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4 commits
3f8e50cfc9
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020bb8f124
| Author | SHA1 | Date | |
|---|---|---|---|
| 020bb8f124 | |||
| 26a3939012 | |||
| 0296db3106 | |||
| 6712a7fccb |
7 changed files with 473 additions and 130 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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110
src/circle_shader.wgsl
Normal file
110
src/circle_shader.wgsl
Normal file
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@ -0,0 +1,110 @@
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// ----------------------------------------------------------------------------
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// Vertex shader
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// ----------------------------------------------------------------------------
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struct VertexInput {
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@location(0) position : vec3<f32>,
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@location(1) tex_coords : vec2<f32>,
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};
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struct InstanceInput {
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@location(5) center: vec2<f32>,
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@location(6) radius: f32,
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@location(7) stroke_width: f32,
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@location(8) stroke_color: vec4<f32>,
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@location(9) fill_color: vec4<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position : vec4<f32>,
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@location(0) tex_coords : vec2<f32>,
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@location(1) inner_r2: f32,
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@location(2) stroke_color: vec4<f32>,
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@location(3) fill_color: vec4<f32>,
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};
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@vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput {
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var out : VertexOutput;
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out.stroke_color = instance.stroke_color;
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out.fill_color = instance.fill_color;
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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 = (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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//
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// The radius of the inner circle goes from 0 (no inner circle) to 1 (no
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// stroke), because the radius of the outer circle is implicitly 1 (the
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// circle in the square we're rendering.
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//
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// (Honestly I don't even need to do this per-vertex, this is per-instance,
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// I can pre-calculate this if I need this to be faster somehow.)
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let delta = instance.radius - instance.stroke_width; //, 0, instance.radius);
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let inner_radius = delta / instance.radius;
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out.inner_r2 = inner_radius * inner_radius;
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let radius = vec2f(instance.radius, instance.radius);
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let in_pos = instance.center + mix(-radius, radius, vec2f(vertex.position.x, vertex.position.y));
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let position = adjust_for_resolution(in_pos);
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out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
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return out;
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}
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// ----------------------------------------------------------------------------
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// Fragment shader
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// ----------------------------------------------------------------------------
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@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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let tc2 = in.tex_coords * in.tex_coords;
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if (tc2.x + tc2.y <= in.inner_r2) {
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return in.fill_color;
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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, 0.0);
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}
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}
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// ----------------------------------------------------------------------------
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// Resolution Handling
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// ----------------------------------------------------------------------------
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struct ScreenUniform {
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resolution : vec2f,
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};
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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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fn adjust_for_resolution(in_pos: vec2<f32>) -> vec2<f32> {
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// Adjust in_pos for the "resolution" of the screen.
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let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
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// the actual resolution of the screen.
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let screen_ar = screen.resolution.x / screen.resolution.y;
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// Compute the difference in resolution ... correctly?
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//
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// nudge is the amount to add to the logical resolution so that the pixels
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// stay the same size but we respect the aspect ratio of the screen. (So
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// there's more of them in either the x or y direction.)
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var nudge = vec2f(0.0);
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if (screen_ar > RES_AR) {
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nudge.x = (RES.y * screen_ar) - RES.x;
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} else {
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nudge.y = (RES.x / screen_ar) - RES.y;
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}
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var new_logical_resolution = RES + nudge;
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// Now we can convert the incoming position to clip space, in the new screen.
