Mercurial > touhou
comparison runners/src/bin/stagerunner.rs @ 757:21b186be2590
Split the Rust version into multiple crates.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 05 Jan 2021 02:16:32 +0100 |
parents | examples/stagerunner.rs@a662dddd4a2b |
children |
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756:4d91790cf8ab | 757:21b186be2590 |
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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::Dim2Array; | |
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, MainInstruction}; | |
13 use touhou_interpreters::th06::anm0::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_multiple_anm_images, LoadedTexture}; | |
24 | |
25 const VS: &str = r#" | |
26 in ivec3 in_position; | |
27 in uint in_layer; | |
28 in vec2 in_texcoord; | |
29 in uvec4 in_color; | |
30 | |
31 uniform mat4 mvp; | |
32 | |
33 flat out uint layer; | |
34 out vec2 texcoord; | |
35 out vec4 color; | |
36 | |
37 void main() | |
38 { | |
39 gl_Position = mvp * vec4(vec3(in_position), 1.0); | |
40 texcoord = vec2(in_texcoord); | |
41 | |
42 // Normalized from the u8 being passed. | |
43 color = vec4(in_color) / 255.; | |
44 | |
45 layer = in_layer; | |
46 } | |
47 "#; | |
48 | |
49 const FS: &str = r#" | |
50 flat in uint layer; | |
51 in vec2 texcoord; | |
52 in vec4 color; | |
53 | |
54 uniform sampler2DArray color_map; | |
55 | |
56 out vec4 frag_color; | |
57 | |
58 void main() | |
59 { | |
60 frag_color = texture(color_map, vec3(texcoord, layer)) * color; | |
61 } | |
62 "#; | |
63 | |
64 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)] | |
65 pub enum Semantics { | |
66 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")] | |
67 Position, | |
68 | |
69 #[sem(name = "in_layer", repr = "u16", wrapper = "VertexLayer")] | |
70 Layer, | |
71 | |
72 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")] | |
73 Texcoord, | |
74 | |
75 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")] | |
76 Color, | |
77 } | |
78 | |
79 #[repr(C)] | |
80 #[derive(Clone, Copy, Debug, PartialEq, Vertex)] | |
81 #[vertex(sem = "Semantics")] | |
82 struct Vertex { | |
83 pos: VertexPosition, | |
84 layer: VertexLayer, | |
85 uv: VertexTexcoord, | |
86 rgba: VertexColor, | |
87 } | |
88 | |
89 #[derive(UniformInterface)] | |
90 struct ShaderInterface { | |
91 // the 'static lifetime acts as “anything” here | |
92 color_map: Uniform<&'static BoundTexture<'static, Dim2Array, NormUnsigned>>, | |
93 | |
94 #[uniform(name = "mvp")] | |
95 mvp: Uniform<[[f32; 4]; 4]>, | |
96 } | |
97 | |
98 fn main() { | |
99 // Parse arguments. | |
100 let args: Vec<_> = env::args().collect(); | |
101 if args.len() != 4 { | |
102 eprintln!("Usage: {} <unarchived ST.DAT directory> <stage number> <easy|normal|hard|lunatic>", args[0]); | |
103 return; | |
104 } | |
105 let directory = Path::new(&args[1]); | |
106 let stage_number: u8 = args[2].parse().expect("stage"); | |
107 let rank: Rank = args[3].parse().expect("rank"); | |
108 | |
109 // Open the ECL file. | |
110 let buf = load_file_into_vec(directory.join(format!("ecldata{}.ecl", stage_number))).unwrap(); | |
111 let (_, ecl) = Ecl::from_slice(&buf).unwrap(); | |
112 assert_eq!(ecl.mains.len(), 1); | |
113 let main = ecl.mains[0].clone(); | |
114 | |
115 // Open the ANM file. | |
116 let anm_filename = directory.join(format!("stg{}enm.anm", stage_number)); | |
117 let buf = load_file_into_vec(&anm_filename).unwrap(); | |
118 let (_, mut anms) = Anm0::from_slice(&buf).unwrap(); | |
119 let anm0 = anms.pop().unwrap(); | |
120 | |
121 // Open the second ANM file. | |
122 let anm2_filename = directory.join(format!("stg{}enm2.anm", stage_number)); | |
123 let buf = load_file_into_vec(&anm2_filename).unwrap(); | |
124 let (_, mut anms) = Anm0::from_slice(&buf).unwrap(); | |
125 let anm0_bis = anms.pop().unwrap(); | |
126 | |
127 let anms = [anm0, anm0_bis]; | |
128 | |
129 // Get the time since January 1970 as a seed for the PRNG. | |
130 let time = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap(); | |
131 let prng = Rc::new(RefCell::new(Prng::new(time.subsec_micros() as u16))); | |
132 | |
133 // Create the Game god object. | |
134 let game = Game::new(prng, rank); | |
135 let game = Rc::new(RefCell::new(game)); | |
136 | |
137 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>()); | |
138 let vertices: [Vertex; 4] = { | |
