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|
pub mod camera;
mod render;
mod body_render;
mod fleet_render;
mod orbit_render;
use std::time::Duration;
use cgmath::InnerSpace;
use winit::event::ElementState;
use winit::keyboard::KeyCode;
use crate::fleet::FleetsManager;
use crate::solar_system::SolarSystem;
use crate::solar_system::SystemId;
use crate::texture::Texture;
use crate::timeman::Second;
use crate::timeman::TimeMan;
use crate::ui;
use crate::wgpuctx::RenderPassBuilder;
use crate::wgpuctx::SceneCtx;
use crate::wgpuctx::WgpuCtx;
use crate::wgpuctx::pipeline::RenderPipelineBuilder;
use render::*;
use body_render::*;
use fleet_render::*;
use orbit_render::*;
use camera::*;
pub struct TacticalMap
{
canvas_size: winit::dpi::PhysicalSize<u32>,
canvas_texture: Option<Texture>,
canvas_pipeline: wgpu::RenderPipeline,
canvas_buffer: wgpu::Buffer,
canvas_bindgroup: wgpu::BindGroup,
camera: Camera,
pmatrix: Projection,
camera_controller: CameraController,
system_for_render: Option<SystemId>,
body_renderer: BodyRenderer,
fleet_renderer: FleetRenderer,
grid_renderer: GridRenderer,
orbit_renderer: OrbitRenderer
}
impl TacticalMap
{
fn bindgroup_layout(device: &wgpu::Device)
-> wgpu::BindGroupLayout
{
device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None
},
count: None,
}
]
}
)
}
pub fn new(wgpuctx: &WgpuCtx)
-> Self {
let surface_size = winit::dpi::PhysicalSize::new(
wgpuctx.surface_config().width,
wgpuctx.surface_config().height
);
let canvas_shader = wgpuctx.create_shader(
wgpu::include_wgsl!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/assets/shaders/canvas.wgsl")
));
let canvas_texture_bindgroup_layout = Texture::bindgroup_layout(wgpuctx.device());
let canvas_position_bindgroup_layout = Self::bindgroup_layout(wgpuctx.device());
let canvas_pipeline = RenderPipelineBuilder::new(&canvas_shader)
.primitive_topology(wgpu::PrimitiveTopology::TriangleStrip)
.cull_mode(None)
.add_bindgroup(&canvas_texture_bindgroup_layout)
.add_bindgroup(&canvas_position_bindgroup_layout)
.build(Some("Tactical map canvas pipeline"), wgpuctx);
let canvas_buffer = wgpuctx.create_buffer(
&wgpu::BufferDescriptor {
label: None,
size: 4 * std::mem::size_of::<f32>() as u64,
usage: wgpu::BufferUsages::UNIFORM |
wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
}
);
let canvas_bindgroup = wgpuctx.device().create_bind_group(
&wgpu::BindGroupDescriptor {
label: None,
layout: &canvas_position_bindgroup_layout,
entries: &[ wgpu::BindGroupEntry {
binding: 0,
resource: canvas_buffer.as_entire_binding(),
}],
}
);
let camera = Camera::new(
wgpuctx,
cgmath::Vector3::new(0.0, 0.0, 1.0),
cgmath::Deg(0.0),
cgmath::Rad(0.0));
let projection = Projection::new(
surface_size.width,
surface_size.height,
cgmath::Deg(60.0),
(0.01, 1000.0));
Self {
canvas_size: winit::dpi::PhysicalSize::new(0, 0),
canvas_texture: None,
canvas_pipeline: canvas_pipeline,
canvas_buffer: canvas_buffer,
canvas_bindgroup: canvas_bindgroup,
camera: camera,
pmatrix: projection,
camera_controller: CameraController::new(),
system_for_render: None,
body_renderer: BodyRenderer::new(wgpuctx),
fleet_renderer: FleetRenderer::new(wgpuctx),
grid_renderer: GridRenderer::new(wgpuctx),
orbit_renderer: OrbitRenderer::new(wgpuctx),
}
}
pub fn resize(
&mut self,
width: u32,
height: u32)
{
let new_size = winit::dpi::PhysicalSize::new(width, height);
if self.canvas_size != new_size {
self.pmatrix.resize(width, height);
self.canvas_size = new_size;
self.canvas_texture = None;
}
}
pub fn update(
&mut self,
solar_system: &SolarSystem,
ui_state: &mut ui::State,
time: Second,
dt: Duration)
{
self.camera.set_target(ui_state.camera_target);
self.camera_controller.update(&mut self.camera, solar_system, ui_state, time, dt);
}
pub fn keyboard_input(
&mut self,
key_code: KeyCode,
key_state: ElementState)
{
self.camera_controller.keyboard_input(key_code, key_state);
}
pub fn prepare(
&mut self,
rect: egui::Rect,
wgpuctx: &WgpuCtx,
fleets_man: &FleetsManager,
solar_system: &SolarSystem,
timeman: &TimeMan,
) -> Result<(), ()>
{
//Prepare canvas
if self.canvas_texture.is_none() {
println!("Rebuilding canvas texture to {:?}", rect);
self.canvas_texture = Some(wgpuctx.new_texture(
wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: self.canvas_size.width,
height: self.canvas_size.height,
depth_or_array_layers: 1
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpuctx.surface_config().format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT |
wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &wgpuctx.surface_config().view_formats
}
));
}
self.camera.update_buffer(wgpuctx, &self.pmatrix);
if self.system_for_render.is_none()
|| self.system_for_render.unwrap() != solar_system.id() {
self.body_renderer.mark_to_rebuild();
self.orbit_renderer.mark_to_rebuild();
}
self.system_for_render = Some(solar_system.id());
//Update buffers for the current system and time.