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let centered = in_pos + (nudge / 2.0);
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var position = (2.0 * centered / new_logical_resolution) - 1.0;
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position.y = -position.y;
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return position;
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}
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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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360
src/lib.rs
360
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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@ -85,6 +85,60 @@ impl SpriteInstance {
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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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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stroke_color: [f32; 4],
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fill_color: [f32; 4],
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}
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impl CircleInstance {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<SpriteInstance>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32,
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},
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wgpu::VertexAttribute {
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offset: (std::mem::size_of::<[f32; 2]>() + std::mem::size_of::<f32>())
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as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32,
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},
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wgpu::VertexAttribute {
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offset: (std::mem::size_of::<[f32; 2]>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>())
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as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: (std::mem::size_of::<[f32; 2]>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<[f32; 4]>())
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as wgpu::BufferAddress,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct ScreenUniforms {
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@ -201,6 +255,65 @@ const SPRITE_VERTICES: &[Vertex] = &[
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},
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];
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struct VertexBufferPool<T> {
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buffers: Vec<VertexBuffer<T>>,
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next_free_buffer: usize,
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}
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impl<T: bytemuck::Pod> VertexBufferPool<T> {
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fn new() -> Self {
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VertexBufferPool {
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buffers: Vec::new(),
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next_free_buffer: 0,
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}
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}
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fn clear(&mut self) {
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self.next_free_buffer = 0;
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}
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fn new_buffer(&mut self, device: &wgpu::Device) -> VertexBufferHandle {
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if self.next_free_buffer >= self.buffers.len() {
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let max_sprites: usize = 4096;
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Vertex Buffer"),
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size: (max_sprites * std::mem::size_of::<T>()).try_into().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.buffers.push(VertexBuffer {
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buffer,
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capacity: max_sprites,
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vec: Vec::with_capacity(max_sprites),
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});
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}
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let index = self.next_free_buffer;
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self.next_free_buffer += 1;
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let vb = &mut self.buffers[index];
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vb.vec.clear();
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VertexBufferHandle {
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index,
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capacity: vb.capacity,
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}
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}
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fn get(&self, handle: &VertexBufferHandle) -> &VertexBuffer<T> {
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&self.buffers[handle.index]
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}
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fn get_mut(&mut self, handle: &VertexBufferHandle) -> &mut VertexBuffer<T> {
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&mut self.buffers[handle.index]
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}
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fn copy_instance_buffers(&mut self, queue: &wgpu::Queue) {
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for i in 0..self.next_free_buffer {
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let vb = &self.buffers[i];
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queue.write_buffer(&vb.buffer, 0, bytemuck::cast_slice(&vb.vec));
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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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@ -208,15 +321,18 @@ struct State {
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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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sprite_vertex_buffer: wgpu::Buffer,
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sprite_instance_buffers: Vec<VertexBuffer<SpriteInstance>>,
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next_free_sprite_instance_buffer: usize,
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sprite_pipeline: wgpu::RenderPipeline,
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sprite_instance_buffers: VertexBufferPool<SpriteInstance>,
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sprite_bind_group_layout: wgpu::BindGroupLayout,
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sprite_textures: HashMap<u32, wgpu::BindGroup>,
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circle_pipeline: wgpu::RenderPipeline,
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circle_instance_buffers: VertexBufferPool<CircleInstance>,
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write_textures: HashMap<u32, texture::Texture>,
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screen_uniform: ScreenUniforms,
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@ -324,7 +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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@ -366,6 +482,56 @@ impl State {
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multiview: None,
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});
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let circle_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Circle Shader"),
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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(&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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buffers: &[Vertex::desc(), CircleInstance::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &circle_shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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let sprite_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Sprite Vertex Buffer"),
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contents: bytemuck::cast_slice(SPRITE_VERTICES),
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|
|
@ -379,14 +545,17 @@ impl State {
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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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sprite_pipeline,
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|
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sprite_vertex_buffer,
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sprite_instance_buffers: Vec::new(),
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next_free_sprite_instance_buffer: 0,
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sprite_instance_buffers: VertexBufferPool::new(),
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sprite_bind_group_layout,
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sprite_textures: HashMap::new(),
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circle_pipeline,
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circle_instance_buffers: VertexBufferPool::new(),
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|
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write_textures: HashMap::new(),
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screen_uniform,
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screen_uniform_buffer,
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|
|
@ -422,8 +591,9 @@ 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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// Reset vertex buffers.
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self.next_free_sprite_instance_buffer = 0;
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// Reset instance buffers.
