[oden][game] Draw the world
This involved basically a giant rewrite of the renderer because I now need to share the vertex buffer across textures and it is *a lot* let me tell you. There's like a vertical seam which I don't understand yet.
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7 changed files with 936 additions and 595 deletions
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141
game/level.ts
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141
game/level.ts
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@ -0,0 +1,141 @@
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// NOTE: It's super not clear how much of this should be in rust vs
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// javascript. Dealing with the level code is really nice in javascript
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// but there's a bunch of weird stuff that really feels lower level.
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import { load_texture } from "./assets";
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import { Texture, print, spr, use_texture } from "./graphics";
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import { load_string } from "./io";
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// TODO: Use io-ts? YIKES.
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export type Tile = {
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px: [number, number];
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src: [number, number];
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f: number;
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t: number;
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a: number;
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};
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export type TileLayer = {
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type: "tile";
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texture: Texture;
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grid_size: number;
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offset: [number, number];
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tiles: Tile[];
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};
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export type Layer = TileLayer;
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export type Level = {
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world_x: number;
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world_y: number;
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width: number;
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height: number;
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layers: Layer[];
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};
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export type TileSet = { id: number; texture: Texture };
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export type World = { levels: Level[]; tilesets: Map<number, TileSet> };
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async function load_tileset(def: {
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uid: number;
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relPath: string;
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}): Promise<TileSet> {
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let relPath = def.relPath as string;
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if (relPath.endsWith(".aseprite")) {
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// Whoops let's load the export instead?
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relPath = relPath.substring(0, relPath.length - 8) + "png";
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}
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let texture = await load_texture(relPath);
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print("Loaded tileset", def.uid, "from", relPath, "as ID", texture.id());
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return { id: def.uid, texture };
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}
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function load_level(
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tile_sets: Map<number, TileSet>,
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def: {
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worldX: number;
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worldY: number;
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pxWid: number;
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pxHei: number;
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layerInstances: {
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__gridSize: number;
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__pxTotalOffsetX: number;
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__pxTotalOffsetY: number;
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__tilesetDefUid: number;
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gridTiles: {
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px: [number, number];
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src: [number, number];
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f: number;
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t: number;
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a: number;
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}[];
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}[];
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}
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): Level {
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return {
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world_x: def.worldX,
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world_y: def.worldY,
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width: def.pxWid,
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height: def.pxHei,
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layers: def.layerInstances.map((li) => {
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const tileset = tile_sets.get(li.__tilesetDefUid);
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if (!tileset) {
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throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
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}
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return {
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type: "tile",
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texture: tileset.texture,
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grid_size: li.__gridSize,
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offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
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tiles: li.gridTiles,
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};
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}),
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};
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}
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export async function load_world(path: string): Promise<World> {
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print("Loading map:", path);
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const blob = await load_string(path);
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const map = JSON.parse(blob);
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const tilesets = new Map<number, TileSet>();
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let loaded_tilesets = await Promise.all(
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map.defs.tilesets
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.filter((def: any) => def.relPath != null)
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.map((def: any) => load_tileset(def))
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);
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for (const ts of loaded_tilesets) {
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tilesets.set(ts.id, ts);
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}
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const levels = map.levels.map((l: any) => load_level(tilesets, l));
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return { levels, tilesets };
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}
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export function draw_level(
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level: Level,
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offset_x: number = 0,
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offset_y: number = 0
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) {
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for (const layer of level.layers) {
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use_texture(layer.texture);
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let [ofx, ofy] = layer.offset;
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ofx += offset_x;
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ofy += offset_y;
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for (const tile of layer.tiles) {
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// TODO: Flip and whatnot.
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spr(
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tile.px[0] + ofx,
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tile.px[1] + ofy,
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layer.grid_size,
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layer.grid_size,
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tile.src[0],
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tile.src[1]
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);
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}
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}
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}
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26
game/main.ts
26
game/main.ts
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@ -2,8 +2,8 @@ import { cls, print, spr, use_texture, Texture } from "./graphics";
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import { load_texture } from "./assets";
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import { since_start } from "./time";
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import { btn, Button } from "./input";
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// import { load_string } from "./io";
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import { new_v2, vadd, vmul, vnorm } from "./vector";
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import { load_world, World, Level, draw_level } from "./level";
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/// TODO: Support reload by saving and restoring state from init/update/restore.
