Mercurial > touhou
view runners/src/bin/menu.rs @ 767:ccb04468c5fa
formats: Use Read::read_exact() and Write::write_all()
Thanks clippy!
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 30 Aug 2022 17:07:21 +0200 |
parents | 21b186be2590 |
children |
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use ears::{Music, AudioController}; use luminance::blending::{Equation, Factor}; use luminance::context::GraphicsContext; use luminance::pipeline::{BoundTexture, PipelineState}; use luminance::pixel::NormUnsigned; use luminance::render_state::RenderState; use luminance::shader::program::{Program, Uniform}; use luminance::tess::{Mode, TessBuilder}; use luminance::texture::Dim2; use luminance_derive::{Semantics, Vertex, UniformInterface}; use luminance_glfw::{Action, Key, WindowEvent, GlfwSurface, Surface, WindowDim, WindowOpt}; use touhou_formats::th06::pbg3; use touhou_formats::th06::anm0::Anm0; use touhou_interpreters::th06::anm0::{AnmRunner, Sprite, Vertex as FakeVertex}; use touhou_utils::math::{perspective, setup_camera, ortho_2d}; use touhou_utils::prng::Prng; use std::cell::RefCell; use std::rc::Rc; use std::env; use std::path::Path; use touhou_runners::common::{self, LoadedTexture}; const VS: &str = r#" in ivec3 in_position; in vec2 in_texcoord; in vec4 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); // It’s already normalized from the u8 being passed. color = in_color; } "#; 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, #[vertex(normalized = "true")] rgba: VertexColor, } #[derive(UniformInterface)] struct ShaderInterface { // the 'static lifetime acts as “anything” here color_map: Uniform<&'static BoundTexture<'static, Dim2, NormUnsigned>>, #[uniform(name = "mvp")] mvp: Uniform<[[f32; 4]; 4]>, } const DEFAULT_VERTICES: [Vertex; 4] = [ Vertex::new(VertexPosition::new([0, 0, 0]), VertexTexcoord::new([0., 0.]), VertexColor::new([255, 255, 255, 255])), Vertex::new(VertexPosition::new([640, 0, 0]), VertexTexcoord::new([1., 0.]), VertexColor::new([255, 255, 255, 255])), Vertex::new(VertexPosition::new([640, 480, 0]), VertexTexcoord::new([1., 1.]), VertexColor::new([255, 255, 255, 255])), Vertex::new(VertexPosition::new([0, 480, 0]), VertexTexcoord::new([0., 1.]), VertexColor::new([255, 255, 255, 255])), ]; fn main() { // Parse arguments. let args: Vec<_> = env::args().collect(); if args.len() != 2 { eprintln!("Usage: {} <unarchived directory>", args[0]); return; } let directory = Path::new(&args[1]); let in_dat = directory.join("IN.DAT"); // Since GLFW can be slow to create its window, let’s decode the splash screen in another // thread in the meantime. let jpeg_thread = std::thread::spawn(|| { let mut in_pbg3 = pbg3::from_path_buffered(in_dat).expect("IN.DAT present"); let jpeg = in_pbg3.get_file("th06logo.jpg", true).expect("th06logo.jpg in IN.DAT"); let image = common::load_from_data(&jpeg).expect("th06logo.jpg decodable"); image }); let music_filename = directory.join("bgm").join("th06_01.wav"); let music_filename = music_filename.to_str().expect("non-UTF-8 music filename"); let music = match Music::new(music_filename) { Ok(mut music) => { music.set_looping(true); music.play(); music } Err(err) => { eprintln!("Impossible to open or play music file: {}", err); return; } }; let mut surface = GlfwSurface::new(WindowDim::Windowed(640, 480), "Touhou", WindowOpt::default()).expect("GLFW window"); let image = jpeg_thread.join().expect("image loading"); let background = common::upload_texture_from_rgb_image(&mut surface, image).expect("upload data to texture"); let mut background = match background { LoadedTexture::Rgb(tex) => tex, LoadedTexture::Rgba(tex) => unreachable!(), LoadedTexture::RgbaArray(tex) => unreachable!(), }; // 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(DEFAULT_VERTICES) .set_mode(Mode::TriangleFan) .build() .unwrap(); let tl_dat = directory.join("TL.DAT"); let mut tl_pbg3 = pbg3::from_path_buffered(tl_dat).expect("TL.DAT present"); let mut back_buffer = surface.back_buffer().unwrap(); let mut resize = false; let mut frame = 0; let mut z_pressed = false; let mut x_pressed = false; 'app: loop { for event in surface.poll_events() { match event { WindowEvent::Close | WindowEvent::Key(Key::Escape, _, Action::Release, _) => break 'app, WindowEvent::Key(Key::Z, _, Action::Press, _) => z_pressed = true, WindowEvent::Key(Key::X, _, Action::Press, _) => x_pressed = true, WindowEvent::FramebufferSize(..) => { resize = true; } _ => (), } } if resize { back_buffer = surface.back_buffer().unwrap(); resize = false; } frame += 1; if frame == 60 { let jpeg = tl_pbg3.get_file("title00.jpg", true).expect("title00.jpg in TL.DAT"); let image = common::load_from_data(&jpeg).expect("th06logo.jpg decodable"); common::reupload_texture_from_rgb_image(&mut background, image).expect("upload data to texture"); } if frame >= 60 && z_pressed { let jpeg = tl_pbg3.get_file("select00.jpg", true).expect("select00.jpg in TL.DAT"); let image = common::load_from_data(&jpeg).expect("select00.jpg decodable"); common::reupload_texture_from_rgb_image(&mut background, image).expect("upload data to texture"); } // 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, &PipelineState::default(), |pipeline, mut shd_gate| { // bind our fancy texture to the GPU: it gives us a bound texture we can use with the shader let tex = pipeline.bind_texture(&background); 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(&tex); let mvp = ortho_2d(0., 640., 480., 0.); // 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| { tess_gate.render(&tess); }); }); }); surface.swap_buffers(); } }