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self.sprite_instance_buffers.clear();
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self.circle_instance_buffers.clear();
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let mut builder = FrameBuilder::new(self)?;
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for command in commands {
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|
|
@ -503,59 +673,23 @@ impl State {
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self.write_textures.insert(id, texture);
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}
|
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fn new_vertex_buffer(&mut self) -> VertexBufferHandle {
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if self.next_free_sprite_instance_buffer >= self.sprite_instance_buffers.len() {
|
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let max_sprites: usize = 4096;
|
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let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Sprite Instance Buffer"),
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size: (max_sprites * std::mem::size_of::<SpriteInstance>())
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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.sprite_instance_buffers.push(VertexBuffer {
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buffer,
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capacity: max_sprites,
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vec: Vec::with_capacity(max_sprites),
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});
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}
|
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|
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let index = self.next_free_sprite_instance_buffer;
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self.next_free_sprite_instance_buffer += 1;
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let vb = &mut self.sprite_instance_buffers[index];
|
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vb.vec.clear();
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VertexBufferHandle {
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index,
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capacity: vb.capacity,
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||||
}
|
||||
}
|
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|
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fn get_sprite_instance_buffer(
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&self,
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handle: &VertexBufferHandle,
|
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) -> &VertexBuffer<SpriteInstance> {
|
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&self.sprite_instance_buffers[handle.index]
|
||||
}
|
||||
|
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fn get_sprite_instance_buffer_mut(
|
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&mut self,
|
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handle: &VertexBufferHandle,
|
||||
) -> &mut VertexBuffer<SpriteInstance> {
|
||||
&mut self.sprite_instance_buffers[handle.index]
|
||||
}
|
||||
|
||||
fn copy_instance_buffers(&mut self) {
|
||||
for i in 0..self.next_free_sprite_instance_buffer {
|
||||
let vb = &self.sprite_instance_buffers[i];
|
||||
self.queue
|
||||
.write_buffer(&vb.buffer, 0, bytemuck::cast_slice(&vb.vec));
|
||||
}
|
||||
self.sprite_instance_buffers
|
||||
.copy_instance_buffers(&self.queue);
|
||||
self.circle_instance_buffers
|
||||
.copy_instance_buffers(&self.queue);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, Eq, PartialEq)]
|
||||
enum DrawMode {
|
||||
Sprites,
|
||||
Circles,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct DrawCall {
|
||||
mode: DrawMode,
|
||||
texture_id: Option<u32>,
|
||||
vertex_buffer: VertexBufferHandle,
|
||||
draw_start: u32,
|
||||
|
|
@ -563,8 +697,9 @@ struct DrawCall {
|
|||
}
|
||||
|
||||
