Mercurial > touhou
annotate runners/src/bin/eclrenderer.rs @ 772:7492d384d122 default tip
Rust: Add a Glide renderer (2D only for now)
This is an experiment for a Rust renderer, iterating over the Python data using
pyo3. It requires --feature=glide to be passed to cargo build, doesn’t support
NPOT textures, text rendering, the background, or even msg faces, some of that
may come in a future changeset.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 05 Sep 2022 17:53:36 +0200 |
parents | 21b186be2590 |
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rev | line source |
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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::pipeline::{BoundTexture, PipelineState}; |
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4 use luminance::pixel::NormUnsigned; |
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5 use luminance::render_state::RenderState; |
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6 use luminance::shader::program::{Program, Uniform}; |
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7 use luminance::tess::{Mode, TessBuilder}; |
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8 use luminance::texture::Dim2; |
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9 use luminance_derive::{Semantics, Vertex, UniformInterface}; |
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10 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt}; |
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11 use touhou_formats::th06::anm0::Anm0; |
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12 use touhou_formats::th06::ecl::{Ecl, Rank}; |
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13 use touhou_interpreters::th06::anm0::{Sprite, Vertex as FakeVertex}; |
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14 use touhou_interpreters::th06::ecl::EclRunner; |
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15 use touhou_interpreters::th06::enemy::{Enemy, Game, Position}; |
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16 use touhou_utils::math::{perspective, setup_camera}; |
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17 use touhou_utils::prng::Prng; |
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18 use std::cell::RefCell; |
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19 use std::rc::Rc; |
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20 use std::env; |
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21 use std::path::Path; |
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22 |
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23 use touhou_runners::common::{load_file_into_vec, load_anm_image, LoadedTexture}; |
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24 |
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25 const VS: &str = r#" |
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26 in ivec3 in_position; |
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27 in vec2 in_texcoord; |
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28 in uvec4 in_color; |
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29 |
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30 uniform mat4 mvp; |
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31 |
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32 out vec2 texcoord; |
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33 out vec4 color; |
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34 |
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35 void main() |
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36 { |
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37 gl_Position = mvp * vec4(vec3(in_position), 1.0); |
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38 texcoord = vec2(in_texcoord); |
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39 |
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40 // Normalized from the u8 being passed. |
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41 color = vec4(in_color) / 255.; |
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42 } |
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43 "#; |
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44 |
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45 const FS: &str = r#" |
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46 in vec2 texcoord; |
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47 in vec4 color; |
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48 |
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49 uniform sampler2D color_map; |
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50 |
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51 out vec4 frag_color; |
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52 |
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53 void main() |
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54 { |
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55 frag_color = texture(color_map, texcoord) * color; |
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56 } |
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57 "#; |
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58 |
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59 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)] |
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60 pub enum Semantics { |
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61 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")] |
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62 Position, |
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63 |
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64 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")] |
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65 Texcoord, |
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66 |
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67 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")] |
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68 Color, |
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69 } |
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70 |
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71 #[repr(C)] |
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72 #[derive(Clone, Copy, Debug, PartialEq, Vertex)] |
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73 #[vertex(sem = "Semantics")] |
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74 struct Vertex { |
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75 pos: VertexPosition, |
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76 uv: VertexTexcoord, |
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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 fn main() { |
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90 // Parse arguments. |
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91 let args: Vec<_> = env::args().collect(); |
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92 if args.len() != 5 { |
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93 eprintln!("Usage: {} <ECL file> <ANM file> <easy|normal|hard|lunatic> <sub number>", args[0]); |
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94 return; |
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95 } |
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96 let ecl_filename = Path::new(&args[1]); |
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97 let anm_filename = Path::new(&args[2]); |
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98 let rank: Rank = args[3].parse().expect("rank"); |
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99 let sub: u16 = args[4].parse().expect("number"); |
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100 |
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101 // Open the ECL file. |
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102 let buf = load_file_into_vec(ecl_filename).unwrap(); |
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103 let (_, ecl) = Ecl::from_slice(&buf).unwrap(); |
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104 |
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105 // Open the ANM file. |
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106 let buf = load_file_into_vec(anm_filename).unwrap(); |
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107 let (_, mut anms) = Anm0::from_slice(&buf).unwrap(); |
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108 let anm0 = anms.pop().unwrap(); |
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109 let anm0 = Rc::new(RefCell::new([anm0.clone(), anm0])); |
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110 |
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111 if ecl.subs.len() < sub as usize { |
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112 eprintln!("This ecl doesn’t contain a sub named {}.", sub); |
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113 return; |
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114 } |
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115 |
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116 // Get the time since January 1970 as a seed for the PRNG. |
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117 let time = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap(); |
