diff examples/eclrenderer.rs @ 658:3a9d82a02c88

Add a contructor for enemy, and a new example.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 10 Aug 2019 12:48:01 +0200
parents
children 31fc0d881105
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new file mode 100644
--- /dev/null
+++ b/examples/eclrenderer.rs
@@ -0,0 +1,250 @@
+use image::GenericImageView;
+use luminance::context::GraphicsContext;
+use luminance::framebuffer::Framebuffer;
+use luminance::pipeline::BoundTexture;
+use luminance::pixel::{NormRGB8UI, Floating};
+use luminance::render_state::RenderState;
+use luminance::shader::program::{Program, Uniform};
+use luminance::tess::{Mode, TessBuilder};
+use luminance::texture::{Dim2, Flat, Sampler, Texture, GenMipmaps};
+use luminance_derive::{Semantics, Vertex, UniformInterface};
+use luminance_glfw::event::{Action, Key, WindowEvent};
+use luminance_glfw::surface::{GlfwSurface, Surface, WindowDim, WindowOpt};
+use touhou::th06::anm0::Anm0;
+use touhou::th06::anm0_vm::{Sprite, Vertex as FakeVertex};
+use touhou::th06::ecl::Ecl;
+use touhou::th06::enemy::{Enemy, Game, Position};
+use touhou::util::math::{perspective, setup_camera};
+use touhou::util::prng::Prng;
+use std::cell::RefCell;
+use std::fs::File;
+use std::io::{BufReader, Read};
+use std::rc::Rc;
+use std::env;
+use std::path::Path;
+
+const VS: &str = r#"
+in ivec3 in_position;
+in vec2 in_texcoord;
+in uvec4 in_color;
+
+uniform mat4 mvp;
+
+out vec2 texcoord;
+out vec4 color;
+
+void main()
+{
+    gl_Position = mvp * vec4(vec3(in_position), 1.0);
+    texcoord = vec2(in_texcoord);
+
+    // Normalized from the u8 being passed.
+    color = vec4(in_color) / 255.;
+}
+"#;
+
+const FS: &str = r#"
+in vec2 texcoord;
+in vec4 color;
+
+uniform sampler2D color_map;
+
+out vec4 frag_color;
+
+void main()
+{
+    frag_color = texture(color_map, texcoord) * color;
+}
+"#;
+
+#[derive(Clone, Copy, Debug, Eq, PartialEq, Semantics)]
+pub enum Semantics {
+    #[sem(name = "in_position", repr = "[i16; 3]", wrapper = "VertexPosition")]
+    Position,
+
+    #[sem(name = "in_texcoord", repr = "[f32; 2]", wrapper = "VertexTexcoord")]
+    Texcoord,
+
+    #[sem(name = "in_color", repr = "[u8; 4]", wrapper = "VertexColor")]
+    Color,
+}
+
+#[repr(C)]
+#[derive(Clone, Copy, Debug, PartialEq, Vertex)]
+#[vertex(sem = "Semantics")]
+struct Vertex {
+    pos: VertexPosition,
+    uv: VertexTexcoord,
+    rgba: VertexColor,
+}
+
+#[derive(UniformInterface)]
+struct ShaderInterface {
+    // the 'static lifetime acts as “anything” here
+    color_map: Uniform<&'static BoundTexture<'static, Flat, Dim2, Floating>>,
+
+    #[uniform(name = "mvp")]
+    mvp: Uniform<[[f32; 4]; 4]>,
+}
+
+fn main() {
+    // Parse arguments.
+    let args: Vec<_> = env::args().collect();
+    if args.len() != 5 {
+        eprintln!("Usage: {} <ECL file> <sub number> <ANM file> <PNG file>", args[0]);
+        return;
+    }
+    let ecl_filename = &args[1];
+    let sub = args[2].parse().expect("number");
+    let anm_filename = &args[3];
+    let png_filename = &args[4];
+
+    // Open the ECL file.
+    let file = File::open(ecl_filename).unwrap();
+    let mut file = BufReader::new(file);
+    let mut buf = vec![];
+    file.read_to_end(&mut buf).unwrap();
+    let (_, ecl) = Ecl::from_slice(&buf).unwrap();
+
+    // Open the ANM file.
+    let file = File::open(anm_filename).unwrap();
+    let mut file = BufReader::new(file);
+    let mut buf = vec![];
+    file.read_to_end(&mut buf).unwrap();
+    let anm0 = Anm0::from_slice(&buf).unwrap();
+    let anm0 = Rc::new(RefCell::new(anm0));
+
+    if ecl.subs.len() < sub {
+        eprintln!("This ecl doesn’t contain a sub named {}.", sub);
+        return;
+    }
+
+    // TODO: seed this PRNG with a valid seed.
