Mercurial > touhou
comparison examples/menu.rs @ 746:0ebf6467e4ff
examples: Add a menu example.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 18 Jan 2020 19:19:51 +0100 |
parents | |
children | 8a022334a4c4 |
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745:90e907859bae | 746:0ebf6467e4ff |
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1 use luminance::blending::{Equation, Factor}; | |
2 use luminance::context::GraphicsContext; | |
3 use luminance::pipeline::{BoundTexture, PipelineState}; | |
4 use luminance::pixel::NormUnsigned; | |
5 use luminance::render_state::RenderState; | |
6 use luminance::shader::program::{Program, Uniform}; | |
7 use luminance::tess::{Mode, TessBuilder}; | |
8 use luminance::texture::{Dim2, Flat}; | |
9 use luminance_derive::{Semantics, Vertex, UniformInterface}; | |
10 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt}; | |
11 use touhou::th06::pbg3; | |
12 use touhou::th06::anm0::Anm0; | |
13 use touhou::th06::anm0_vm::{AnmRunner, Sprite, Vertex as FakeVertex}; | |
14 use touhou::util::math::{perspective, setup_camera, ortho_2d}; | |
15 use touhou::util::prng::Prng; | |
16 use std::cell::RefCell; | |
17 use std::rc::Rc; | |
18 use std::env; | |
19 use std::path::Path; | |
20 | |
21 #[path = "common.rs"] | |
22 mod common; | |
23 use common::LoadedTexture; | |
24 | |
25 const VS: &str = r#" | |
26 in ivec3 in_position; | |
27 in vec2 in_texcoord; | |
28 in vec4 in_color; | |
29 | |
30 uniform mat4 mvp; | |
31 | |
32 out vec2 texcoord; | |
33 out vec4 color; | |
34 | |
35 void main() | |
36 { | |
37 gl_Position = mvp * vec4(vec3(in_position), 1.0); | |
38 texcoord = vec2(in_texcoord); | |
39 | |
40 // It’s already normalized from the u8 being passed. | |
41 color = in_color; | |
42 } | |
43 "#; | |
44 | |
45 const FS: &str = r#" | |
46 in vec2 texcoord; | |
47 in vec4 color; | |
48 | |
49 uniform sampler2D color_map; | |
50 | |
51 out vec4 frag_color; | |
52 | |
53 void main() | |
54 { | |
55 frag_color = texture(color_map, texcoord) * color; | |
56 } | |
57 "#; | |
58 | |
59 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)] | |
60 pub enum Semantics { | |
61 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")] | |
62 Position, | |
63 | |
64 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")] | |
65 Texcoord, | |
66 | |
67 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")] | |
68 Color, | |
69 } | |
70 | |
71 #[repr(C)] | |
72 #[derive(Clone, Copy, Debug, PartialEq, Vertex)] | |
73 #[vertex(sem = "Semantics")] | |
74 struct Vertex { | |
75 pos: VertexPosition, | |
76 uv: VertexTexcoord, | |
77 #[vertex(normalized = "true")] | |
78 rgba: VertexColor, | |
79 } | |
80 | |
81 #[derive(UniformInterface)] | |
82 struct ShaderInterface { | |
83 // the 'static lifetime acts as “anything” here | |
84 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, NormUnsigned>>, | |
85 | |
86 #[uniform(name = "mvp")] | |
87 mvp: Uniform<[[f32; 4]; 4]>, | |
88 } | |
89 | |
90 const DEFAULT_VERTICES: [Vertex; 4] = [ | |
91 Vertex::new(VertexPosition::new([0, 0, 0]), VertexTexcoord::new([0., 0.]), VertexColor::new([255, 255, 255, 255])), | |
92 Vertex::new(VertexPosition::new([640, 0, 0]), VertexTexcoord::new([1., 0.]), VertexColor::new([255, 255, 255, 255])), | |
93 Vertex::new(VertexPosition::new([640, 480, 0]), VertexTexcoord::new([1., 1.]), VertexColor::new([255, 255, 255, 255])), | |
94 Vertex::new(VertexPosition::new([0, 480, 0]), VertexTexcoord::new([0., 1.]), VertexColor::new([255, 255, 255, 255])), | |
95 ]; | |
96 | |
97 fn main() { | |
98 // Parse arguments. | |
99 let args: Vec<_> = env::args().collect(); | |
100 if args.len() != 2 { | |
101 eprintln!("Usage: {} <unarchived directory>", args[0]); | |
102 return; | |
103 } | |
104 let directory = Path::new(&args[1]); | |
105 | |
106 let in_dat = directory.join("IN.DAT"); | |
107 // Since GLFW can be slow to create its window, let’s decode the splash screen in another | |
108 // thread in the meantime. | |
109 let jpeg_thread = std::thread::spawn(|| { | |
110 let mut in_pbg3 = pbg3::from_path_buffered(in_dat).expect("IN.DAT present"); | |
111 let jpeg = in_pbg3.get_file("th06logo.jpg", true).expect("th06logo.jpg in IN.DAT"); | |
112 let image = common::load_from_data(&jpeg).expect("th06logo.jpg decodable"); | |
113 image | |
114 }); | |
115 | |
116 let mut surface = GlfwSurface::new(WindowDim::Windowed(640, 480), "Touhou", WindowOpt::default()).expect("GLFW window"); | |
117 | |
118 let image = jpeg_thread.join().expect("image loading"); | |
119 let tex = common::upload_texture_from_rgb_image(&mut surface, image).expect("image loading"); | |
120 | |
121 // set the uniform interface to our type so that we can read textures from the shader | |
122 let program = | |
123 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings(); | |
124 | |
125 let mut tess = TessBuilder::new(&mut surface) | |
126 .add_vertices(DEFAULT_VERTICES) | |
127 .set_mode(Mode::TriangleFan) | |
128 .build() | |
129 .unwrap(); | |
130 | |
131 let mut back_buffer = surface.back_buffer().unwrap(); | |
132 let mut resize = false; | |
133 | |
134 'app: loop { | |
135 for event in surface.poll_events() { | |
136 match event { | |
137 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, | |
138 | |
139 WindowEvent::FramebufferSize(..) => { | |
140 resize = true; | |
141 } | |
142 | |
143 _ => (), | |
144 } | |
145 } | |
146 | |
147 if resize { | |
148 back_buffer = surface.back_buffer().unwrap(); | |
149 resize = false; | |
150 } | |
151 | |
152 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU | |
153 // and use it in the shader | |
154 surface | |
155 .pipeline_builder() | |
156 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { | |
157 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader | |
158 let bound_tex = match &tex { | |
159 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), | |
160 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), | |
161 }; | |
162 | |
163 shd_gate.shade(&program, |iface, mut rdr_gate| { | |
164 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU | |
165 // to use the texture passed as argument (no allocation or copy is performed) | |
166 iface.color_map.update(&bound_tex); | |
167 let mvp = ortho_2d(0., 640., 480., 0.); | |
168 // TODO: check how to pass by reference. | |
169 iface.mvp.update(*mvp.borrow_inner()); | |
170 | |
171 let render_state = RenderState::default() | |
172 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); | |
173 | |
174 rdr_gate.render(&render_state, |mut tess_gate| { | |
175 tess_gate.render(&tess); | |
176 }); | |
177 }); | |
178 }); | |
179 | |
180 surface.swap_buffers(); | |
181 } | |
182 } |