[oden] Circles work
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26a3939012
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020bb8f124
7 changed files with 83 additions and 51 deletions
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@ -1,7 +1,7 @@
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import { load_texture } from "./assets";
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import { btn, Button } from "./input";
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import { Vec2, new_v2, vadd, vsub, vnorm, vmul } from "./vector";
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import { spr, use_texture, Texture } from "./graphics";
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import { spr, circle, use_texture, Texture } from "./graphics";
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import { has_collision, Level } from "./level";
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export interface ActorProps {
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@ -191,6 +191,7 @@ export class Robo extends Actor {
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const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
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spr(x, y, w, h, frame * w, 0, 32, 32);
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// circle(this.props.position.x, this.props.position.y, 16, 1);
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}
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}
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}
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@ -31,7 +31,7 @@ struct VertexOutput {
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// The circle's coordinate system goes from (-1,-1) to (1,1) but by
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// convention we provide ourselves texture coordinates that go from (0,0)
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// to (1,1).
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out.tex_coords = mix(vec2f(-1.0, -1.0), vec2f(1.0, 1.0), vertex.tex_coords);
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out.tex_coords = (vertex.tex_coords * vec2f(2.0,2.0)) - vec2f(1.0,1.0);
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// Compute the squared radius of the inner circle, so we don't do it
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// per-pixel.
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@ -65,7 +65,7 @@ struct VertexOutput {
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} else if (tc2.x + tc2.y <= 1.0) {
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return in.stroke_color;
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} else {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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}
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@ -76,7 +76,7 @@ struct VertexOutput {
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struct ScreenUniform {
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resolution : vec2f,
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};
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@group(1) @binding(0) // 1.
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@group(0) @binding(0) // 1.
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var<uniform> screen : ScreenUniform;
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const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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@ -52,6 +52,18 @@ export function spr(
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core.spr(x, y, w, h, sx, sy, sw, sh);
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}
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/**
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* Draw a circle.
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*
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* @param x - The x coordinate of the center of the circle.
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* @param y - The y coordinate of the center of the circle.
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* @param r - The radius of the circle.
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* @param s - The stroke width of the circle.
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*/
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export function circle(x: number, y: number, r: number, s: number) {
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core.circle(x, y, r, s);
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}
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export class Texture {
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#id: number;
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constructor(id: number) {
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51
src/lib.rs
51
src/lib.rs
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@ -46,7 +46,7 @@ impl Vertex {
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct SpriteInstance {
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pub struct SpriteInstance {
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src_top_left: [f32; 2],
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src_dims: [f32; 2],
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@ -87,7 +87,7 @@ impl SpriteInstance {
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct CircleInstance {
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pub struct CircleInstance {
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center: [f32; 2],
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radius: f32,
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stroke_width: f32,
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@ -440,7 +440,7 @@ impl State {
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let sprite_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Sprite Pipeline Layout"),
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bind_group_layouts: &[&sprite_bind_group_layout, &screen_uniform_bind_group_layout],
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bind_group_layouts: &[&screen_uniform_bind_group_layout, &sprite_bind_group_layout],
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push_constant_ranges: &[],
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});
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@ -487,9 +487,16 @@ impl State {
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source: wgpu::ShaderSource::Wgsl(include_str!("circle_shader.wgsl").into()),
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});
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let circle_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Sprite Pipeline Layout"),
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bind_group_layouts: &[&screen_uniform_bind_group_layout],
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push_constant_ranges: &[],
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});
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let circle_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Circle Pipeline"),
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layout: Some(&sprite_pipeline_layout),
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layout: Some(&circle_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &circle_shader,
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entry_point: "vs_main",
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@ -726,21 +733,22 @@ impl DrawCall {
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pub fn draw<'a>(&self, state: &'a State, pass: &mut wgpu::RenderPass<'a>) {
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if self.draw_end > self.draw_start {
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match self.texture_id {
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Some(id) => {
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let bind_group = state.sprite_textures.get(&id).unwrap();
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pass.set_bind_group(0, bind_group, &[]);
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}
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None => (),
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};
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let vb = match self.mode {
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DrawMode::Sprites => {
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match self.texture_id {
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Some(id) => {
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let bind_group = state.sprite_textures.get(&id).unwrap();
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pass.set_bind_group(1, bind_group, &[]);
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}
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None => (),
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};
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&state
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.sprite_instance_buffers
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.get(&self.vertex_buffer)
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.buffer
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}
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DrawMode::Circles => {
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&state
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.circle_instance_buffers
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@ -748,7 +756,7 @@ impl DrawCall {
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.buffer
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}
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};
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pass.set_bind_group(1, &state.screen_uniform_bind_group, &[]);
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pass.set_bind_group(0, &state.screen_uniform_bind_group, &[]);
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pass.set_vertex_buffer(0, state.sprite_vertex_buffer.slice(..));
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pass.set_vertex_buffer(1, vb.slice(..));
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@ -845,7 +853,8 @@ impl<'a> FrameBuilder<'a> {
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}
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}