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118 let prng = Rc::new(RefCell::new(Prng::new(time.subsec_micros() as u16))); |
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119 |
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120 // Create the Game god object. |
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121 let game = Game::new(prng, rank); |
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122 let game = Rc::new(RefCell::new(game)); |
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123 |
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124 // And the enemy object. |
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125 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, false, Rc::downgrade(&anm0), Rc::downgrade(&game)); |
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126 let mut ecl_runner = EclRunner::new(&ecl, enemy.clone(), sub); |
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127 |
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128 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>()); |
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129 let vertices: [Vertex; 4] = { |
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130 let data = std::mem::MaybeUninit::uninit(); |
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131 unsafe { data.assume_init() } |
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132 }; |
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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()[0], &anm_filename).expect("image loading"); |
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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").ignore_warnings(); |
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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 = surface.back_buffer().unwrap(); |
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150 let mut resize = false; |
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151 |
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152 'app: loop { |
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153 for event in surface.poll_events() { |
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154 match event { |
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155 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, |
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156 |
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157 WindowEvent::FramebufferSize(..) => { |
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158 resize = true; |
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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 |
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165 if resize { |
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166 back_buffer = surface.back_buffer().unwrap(); |
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167 resize = false; |
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168 } |
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169 |
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170 if ecl_runner.running == false { |
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171 break; |
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172 } |
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173 |
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174 { |
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175 let mut slice = tess |
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176 .as_slice_mut() |
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177 .unwrap(); |
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178 |
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179 ecl_runner.run_frame(); |
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180 { |
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181 let mut enemy = enemy.borrow_mut(); |
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182 enemy.update(); |
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183 } |
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184 let mut game = game.borrow_mut(); |
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185 game.run_frame(); |
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186 let sprites = game.get_sprites(); |
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187 fill_vertices_ptr(sprites, slice.as_mut_ptr()); |
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188 } |
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189 |
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190 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU |
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191 // and use it in the shader |
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192 surface |
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193 .pipeline_builder() |
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194 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { |
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195 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader |
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196 let bound_tex = match &tex { |
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197 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), |
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198 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), |
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199 LoadedTexture::RgbaArray(tex) => unreachable!(), |
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200 }; |
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201 |
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202 shd_gate.shade(&program, |iface, mut rdr_gate| { |
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203 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU |
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204 // to use the texture passed as argument (no allocation or copy is performed) |
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205 iface.color_map.update(&bound_tex); |
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206 //let mvp = ortho_2d(0., 384., 448., 0.); |
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207 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.); |
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208 let view = setup_camera(0., 0., 1.); |
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209 let mvp = view * proj; |
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210 //println!("{:#?}", mvp); |
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211 // TODO: check how to pass by reference. |
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212 iface.mvp.update(*mvp.borrow_inner()); |
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213 |
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214 let render_state = RenderState::default() |
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215 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); |
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216 |
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217 rdr_gate.render(&render_state, |mut tess_gate| { |
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218 // render the tessellation to the surface the regular way and let the vertex shader’s |
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219 // magic do the rest! |
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220 tess_gate.render(&tess); |
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221 }); |
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222 }); |
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223 }); |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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224 |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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225 surface.swap_buffers(); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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226 } |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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227 } |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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228 |
661
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
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229 fn fill_vertices_ptr(sprites: Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)>, vertices: *mut Vertex) { |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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230 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) }; |
661
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
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231 for (x, y, z, sprite) in sprites { |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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232 let sprite = sprite.borrow(); |
661
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
diff
changeset
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233 sprite.fill_vertices(&mut fake_vertices, x, y, z); |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
|
234 } |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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235 } |