self.body_renderer.rebuild(wgpuctx, solar_system);
self.orbit_renderer.rebuild(wgpuctx, solar_system);
match self.orbit_renderer.update(
wgpuctx,
fleets_man,
solar_system,
timeman.seconds()
){
Ok(()) => {},
Err(e) => println!("Tactical map orbit render update error: {}", e)
}
match self.body_renderer.update(
wgpuctx, solar_system, timeman.seconds())
{
Ok(()) => {},
Err(e) => println!("Tactical map body render update error: {}", e)
}
match self.fleet_renderer.update(
wgpuctx,
fleets_man,
solar_system,
timeman.seconds())
{
Ok(()) => {},
Err(e) => println!("Tactical map fleet render update error: {}", e)
}
let window_width = wgpuctx.surface_config().width as f32;
let window_height = wgpuctx.surface_config().height as f32;
wgpuctx.queue().write_buffer(&self.canvas_buffer, 0,
bytemuck::cast_slice(&[
rect.min.x / window_width,
rect.min.y / window_height,
rect.width() / window_width,
rect.height() / window_height
]));
let canvas_view = self.canvas_texture.as_ref().unwrap().view();
let mut canvas_scene = SceneCtx::from_view_default(wgpuctx, canvas_view, Some("Tactical map canvas scene"));
self.camera.stage_changes(canvas_scene.encoder_mut());
{
let mut pass = RenderPassBuilder::new(Some("Tactical map render pass"), canvas_view)
.clear_color(wgpu::Color { r: 0.0, g: 0.0, b: 0.1, a: 1.0 })
.build_from_scene(&mut canvas_scene);
self.grid_renderer.render( &mut pass, &self.camera);
self.orbit_renderer.render(&mut pass, &self.camera);
self.fleet_renderer.render(&mut pass, &self.camera);
self.body_renderer.render( &mut pass, &self.camera);
}
canvas_scene.submit(wgpuctx);
Ok(())
}
pub fn paint(
&self,
pass: &mut wgpu::RenderPass<'_>)
{
pass.set_pipeline(&self.canvas_pipeline);
self.canvas_texture.as_ref().unwrap().use_on_pass(pass, 0);
pass.set_bind_group(1, &self.canvas_bindgroup, &[]);
pass.draw(0..4, 0..1);
}
pub fn paint_labels(
&self,
solar_system: &SolarSystem,
time: Second,
screen_size: egui::Vec2,
ui: &mut egui::Ui)
{
let view_matrix = self.camera.view_matrix();
let proj_matrix = self.pmatrix.projection_matrix();
let pv_matrix = proj_matrix * view_matrix;
//Paint body labels
let bodies = solar_system.bodies();
bodies.iter().for_each(|body| {
let scaled_radius = (screen_size.y * body.radius() * self.camera.get_scale()).max(16.0);
let offset_pos = body.relative_position(time);
let origin_pos = match body.get_orbit() {
Some(orbit) => {
solar_system.body_position(&bodies[orbit.parent()], time)
},
None => cgmath::vec3(0.0, 0.0, 0.0)
};
let origin_local_pos = origin_pos - self.camera.get_combined_position();
let offset_pos_scaled = offset_pos * self.camera.get_scale() as f64;
let origin_pos_scaled = origin_local_pos * self.camera.get_scale() as f64;
let origin_clip_pos = pv_matrix * origin_pos_scaled.map(|v| { v as f32 }).extend(1.0);
let offset_clip_pos = pv_matrix * offset_pos_scaled.map(|v| { v as f32}).extend(0.0);
let clip_pos = origin_clip_pos + offset_clip_pos;
let ndc_pos = clip_pos.truncate() / clip_pos.w;
let offset_ndc = offset_clip_pos.truncate() / origin_clip_pos.w;
if offset_ndc.truncate().magnitude() < 0.1 {
if offset_pos != cgmath::vec3(0.0, 0.0, 0.0) {
return;
}
}
let screen_pos = egui::pos2(
((ndc_pos.x + 1.0) * 0.5) * screen_size.x,
(((-ndc_pos.y + 1.0) * 0.5) * screen_size.y) + (scaled_radius / clip_pos.w).max(16.0));
if clip_pos.z < 0.0 { return; }
ui.put(
egui::Rect::from_pos(screen_pos).expand(64.0),
egui::Label::new(
egui::RichText::new(body.name())
.color(egui::Color32::WHITE)
).selectable(false).sense(egui::Sense::empty()));
});
}
} // impl SystemViewport
|