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GraphicsCommand::Print(pc) => println!("{}", pc.text),
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GraphicsCommand::Sprite(sc) => self.push_sprite(sc),
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GraphicsCommand::Sprite(si) => self.push_sprite(si),
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GraphicsCommand::Circle(ci) => self.push_circle(ci),
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GraphicsCommand::UseTexture(id) => self.use_texture(id),
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GraphicsCommand::EndFrame => self.flush(),
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@ -935,14 +944,9 @@ impl<'a> FrameBuilder<'a> {
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self.state.sprite_instance_buffers.get_mut(&vb)
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}
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fn push_sprite(&mut self, sc: script::graphics::SpriteCommand) {
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fn push_sprite(&mut self, si: SpriteInstance) {
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let vertex_buffer = self.get_sprite_instance_buffer();
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vertex_buffer.vec.push(SpriteInstance {
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src_top_left: [sc.u, sc.v],
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src_dims: [sc.sw, sc.sh],
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dest_top_left: [sc.x, sc.y],
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dest_dims: [sc.w, sc.h],
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});
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vertex_buffer.vec.push(si);
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}
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fn get_circle_instance_buffer(&mut self) -> &mut VertexBuffer<CircleInstance> {
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@ -961,6 +965,11 @@ impl<'a> FrameBuilder<'a> {
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self.state.circle_instance_buffers.get_mut(&vb)
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}
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fn push_circle(&mut self, ci: CircleInstance) {
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let vertex_buffer = self.get_circle_instance_buffer();
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vertex_buffer.vec.push(ci);
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}
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fn flush(&mut self) {
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let first_call = match self.draw_calls.last() {
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Some(call) => call.new_at_buffer_tail(),
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@ -15,18 +15,6 @@ pub struct ClearCommand {
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pub color: [f64; 4],
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}
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#[derive(Debug)]
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pub struct SpriteCommand {
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pub x: f32,
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pub y: f32,
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pub w: f32,
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pub h: f32,
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pub u: f32,
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pub v: f32,
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pub sw: f32,
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pub sh: f32,
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}
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#[derive(Debug)]
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pub struct CreateTextureCommand {
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pub id: u32,
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@ -38,7 +26,8 @@ pub struct CreateTextureCommand {
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pub enum GraphicsCommand {
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Clear(ClearCommand),
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Print(PrintCommand),
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Sprite(SpriteCommand),
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Circle(crate::CircleInstance),
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Sprite(crate::SpriteInstance),
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CreateTexture(CreateTextureCommand),
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CreateWritableTexture {
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id: u32,
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@ -78,16 +67,26 @@ impl GraphicsImpl {
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}
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fn spr(&self, x: f32, y: f32, w: f32, h: f32, u: f32, v: f32, sw: f32, sh: f32) {
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let _ = self.sender.send(GraphicsCommand::Sprite(SpriteCommand {
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x,
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y,
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w,
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h,
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u,
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v,
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sw,
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sh,
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}));
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let _ = self
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.sender
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.send(GraphicsCommand::Sprite(crate::SpriteInstance {
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src_top_left: [u, v],
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src_dims: [sw, sh],
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dest_top_left: [x, y],
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dest_dims: [w, h],
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}));
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}
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fn circle(&self, x: f32, y: f32, r: f32, s: f32) {
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let _ = self
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.sender
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.send(GraphicsCommand::Circle(crate::CircleInstance {
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center: [x, y],
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radius: r,
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stroke_width: s,
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stroke_color: [1.0, 0.0, 0.0, 1.0],
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fill_color: [1.0, 1.0, 1.0, 1.0],
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}));
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}
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fn create_texture(
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@ -183,6 +182,15 @@ impl GraphicsAPI {
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)?,
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)?;
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}
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{
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let gfx = gfx.clone();
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builder.export(
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"circle",
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ctx.new_fn(move |_: &ContextRef, x: f32, y: f32, r: f32, s: f32| {
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gfx.circle(x, y, r, s)
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})?,
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)?;
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}
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{
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let gfx = gfx.clone();
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builder.export(
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@ -34,8 +34,8 @@ struct VertexOutput {
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// Fragment shader
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// ----------------------------------------------------------------------------
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@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
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@group(0) @binding(1) var s_diffuse : sampler;
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@group(1) @binding(0) var t_diffuse : texture_2d<f32>;
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@group(1) @binding(1) var s_diffuse : sampler;
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@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
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@ -50,7 +50,7 @@ struct VertexOutput {
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struct ScreenUniform {
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resolution : vec2f,
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};
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@group(1) @binding(0) // 1.
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@group(0) @binding(0) // 1.
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var<uniform> screen : ScreenUniform;
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const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
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2
types/graphics-core.d.ts
vendored
2
types/graphics-core.d.ts
vendored
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@ -15,6 +15,8 @@ export function spr(
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sh: number
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);
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export function circle(x: number, y: number, r: number, s: number);
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export function create_texture(
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buffer: ArrayBuffer,
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label: string | undefined
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