impl DrawCall {
|
||||
pub fn new(vertex_buffer: VertexBufferHandle, draw_start: u32) -> Self {
|
||||
pub fn new(mode: DrawMode, vertex_buffer: VertexBufferHandle, draw_start: u32) -> Self {
|
||||
DrawCall {
|
||||
mode,
|
||||
texture_id: None,
|
||||
vertex_buffer,
|
||||
draw_start,
|
||||
|
|
@ -573,7 +708,7 @@ impl DrawCall {
|
|||
}
|
||||
|
||||
pub fn new_at_buffer_tail(&self) -> Self {
|
||||
DrawCall::new(self.vertex_buffer.clone(), self.draw_end)
|
||||
DrawCall::new(self.mode, self.vertex_buffer.clone(), self.draw_end)
|
||||
}
|
||||
|
||||
pub fn switch_textures(&self, id: u32) -> DrawCall {
|
||||
|
|
@ -598,18 +733,32 @@ impl DrawCall {
|
|||
|
||||
pub fn draw<'a>(&self, state: &'a State, pass: &mut wgpu::RenderPass<'a>) {
|
||||
if self.draw_end > self.draw_start {
|
||||
let texture_id = match self.texture_id {
|
||||
Some(id) => id,
|
||||
None => return,
|
||||
let vb = match self.mode {
|
||||
DrawMode::Sprites => {
|
||||
match self.texture_id {
|
||||
Some(id) => {
|
||||
let bind_group = state.sprite_textures.get(&id).unwrap();
|
||||
pass.set_bind_group(1, bind_group, &[]);
|
||||
}
|
||||
None => (),
|
||||
};
|
||||
|
||||
&state
|
||||
.sprite_instance_buffers
|
||||
.get(&self.vertex_buffer)
|
||||
.buffer
|
||||
}
|
||||
|
||||
DrawMode::Circles => {
|
||||
&state
|
||||
.circle_instance_buffers
|
||||
.get(&self.vertex_buffer)
|
||||
.buffer
|
||||
}
|
||||
};
|
||||
|
||||
let bind_group = state.sprite_textures.get(&texture_id).unwrap();
|
||||
pass.set_bind_group(0, bind_group, &[]);
|
||||
|
||||
let vb = state.get_sprite_instance_buffer(&self.vertex_buffer);
|
||||
pass.set_bind_group(1, &state.screen_uniform_bind_group, &[]);
|
||||
pass.set_bind_group(0, &state.screen_uniform_bind_group, &[]);
|
||||
pass.set_vertex_buffer(0, state.sprite_vertex_buffer.slice(..));
|
||||
pass.set_vertex_buffer(1, vb.buffer.slice(..));
|
||||
pass.set_vertex_buffer(1, vb.slice(..));
|
||||
|
||||
pass.draw(
|
||||
0..SPRITE_VERTICES.len() as u32,
|
||||
|
|
@ -626,6 +775,7 @@ struct FrameBuilder<'a> {
|
|||
encoder: wgpu::CommandEncoder,
|
||||
output: wgpu::SurfaceTexture,
|
||||
|
||||
mode: DrawMode,
|
||||
target: Rc<wgpu::TextureView>,
|
||||
color: Option<[f64; 4]>,
|
||||
draw_calls: Vec<DrawCall>,
|
||||
|
|
@ -655,6 +805,7 @@ impl<'a> FrameBuilder<'a> {
|
|||
encoder,
|
||||
output,
|
||||
|
||||
mode: DrawMode::Sprites,
|
||||
target: last_view,
|
||||
color: None,
|
||||
draw_calls: Vec::new(),
|
||||
|
|
@ -702,7 +853,8 @@ impl<'a> FrameBuilder<'a> {
|
|||
}
|
||||
}
|
||||
GraphicsCommand::Print(pc) => println!("{}", pc.text),
|
||||
GraphicsCommand::Sprite(sc) => self.push_sprite(sc),
|
||||
GraphicsCommand::Sprite(si) => self.push_sprite(si),
|
||||
GraphicsCommand::Circle(ci) => self.push_circle(ci),
|
||||
GraphicsCommand::UseTexture(id) => self.use_texture(id),
|
||||
GraphicsCommand::EndFrame => self.flush(),
|
||||
|
||||
|
|
@ -729,6 +881,19 @@ impl<'a> FrameBuilder<'a> {
|
|||
self.target = target;
|
||||
}
|
||||
|
||||
fn new_instance_buffer(&mut self) -> VertexBufferHandle {
|
||||
match self.mode {
|
||||
DrawMode::Sprites => self
|
||||
.state
|
||||
.sprite_instance_buffers
|
||||
.new_buffer(&self.state.device),
|
||||
DrawMode::Circles => self
|
||||
.state
|
||||
.circle_instance_buffers
|
||||
.new_buffer(&self.state.device),
|
||||
}
|
||||
}
|
||||
|
||||
fn use_texture(&mut self, texture_id: u32) {
|
||||
match self.draw_calls.last_mut() {
|
||||
Some(call) => match call.texture_id {
|
||||
|
|
@ -748,42 +913,67 @@ impl<'a> FrameBuilder<'a> {
|
|||
}
|
||||
},
|
||||
None => {
|
||||
let mut call = DrawCall::new(self.state.new_vertex_buffer(), 0);
|
||||
let mut call = DrawCall::new(self.mode, self.new_instance_buffer(), 0);
|
||||
call.texture_id = Some(texture_id);
|
||||
self.draw_calls.push(call);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn switch_mode(&mut self, mode: DrawMode) {
|
||||
if self.mode != mode {
|
||||
self.flush();
|
||||
self.draw_calls.clear();
|
||||
self.mode = mode;
|
||||
