Mercurial > touhou
diff examples/stagerunner.rs @ 738:817c453b7223
stagerunner: Add a binary able to run multiple enemies.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 28 Dec 2019 23:53:09 +0100 |
parents | |
children | 3555845f8cf4 |
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new file mode 100644 --- /dev/null +++ b/examples/stagerunner.rs @@ -0,0 +1,238 @@ +use luminance::blending::{Equation, Factor}; +use luminance::context::GraphicsContext; +use luminance::pipeline::BoundTexture; +use luminance::pixel::NormUnsigned; +use luminance::render_state::RenderState; +use luminance::shader::program::{Program, Uniform}; +use luminance::tess::{Mode, TessBuilder}; +use luminance::texture::{Dim2, Flat}; +use luminance_derive::{Semantics, Vertex, UniformInterface}; +use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt}; +use touhou::th06::anm0::Anm0; +use touhou::th06::anm0_vm::Vertex as FakeVertex; +use touhou::th06::ecl::{Ecl, Rank, MainInstruction}; +use touhou::th06::ecl_vm::EclRunner; +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::rc::Rc; +use std::env; +use std::path::Path; + +#[path = "common.rs"] +mod common; +use common::{load_file_into_vec, load_anm_image, LoadedTexture}; + +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, NormUnsigned>>, + + #[uniform(name = "mvp")] + mvp: Uniform<[[f32; 4]; 4]>, +} + +fn main() { + // Parse arguments. + let args: Vec<_> = env::args().collect(); + if args.len() != 4 { + eprintln!("Usage: {} <ECL file> <ANM file> <easy|normal|hard|lunatic>", args[0]); + return; + } + let ecl_filename = Path::new(&args[1]); + let anm_filename = Path::new(&args[2]); + let rank: Rank = args[3].parse().expect("rank"); + + // Open the ECL file. + let buf = load_file_into_vec(ecl_filename); + let (_, ecl) = Ecl::from_slice(&buf).unwrap(); + assert_eq!(ecl.mains.len(), 1); + let main = ecl.mains[0].clone(); + + // Open the ANM file. + let buf = load_file_into_vec(anm_filename); + let (_, mut anms) = Anm0::from_slice(&buf).unwrap(); + let anm0 = anms.pop().unwrap(); + let anm0 = Rc::new(RefCell::new(anm0)); + + // Get the time since January 1970 as a seed for the PRNG. + let time = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap(); + let prng = Rc::new(RefCell::new(Prng::new(time.subsec_micros() as u16))); + + // Create the Game god object. + let game = Game::new(prng, rank); + let game = Rc::new(RefCell::new(game)); + + 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_anm_image(&mut surface, &anm0.borrow(), anm_filename).expect("image 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").ignore_warnings(); + + let mut tess = TessBuilder::new(&mut surface) + .add_vertices(vertices) + .set_mode(Mode::TriangleFan) + .build() + .unwrap(); + + let mut back_buffer = surface.back_buffer().unwrap(); + let mut resize = false; + let mut frame = 0; + let mut ecl_runners = vec![]; + + 'app: loop { + for event in surface.poll_events() { + match event { + WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, + + WindowEvent::FramebufferSize(..) => { + resize = true; + } + + _ => (), + } + } + + if resize { + back_buffer = surface.back_buffer().unwrap(); + resize = false; + } + + for call in main.instructions.iter() { + if call.time == frame { + let sub = call.sub; + let instr = call.instr; + let (x, y, _z, life, bonus, score, mirror) = match instr { + MainInstruction::SpawnEnemy(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, false), + MainInstruction::SpawnEnemyMirrored(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, true), + MainInstruction::SpawnEnemyRandom(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, false), + MainInstruction::SpawnEnemyMirroredRandom(x, y, z, life, bonus, score) => (x, y, z, life, bonus, score, true), + _ => continue, + }; + let enemy = Enemy::new(Position::new(x, y), life, bonus, score, mirror, Rc::downgrade(&anm0), Rc::downgrade(&game)); + let runner = EclRunner::new(&ecl, enemy, sub); + ecl_runners.push(runner); + } + } + + for runner in ecl_runners.iter_mut() { + runner.run_frame(); + let mut enemy = runner.enemy.borrow_mut(); + enemy.update(); + } + + // 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, mut shd_gate| { + // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader + let bound_tex = match &tex { + LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), + LoadedTexture::Rgba(tex) => pipeline.bind_texture(tex), + }; + + shd_gate.shade(&program, |iface, mut rdr_gate| { + // 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()); + + let render_state = RenderState::default() + .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); + + rdr_gate.render(render_state, |mut tess_gate| { + let mut game = game.borrow_mut(); + game.run_frame(); + + for (x, y, z, sprite) in game.get_sprites() { + { + let mut slice = tess + .as_slice_mut() + .unwrap(); + + let sprite = sprite.borrow(); + let fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(slice.as_mut_ptr()) }; + sprite.fill_vertices(fake_vertices, x, y, z); + } + + // render the tessellation to the surface the regular way and let the vertex shader’s + // magic do the rest! + tess_gate.render(&tess); + } + }); + }); + }); + + surface.swap_buffers(); + frame += 1; + } +}