comparison examples/stagerunner.rs @ 738:817c453b7223

stagerunner: Add a binary able to run multiple enemies.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 28 Dec 2019 23:53:09 +0100
parents
children 3555845f8cf4
comparison
equal deleted inserted replaced
737:0977d479e37d 738:817c453b7223
1 use luminance::blending::{Equation, Factor};
2 use luminance::context::GraphicsContext;
3 use luminance::pipeline::BoundTexture;
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::anm0::Anm0;
12 use touhou::th06::anm0_vm::Vertex as FakeVertex;
13 use touhou::th06::ecl::{Ecl, Rank, MainInstruction};
14 use touhou::th06::ecl_vm::EclRunner;
15 use touhou::th06::enemy::{Enemy, Game, Position};
16 use touhou::util::math::{perspective, setup_camera};
17 use touhou::util::prng::Prng;
18 use std::cell::RefCell;
19 use std::rc::Rc;
20 use std::env;
21 use std::path::Path;
22
23 #[path = "common.rs"]
24 mod common;
25 use common::{load_file_into_vec, load_anm_image, LoadedTexture};
26
27 const VS: &str = r#"
28 in ivec3 in_position;
29 in vec2 in_texcoord;
30 in uvec4 in_color;
31
32 uniform mat4 mvp;
33
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 "#;
46
47 const FS: &str = r#"
48 in vec2 texcoord;
49 in vec4 color;
50
51 uniform sampler2D color_map;
52
53 out vec4 frag_color;
54
55 void main()
56 {
57 frag_color = texture(color_map, texcoord) * color;
58 }
59 "#;
60
61 #[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
62 pub enum Semantics {
63 #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
64 Position,
65
66 #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
67 Texcoord,
68
69 #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
70 Color,
71 }
72
73 #[repr(C)]
74 #[derive(Clone, Copy, Debug, PartialEq, Vertex)]
75 #[vertex(sem = "Semantics")]
76 struct Vertex {
77 pos: VertexPosition,
78 uv: VertexTexcoord,
79 rgba: VertexColor,
80 }
81
82 #[derive(UniformInterface)]
83 struct ShaderInterface {
84 // the 'static lifetime acts as “anything” here
85 color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, NormUnsigned>>,
86
87 #[uniform(name = "mvp")]
88 mvp: Uniform<[[f32; 4]; 4]>,
89 }
90
91 fn main() {
92 // Parse arguments.
93 let args: Vec<_> = env::args().collect();
94 if args.len() != 4 {
95 eprintln!("Usage: {} <ECL file> <ANM file> <easy|normal|hard|lunatic>", args[0]);
96 return;
97 }
98 let ecl_filename = Path::new(&args[1]);
99 let anm_filename = Path::new(&args[2]);
100 let rank: Rank = args[3].parse().expect("rank");
101
102 // Open the ECL file.
103 let buf = load_file_into_vec(ecl_filename);
104 let (_, ecl) = Ecl::from_slice(&buf).unwrap();
105 assert_eq!(ecl.mains.len(), 1);
106 let main = ecl.mains[0].clone();
107
108 // Open the ANM file.
109 let buf = load_file_into_vec(anm_filename);
110 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
111 let anm0 = anms.pop().unwrap();
112 let anm0 = Rc::new(RefCell::new(anm0));
113
114 // Get the time since January 1970 as a seed for the PRNG.
115 let time = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap();
116 let prng = Rc::new(RefCell::new(Prng::new(time.subsec_micros() as u16)));
117
118 // Create the Game god object.
119 let game = Game::new(prng, rank);
120 let game = Rc::new(RefCell::new(game));
121
122 assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
123 let vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() };
124
125 let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
126
127 // Open the image atlas matching this ANM.
128 let tex = load_anm_image(&mut surface, &anm0.borrow(), anm_filename).expect("image loading");
129
130 // set the uniform interface to our type so that we can read textures from the shader
131 let program =
132 Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation").ignore_warnings();
133
134 let mut tess = TessBuilder::new(&mut surface)
135 .add_vertices(vertices)
136 .set_mode(Mode::TriangleFan)
137 .build()
138 .unwrap();
139
140 let mut back_buffer = surface.back_buffer().unwrap();
141 let mut resize = false;
142 let mut frame = 0;
143 let mut ecl_runners = vec![];
144
145 'app: loop {
146 for event in surface.poll_events() {
147 match event {
148 WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
149
150 WindowEvent::FramebufferSize(..) => {
151 resize = true;
152 }
153
154 _ => (),
155 }
156 }
157
158 if resize {
159 back_buffer = surface.back_buffer().unwrap();
160 resize = false;
161 }
162
163 for call in main.instructions.iter() {
164 if call.time == frame {
165 let sub = call.sub;
166 let instr = call.instr;
167 let (x, y, _z, life, bonus, score, mirror) = match instr {
168 MainInstruction::SpawnEnemy(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, false),
169 MainInstruction::SpawnEnemyMirrored(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, true),
170 MainInstruction::SpawnEnemyRandom(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, false),
171 MainInstruction::SpawnEnemyMirroredRandom(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, true),
172 _ => continue,
173 };
174 let enemy = Enemy::new(Position::new(x, y), life, bonus, score, mirror, Rc::downgrade(&anm0), Rc::downgrade(&game));
175 let runner = EclRunner::new(&ecl, enemy, sub);
176 ecl_runners.push(runner);
177 }
178 }
179
180 for runner in ecl_runners.iter_mut() {
181 runner.run_frame();
182 let mut enemy = runner.enemy.borrow_mut();
183 enemy.update();
184 }
185
186 // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
187 // and use it in the shader
188 surface
189 .pipeline_builder()
190 .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, mut shd_gate| {
191 // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
192 let bound_tex = match &tex {
193 LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex),
194 LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex),
195 };
196
197 shd_gate.shade(&program, |iface, mut rdr_gate| {
198 // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
199 // to use the texture passed as argument (no allocation or copy is performed)
200 iface.color_map.update(&bound_tex);
201 //let mvp = ortho_2d(0., 384., 448., 0.);
202 let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
203 let view = setup_camera(0., 0., 1.);
204 let mvp = view * proj;
205 //println!("{:#?}", mvp);
206 // TODO: check how to pass by reference.
207 iface.mvp.update(*mvp.borrow_inner());
208
209 let render_state = RenderState::default()
210 .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement));
211
212 rdr_gate.render(render_state, |mut tess_gate| {
213 let mut game = game.borrow_mut();
214 game.run_frame();
215
216 for (x, y, z, sprite) in game.get_sprites() {
217 {
218 let mut slice = tess
219 .as_slice_mut()
220 .unwrap();
221
222 let sprite = sprite.borrow();
223 let fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(slice.as_mut_ptr()) };
224 sprite.fill_vertices(fake_vertices, x, y, z);
225 }
226
227 // render the tessellation to the surface the regular way and let the vertex shader’s
228 // magic do the rest!
229 tess_gate.render(&tess);
230 }
231 });
232 });
233 });
234
235 surface.swap_buffers();
236 frame += 1;
237 }
238 }