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@ -11,6 +11,8 @@ import { new_v2, vadd, vmul, vnorm } from "./vector";
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let clock = 0;
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let bot_sprite: Texture | undefined = undefined;
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let world: World | undefined = undefined;
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let level: Level | undefined = undefined;
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// Note zelda overworld is 16x8 screens
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// zelda screen is 16x11 tiles
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@ -18,13 +20,6 @@ let bot_sprite: Texture | undefined = undefined;
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let loaded = false;
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async function load_map(path: string) {
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// print("Loading map:", path);
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// const blob = await load_string(path);
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// const map = JSON.parse(blob);
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// print("Loaded map:", map);
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}
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function load_assets() {
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// Start this load, but then...
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let texture_load = load_texture("./bot.png").then((n) => {
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@ -32,7 +27,16 @@ function load_assets() {
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bot_sprite = n;
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});
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let map_load = load_map("./overworld.ldtk");
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let map_load = load_world("./overworld.ldtk").then((w) => {
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print("World loaded at", since_start());
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world = w;
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// Assume we start at 0,0
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level = world.levels.find((l) => l.world_x == 0 && l.world_y == 0);
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if (!level) {
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throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
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}
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});
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Promise.all([texture_load, map_load]).then(() => {
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loaded = true;
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@ -106,6 +110,10 @@ export function draw() {
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return;
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}
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if (level != undefined) {
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draw_level(level, 0, 0);
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}
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if (bot_sprite != undefined) {
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// ...it gets resolved here?
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use_texture(bot_sprite);
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BIN
game/overworld.aseprite
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BIN
game/overworld.aseprite
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BIN
game/overworld.png
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BIN
game/overworld.png
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After Width: | Height: | Size: 543 B |
604
src/lib.rs
604
src/lib.rs
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@ -58,39 +58,30 @@ impl ScreenUniforms {
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}
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}
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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window: Window,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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#[derive(Debug)]
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struct VertexBuffer {
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buffer: wgpu::Buffer,
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vec: Vec<Vertex>,
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max_vertices: usize,
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sprite_bind_group_layout: wgpu::BindGroupLayout,
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sprite_textures: HashMap<u32, wgpu::BindGroup>,
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write_textures: HashMap<u32, texture::Texture>,
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screen_uniform: ScreenUniforms,
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screen_uniform_buffer: wgpu::Buffer,
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screen_uniform_bind_group: wgpu::BindGroup,
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// Garbage
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mouse_x: f64,
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mouse_y: f64,
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}
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// TUTORIAL FOR BABIES LIKE ME: https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/
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#[derive(Clone, Debug)]
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struct VertexBufferHandle {
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index: usize,
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capacity: usize,
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}
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impl State {
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// Creating some of the wgpu types requires async code
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struct WindowAndDevice {
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pub window: Window,
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// pub instance: wgpu::Instance,
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pub surface: wgpu::Surface,
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pub adapter: wgpu::Adapter,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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}
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impl WindowAndDevice {
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async fn new(window: Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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@ -131,7 +122,52 @@ impl State {
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.await
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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WindowAndDevice {
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window,
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surface,
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adapter,
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device,
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queue,
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}
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}
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}
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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window: Window,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffers: Vec<VertexBuffer>,
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next_free_vertex_buffer: usize,
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sprite_bind_group_layout: wgpu::BindGroupLayout,
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sprite_textures: HashMap<u32, wgpu::BindGroup>,
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write_textures: HashMap<u32, texture::Texture>,
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screen_uniform: ScreenUniforms,
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screen_uniform_buffer: wgpu::Buffer,
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screen_uniform_bind_group: wgpu::BindGroup,
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// Garbage
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mouse_x: f64,
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mouse_y: f64,
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}
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// TUTORIAL FOR BABIES LIKE ME: https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/
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impl State {
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// Creating some of the wgpu types requires async code
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fn new(hardware: WindowAndDevice) -> Self {
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let size = hardware.window.inner_size();
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let device = hardware.device;
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let surface_caps = hardware.surface.get_capabilities(&hardware.adapter);
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// Shader code in this tutorial assumes an sRGB surface
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// texture. Using a different one will result all the colors coming
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@ -152,7 +188,7 @@ impl State {
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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hardware.surface.configure(&device, &config);
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let sprite_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@ -260,26 +296,17 @@ impl State {
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multiview: None,
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});
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let max_vertices: usize = 4096;
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let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Vertex Buffer"),
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size: (max_vertices * std::mem::size_of::<Vertex>())
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.try_into()
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.unwrap(),
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mapped_at_creation: false,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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Self {
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window,
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surface,
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window: hardware.window,
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surface: hardware.surface,
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device,
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queue,
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queue: hardware.queue,
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config,
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size,
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render_pipeline: sprite_pipeline,
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vertex_buffer,
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max_vertices,
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vertex_buffers: Vec::new(),
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next_free_vertex_buffer: 0,
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sprite_bind_group_layout,
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sprite_textures: HashMap::new(),
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write_textures: HashMap::new(),
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@ -316,42 +343,30 @@ impl State {
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fn render(&mut self, commands: Vec<GraphicsCommand>) -> Result<(), wgpu::SurfaceError> {
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let _span = span!("context render");
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let output = self.surface.get_current_texture()?;
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// Group the commands into passes.
