annotate runners/src/bin/menu.rs @ 759:abcb586566e6

formats: Add a dump_dat binary.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 05 Jan 2021 04:28:30 +0100
parents 21b186be2590
children
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1 use ears::{Music, AudioController};
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2 use luminance::blending::{Equation, Factor};
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3 use luminance::context::GraphicsContext;
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4 use luminance::pipeline::{BoundTexture, PipelineState};
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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};
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9 use luminance::texture::Dim2;
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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_formats::th06::pbg3;
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13 use touhou_formats::th06::anm0::Anm0;
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14 use touhou_interpreters::th06::anm0::{AnmRunner, Sprite, Vertex as FakeVertex};
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15 use touhou_utils::math::{perspective, setup_camera, ortho_2d};
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16 use touhou_utils::prng::Prng;
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17 use std::cell::RefCell;
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18 use std::rc::Rc;
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19 use std::env;
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20 use std::path::Path;
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21
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22 use touhou_runners::common::{self, LoadedTexture};
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23
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24 const VS: &str = r#"
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25 in ivec3 in_position;
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26 in vec2 in_texcoord;
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27 in vec4 in_color;
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28
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29 uniform mat4 mvp;
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30
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31 out vec2 texcoord;
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32 out vec4 color;
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33
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34 void main()
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35 {
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36 gl_Position = mvp * vec4(vec3(in_position), 1.0);
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37 texcoord = vec2(in_texcoord);
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38
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39 // It’s already normalized from the u8 being passed.
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40 color = in_color;
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41 }
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42 "#;
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43
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44 const FS: &str = r#"
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45 in vec2 texcoord;
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46 in vec4 color;
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47
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48 uniform sampler2D color_map;
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49
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50 out vec4 frag_color;
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51
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52 void main()
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53 {
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54 frag_color = texture(color_map, texcoord) * color;
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55 }
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56 "#;
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57
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58 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
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59 pub enum Semantics {
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60 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
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61 Position,
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62
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63 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
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64 Texcoord,
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65
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66 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
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67 Color,
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68 }
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69
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70 #[repr(C)]
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71 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
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72 #[vertex(sem = "Semantics")]
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73 struct Vertex {
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74 pos: VertexPosition,
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75 uv: VertexTexcoord,
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76 #[vertex(normalized = "true")]
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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 const DEFAULT_VERTICES: [Vertex; 4] = [
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90 Vertex::new(VertexPosition::new([0, 0, 0]), VertexTexcoord::new([0., 0.]), VertexColor::new([255, 255, 255, 255])),
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91 Vertex::new(VertexPosition::new([640, 0, 0]), VertexTexcoord::new([1., 0.]), VertexColor::new([255, 255, 255, 255])),
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92 Vertex::new(VertexPosition::new([640, 480, 0]), VertexTexcoord::new([1., 1.]), VertexColor::new([255, 255, 255, 255])),
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93 Vertex::new(VertexPosition::new([0, 480, 0]), VertexTexcoord::new([0., 1.]), VertexColor::new([255, 255, 255, 255])),
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94 ];
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95
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96 fn main() {
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97 // Parse arguments.
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98 let args: Vec<_> = env::args().collect();
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99 if args.len() != 2 {
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100 eprintln!("Usage: {} <unarchived directory>", args[0]);
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101 return;
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102 }
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103 let directory = Path::new(&args[1]);
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104
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105 let in_dat = directory.join("IN.DAT");
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106 // Since GLFW can be slow to create its window, let’s decode the splash screen in another
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107 // thread in the meantime.
