annotate examples/eclrenderer.rs @ 707:987409d48991

Switch to versioned luminance now that it got released, not hardcoded paths.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 24 Aug 2019 19:30:59 +0200
parents bca515da9047
children 3954801b6299
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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::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};
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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::{Sprite, Vertex as FakeVertex};
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14 use touhou::th06::ecl::{Ecl, Rank};
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15 use touhou::th06::ecl_vm::EclRunner;
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16 use touhou::th06::enemy::{Enemy, Game, Position};
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17 use touhou::util::math::{perspective, setup_camera};
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18 use touhou::util::prng::Prng;
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19 use std::cell::RefCell;
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20 use std::rc::Rc;
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21 use std::env;
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22 use std::path::Path;
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23
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24 #[path = "common.rs"]
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25 mod common;
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26 use common::{load_file_into_vec, load_anm_image, LoadedTexture};
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27
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28 const VS: &str = r#"
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29 in ivec3 in_position;
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30 in vec2 in_texcoord;
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31 in uvec4 in_color;
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32
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33 uniform mat4 mvp;
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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 gl_Position = mvp * vec4(vec3(in_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
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54 out vec4 frag_color;
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55
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56 void main()
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57 {
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58 frag_color = texture(color_map, texcoord) * color;
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59 }
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60 "#;
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61
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62 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
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63 pub enum Semantics {
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64 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
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65 Position,
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66
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67 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
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68 Texcoord,
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69
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70 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
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71 Color,
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72 }
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73
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74 #[repr(C)]
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75 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
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76 #[vertex(sem = "Semantics")]
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77 struct Vertex {
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78 pos: VertexPosition,
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79 uv: VertexTexcoord,
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80 rgba: VertexColor,
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81 }
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82
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83 #[derive(UniformInterface)]
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84 struct ShaderInterface {
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85 // the 'static lifetime acts as “anything” here
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86 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, Floating>>,
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87
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88 #[uniform(name = "mvp")]
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89 mvp: Uniform<[[f32; 4]; 4]>,
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90 }
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91
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92 fn main() {
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93 // Parse arguments.
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94 let args: Vec<_> = env::args().collect();
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95 if args.len() != 5 {
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96 eprintln!("Usage: {} <ECL file> <ANM file> <easy|normal|hard|lunatic> <sub number>", args[0]);
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97 return;
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98 }
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99 let ecl_filename = Path::new(&args[1]);
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100 let anm_filename = Path::new(&args[2]);
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101 let rank: Rank = args[3].parse().expect("rank");
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102 let sub: u16 = args[4].parse().expect("number");
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103
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104 // Open the ECL file.
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105 let buf = load_file_into_vec(ecl_filename);
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106 let (_, ecl) = Ecl::from_slice(&buf).unwrap();
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107
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108 // Open the ANM file.
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109 let buf = load_file_into_vec(anm_filename);
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110 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
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111 let anm0 = anms.pop().unwrap();
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112 let anm0 = Rc::new(RefCell::new(anm0));
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113
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114 if ecl.subs.len() < sub as usize {
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115 eprintln!("This ecl doesn’t contain a sub named {}.", sub);
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116 return;
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117 }
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118
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119 // Get the time since January 1970 as a seed for the PRNG.
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120 let time = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap();
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121 let prng = Rc::new(RefCell::new(Prng::new(time.subsec_micros() as u16)));
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122
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123 // Create the Game god object.
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124 let game = Game::new(prng, rank);
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125 let game = Rc::new(RefCell::new(game));
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126
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127 // And the enemy object.
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128 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game));
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129 let mut ecl_runner = EclRunner::new(&ecl, enemy.clone(), sub);
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130
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131 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
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132 let vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() };
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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(), anm_filename);
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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");
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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 = Framebuffer::back_buffer(surface.size());
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150
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151 'app: loop {
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152 for event in surface.poll_events() {
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153 match event {
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154 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
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155
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156 WindowEvent::FramebufferSize(width, height) => {
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157 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]);
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158 }
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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 if ecl_runner.running == false {
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165 break;
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166 }
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167
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168 {
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169 let mut slice = tess
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170 .as_slice_mut()
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171 .unwrap();
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172
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173 ecl_runner.run_frame();
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174 {
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175 let mut enemy = enemy.borrow_mut();
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176 enemy.update();
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177 }
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178 let mut game = game.borrow_mut();
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179 game.run_frame();
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180 let sprites = game.get_sprites();
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181 fill_vertices_ptr(sprites, slice.as_mut_ptr());
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182 }
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183
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184 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
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185 // and use it in the shader
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186 surface
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187 .pipeline_builder()
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188 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| {
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189 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
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190 let bound_tex = match &tex {
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191 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
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192 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
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193 };
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194
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195 shd_gate.shade(&program, |rdr_gate, iface| {
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196 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
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197 // to use the texture passed as argument (no allocation or copy is performed)
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198 iface.color_map.update(&bound_tex);
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199 //let mvp = ortho_2d(0., 384., 448., 0.);
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200 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
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201 let view = setup_camera(0., 0., 1.);
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202 let mvp = view * proj;
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203 //println!("{:#?}", mvp);
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204 // TODO: check how to pass by reference.
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205 iface.mvp.update(*mvp.borrow_inner());
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206
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207 let render_state = RenderState::default()
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208 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
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209
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210 rdr_gate.render(render_state, |tess_gate| {
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211 // render the tessellation to the surface the regular way and let the vertex shader’s
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212 // magic do the rest!
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213 tess_gate.render(&mut surface, (&tess).into());
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214 });
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215 });
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216 });
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217
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218 surface.swap_buffers();
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219 }
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220 }
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221
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222 fn fill_vertices_ptr(sprites: Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)>, vertices: *mut Vertex) {
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223 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
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224 for (x, y, z, sprite) in sprites {
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225 let sprite = sprite.borrow();
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226 sprite.fill_vertices(&mut fake_vertices, x, y, z);
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227 }
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228 }