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let screen_view = Rc::new(
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output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default()),
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);
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let mut last_view = screen_view.clone();
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// Reset vertex buffers.
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self.next_free_vertex_buffer = 0;
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struct Pass {
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color: Option<[f64; 4]>,
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commands: Vec<GraphicsCommand>,
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target: Rc<wgpu::TextureView>,
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}
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let mut passes = Vec::new();
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let mut builder = FrameBuilder::new(self)?;
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for command in commands {
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match command {
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GraphicsCommand::Clear(cc) => passes.push(Pass {
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color: Some(cc.color),
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commands: Vec::new(),
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target: last_view.clone(),
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}),
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builder.handle_command(command);
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}
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FrameBuilder::complete(builder);
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GraphicsCommand::CreateTexture(ct) => {
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Ok(())
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}
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fn create_texture(&mut self, id: u32, image: image::DynamicImage, label: Option<String>) {
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let texture = texture::Texture::from_image(
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&self.device,
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&self.queue,
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&ct.image,
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match &ct.label {
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&image,
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match &label {
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Some(l) => Some(&l),
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None => None,
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},
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);
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let sprite_bind_group =
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self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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let sprite_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.sprite_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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@ -363,21 +378,22 @@ impl State {
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resource: wgpu::BindingResource::Sampler(&texture.sampler),
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},
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],
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label: match &ct.label {
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label: match &label {
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Some(l) => Some(&l),
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None => None,
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},
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});
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self.sprite_textures.insert(ct.id, sprite_bind_group);
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self.sprite_textures.insert(id, sprite_bind_group);
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}
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GraphicsCommand::CreateWritableTexture {
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id,
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width,
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height,
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label,
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} => {
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fn create_writeable_texture(
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&mut self,
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id: u32,
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width: u32,
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height: u32,
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label: Option<String>,
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) {
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let texture = texture::Texture::new_writable(
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&self.device,
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width,
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|
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@ -387,8 +403,7 @@ impl State {
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None => None,
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},
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);
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let sprite_bind_group =
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self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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let sprite_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.sprite_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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|
|
@ -410,80 +425,307 @@ impl State {
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self.write_textures.insert(id, texture);
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}