+    let prng = Rc::new(RefCell::new(Prng::new(0)));
+
+    // Create the Game god object.
+    let game = Game::new(prng);
+    let game = Rc::new(RefCell::new(game));
+
+    // And the enemy object.
+    let mut enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game));
+    enemy.set_anim(0);
+
+    assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
+    let vertices: [Vertex; 4] = unsafe { std::mem::uninitialized() };
+
+    let mut surface = GlfwSurface::new(WindowDim::Windowed(384, 448), "Touhou", WindowOpt::default()).unwrap();
+
+    // Open the image atlas matching this ANM.
+    let tex = load_from_disk(&mut surface, Path::new(png_filename)).expect("texture loading");
+
+    // set the uniform interface to our type so that we can read textures from the shader
+    let (program, _) =
+        Program::<Semantics, (), ShaderInterface>::from_strings(None, VS, None, FS).expect("program creation");
+
+    let mut tess = TessBuilder::new(&mut surface)
+        .add_vertices(vertices)
+        .set_mode(Mode::TriangleFan)
+        .build()
+        .unwrap();
+
+    let mut back_buffer = Framebuffer::back_buffer(surface.size());
+
+    let mut frame = 0;
+    'app: loop {
+        for event in surface.poll_events() {
+            match event {
+                WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app,
+
+                WindowEvent::FramebufferSize(width, height) => {
+                    back_buffer = Framebuffer::back_buffer([width as u32, height as u32]);
+                }
+
+                _ => (),
+            }
+        }
+
+        if frame == 60 {
+            break;
+        }
+        frame += 1;
+
+        {
+            let mut slice = tess
+                .as_slice_mut()
+                .unwrap();
+
+            let mut game = game.borrow_mut();
+            game.run_frame();
+            let sprites = game.get_sprites();
+            fill_vertices_ptr(sprites, slice.as_mut_ptr());
+        }
+
+        // here, we need to bind the pipeline variable; it will enable us to bind the texture to the GPU
+        // and use it in the shader
+        surface
+            .pipeline_builder()
+            .pipeline(&back_buffer, [0., 0., 0., 0.], |pipeline, shd_gate| {
+                // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader
+                let bound_tex = pipeline.bind_texture(&tex);
+
+                shd_gate.shade(&program, |rdr_gate, iface| {
+                    // update the texture; strictly speaking, this update doesn’t do much: it just tells the GPU
+                    // to use the texture passed as argument (no allocation or copy is performed)
+                    iface.color_map.update(&bound_tex);
+                    //let mvp = ortho_2d(0., 384., 448., 0.);
+                    let proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
+                    let view = setup_camera(0., 0., 1.);
+                    let mvp = view * proj;
+                    //println!("{:#?}", mvp);
+                    // TODO: check how to pass by reference.
+                    iface.mvp.update(*mvp.borrow_inner());
+
+                    rdr_gate.render(RenderState::default(), |tess_gate| {
+                        // render the tessellation to the surface the regular way and let the vertex shader’s
+                        // magic do the rest!
+                        tess_gate.render(&mut surface, (&tess).into());
+                    });
+                });
+            });
+
+        surface.swap_buffers();
+    }
+}
+
+fn fill_vertices_ptr(sprites: Vec<Rc<RefCell<Sprite>>>, vertices: *mut Vertex) {
+    let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) };
+    for sprite in sprites {
+        let sprite = sprite.borrow();
+        sprite.fill_vertices(&mut fake_vertices);
+    }
+}
+
+fn load_from_disk(surface: &mut GlfwSurface, path: &Path) -> Option<Texture<Flat, Dim2, NormRGB8UI>> {
+    // load the texture into memory as a whole bloc (i.e. no streaming)
+    match image::open(&path) {
+        Ok(img) => {
+            let (width, height) = img.dimensions();
+            let texels = img
+                .pixels()
+                .map(|(x, y, rgb)| (rgb[0], rgb[1], rgb[2]))
+                .collect::<Vec<_>>();
+
+            // create the luminance texture; the third argument is the number of mipmaps we want (leave it
+            // to 0 for now) and the latest is a the sampler to use when sampling the texels in the
+            // shader (we’ll just use the default one)
+            let tex =
+                Texture::new(surface, [width, height], 0, &Sampler::default()).expect("luminance texture creation");
+
+            // the first argument disables mipmap generation (we don’t care so far)
+            tex.upload(GenMipmaps::No, &texels);
+
+            Some(tex)
+        }
+
+        Err(e) => {
+            eprintln!("cannot open image {}: {}", path.display(), e);
+            None
+        }
+    }
+}