139 let data = std::mem::MaybeUninit::uninit(); | |
140 unsafe { data.assume_init() } | |
141 }; | |
142 | |
143 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap(); | |
144 | |
145 // Open the image atlas matching this ANM. | |
146 let tex = load_multiple_anm_images(&mut surface, &anms, &anm_filename).expect("image loading"); | |
147 let anms = Rc::new(RefCell::new(anms)); | |
148 | |
149 // set the uniform interface to our type so that we can read textures from the shader | |
150 let program = | |
151 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings(); | |
152 | |
153 let mut tess = TessBuilder::new(&mut surface) | |
154 .add_vertices(vertices) | |
155 .set_mode(Mode::TriangleFan) | |
156 .build() | |
157 .unwrap(); | |
158 | |
159 let mut back_buffer = surface.back_buffer().unwrap(); | |
160 let mut resize = false; | |
161 let mut frame = 0; | |
162 let mut ecl_runners = vec![]; | |
163 | |
164 'app: loop { | |
165 for event in surface.poll_events() { | |
166 match event { | |
167 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, | |
168 | |
169 WindowEvent::FramebufferSize(..) => { | |
170 resize = true; | |
171 } | |
172 | |
173 _ => (), | |
174 } | |
175 } | |
176 | |
177 if resize { | |
178 back_buffer = surface.back_buffer().unwrap(); | |
179 resize = false; | |
180 } | |
181 | |
182 for call in main.instructions.iter() { | |
183 if call.time == frame { | |
184 let sub = call.sub; | |
185 let instr = call.instr; | |
186 let (x, y, _z, life, bonus, score, mirror) = match instr { | |
187 MainInstruction::SpawnEnemy(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, false), | |
188 MainInstruction::SpawnEnemyMirrored(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, true), | |
189 MainInstruction::SpawnEnemyRandom(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, false), | |
190 MainInstruction::SpawnEnemyMirroredRandom(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, true), | |
191 _ => continue, | |
192 }; | |
193 let enemy = Enemy::new(Position::new(x, y), life, bonus, score, mirror, Rc::downgrade(&anms), Rc::downgrade(&game)); | |
194 let runner = EclRunner::new(&ecl, enemy, sub); | |
195 ecl_runners.push(runner); | |
196 } | |
197 } | |
198 | |
199 for runner in ecl_runners.iter_mut() { | |
200 runner.run_frame(); | |
201 let mut enemy = runner.enemy.borrow_mut(); | |
202 enemy.update(); | |
203 } | |
204 | |
205 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU | |
206 // and use it in the shader | |
207 surface | |
208 .pipeline_builder() | |
209 .pipeline(&back_buffer, &PipelineState::default(), |pipeline, mut shd_gate| { | |
210 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader | |
211 let bound_tex = match &tex { | |
212 LoadedTexture::Rgb(tex) => unreachable!(), | |
213 LoadedTexture::Rgba(tex) => unreachable!(), | |
214 LoadedTexture::RgbaArray(tex) => pipeline.bind_texture(tex), | |
215 }; | |
216 | |
217 shd_gate.shade(&program, |iface, mut rdr_gate| { | |
218 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU | |
219 // to use the texture passed as argument (no allocation or copy is performed) | |
220 iface.color_map.update(&bound_tex); | |
221 //let mvp = ortho_2d(0., 384., 448., 0.); | |
222 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.); | |
223 let view = setup_camera(0., 0., 1.); | |
224 let mvp = view * proj; | |
225 //println!("{:#?}", mvp); | |
226 // TODO: check how to pass by reference. | |
227 iface.mvp.update(*mvp.borrow_inner()); | |
228 | |
229 let render_state = RenderState::default() | |
230 .set_depth_test(None) | |
231 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); | |
232 | |
233 rdr_gate.render(&render_state, |mut tess_gate| { | |
234 let mut game = game.borrow_mut(); | |
235 game.run_frame(); | |
236 | |
237 for (x, y, z, sprite) in game.get_sprites() { | |
238 { | |
239 let mut slice = tess | |
240 .as_slice_mut() | |
241 .unwrap(); | |
242 | |
243 let sprite = sprite.borrow(); | |
244 let fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(slice.as_mut_ptr()) }; | |
245 sprite.fill_vertices(fake_vertices, x, y, z); | |
246 } | |
247 | |
248 // render the tessellation to the surface the regular way and let the vertex shader’s | |
249 // magic do the rest! | |
250 tess_gate.render(&tess); | |
251 } | |
252 }); | |
253 }); | |
254 }); | |
255 | |
256 surface.swap_buffers(); | |
257 frame += 1; | |
258 } | |
259 } |