changeset 679:6020e33d4fc4

Implement a .std renderer, and its associated VM.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 16 Aug 2019 13:40:38 +0200
parents 1d81a449c436
children ef2dbd676a91
files examples/stdrenderer.rs src/th06/interpolator.rs src/th06/mod.rs src/th06/std.rs src/th06/std_vm.rs
diffstat 5 files changed, 371 insertions(+), 1 deletions(-) [+]
line wrap: on
line diff
new file mode 100644
--- /dev/null
+++ b/examples/stdrenderer.rs
@@ -0,0 +1,274 @@
+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, TessSliceIndex};
+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::{AnmRunner, Sprite, Vertex as FakeVertex};
+use touhou::th06::std::{Stage, Position};
+use touhou::th06::std_vm::StageRunner;
+use touhou::util::prng::Prng;
+use touhou::util::math::perspective;
+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;
+uniform vec3 instance_position;
+
+out vec2 texcoord;
+out vec4 color;
+
+void main()
+{
+    vec3 position = vec3(in_position) + instance_position;
+    gl_Position = mvp * vec4(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;
+uniform float fog_scale;
+uniform float fog_end;
+uniform vec4 fog_color;
+
+out vec4 frag_color;
+
+void main()
+{
+    vec4 temp_color = texture(color_map, texcoord) * color;
+    float depth = gl_FragCoord.z / gl_FragCoord.w;
+    float fog_density = clamp((fog_end - depth) * fog_scale, 0.0, 1.0);
+    frag_color = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a);
+}
+"#;
+
+#[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]>,
+
+    #[uniform(name = "instance_position")]
+    instance_position: Uniform<[f32; 3]>,
+
+    #[uniform(name = "fog_scale")]
+    fog_scale: Uniform<f32>,
+
+    #[uniform(name = "fog_end")]
+    fog_end: Uniform<f32>,
+
+    #[uniform(name = "fog_color")]
+    fog_color: Uniform<[f32; 4]>,
+}
+
+fn main() {
+    // Parse arguments.
+    let args: Vec<_> = env::args().collect();
+    if args.len() != 4 {
+        eprintln!("Usage: {} <STD file> <ANM file> <PNG file>", args[0]);
+        return;
+    }
+    let std_filename = &args[1];
+    let anm_filename = &args[2];
+    let png_filename = &args[3];
+
+    // Open the STD file.
+    let file = File::open(std_filename).unwrap();
+    let mut file = BufReader::new(file);
+    let mut buf = vec![];
+    file.read_to_end(&mut buf).unwrap();
+    let (_, stage) = Stage::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();
+
+    // TODO: seed this PRNG with a valid seed.
+    let prng = Rc::new(RefCell::new(Prng::new(0)));
+
+    assert_eq!(std::mem::size_of::<Vertex>(), std::mem::size_of::<FakeVertex>());
+    let mut vertices: Vec<Vertex> = vec![];
+    let mut indices = vec![];
+
+    {
+        for model in stage.models.iter() {
+            let begin = vertices.len();
+            for quad in model.quads.iter() {
+                let Position { x, y, z } = quad.pos;
+
+                // Create the AnmRunner from the ANM and the sprite.
+                let sprite = Rc::new(RefCell::new(Sprite::new()));
+                let _anm_runner = AnmRunner::new(&anm0, quad.anm_script as u8, sprite.clone(), Rc::downgrade(&prng), 0);
+                let mut new_vertices: [Vertex; 6] = unsafe { std::mem::uninitialized() };
+                fill_vertices(sprite.clone(), &mut new_vertices, x, y, z);
+                new_vertices[4] = new_vertices[0];
+                new_vertices[5] = new_vertices[2];
+                vertices.extend(&new_vertices);
+            }
+            let end = vertices.len();
+            indices.push((begin, end));
+        }
+    }
+
+    let mut stage_runner = StageRunner::new(Rc::new(RefCell::new(stage)));
+
+    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 tess = TessBuilder::new(&mut surface)
+        .add_vertices(vertices)
+        .set_mode(Mode::Triangle)
+        .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]);
+                }
+
+                _ => (),
+            }
+        }
+
+        {
+            stage_runner.run_frame();
+            //let sprites = stage.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 proj = perspective(0.5235987755982988, 384. / 448., 101010101./2010101., 101010101./10101.);
+                    let model_view = stage_runner.get_model_view();
+                    let mvp = model_view * proj;
+                    // TODO: check how to pass by reference.