}
|
||||
}
|
||||
|
||||
fn get_sprite_instance_buffer(&mut self) -> &mut VertexBuffer<SpriteInstance> {
|
||||
self.switch_mode(DrawMode::Sprites);
|
||||
match self.draw_calls.last_mut() {
|
||||
Some(call) => match call.allocate_capacity(1) {
|
||||
Some(vb) => return self.state.get_sprite_instance_buffer_mut(&vb),
|
||||
Some(vb) => return self.state.sprite_instance_buffers.get_mut(&vb),
|
||||
None => {}
|
||||
},
|
||||
None => {}
|
||||
};
|
||||
|
||||
let mut call = DrawCall::new(self.state.new_vertex_buffer(), 0);
|
||||
let mut call = DrawCall::new(self.mode, self.new_instance_buffer(), 0);
|
||||
let vb = call.allocate_capacity(1).unwrap();
|
||||
self.draw_calls.push(call);
|
||||
self.state.get_sprite_instance_buffer_mut(&vb)
|
||||
self.state.sprite_instance_buffers.get_mut(&vb)
|
||||
}
|
||||
|
||||
fn push_sprite(&mut self, sc: script::graphics::SpriteCommand) {
|
||||
fn push_sprite(&mut self, si: SpriteInstance) {
|
||||
let vertex_buffer = self.get_sprite_instance_buffer();
|
||||
vertex_buffer.vec.push(SpriteInstance {
|
||||
src_top_left: [sc.u, sc.v],
|
||||
src_dims: [sc.sw, sc.sh],
|
||||
dest_top_left: [sc.x, sc.y],
|
||||
dest_dims: [sc.w, sc.h],
|
||||
});
|
||||
vertex_buffer.vec.push(si);
|
||||
}
|
||||
|
||||
fn get_circle_instance_buffer(&mut self) -> &mut VertexBuffer<CircleInstance> {
|
||||
self.switch_mode(DrawMode::Circles);
|
||||
match self.draw_calls.last_mut() {
|
||||
Some(call) => match call.allocate_capacity(1) {
|
||||
Some(vb) => return self.state.circle_instance_buffers.get_mut(&vb),
|
||||
None => {}
|
||||
},
|
||||
None => {}
|
||||
};
|
||||
|
||||
let mut call = DrawCall::new(self.mode, self.new_instance_buffer(), 0);
|
||||
let vb = call.allocate_capacity(1).unwrap();
|
||||
self.draw_calls.push(call);
|
||||
self.state.circle_instance_buffers.get_mut(&vb)
|
||||
}
|
||||
|
||||
fn push_circle(&mut self, ci: CircleInstance) {
|
||||
let vertex_buffer = self.get_circle_instance_buffer();
|
||||
vertex_buffer.vec.push(ci);
|
||||
}
|
||||
|
||||
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),
|
||||
None => DrawCall::new(self.mode, self.new_instance_buffer(), 0),
|
||||
};
|
||||
|
||||
if self.draw_calls.len() > 0 {
|
||||
|
|
@ -809,7 +999,11 @@ impl<'a> FrameBuilder<'a> {
|
|||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
pass.set_pipeline(&self.state.render_pipeline);
|
||||
match self.mode {
|
||||
DrawMode::Sprites => pass.set_pipeline(&self.state.sprite_pipeline),
|
||||
DrawMode::Circles => pass.set_pipeline(&self.state.circle_pipeline),
|
||||
}
|
||||
|
||||
for call in &self.draw_calls {
|
||||
call.draw(&self.state, &mut pass);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,18 +15,6 @@ pub struct ClearCommand {
|
|||
pub color: [f64; 4],
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct SpriteCommand {
|
||||
pub x: f32,
|
||||
pub y: f32,
|
||||
pub w: f32,
|
||||
pub h: f32,
|
||||
pub u: f32,
|
||||
pub v: f32,
|
||||
pub sw: f32,
|
||||
pub sh: f32,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct CreateTextureCommand {
|
||||
pub id: u32,
|
||||
|
|
@ -38,7 +26,8 @@ pub struct CreateTextureCommand {
|
|||
pub enum GraphicsCommand {
|
||||
Clear(ClearCommand),
|
||||
Print(PrintCommand),
|
||||
Sprite(SpriteCommand),
|
||||
Circle(crate::CircleInstance),
|
||||
Sprite(crate::SpriteInstance),
|
||||
CreateTexture(CreateTextureCommand),
|
||||
CreateWritableTexture {
|
||||
id: u32,
|
||||
|
|
@ -78,16 +67,26 @@ impl GraphicsImpl {
|
|||
}
|
||||
|
||||
fn spr(&self, x: f32, y: f32, w: f32, h: f32, u: f32, v: f32, sw: f32, sh: f32) {
|
||||
let _ = self.sender.send(GraphicsCommand::Sprite(SpriteCommand {
|
||||
x,
|
||||
y,
|
||||
w,
|
||||
h,
|
||||
u,
|
||||
v,
|
||||
sw,
|
||||
sh,
|
||||
}));
|
||||
let _ = self
|
||||
.sender
|
||||
.send(GraphicsCommand::Sprite(crate::SpriteInstance {
|
||||
src_top_left: [u, v],
|
||||
src_dims: [sw, sh],
|
||||
dest_top_left: [x, y],
|
||||
dest_dims: [w, h],
|
||||
}));
|
||||
}
|
||||
|
||||
