Mercurial > touhou
comparison examples/eclrenderer.rs @ 658:3a9d82a02c88
Add a contructor for enemy, and a new example.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 10 Aug 2019 12:48:01 +0200 |
parents | |
children | 31fc0d881105 |
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657:ff7b6355cdf1 | 658:3a9d82a02c88 |
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1 use image::GenericImageView; | |
2 use luminance::context::GraphicsContext; | |
3 use luminance::framebuffer::Framebuffer; | |
4 use luminance::pipeline::BoundTexture; | |
5 use luminance::pixel::{NormRGB8UI, Floating}; | |
6 use luminance::render_state::RenderState; | |
7 use luminance::shader::program::{Program, Uniform}; | |
8 use luminance::tess::{Mode, TessBuilder}; | |
9 use luminance::texture::{Dim2, Flat, Sampler, Texture, GenMipmaps}; | |
10 use luminance_derive::{Semantics, Vertex, UniformInterface}; | |
11 use luminance_glfw::event::{Action, Key, WindowEvent}; | |
12 use luminance_glfw::surface::{GlfwSurface, Surface, WindowDim, WindowOpt}; | |
13 use touhou::th06::anm0::Anm0; | |
14 use touhou::th06::anm0_vm::{Sprite, Vertex as FakeVertex}; | |
15 use touhou::th06::ecl::Ecl; | |
16 use touhou::th06::enemy::{Enemy, Game, Position}; | |
17 use touhou::util::math::{perspective, setup_camera}; | |
18 use touhou::util::prng::Prng; | |
19 use std::cell::RefCell; | |
20 use std::fs::File; | |
21 use std::io::{BufReader, Read}; | |
22 use std::rc::Rc; | |
23 use std::env; | |
24 use std::path::Path; | |
25 | |
26 const VS: &str = r#" | |
27 in ivec3 in_position; | |
28 in vec2 in_texcoord; | |
29 in uvec4 in_color; | |
30 | |
31 uniform mat4 mvp; | |
32 | |
33 out vec2 texcoord; | |
34 out vec4 color; | |
35 | |
36 void main() | |
37 { | |
38 gl_Position = mvp * vec4(vec3(in_position), 1.0); | |
39 texcoord = vec2(in_texcoord); | |
40 | |
41 // Normalized from the u8 being passed. | |
42 color = vec4(in_color) / 255.; | |
43 } | |
44 "#; | |
45 | |
46 const FS: &str = r#" | |
47 in vec2 texcoord; | |
48 in vec4 color; | |
49 | |
50 uniform sampler2D color_map; | |
51 | |
52 out vec4 frag_color; | |
53 | |
54 void main() | |
55 { | |
56 frag_color = texture(color_map, texcoord) * color; | |
57 } | |
58 "#; | |
59 | |
60 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)] | |
61 pub enum Semantics { | |
62 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")] | |
63 Position, | |
64 | |
65 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")] | |
66 Texcoord, | |
67 | |
68 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")] | |
69 Color, | |
70 } | |
71 | |
72 #[repr(C)] | |
73 #[derive(Clone, Copy, Debug, PartialEq, Vertex)] | |
74 #[vertex(sem = "Semantics")] | |
75 struct Vertex { | |
76 pos: VertexPosition, | |
77 uv: VertexTexcoord, | |
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, Floating>>, | |
85 | |
86 #[uniform(name = "mvp")] | |
87 mvp: Uniform<[[f32; 4]; 4]>, | |
88 } | |
89 | |
90 fn main() { | |
91 // Parse arguments. | |
92 let args: Vec<_> = env::args().collect(); | |
93 if args.len() != 5 { | |
94 eprintln!("Usage: {} <ECL file> <sub number> <ANM file> <PNG file>", args[0]); | |
95 return; | |
96 } | |
97 let ecl_filename = &args[1]; | |
98 let sub = args[2].parse().expect("number"); | |
99 let anm_filename = &args[3]; | |
100 let png_filename = &args[4]; | |
101 | |
102 // Open the ECL file. | |
103 let file = File::open(ecl_filename).unwrap(); | |
104 let mut file = BufReader::new(file); | |
105 let mut buf = vec![]; | |
106 file.read_to_end(&mut buf).unwrap(); | |
107 let (_, ecl) = Ecl::from_slice(&buf).unwrap(); | |
108 | |
109 // Open the ANM file. | |
110 let file = File::open(anm_filename).unwrap(); | |
111 let mut file = BufReader::new(file); | |
112 let mut buf = vec![]; | |
113 file.read_to_end(&mut buf).unwrap(); | |
114 let anm0 = Anm0::from_slice(&buf).unwrap(); | |
115 let anm0 = Rc::new(RefCell::new(anm0)); | |
116 | |
117 if ecl.subs.len() < sub { | |
118 eprintln!("This ecl doesn’t contain a sub named {}.", sub); | |
119 return; | |
120 } | |
121 | |
122 // TODO: seed this PRNG with a valid seed. | |