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GraphicsCommand::WriteToTexture(id) => {
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let texture = self.write_textures.get(&id).unwrap();
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last_view = Rc::new(
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texture
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default()),
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);
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let new_pass = match passes.last_mut() {
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Some(pass) => {
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if pass.commands.is_empty() {
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pass.target = last_view.clone();
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false
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fn new_vertex_buffer(&mut self) -> VertexBufferHandle {
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if self.next_free_vertex_buffer >= self.vertex_buffers.len() {
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let max_vertices: usize = 4096;
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let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Vertex Buffer"),
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size: (max_vertices * std::mem::size_of::<Vertex>())
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.try_into()
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.unwrap(),
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mapped_at_creation: false,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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self.vertex_buffers.push(VertexBuffer {
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buffer,
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max_vertices,
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vec: Vec::with_capacity(max_vertices),
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});
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||||
}
|
||||
|
||||
let index = self.next_free_vertex_buffer;
|
||||
self.next_free_vertex_buffer += 1;
|
||||
let vb = &mut self.vertex_buffers[index];
|
||||
vb.vec.clear();
|
||||
VertexBufferHandle {
|
||||
index,
|
||||
capacity: vb.max_vertices,
|
||||
}
|
||||
}
|
||||
|
||||
fn get_vertex_buffer(&self, handle: &VertexBufferHandle) -> &VertexBuffer {
|
||||
&self.vertex_buffers[handle.index]
|
||||
}
|
||||
|
||||
fn get_vertex_buffer_mut(&mut self, handle: &VertexBufferHandle) -> &mut VertexBuffer {
|
||||
&mut self.vertex_buffers[handle.index]
|
||||
}
|
||||
|
||||
fn copy_vertex_buffers(&mut self) {
|
||||
for i in 0..self.next_free_vertex_buffer {
|
||||
let vb = &self.vertex_buffers[i];
|
||||
self.queue
|
||||
.write_buffer(&vb.buffer, 0, bytemuck::cast_slice(&vb.vec));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct DrawCall {
|
||||
texture_id: Option<u32>,
|
||||
vertex_buffer: VertexBufferHandle,
|
||||
draw_start: u32,
|
||||
draw_end: u32,
|
||||
}
|
||||
|
||||
impl DrawCall {
|
||||
pub fn new(vertex_buffer: VertexBufferHandle, draw_start: u32) -> Self {
|
||||
DrawCall {
|
||||
texture_id: None,
|
||||
vertex_buffer,
|
||||
draw_start,
|
||||
draw_end: draw_start,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn new_at_buffer_tail(&self) -> Self {
|
||||
DrawCall::new(self.vertex_buffer.clone(), self.draw_end)
|
||||
}
|
||||
|
||||
pub fn switch_textures(&self, id: u32) -> DrawCall {
|
||||
let mut next = self.new_at_buffer_tail();
|
||||
next.texture_id = Some(id);
|
||||
next
|
||||
}
|
||||
|
||||
pub fn empty(&self) -> bool {
|
||||
self.draw_start == self.draw_end
|
||||
}
|
||||
|
||||
pub fn allocate_capacity(&mut self, capacity: u32) -> Option<VertexBufferHandle> {
|
||||
if self.vertex_buffer.capacity >= (self.draw_end + capacity) as usize {
|
||||
self.draw_end += capacity;
|
||||
Some(self.vertex_buffer.clone())
|
||||
} else {
|
||||
true
|
||||
}
|
||||
}
|
||||
None => true,
|
||||
};
|
||||
if new_pass {
|
||||
passes.push(Pass {
|
||||
color: None,
|
||||
commands: vec![],
|
||||
target: last_view.clone(),
|
||||
})
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
GraphicsCommand::WriteToScreen => {
|
||||
if !Rc::ptr_eq(&last_view, &screen_view) {
|
||||
// If I have a pass already I need a new one.
|
||||
last_view = screen_view.clone();
|
||||
if !passes.is_empty() {
|
||||
passes.push(Pass {
|
||||
color: None,
|
||||
commands: vec![],
|
||||
target: last_view.clone(),
|
||||
})
|
||||
}
|
||||
}
|
||||
// pub fn draw<'a>(&'a self, pass: &'a mut wgpu::RenderPass, state: &'a State) {
|
||||
// if self.draw_start == self.draw_end {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// let texture_id = match self.texture_id {
|
||||
// Some(id) => id,
|
||||
// None => return,
|
||||
// };
|
||||
|
||||
// let bind_group = state.sprite_textures.get(&texture_id).unwrap();
|
||||
// pass.set_bind_group(0, bind_group, &[]);
|
||||
|
||||
// let vb = self.vertex_buffer.borrow();
|
||||
// pass.set_bind_group(1, &state.screen_uniform_bind_group, &[]);
|
||||
// pass.set_vertex_buffer(0, vb.buffer.slice(..));
|
||||
// pass.draw(self.draw_start..self.draw_end, 0..1);
|
||||
// }
|
||||
}
|
||||
|
||||
GraphicsCommand::EndFrame => (),
|
||||
other => match passes.last_mut() {
|
||||
Some(pass) => pass.commands.push(other),
|
||||
None => passes.push(Pass {
|
||||
color: None,
|
||||
commands: vec![other],
|
||||
target: last_view.clone(),
|
||||
}),
|
||||
},
|
||||
}
|
||||
struct FrameBuilder<'a> {
|
||||
state: &'a mut State,
|
||||
screen_view: Rc<wgpu::TextureView>,
|
||||
last_view: Rc<wgpu::TextureView>,
|
||||
encoder: wgpu::CommandEncoder,
|
||||
output: wgpu::SurfaceTexture,
|
||||
|
||||
target: Rc<wgpu::TextureView>,
|
||||
color: Option<[f64; 4]>,
|
||||
draw_calls: Vec<DrawCall>,
|
||||
}
|
||||
|
||||
let mut vertices = Vec::new();
|
||||
for pass in passes {
|
||||
// TODO: It would be great if we could use multiple passes in a
|
||||
// single encoder but right now because of the dyanmic
|
||||
// nature of vertices we can't, I think? Because
|
||||
// queue.write_buffer doesn't actually happen until we call
|
||||
// submit...
