Mercurial > touhou
annotate runners/src/bin/menu.rs @ 770:f6c287745a67
Rust: Add a libtouhou Python wrapper using pyo3
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 30 Aug 2022 18:23:55 +0200 |
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rev | line source |
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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 } |