Mercurial > touhou
annotate examples/stdrenderer.rs @ 679:6020e33d4fc4
Implement a .std renderer, and its associated VM.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 16 Aug 2019 13:40:38 +0200 |
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children | ef2dbd676a91 |
rev | line source |
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Implement a .std renderer, and its associated VM.
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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, TessSliceIndex}; |
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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::{AnmRunner, Sprite, Vertex as FakeVertex}; |
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15 use touhou::th06::std::{Stage, Position}; |
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16 use touhou::th06::std_vm::StageRunner; |
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17 use touhou::util::prng::Prng; |
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18 use touhou::util::math::perspective; |
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19 use std::cell::RefCell; |
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20 use std::fs::File; |
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21 use std::io::{BufReader, Read}; |
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22 use std::rc::Rc; |
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23 use std::env; |
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24 use std::path::Path; |
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25 |
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26 const VS: &str = r#" |
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27 in ivec3 in_position; |
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28 in vec2 in_texcoord; |
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29 in uvec4 in_color; |
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30 |
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31 uniform mat4 mvp; |
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32 uniform vec3 instance_position; |
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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 vec3 position = vec3(in_position) + instance_position; |
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40 gl_Position = mvp * vec4(position, 1.0); |
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41 texcoord = vec2(in_texcoord); |
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42 |
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43 // Normalized from the u8 being passed. |
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44 color = vec4(in_color) / 255.; |
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45 } |
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46 "#; |
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47 |
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48 const FS: &str = r#" |
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49 in vec2 texcoord; |
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50 in vec4 color; |
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51 |
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52 uniform sampler2D color_map; |
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53 uniform float fog_scale; |
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54 uniform float fog_end; |
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55 uniform vec4 fog_color; |
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56 |
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57 out vec4 frag_color; |
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58 |
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59 void main() |
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60 { |
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61 vec4 temp_color = texture(color_map, texcoord) * color; |
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62 float depth = gl_FragCoord.z / gl_FragCoord.w; |
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63 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0, 1.0); |
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64 frag_color = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); |
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65 } |
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66 "#; |
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67 |
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68 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)] |
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69 pub enum Semantics { |
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70 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")] |
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71 Position, |
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72 |
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73 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")] |
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74 Texcoord, |
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75 |
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76 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")] |
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77 Color, |
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78 } |
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79 |
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80 #[repr(C)] |
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81 #[derive(Clone, Copy, Debug, PartialEq, Vertex)] |
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82 #[vertex(sem = "Semantics")] |
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83 struct Vertex { |
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84 pos: VertexPosition, |
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85 uv: VertexTexcoord, |
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86 rgba: VertexColor, |
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87 } |
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88 |
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89 #[derive(UniformInterface)] |
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90 struct ShaderInterface { |
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91 // the 'static lifetime acts as “anything” here |
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92 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, Floating>>, |
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93 |
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94 #[uniform(name = "mvp")] |
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95 mvp: Uniform<[[f32; 4]; 4]>, |
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96 |
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97 #[uniform(name = "instance_position")] |
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98 instance_position: Uniform<[f32; 3]>, |
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99 |
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100 #[uniform(name = "fog_scale")] |
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101 fog_scale: Uniform<f32>, |
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102 |
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103 #[uniform(name = "fog_end")] |
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104 fog_end: Uniform<f32>, |
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105 |
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106 #[uniform(name = "fog_color")] |
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107 fog_color: Uniform<[f32; 4]>, |
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108 } |
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109 |
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110 fn main() { |
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111 // Parse arguments. |
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112 let args: Vec<_> = env::args().collect(); |
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113 if args.len() != 4 { |
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114 eprintln!("Usage: {} <STD file> <ANM file> <PNG file>", args[0]); |
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115 return; |
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116 } |
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117 let std_filename = &args[1]; |
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118 let anm_filename = &args[2]; |
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119 let png_filename = &args[3]; |
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120 |
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121 // Open the STD file. |
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122 let file = File::open(std_filename).unwrap(); |
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123 let mut file = BufReader::new(file); |
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124 let mut buf = vec![]; |
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125 file.read_to_end(&mut buf).unwrap(); |
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126 let (_, stage) = Stage::from_slice(&buf).unwrap(); |
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127 |
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128 // Open the ANM file. |
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129 let file = File::open(anm_filename).unwrap(); |
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130 let mut file = BufReader::new(file); |
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131 let mut buf = vec![]; |
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132 file.read_to_end(&mut buf).unwrap(); |
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133 let anm0 = Anm0::from_slice(&buf).unwrap(); |
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134 |
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135 // TODO: seed this PRNG with a valid seed. |
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136 let prng = Rc::new(RefCell::new(Prng::new(0))); |
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137 |
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138 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>()); |
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139 let mut vertices: Vec<Vertex> = vec![]; |
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140 let mut indices = vec![]; |
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141 |
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142 { |
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143 for model in stage.models.iter() { |
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144 let begin = vertices.len(); |
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145 for quad in model.quads.iter() { |
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146 let Position { x, y, z } = quad.pos; |
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147 |
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148 // Create the AnmRunner from the ANM and the sprite. |
