comparison runners/src/bin/eclrenderer.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/eclrenderer.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_formats::th06::ecl::{Ecl, Rank};
13 use touhou_interpreters::th06::anm0::{Sprite, Vertex as FakeVertex};
14 use touhou_interpreters::th06::ecl::EclRunner;
15 use touhou_interpreters::th06::enemy::{Enemy, Game, Position};
16 use touhou_utils::math::{perspective, setup_camera};
17 use touhou_utils::prng::Prng;
18 use std::cell::RefCell;
19 use std::rc::Rc;
20 use std::env;
21 use std::path::Path;
22
23 use touhou_runners::common::{load_file_into_vec, load_anm_image, LoadedTexture};
24
25 const VS: &str = r#"
26 in ivec3 in_position;
27 in vec2 in_texcoord;
28 in uvec4 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 // Normalized from the u8 being passed.
41 color = vec4(in_color) / 255.;
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 rgba: VertexColor,
78 }
79
80 #[derive(UniformInterface)]
81 struct ShaderInterface {
82 // the 'static lifetime acts as “anything” here
83 color_map: Uniform<&'static BoundTexture<'static, Dim2, NormUnsigned>>,
84
85 #[uniform(name = "mvp")]
86 mvp: Uniform<[[f32; 4]; 4]>,
87 }
88
89 fn main() {
90 // Parse arguments.
91 let args: Vec<_> = env::args().collect();
92 if args.len() != 5 {
93 eprintln!("Usage: {} <ECL file> <ANM file> <easy|normal|hard|lunatic> <sub number>", args[0]);
94 return;
95 }
96 let ecl_filename = Path::new(&args[1]);
97 let anm_filename = Path::new(&args[2]);
98 let rank: Rank = args[3].parse().expect("rank");
99 let sub: u16 = args[4].parse().expect("number");
100
101 // Open the ECL file.
102 let buf = load_file_into_vec(ecl_filename).unwrap();
103 let (_, ecl) = Ecl::from_slice(&buf).unwrap();
104
105 // Open the ANM file.
106 let buf = load_file_into_vec(anm_filename).unwrap();
107 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
108 let anm0 = anms.pop().unwrap();
109 let anm0 = Rc::new(RefCell::new([anm0.clone(), anm0]));
110
111 if ecl.subs.len() < sub as usize {
112 eprintln!("This ecl doesn’t contain a sub named {}.", sub);
113 return;
114 }
115
116 // Get the time since January 1970 as a seed for the PRNG.
117 let time = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap();
118 let prng = Rc::new(RefCell::new(Prng::new(time.subsec_micros() as u16)));
119
120 // Create the Game god object.
121 let game = Game::new(prng, rank);
122 let game = Rc::new(RefCell::new(game));
123
124 // And the enemy object.
125 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, false, Rc::downgrade(&anm0), Rc::downgrade(&game));
126 let mut ecl_runner = EclRunner::new(&ecl, enemy.clone(), sub);
127
128 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
129 let vertices: [Vertex; 4] = {
130 let data = std::mem::MaybeUninit::uninit();
131 unsafe { data.assume_init() }
132 };
133
134 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
135
136 // Open the image atlas matching this ANM.
137 let tex = load_anm_image(&mut surface, &anm0.borrow()[0], &anm_filename).expect("image loading");
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 if ecl_runner.running == false {
171 break;
172 }
173
174 {
175 let mut slice = tess
176 .as_slice_mut()
177 .unwrap();
178
179 ecl_runner.run_frame();
180 {
181 let mut enemy = enemy.borrow_mut();
182 enemy.update();
183 }
184 let mut game = game.borrow_mut();
185 game.run_frame();
186 let sprites = game.get_sprites();
187 fill_vertices_ptr(sprites, slice.as_mut_ptr());
188 }
189
190 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
191 // and use it in the shader
192 surface
193 .pipeline_builder()
194 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| {
195 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
196 let bound_tex = match &tex {
197 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
198 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
199 LoadedTexture::RgbaArray(tex) => unreachable!(),
200 };
201
202 shd_gate.shade(&program, |iface, mut rdr_gate| {
203 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
204 // to use the texture passed as argument (no allocation or copy is performed)
205 iface.color_map.update(&bound_tex);
206 //let mvp = ortho_2d(0., 384., 448., 0.);
207 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
208 let view = setup_camera(0., 0., 1.);
209 let mvp = view * proj;
210 //println!("{:#?}", mvp);
211 // TODO: check how to pass by reference.
212 iface.mvp.update(*mvp.borrow_inner());
213
214 let render_state = RenderState::default()
215 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
216
217 rdr_gate.render(&render_state, |mut tess_gate| {
218 // render the tessellation to the surface the regular way and let the vertex shader’s
219 // magic do the rest!
220 tess_gate.render(&tess);
221 });
222 });
223 });
224
225 surface.swap_buffers();
226 }
227 }
228
229 fn fill_vertices_ptr(sprites: Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)>, vertices: *mut Vertex) {
230 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
231 for (x, y, z, sprite) in sprites {
232 let sprite = sprite.borrow();
233 sprite.fill_vertices(&mut fake_vertices, x, y, z);
234 }
235 }