+                    iface.mvp.update(*mvp.borrow_inner());
+
+                    let near = stage_runner.fog_near - 101010101. / 2010101.;
+                    let far = stage_runner.fog_far - 101010101. / 2010101.;
+                    iface.fog_color.update(stage_runner.fog_color);
+                    iface.fog_scale.update(1. / (far - near));
+                    iface.fog_end.update(far);
+
+                    let stage = stage_runner.stage.borrow();
+                    for instance in stage.instances.iter() {
+                        iface.instance_position.update([instance.pos.x, instance.pos.y, instance.pos.z]);
+
+                        rdr_gate.render(RenderState::default(), |tess_gate| {
+                            let (begin, end) = indices[instance.id as usize];
+                            tess_gate.render(&mut surface, tess.slice(begin..end));
+                        });
+                    }
+                });
+            });
+
+        surface.swap_buffers();
+    }
+}
+
+fn fill_vertices(sprite: Rc<RefCell<Sprite>>, vertices: &mut [Vertex; 6], x: f32, y: f32, z: f32) {
+    let mut fake_vertices = unsafe { std::mem::transmute::<&mut [Vertex; 6], &mut [FakeVertex; 4]>(vertices) };
+    let sprite = sprite.borrow();
+    sprite.fill_vertices(&mut fake_vertices, x, y, z);
+}
+
+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
+        }
+    }
+}
--- a/src/th06/interpolator.rs
+++ b/src/th06/interpolator.rs
@@ -75,3 +75,4 @@ macro_rules! generate_interpolator {
 generate_interpolator!(Interpolator1, 1);
 generate_interpolator!(Interpolator2, 2);
 generate_interpolator!(Interpolator3, 3);
+generate_interpolator!(Interpolator4, 4);
--- a/src/th06/mod.rs
+++ b/src/th06/mod.rs
@@ -6,5 +6,6 @@ pub mod anm0_vm;
 pub mod ecl;
 pub mod ecl_vm;
 pub mod std;
+pub mod std_vm;
 pub mod enemy;
 pub mod interpolator;
--- a/src/th06/std.rs
+++ b/src/th06/std.rs
@@ -235,7 +235,7 @@ fn parse_stage(input: &[u8]) -> IResult<
         let data = &i2[..12];
         let (data, instr) = parse_instruction_args(data, opcode)?;
         assert_eq!(data.len(), 0);
-        println!("{:?}", instr);
+        println!("{} {:?}", time, instr);
         script.push(Call { time, instr });
         i = &i2[12..];
     }
new file mode 100644
--- /dev/null
+++ b/src/th06/std_vm.rs
@@ -0,0 +1,94 @@
+//! Interpreter of STD files.
+
+use crate::th06::std::{Stage, Position, Call, Instruction};
+use crate::th06::interpolator::{Interpolator1, Interpolator4};
+use crate::util::math::{Mat4, perspective, setup_camera};
+use std::cell::RefCell;
+use std::rc::Rc;
+
+/// Interpreter for Stage.
+pub struct StageRunner {
+    /// XXX: no pub.
+    pub stage: Rc<RefCell<Stage>>,
+    frame: u32,
+
+    // TODO: use interpolators.
+    position: [f32; 3],
+    direction: [f32; 3],
+
+    /// XXX: no pub.
+    pub fog_color: [f32; 4],
+    /// XXX: no pub.
+    pub fog_near: f32,
+    /// XXX: no pub.
+    pub fog_far: f32,
+}
+
+impl StageRunner {
+    /// Create a new StageRunner attached to a Stage.
+    pub fn new(stage: Rc<RefCell<Stage>>) -> StageRunner {
+        StageRunner {
+            stage,
+            frame: 0,
+            position: [0.; 3],
+            direction: [0.; 3],
+            fog_color: [1.; 4],
+            fog_near: 0.,
+            fog_far: 1000.,
+        }
+    }
+
+    /// Advance the simulation one frame.
+    pub fn run_frame(&mut self) {
+        let stage = self.stage.borrow();
+
+        for Call { time, instr } in stage.script.iter() {
+            if *time != self.frame {
+                continue;
+            }
+
+            println!("{} {:?}", time, instr);
+
+            match *instr {
+                Instruction::SetViewpos(x, y, z) => {
+                    self.position[0] = x;
+                    self.position[1] = y;
+                    self.position[2] = z;
+                }
+                Instruction::SetFog(b, g, r, a, near, far) => {
+                    self.fog_color = [r as f32 / 255., g as f32 / 255., b as f32 / 255., a as f32 / 255.];
+                    self.fog_near = near;
+                    self.fog_far = far;
+                }
+                Instruction::SetViewpos2(dx, dy, dz) => {
+                    self.direction[0] = dx;
+                    self.direction[1] = dy;
+                    self.direction[2] = dz;
+                }
+                Instruction::StartInterpolatingViewpos2(frame, _, _) => {
+                }
+                Instruction::StartInterpolatingFog(frame, _, _) => {
+                }
+                Instruction::Unknown(_, _, _) => {
+                }
+            }
+        }
+
+        self.frame += 1;
+    }
+
+    /// Generate the model-view matrix for the current frame.
+    pub fn get_model_view(&self) -> Mat4 {
+        let [x, y, z] = self.position;
+
+        let [dx, dy, dz] = self.direction;
+
+        let view = setup_camera(dx, dy, dz);
+
+        let model = Mat4::new([[1., 0., 0., 0.],
+                               [0., 1., 0., 0.],
+                               [0., 0., 1., 0.],
+                               [-x, -y, -z, 1.]]);
+        model * view
+    }
+}