|
||||
let mut encoder = self
|
||||
impl<'a> FrameBuilder<'a> {
|
||||
fn new(state: &'a mut State) -> Result<Self, wgpu::SurfaceError> {
|
||||
let encoder = state
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
let output = state.surface.get_current_texture()?;
|
||||
|
||||
let screen_view = Rc::new(
|
||||
output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
);
|
||||
let last_view = screen_view.clone();
|
||||
|
||||
Ok(FrameBuilder {
|
||||
state,
|
||||
screen_view,
|
||||
last_view: last_view.clone(),
|
||||
encoder,
|
||||
output,
|
||||
|
||||
target: last_view,
|
||||
color: None,
|
||||
draw_calls: Vec::new(),
|
||||
})
|
||||
}
|
||||
|
||||
fn complete(builder: FrameBuilder<'a>) {
|
||||
let mut builder = builder;
|
||||
builder.flush();
|
||||
|
||||
// At this point the state needs to copy the vertex buffers we know about.
|
||||
builder.state.copy_vertex_buffers();
|
||||
|
||||
// Submit will accept anything that implements IntoIter
|
||||
builder
|
||||
.state
|
||||
.queue
|
||||
.submit(std::iter::once(builder.encoder.finish()));
|
||||
|
||||
builder.output.present();
|
||||
}
|
||||
|
||||
fn handle_command(&mut self, command: GraphicsCommand) {
|
||||
match command {
|
||||
// ================================================================
|
||||
// Pass commands
|
||||
// ================================================================
|
||||
// NOTE: You would expect a "change target" command to be
|
||||
// followed nearly immediately by a clear command and we
|
||||
// wind up starting an extra pass in that case which sucks.
|
||||
GraphicsCommand::Clear(cc) => self.start_pass(Some(cc.color), self.last_view.clone()),
|
||||
GraphicsCommand::WriteToTexture(id) => {
|
||||
let texture = self.state.write_textures.get(&id).unwrap();
|
||||
self.last_view = Rc::new(
|
||||
texture
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
);
|
||||
self.start_pass(None, self.last_view.clone());
|
||||
}
|
||||
GraphicsCommand::WriteToScreen => {
|
||||
if !Rc::ptr_eq(&self.last_view, &self.screen_view) {
|
||||
self.last_view = self.screen_view.clone();
|
||||
self.start_pass(None, self.last_view.clone());
|
||||
}
|
||||
}
|
||||
GraphicsCommand::Print(pc) => println!("{}", pc.text),
|
||||
GraphicsCommand::Sprite(sc) => self.push_sprite(sc),
|
||||
GraphicsCommand::UseTexture(id) => self.use_texture(id),
|
||||
GraphicsCommand::EndFrame => self.flush(),
|
||||
|
||||
// ================================================================
|
||||
// Resource commands
|
||||
// ================================================================
|
||||
GraphicsCommand::CreateTexture(ct) => {
|
||||
self.state.create_texture(ct.id, ct.image, ct.label)
|
||||
}
|
||||
GraphicsCommand::CreateWritableTexture {
|
||||
id,
|
||||
width,
|
||||
height,
|
||||
label,
|
||||
} => self
|
||||
.state
|
||||
.create_writeable_texture(id, width, height, label),
|
||||
}
|
||||
}
|
||||
|
||||
fn start_pass(&mut self, color: Option<[f64; 4]>, target: Rc<wgpu::TextureView>) {
|
||||
self.flush();
|
||||
self.color = color;
|
||||
self.target = target;
|
||||
}
|
||||
|
||||
fn use_texture(&mut self, texture_id: u32) {
|
||||
match self.draw_calls.last_mut() {