fn circle(&self, x: f32, y: f32, r: f32, s: f32) {
|
||||
let _ = self
|
||||
.sender
|
||||
.send(GraphicsCommand::Circle(crate::CircleInstance {
|
||||
center: [x, y],
|
||||
radius: r,
|
||||
stroke_width: s,
|
||||
stroke_color: [1.0, 0.0, 0.0, 1.0],
|
||||
fill_color: [1.0, 1.0, 1.0, 1.0],
|
||||
}));
|
||||
}
|
||||
|
||||
fn create_texture(
|
||||
|
|
@ -183,6 +182,15 @@ impl GraphicsAPI {
|
|||
)?,
|
||||
)?;
|
||||
}
|
||||
{
|
||||
let gfx = gfx.clone();
|
||||
builder.export(
|
||||
"circle",
|
||||
ctx.new_fn(move |_: &ContextRef, x: f32, y: f32, r: f32, s: f32| {
|
||||
gfx.circle(x, y, r, s)
|
||||
})?,
|
||||
)?;
|
||||
}
|
||||
{
|
||||
let gfx = gfx.clone();
|
||||
builder.export(
|
||||
|
|
|
|||
|
|
@ -1,10 +1,6 @@
|
|||
// ----------------------------------------------------------------------------
|
||||
// Vertex shader
|
||||
|
||||
struct ScreenUniform {
|
||||
resolution : vec2f,
|
||||
};
|
||||
@group(1) @binding(0) // 1.
|
||||
var<uniform> screen : ScreenUniform;
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position : vec3<f32>,
|
||||
|
|
@ -23,12 +19,44 @@ struct VertexOutput {
|
|||
@location(0) tex_coords : vec2<f32>,
|
||||
};
|
||||
|
||||
const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
|
||||
|
||||
@vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput {
|
||||
var out : VertexOutput;
|
||||
out.tex_coords = instance.src_top_left + (vertex.tex_coords * instance.src_dims);
|
||||
|
||||
let in_pos = instance.dest_top_left + (vec2f(vertex.position.x, vertex.position.y) * instance.dest_dims);
|
||||
|
||||
let position = adjust_for_resolution(in_pos);
|
||||
out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Fragment shader
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
@group(1) @binding(0) var t_diffuse : texture_2d<f32>;
|
||||
@group(1) @binding(1) var s_diffuse : sampler;
|
||||
|
||||
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
|
||||
let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
|
||||
return textureLoad(t_diffuse, tc, 0);
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Resolution Handling
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
struct ScreenUniform {
|
||||
resolution : vec2f,
|
||||
};
|
||||
@group(0) @binding(0) // 1.
|
||||
var<uniform> screen : ScreenUniform;
|
||||
|
||||
const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
|
||||
|
||||
fn adjust_for_resolution(in_pos: vec2<f32>) -> vec2<f32> {
|
||||
// Adjust in_pos for the "resolution" of the screen.
|
||||
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
|
||||
|
||||
// the actual resolution of the screen.
|
||||
|
|
@ -47,22 +75,10 @@ const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
|
|||
}
|
||||
var new_logical_resolution = RES + nudge;
|
||||
|
||||
// Now we can convert the incoming position to clip space, in the new screen.
|
||||
let in_pos = instance.dest_top_left + (vec2f(vertex.position.x, vertex.position.y) * instance.dest_dims);
|
||||
// Now we can convert the incoming position to clip space, in the new screen.
|
||||
let centered = in_pos + (nudge / 2.0);
|
||||
var position = (2.0 * centered / new_logical_resolution) - 1.0;
|
||||
position.y = -position.y;
|
||||
|
||||
out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader....
|
||||
|
||||
@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
|
||||
@group(0) @binding(1) var s_diffuse : sampler;
|
||||
|
||||
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
|
||||
let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y));
|
||||
return textureLoad(t_diffuse, tc, 0);
|
||||
|
||||
return position;
|
||||
}
|
||||
|
|
|
|||
2
types/graphics-core.d.ts
vendored
2
types/graphics-core.d.ts
vendored
|
|
@ -15,6 +15,8 @@ export function spr(
|
|||
sh: number
|
||||
);
|
||||
|
||||
export function circle(x: number, y: number, r: number, s: number);
|
||||
|
||||
export function create_texture(
|
||||
buffer: ArrayBuffer,
|
||||
label: string | undefined
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue