comparison runners/src/bin/anmrenderer.rs @ 757:21b186be2590

Split the Rust version into multiple crates.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 05 Jan 2021 02:16:32 +0100
parents examples/anmrenderer.rs@a662dddd4a2b
children
comparison
equal deleted inserted replaced
756:4d91790cf8ab 757:21b186be2590
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;
9 use luminance_derive::{Semantics, Vertex, UniformInterface};
10 use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt};
11 use touhou_formats::th06::anm0::Anm0;
12 use touhou_interpreters::th06::anm0::{AnmRunner, Sprite, Vertex as FakeVertex};
13 use touhou_utils::math::{perspective, setup_camera};
14 use touhou_utils::prng::Prng;
15 use std::cell::RefCell;
16 use std::rc::Rc;
17 use std::env;
18 use std::path::Path;
19
20 use touhou_runners::common::{load_file_into_vec, load_anm_image, LoadedTexture};
21
22 const VS: &str = r#"
23 in ivec3 in_position;
24 in vec2 in_texcoord;
25 in vec4 in_color;
26
27 uniform mat4 mvp;
28
29 out vec2 texcoord;
30 out vec4 color;
31
32 void main()
33 {
34 gl_Position = mvp * vec4(vec3(in_position), 1.0);
35 texcoord = vec2(in_texcoord);
36
37 // It’s already normalized from the u8 being passed.
38 color = in_color;
39 }
40 "#;
41
42 const FS: &str = r#"
43 in vec2 texcoord;
44 in vec4 color;
45
46 uniform sampler2D color_map;
47
48 out vec4 frag_color;
49
50 void main()
51 {
52 frag_color = texture(color_map, texcoord) * color;
53 }
54 "#;
55
56 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
57 pub enum Semantics {
58 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
59 Position,
60
61 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
62 Texcoord,
63
64 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
65 Color,
66 }
67
68 #[repr(C)]
69 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
70 #[vertex(sem = "Semantics")]
71 struct Vertex {
72 pos: VertexPosition,
73 uv: VertexTexcoord,
74 #[vertex(normalized = "true")]
75 rgba: VertexColor,
76 }
77
78 #[derive(UniformInterface)]
79 struct ShaderInterface {
80 // the 'static lifetime acts as “anything” here
81 color_map: Uniform<&'static BoundTexture<'static, Dim2, NormUnsigned>>,
82
83 #[uniform(name = "mvp")]
84 mvp: Uniform<[[f32; 4]; 4]>,
85 }
86
87 fn fill_vertices_ptr(sprite: Rc<RefCell<Sprite>>, vertices: *mut Vertex) {
88 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
89 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
90 }
91
92 fn fill_vertices(sprite: Rc<RefCell<Sprite>>, vertices: &mut [Vertex; 4]) {
93 let mut fake_vertices = unsafe { std::mem::transmute::<&mut [Vertex; 4], &mut [FakeVertex; 4]>(vertices) };
94 sprite.borrow().fill_vertices(&mut fake_vertices, 0., 0., 0.);
95 }
96
97 fn main() {
98 // Parse arguments.
99 let args: Vec<_> = env::args().collect();
100 if args.len() != 3 {
101 eprintln!("Usage: {} <ANM file> <script number>", args[0]);
102 return;
103 }
104 let anm_filename = Path::new(&args[1]);
105 let script: u8 = args[2].parse().expect("number");
106
107 // Open the ANM file.
108 let buf = load_file_into_vec(anm_filename).unwrap();
109 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
110 let anm0 = anms.pop().unwrap();
111
112 if !anm0.scripts.contains_key(&script) {
113 eprintln!("This anm0 doesn’t contain a script named {}.", script);
114 return;
115 }
116
117 // Create the sprite.
118 let sprite = Rc::new(RefCell::new(Sprite::new()));
119
120 // TODO: seed this PRNG with a valid seed.
121 let prng = Rc::new(RefCell::new(Prng::new(0)));
122
123 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
124
125 // Open the image atlas matching this ANM.
126 let tex = load_anm_image(&mut surface, &anm0, anm_filename).expect("image loading");
127
128 // Create the AnmRunner from the ANM and the sprite.
129 let anms = Rc::new(RefCell::new([anm0]));
130 let mut anm_runner = AnmRunner::new(anms, script, sprite.clone(), Rc::downgrade(&prng), 0);
131
132 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
133 let mut vertices: [Vertex; 4] = {
134 let data = std::mem::MaybeUninit::uninit();
135 unsafe { data.assume_init() }
136 };
137 fill_vertices(sprite.clone(), &mut vertices);
138
139 // set the uniform interface to our type so that we can read textures from the shader
140 let program =
141 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings();
142
143 let mut tess = TessBuilder::new(&mut surface)
144 .add_vertices(vertices)
145 .set_mode(Mode::TriangleFan)
146 .build()
147 .unwrap();
148
149 let mut back_buffer = surface.back_buffer().unwrap();
150 let mut resize = false;
151
152 'app: loop {
153 for event in surface.poll_events() {
154 match event {
155 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
156
157 WindowEvent::FramebufferSize(..) => {
158 resize = true;
159 }
160
161 _ => (),
162 }
163 }
164
165 if resize {
166 back_buffer = surface.back_buffer().unwrap();
167 resize = false;
168 }
169
170 {
171 let mut slice = tess
172 .as_slice_mut()
173 .unwrap();
174
175 anm_runner.run_frame();
176 fill_vertices_ptr(sprite.clone(), slice.as_mut_ptr());
177 }
178
179 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
180 // and use it in the shader
181 surface
182 .pipeline_builder()
183 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| {
184 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
185 let bound_tex = match &tex {
186 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
187 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
188 LoadedTexture::RgbaArray(tex) => unreachable!(),
189 };
190
191 shd_gate.shade(&program, |iface, mut rdr_gate| {
192 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
193 // to use the texture passed as argument (no allocation or copy is performed)
194 iface.color_map.update(&bound_tex);
195 //let mvp = ortho_2d(0., 384., 448., 0.);
196 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
197 let view = setup_camera(0., 0., 1.);
198 let mvp = view * proj;
199 //println!("{:#?}", mvp);
200 // TODO: check how to pass by reference.
201 iface.mvp.update(*mvp.borrow_inner());
202
203 let render_state = RenderState::default()
204 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
205
206 rdr_gate.render(&render_state, |mut tess_gate| {
207 tess_gate.render(&tess);
208 });
209 });
210 });
211
212 surface.swap_buffers();
213 }
214 }