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149 let sprite = Rc::new(RefCell::new(Sprite::new())); |
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150 let _anm_runner = AnmRunner::new(&anm0, quad.anm_script as u8, sprite.clone(), Rc::downgrade(&prng), 0); |
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151 let mut new_vertices: [Vertex; 6] = unsafe { std::mem::uninitialized() }; |
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152 fill_vertices(sprite.clone(), &mut new_vertices, x, y, z); |
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153 new_vertices[4] = new_vertices[0]; |
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154 new_vertices[5] = new_vertices[2]; |
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155 vertices.extend(&new_vertices); |
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156 } |
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157 let end = vertices.len(); |
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158 indices.push((begin, end)); |
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159 } |
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160 } |
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161 |
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162 let mut stage_runner = StageRunner::new(Rc::new(RefCell::new(stage))); |
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163 |
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164 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap(); |
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165 |
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166 // Open the image atlas matching this ANM. |
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167 let tex = load_from_disk(&mut surface, Path::new(png_filename)).expect("texture loading"); |
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168 |
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169 // set the uniform interface to our type so that we can read textures from the shader |
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170 let (program, _) = |
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171 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation"); |
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172 |
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173 let tess = TessBuilder::new(&mut surface) |
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174 .add_vertices(vertices) |
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175 .set_mode(Mode::Triangle) |
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176 .build() |
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177 .unwrap(); |
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178 |
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179 let mut back_buffer = Framebuffer::back_buffer(surface.size()); |
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180 |
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181 'app: loop { |
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182 for event in surface.poll_events() { |
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183 match event { |
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184 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, |
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185 |
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186 WindowEvent::FramebufferSize(width, height) => { |
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187 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]); |
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188 } |
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189 |
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190 _ => (), |
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191 } |
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192 } |
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193 |
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194 { |
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195 stage_runner.run_frame(); |
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196 //let sprites = stage.get_sprites(); |
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197 //fill_vertices_ptr(sprites, slice.as_mut_ptr()); |
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198 } |
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199 |
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200 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU |
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201 // and use it in the shader |
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202 surface |
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203 .pipeline_builder() |
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204 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| { |
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205 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader |
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206 let bound_tex = pipeline.bind_texture(&tex); |
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207 |
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208 shd_gate.shade(&program, |rdr_gate, iface| { |
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209 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU |
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210 // to use the texture passed as argument (no allocation or copy is performed) |
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211 iface.color_map.update(&bound_tex); |
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212 |
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213 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.); |
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214 let model_view = stage_runner.get_model_view(); |
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215 let mvp = model_view * proj; |
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216 // TODO: check how to pass by reference. |
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217 iface.mvp.update(*mvp.borrow_inner()); |
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218 |
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219 let near = stage_runner.fog_near - 101010101. / 2010101.; |
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220 let far = stage_runner.fog_far - 101010101. / 2010101.; |
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221 iface.fog_color.update(stage_runner.fog_color); |
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222 iface.fog_scale.update(1. / (far - near)); |
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223 iface.fog_end.update(far); |
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224 |
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225 let stage = stage_runner.stage.borrow(); |
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226 for instance in stage.instances.iter() { |
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227 iface.instance_position.update([instance.pos.x, instance.pos.y, instance.pos.z]); |
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228 |
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229 rdr_gate.render(RenderState::default(), |tess_gate| { |
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230 let (begin, end) = indices[instance.id as usize]; |
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231 tess_gate.render(&mut surface, tess.slice(begin..end)); |
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232 }); |
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233 } |
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234 }); |
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235 }); |
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236 |
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237 surface.swap_buffers(); |
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238 } |
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239 } |
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240 |
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241 fn fill_vertices(sprite: Rc<RefCell<Sprite>>, vertices: &mut [Vertex; 6], x: f32, y: f32, z: f32) { |
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242 let mut fake_vertices = unsafe { std::mem::transmute::<&mut [Vertex; 6], &mut [FakeVertex; 4]>(vertices) }; |
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243 let sprite = sprite.borrow(); |
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244 sprite.fill_vertices(&mut fake_vertices, x, y, z); |
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245 } |
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246 |
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247 fn load_from_disk(surface: &mut GlfwSurface, path: &Path) -> Option<Texture<Flat, Dim2, NormRGB8UI>> { |
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248 // load the texture into memory as a whole bloc (i.e. no streaming) |
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249 match image::open(&path) { |
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250 Ok(img) => { |
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251 let (width, height) = img.dimensions(); |
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252 let texels = img |
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253 .pixels() |
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254 .map(|(_x, _y, rgb)| (rgb[0], rgb[1], rgb[2])) |
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255 .collect::<Vec<_>>(); |
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256 |
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257 // create the luminance texture; the third argument is the number of mipmaps we want (leave it |
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258 // to 0 for now) and the latest is a the sampler to use when sampling the texels in the |
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259 // shader (we’ll just use the default one) |
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260 let tex = |
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261 Texture::new(surface, [width, height], 0, &Sampler::default()).expect("luminance texture creation"); |
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262 |
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263 // the first argument disables mipmap generation (we don’t care so far) |
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264 tex.upload(GenMipmaps::No, &texels); |
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265 |
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266 Some(tex) |
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267 } |
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268 |
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269 Err(e) => { |
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270 eprintln!("cannot open image {}: {}", path.display(), e); |
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271 None |
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272 } |
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273 } |
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274 } |