|
||||
Some(call) => match call.texture_id {
|
||||
Some(id) => {
|
||||
if id == texture_id {
|
||||
return;
|
||||
} else if call.empty() {
|
||||
call.texture_id = Some(texture_id);
|
||||
} else {
|
||||
let next = call.switch_textures(texture_id);
|
||||
self.draw_calls.push(next);
|
||||
return;
|
||||
}
|
||||
}
|
||||
None => {
|
||||
call.texture_id = Some(texture_id);
|
||||
}
|
||||
},
|
||||
None => {
|
||||
let mut call = DrawCall::new(self.state.new_vertex_buffer(), 0);
|
||||
call.texture_id = Some(texture_id);
|
||||
self.draw_calls.push(call);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn get_vertex_buffer(&mut self, required_capacity: u32) -> &mut VertexBuffer {
|
||||
match self.draw_calls.last_mut() {
|
||||
Some(call) => match call.allocate_capacity(required_capacity) {
|
||||
Some(vb) => return self.state.get_vertex_buffer_mut(&vb),
|
||||
None => {}
|
||||
},
|
||||
None => {}
|
||||
};
|
||||
|
||||
let mut call = DrawCall::new(self.state.new_vertex_buffer(), 0);
|
||||
let vb = call.allocate_capacity(required_capacity).unwrap();
|
||||
self.draw_calls.push(call);
|
||||
self.state.get_vertex_buffer_mut(&vb)
|
||||
}
|
||||
|
||||
fn push_sprite(&mut self, sc: script::graphics::SpriteCommand) {
|
||||
let vertex_buffer = self.get_vertex_buffer(6);
|
||||
|
||||
vertex_buffer.vec.push(Vertex {
|
||||
position: [sc.x, sc.y, 0.0],
|
||||
tex_coords: [sc.u, sc.v],
|
||||
});
|
||||
vertex_buffer.vec.push(Vertex {
|
||||
position: [sc.x, sc.y + sc.h, 0.0],
|
||||
tex_coords: [sc.u, sc.v + sc.sh],
|
||||
});
|
||||
vertex_buffer.vec.push(Vertex {
|
||||
position: [sc.x + sc.w, sc.y, 0.0],
|
||||
tex_coords: [sc.u + sc.sw, sc.v],
|
||||
});
|
||||
|
||||
vertex_buffer.vec.push(Vertex {
|
||||
position: [sc.x, sc.y + sc.h, 0.0],
|
||||
tex_coords: [sc.u, sc.v + sc.sh],
|
||||
});
|
||||
vertex_buffer.vec.push(Vertex {
|
||||
position: [sc.x + sc.w, sc.y + sc.h, 0.0],
|
||||
tex_coords: [sc.u + sc.sw, sc.v + sc.sh],
|
||||
});
|
||||
vertex_buffer.vec.push(Vertex {
|
||||
position: [sc.x + sc.w, sc.y, 0.0],
|
||||
tex_coords: [sc.u + sc.sw, sc.v],
|
||||
});
|
||||
}
|
||||
|
||||
fn flush(&mut self) {
|
||||
let first_call = match self.draw_calls.last() {
|
||||
Some(call) => call.new_at_buffer_tail(),
|
||||
None => DrawCall::new(self.state.new_vertex_buffer(), 0),
|
||||
};
|
||||
|
||||
if self.draw_calls.len() > 0 {
|
||||
let mut pass = self.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &pass.target,
|
||||
view: &self.target,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: if let Some([r, g, b, a]) = pass.color {
|
||||
load: if let Some([r, g, b, a]) = self.color {
|
||||
wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r, //0.1,
|
||||
g, //0.2,
|
||||
|
|
@ -499,77 +741,32 @@ impl State {
|
|||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
let mut texture_id = None;
|
||||
vertices.clear();
|
||||
for command in pass.commands {
|
||||
match command {
|
||||
GraphicsCommand::Print(pc) => {
|
||||
println!("{}", pc.text);
|
||||
}
|
||||
GraphicsCommand::Sprite(sc) => {
|
||||
vertices.push(Vertex {
|
||||
position: [sc.x, sc.y, 0.0],
|
||||
tex_coords: [sc.u, sc.v],
|
||||
});
|
||||
