] |
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76 struct Vertex { |
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77 pos: VertexPosition, |
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78 uv: VertexTexcoord, |
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79 rgba: VertexColor, |
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80 } |
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81 |
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82 #[derive(UniformInterface)] |
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83 struct ShaderInterface { |
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84 // the 'static lifetime acts as “anything” here |
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85 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, Floating>>, |
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86 |
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87 #[uniform(name = "mvp")] |
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88 mvp: Uniform<[[f32; 4]; 4]>, |
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89 } |
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90 |
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91 fn main() { |
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92 // Parse arguments. |
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93 let args: Vec<_> = env::args().collect(); |
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94 if args.len() != 5 { |
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95 eprintln!("Usage: {} <ECL file> <sub number> <ANM file> <PNG file>", args[0]); |
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96 return; |
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97 } |
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98 let ecl_filename = &args[1]; |
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99 let sub = args[2].parse().expect("number"); |
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100 let anm_filename = &args[3]; |
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101 let png_filename = &args[4]; |
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102 |
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103 // Open the ECL file. |
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104 let file = File::open(ecl_filename).unwrap(); |
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105 let mut file = BufReader::new(file); |
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106 let mut buf = vec![]; |
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107 file.read_to_end(&mut buf).unwrap(); |
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108 let (_, ecl) = Ecl::from_slice(&buf).unwrap(); |
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109 |
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110 // Open the ANM file. |
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111 let file = File::open(anm_filename).unwrap(); |
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112 let mut file = BufReader::new(file); |
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113 let mut buf = vec![]; |
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114 file.read_to_end(&mut buf).unwrap(); |
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115 let anm0 = Anm0::from_slice(&buf).unwrap(); |
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116 let anm0 = Rc::new(RefCell::new(anm0)); |
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117 |
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118 if ecl.subs.len() < sub { |
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119 eprintln!("This ecl doesn’t contain a sub named {}.", sub); |
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120 return; |
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121 } |
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122 |
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123 // TODO: seed this PRNG with a valid seed. |
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124 let prng = Rc::new(RefCell::new(Prng::new(0))); |
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125 |
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126 // Create the Game god object. |
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127 let game = Game::new(prng); |
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128 let game = Rc::new(RefCell::new(game)); |
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129 |
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130 // And the enemy object. |
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131 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); |
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132 let mut ecl_runner = EclRunner::new(&ecl, enemy.clone(), 0); |
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133 |
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134 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>()); |
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135 let vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() }; |
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136 |
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137 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap(); |
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138 |
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139 // Open the image atlas matching this ANM. |
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140 let tex = load_from_disk(&mut surface, Path::new(png_filename)).expect("texture loading"); |
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141 |
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142 // set the uniform interface to our type so that we can read textures from the shader |
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143 let (program, _) = |
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144 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation"); |
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145 |
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146 let mut tess = TessBuilder::new(&mut surface) |
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147 .add_vertices(vertices) |
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148 .set_mode(Mode::TriangleFan) |
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149 .build() |
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150 .unwrap(); |
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151 |
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152 let mut back_buffer = Framebuffer::back_buffer(surface.size()); |
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153 |
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154 let mut frame = 0; |
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155 'app: loop { |
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156 for event in surface.poll_events() { |
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157 match event { |
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158 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, |
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159 |
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160 WindowEvent::FramebufferSize(width, height) => { |
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161 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]); |
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162 } |
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163 |
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164 _ => (), |
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165 } |
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166 } |
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167 |
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168 if frame == 60 { |
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169 break; |
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170 } |
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171 frame += 1; |
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172 |
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173 { |
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174 let mut slice = tess |
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175 .as_slice_mut() |
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176 .unwrap(); |
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177 |
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178 ecl_runner.run_frame(); |
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179 let mut game = game.borrow_mut(); |
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180 game.run_frame(); |
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181 let sprites = game.get_sprites(); |
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182 fill_vertices_ptr(sprites, slice.as_mut_ptr()); |
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183 } |
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184 |
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185 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU |
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186 // and use it in the shader |
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187 surface |
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188 .pipeline_builder() |
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189 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| { |
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190 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader |
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191 let bound_tex = pipeline.bind_texture(&tex); |
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192 |
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193 shd_gate.shade(&program, |rdr_gate, iface| { |
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194 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU |
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195 // to use the texture passed as argument (no allocation or copy is performed) |
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196 iface.color_map.update(&bound_tex); |
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197 //let mvp = ortho_2d(0., 384., 448., 0.); |
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198 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.); |
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199 let view = setup_camera(0., 0., 1.); |
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200 let mvp = view * proj; |
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201 //println!("{:#?}", mvp); |
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202 // TODO: check how to pass by reference. |
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203 iface.mvp.update(*mvp.borrow_inner()); |
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204 |
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205 rdr_gate.render(RenderState::default(), |tess_gate| { |
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206 // render the tessellation to the surface the regular way and let the vertex shader’s |
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207 // magic do the rest! |
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208 tess_gate.render(&mut surface, (&tess).into()); |
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209 }); |
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210 }); |
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211 }); |
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212 |
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213 surface.swap_buffers(); |
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214 } |
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215 } |
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216 |
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217 fn fill_vertices_ptr(sprites: Vec<Rc<RefCell<Sprite>>>, vertices: *mut Vertex) { |
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218 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) }; |
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219 for sprite in sprites { |
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220 let sprite = sprite.borrow(); |
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221 sprite.fill_vertices(&mut fake_vertices); |
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222 } |
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223 } |
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224 |
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225 fn load_from_disk(surface: &mut GlfwSurface, path: &Path) -> Option<Texture<Flat, Dim2, NormRGB8UI>> { |
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226 // load the texture into memory as a whole bloc (i.e. no streaming) |
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227 match image::open(&path) { |
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228 Ok(img) => { |
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229 let (width, height) = img.dimensions(); |
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230 let texels = img |
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231 .pixels() |
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232 .map(|(x, y, rgb)| (rgb[0], rgb[1], rgb[2])) |
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233 .collect::<Vec<_>>(); |
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234 |
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235 // create the luminance texture; the third argument is the number of mipmaps we want (leave it |
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236 // to 0 for now) and the latest is a the sampler to use when sampling the texels in the |
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237 // shader (we’ll just use the default one) |
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238 let tex = |
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239 Texture::new(surface, [width, height], 0, &Sampler::default()).expect("luminance texture creation"); |
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240 |
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241 // the first argument disables mipmap generation (we don’t care so far) |
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242 tex.upload(GenMipmaps::No, &texels); |
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243 |
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244 Some(tex) |
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245 } |
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246 |
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247 Err(e) => { |
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248 eprintln!("cannot open image {}: {}", path.display(), e); |
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249 None |
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250 } |
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251 } |
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252 } |