Mercurial > touhou
view examples/eclrenderer.rs @ 713:258f4aebf3fc
anm0: Parse only a single anm0 at once and use many0 for more, to simplify parsing.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 17 Sep 2019 17:36:02 +0200 |
parents | 3954801b6299 |
children | 2b2376811f46 |
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use luminance::blending::{Equation, Factor}; use luminance::context::GraphicsContext; use luminance::framebuffer::Framebuffer; 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::{Sprite, Vertex as FakeVertex}; use touhou::th06::ecl::{Ecl, Rank}; 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() != 5 { eprintln!("Usage: {} <ECL file> <ANM file> <easy|normal|hard|lunatic> <sub number>", 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"); let sub: u16 = args[4].parse().expect("number"); // Open the ECL file. let buf = load_file_into_vec(ecl_filename); let (_, ecl) = Ecl::from_slice(&buf).unwrap(); // 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)); if ecl.subs.len() < sub as usize { eprintln!("This ecl doesn’t contain a sub named {}.", sub); return; } // 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)); // And the enemy object. let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); let mut ecl_runner = EclRunner::new(&ecl, enemy.clone(), sub); 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); // 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()); '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 ecl_runner.running == false { break; } { let mut slice = tess .as_slice_mut() .unwrap(); ecl_runner.run_frame(); { let mut enemy = enemy.borrow_mut(); enemy.update(); } 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 = match &tex { LoadedTexture::Rgb(tex) => pipeline.bind_texture(tex), LoadedTexture::Rgba(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()); let render_state = RenderState::default() .set_blending((Equation::Additive, Factor::SrcAlpha, Factor::SrcAlphaComplement)); rdr_gate.render(render_state, |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<(f32, f32, f32, Rc<RefCell<Sprite>>)>, vertices: *mut Vertex) { let mut fake_vertices = unsafe { std::mem::transmute::<*mut Vertex, &mut [FakeVertex; 4]>(vertices) }; for (x, y, z, sprite) in sprites { let sprite = sprite.borrow(); sprite.fill_vertices(&mut fake_vertices, x, y, z); } }