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108 let jpeg_thread = std::thread::spawn(|| {
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109 let mut in_pbg3 = pbg3::from_path_buffered(in_dat).expect("IN.DAT present");
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110 let jpeg = in_pbg3.get_file("th06logo.jpg", true).expect("th06logo.jpg in IN.DAT");
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111 let image = common::load_from_data(&jpeg).expect("th06logo.jpg decodable");
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112 image
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113 });
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114
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115 let music_filename = directory.join("bgm").join("th06_01.wav");
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116 let music_filename = music_filename.to_str().expect("non-UTF-8 music filename");
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117 let music = match Music::new(music_filename) {
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118 Ok(mut music) => {
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119 music.set_looping(true);
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120 music.play();
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121 music
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122 }
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123 Err(err) => {
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124 eprintln!("Impossible to open or play music file: {}", err);
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125 return;
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126 }
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127 };
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128
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129 let mut surface = GlfwSurface::new(WindowDim::Windowed(640, 480), "Touhou", WindowOpt::default()).expect("GLFW window");
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130
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131 let image = jpeg_thread.join().expect("image loading");
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132 let background = common::upload_texture_from_rgb_image(&mut surface, image).expect("upload data to texture");
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133
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134 let mut background = match background {
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135 LoadedTexture::Rgb(tex) => tex,
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136 LoadedTexture::Rgba(tex) => unreachable!(),
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137 LoadedTexture::RgbaArray(tex) => unreachable!(),
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138 };
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139
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140 // set the uniform interface to our type so that we can read textures from the shader
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141 let program =
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142 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings();
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143
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144 let mut tess = TessBuilder::new(&mut surface)
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145 .add_vertices(DEFAULT_VERTICES)
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146 .set_mode(Mode::TriangleFan)
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147 .build()
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148 .unwrap();
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149
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150 let tl_dat = directory.join("TL.DAT");
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151 let mut tl_pbg3 = pbg3::from_path_buffered(tl_dat).expect("TL.DAT present");
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152
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153 let mut back_buffer = surface.back_buffer().unwrap();
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154 let mut resize = false;
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155 let mut frame = 0;
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156 let mut z_pressed = false;
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157 let mut x_pressed = false;
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158
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159 'app: loop {
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160 for event in surface.poll_events() {
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161 match event {
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162 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
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163
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164 WindowEvent::Key(Key::Z, _, Action::Press, _) => z_pressed = true,
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165 WindowEvent::Key(Key::X, _, Action::Press, _) => x_pressed = true,
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166
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167 WindowEvent::FramebufferSize(..) => {
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168 resize = true;
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169 }
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170
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171 _ => (),
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172 }
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173 }
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174
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175 if resize {
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176 back_buffer = surface.back_buffer().unwrap();
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177 resize = false;
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178 }
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179
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180 frame += 1;
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181 if frame == 60 {
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182 let jpeg = tl_pbg3.get_file("title00.jpg", true).expect("title00.jpg in TL.DAT");
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183 let image = common::load_from_data(&jpeg).expect("th06logo.jpg decodable");
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184 common::reupload_texture_from_rgb_image(&mut background, image).expect("upload data to texture");
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185 }
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186
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187 if frame >= 60 && z_pressed {
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188 let jpeg = tl_pbg3.get_file("select00.jpg", true).expect("select00.jpg in TL.DAT");
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189 let image = common::load_from_data(&jpeg).expect("select00.jpg decodable");
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190 common::reupload_texture_from_rgb_image(&mut background, image).expect("upload data to texture");
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191 }
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192
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193 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
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194 // and use it in the shader
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195 surface
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196 .pipeline_builder()
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197 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| {
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198 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
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199 let tex = pipeline.bind_texture(&background);
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200
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201 shd_gate.shade(&program, |iface, mut rdr_gate| {
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202 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
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203 // to use the texture passed as argument (no allocation or copy is performed)
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204 iface.color_map.update(&tex);
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205 let mvp = ortho_2d(0., 640., 480., 0.);
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206 // TODO: check how to pass by reference.
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207 iface.mvp.update(*mvp.borrow_inner());
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208
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209 let render_state = RenderState::default()
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210 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
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211
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212 rdr_gate.render(&render_state, |mut tess_gate| {
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213 tess_gate.render(&tess);
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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 }