123 let prng = Rc::new(RefCell::new(Prng::new(0))); | |
124 | |
125 // Create the Game god object. | |
126 let game = Game::new(prng); | |
127 let game = Rc::new(RefCell::new(game)); | |
128 | |
129 // And the enemy object. | |
130 let mut enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); | |
131 enemy.set_anim(0); | |
132 | |
133 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>()); | |
134 let vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() }; | |
135 | |
136 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap(); | |
137 | |
138 // Open the image atlas matching this ANM. | |
139 let tex = load_from_disk(&mut surface, Path::new(png_filename)).expect("texture loading"); | |
140 | |
141 // set the uniform interface to our type so that we can read textures from the shader | |
142 let (program, _) = | |
143 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation"); | |
144 | |
145 let mut tess = TessBuilder::new(&mut surface) | |
146 .add_vertices(vertices) | |
147 .set_mode(Mode::TriangleFan) | |
148 .build() | |
149 .unwrap(); | |
150 | |
151 let mut back_buffer = Framebuffer::back_buffer(surface.size()); | |
152 | |
153 let mut frame = 0; | |
154 'app: loop { | |
155 for event in surface.poll_events() { | |
156 match event { | |
157 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, | |
158 | |
159 WindowEvent::FramebufferSize(width, height) => { | |
160 back_buffer = Framebuffer::back_buffer([width as u32, height as u32]); | |
161 } | |
162 | |
163 _ => (), | |
164 } | |
165 } | |
166 | |
167 if frame == 60 { | |
168 break; | |
169 } | |
170 frame += 1; | |
171 | |
172 { | |
173 let mut slice = tess | |
174 .as_slice_mut() | |
175 .unwrap(); | |
176 | |
177 let mut game = game.borrow_mut(); | |
178 game.run_frame(); | |
179 let sprites = game.get_sprites(); | |
180 fill_vertices_ptr(sprites, slice.as_mut_ptr()); | |
181 } | |
182 | |
183 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU | |
184 // and use it in the shader | |
185 surface | |
186 .pipeline_builder() | |
187 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| { | |
188 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader | |
189 let bound_tex = pipeline.bind_texture(&tex); | |
190 | |
191 shd_gate.shade(&program, |rdr_gate, iface| { | |
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 rdr_gate.render(RenderState::default(), |tess_gate| { | |
204 // render the tessellation to the surface the regular way and let the vertex shader’s | |
205 // magic do the rest! | |
206 tess_gate.render(&mut surface, (&tess).into()); | |
207 }); | |
208 }); | |
209 }); | |
210 | |
211 surface.swap_buffers(); | |
212 } | |
213 } | |
214 | |
215 fn fill_vertices_ptr(sprites: Vec<Rc<RefCell<Sprite>>>, vertices: *mut Vertex) { | |
216 let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) }; | |
217 for sprite in sprites { | |
218 let sprite = sprite.borrow(); | |
219 sprite.fill_vertices(&mut fake_vertices); | |
220 } | |
221 } | |
222 | |
223 fn load_from_disk(surface: &mut GlfwSurface, path: &Path) -> Option<Texture<Flat, Dim2, NormRGB8UI>> { | |
224 // load the texture into memory as a whole bloc (i.e. no streaming) | |
225 match image::open(&path) { | |
226 Ok(img) => { | |
227 let (width, height) = img.dimensions(); | |
228 let texels = img | |
229 .pixels() | |
230 .map(|(x, y, rgb)| (rgb[0], rgb[1], rgb[2])) | |
231 .collect::<Vec<_>>(); | |
232 | |
233 // create the luminance texture; the third argument is the number of mipmaps we want (leave it | |
234 // to 0 for now) and the latest is a the sampler to use when sampling the texels in the | |
235 // shader (we’ll just use the default one) | |
236 let tex = | |
237 Texture::new(surface, [width, height], 0, &Sampler::default()).expect("luminance texture creation"); | |
238 | |
239 // the first argument disables mipmap generation (we don’t care so far) | |
240 tex.upload(GenMipmaps::No, &texels); | |
241 | |
242 Some(tex) | |
243 } | |
244 | |
245 Err(e) => { | |
246 eprintln!("cannot open image {}: {}", path.display(), e); | |
247 None | |
248 } | |
249 } | |
250 } |