vertices.push(Vertex {
|
||||
position: [sc.x, sc.y + sc.h, 0.0],
|
||||
tex_coords: [sc.u, sc.v + sc.sh],
|
||||
});
|
||||
vertices.push(Vertex {
|
||||
position: [sc.x + sc.w, sc.y, 0.0],
|
||||
tex_coords: [sc.u + sc.sw, sc.v],
|
||||
});
|
||||
|
||||
vertices.push(Vertex {
|
||||
position: [sc.x, sc.y + sc.h, 0.0],
|
||||
tex_coords: [sc.u, sc.v + sc.sh],
|
||||
});
|
||||
vertices.push(Vertex {
|
||||
position: [sc.x + sc.w, sc.y + sc.h, 0.0],
|
||||
tex_coords: [sc.u + sc.sw, sc.v + sc.sh],
|
||||
});
|
||||
vertices.push(Vertex {
|
||||
position: [sc.x + sc.w, sc.y, 0.0],
|
||||
tex_coords: [sc.u + sc.sw, sc.v],
|
||||
});
|
||||
pass.set_pipeline(&self.state.render_pipeline);
|
||||
for call in &self.draw_calls {
|
||||
if call.draw_start == call.draw_end {
|
||||
continue;
|
||||
}
|
||||
|
||||
GraphicsCommand::UseTexture(id) => texture_id = Some(id),
|
||||
let texture_id = match call.texture_id {
|
||||
Some(id) => id,
|
||||
None => return,
|
||||
};
|
||||
|
||||
GraphicsCommand::CreateTexture(_) => (), // Already handled
|
||||
GraphicsCommand::CreateWritableTexture { .. } => (), // Already handled
|
||||
GraphicsCommand::WriteToTexture(_) => (), // Already handled
|
||||
GraphicsCommand::WriteToScreen => (), // Already handled
|
||||
GraphicsCommand::Clear(_) => (), // Already handled
|
||||
GraphicsCommand::EndFrame => (), // Should never appear
|
||||
let bind_group = self.state.sprite_textures.get(&texture_id).unwrap();
|
||||
pass.set_bind_group(0, bind_group, &[]);
|
||||
|
||||
let vb = self.state.get_vertex_buffer(&call.vertex_buffer);
|
||||
pass.set_bind_group(1, &self.state.screen_uniform_bind_group, &[]);
|
||||
pass.set_vertex_buffer(0, vb.buffer.slice(..));
|
||||
pass.draw(call.draw_start..call.draw_end, 0..1);
|
||||
|
||||
// call.draw(&mut pass, &self.state);
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(id) = texture_id {
|
||||
assert!(vertices.len() < self.max_vertices); // !
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&vertices),
|
||||
);
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
|
||||
let bind_group = self.sprite_textures.get(&id).unwrap();
|
||||
render_pass.set_bind_group(0, bind_group, &[]);
|
||||
|
||||
render_pass.set_bind_group(1, &self.screen_uniform_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.draw(0..(vertices.len() as u32), 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
// Submit will accept anything that implements IntoIter
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
self.color = None;
|
||||
self.draw_calls.clear();
|
||||
self.draw_calls.push(first_call);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -670,11 +867,12 @@ pub async fn run() {
|
|||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
let event_loop_proxy = event_loop.create_proxy();
|
||||
|
||||
let state = State::new(window).await;
|
||||
let hardware = WindowAndDevice::new(window).await;
|
||||
let (sender, reciever) = std::sync::mpsc::channel();
|
||||
|
||||
std::thread::spawn(move || {
|
||||
set_thread_name!("game thread");
|
||||
let state = State::new(hardware);
|
||||
main_thread(event_loop_proxy, state, reciever);
|
||||
});
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue