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https://github.com/lisk77/comet.git
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feat: added simple_text
example
This commit is contained in:
parent
d4a1bde4dc
commit
05249f2a6d
6 changed files with 85 additions and 296 deletions
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@ -1,13 +1,13 @@
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use std::any::{type_name, Any};
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use std::sync::Arc;
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use comet_ecs::{Camera2D, Component, Entity, Render2D, Scene, Transform2D, Transform3D};
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use comet_ecs::{Camera2D, Color, Component, Entity, Render2D, Scene, Text, Transform2D, Transform3D};
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use winit::{
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event::*,
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event_loop::EventLoop,
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window::{Icon, Window},
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};
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use comet_colors::{Color, LinearRgba};
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use comet_colors::{Color as ColorTrait, LinearRgba};
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use comet_log::*;
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use winit::dpi::LogicalSize;
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use winit_input_helper::WinitInputHelper as InputManager;
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@ -66,7 +66,7 @@ impl App {
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self
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}
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pub fn with_clear_color(mut self, clear_color: impl Color) -> Self {
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pub fn with_clear_color(mut self, clear_color: impl ColorTrait) -> Self {
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self.clear_color = Some(clear_color.to_linear());
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self
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}
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@ -82,7 +82,8 @@ impl App {
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info!("Creating 2D app!");
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self.scene.register_component::<Transform2D>();
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self.scene.register_component::<Render2D>();
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self.scene.register_component::<Camera2D>()
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self.scene.register_component::<Camera2D>();
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self.scene.register_component::<Text>();
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},
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ApplicationType::App3D => {
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info!("Creating 3D app!");
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@ -15,4 +15,5 @@ cgmath = "0.18"
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wgpu = { version = "22.0", features = ["glsl", "wgsl", "naga-ir"]}
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winit = { version = "0.29", features = ["rwh_05"] }
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chrono = "0.4.40"
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pollster = "0.3"
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pollster = "0.3"
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image = "0.24"
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@ -3,7 +3,6 @@ use std::path::PathBuf;
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use std::sync::Arc;
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use std::time::Instant;
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use wgpu::BufferUsages;
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use wgpu::core::command::DrawKind::Draw;
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use wgpu::naga::ShaderStage;
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use wgpu::util::DeviceExt;
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use winit::dpi::PhysicalSize;
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@ -11,14 +10,11 @@ use winit::window::Window;
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use comet_colors::Color;
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use comet_ecs::{Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene, Text};
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use comet_log::*;
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use comet_math::{p2, p3, v2, v3};
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use comet_math::{p2, v2, v3};
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use comet_resources::{graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
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use comet_resources::texture_atlas::TextureRegion;
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use comet_structs::ComponentSet;
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use crate::camera::{RenderCamera, CameraUniform};
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use crate::draw_info::DrawInfo;
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use crate::render_pass::{RenderPassInfo, RenderPassType};
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use crate::renderer::Renderer;
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use crate::{renderer::Renderer, draw_info::DrawInfo, camera::{RenderCamera, CameraUniform}};
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pub struct Renderer2D<'a> {
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surface: wgpu::Surface<'a>,
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@ -26,16 +22,13 @@ pub struct Renderer2D<'a> {
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: PhysicalSize<u32>,
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render_pipeline_layout: wgpu::PipelineLayout,
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universal_render_pipeline: wgpu::RenderPipeline,
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texture_bind_group_layout: wgpu::BindGroupLayout,
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dummy_texture_bind_group: wgpu::BindGroup,
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texture_sampler: wgpu::Sampler,
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camera: RenderCamera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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render_pass: Vec<RenderPassInfo>,
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draw_info: Vec<DrawInfo>,
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graphic_resource_manager: GraphicResourceManager,
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delta_time: f32,
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@ -93,16 +86,12 @@ impl<'a> Renderer2D<'a> {
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};
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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label: Some("Universal Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("base2d.wgsl").into()),
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});
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let graphic_resource_manager = GraphicResourceManager::new();
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let diffuse_bytes = include_bytes!(r"../../../resources/textures/comet_icon.png");
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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@ -123,7 +112,7 @@ impl<'a> Renderer2D<'a> {
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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label: Some("Universal Texture Bind Group Layout"),
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});
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let camera = RenderCamera::new(1.0, v2::new(2.0, 2.0), v3::new(0.0, 0.0, 0.0));
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@ -149,7 +138,7 @@ impl<'a> Renderer2D<'a> {
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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label: Some("Universal Camera Bind Group Layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@ -158,12 +147,12 @@ impl<'a> Renderer2D<'a> {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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label: Some("Universal Camera Bind Group"),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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label: Some("Universal Render Pipeline Layout"),
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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@ -172,7 +161,7 @@ impl<'a> Renderer2D<'a> {
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});
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let universal_render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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label: Some("Universal Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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@ -220,16 +209,6 @@ impl<'a> Renderer2D<'a> {
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cache: None,
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});
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let mut render_pass: Vec<RenderPassInfo> = Vec::new();
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/*render_pass.push(RenderPassInfo::new_engine_pass(
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&device,
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"Standard Render Pass".to_string(),
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&texture_bind_group_layout,
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&diffuse_texture,
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vec![],
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vec![],
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));*/
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let clear_color = match clear_color {
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Some(color) => color.to_wgpu(),
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None => wgpu::Color {
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@ -254,38 +233,19 @@ impl<'a> Renderer2D<'a> {
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border_color: None,
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..Default::default()
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});
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let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Empty Texture"),
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size: wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
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});
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let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&empty_texture.create_view(&wgpu::TextureViewDescriptor::default())),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture_sampler),
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},
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],
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label: Some("dummy_texture_bind_group"),
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});
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let mut draw_info: Vec<DrawInfo> = Vec::new();
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draw_info.push(
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DrawInfo::new(
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"Universal Draw".to_string(),
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&device,
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&Texture::from_image(&device, &queue, &image::DynamicImage::new(1, 1, image::ColorType::Rgba8), None, false).unwrap(),
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&texture_bind_group_layout,
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&texture_sampler,
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vec![],
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vec![],
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)
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);
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Self {
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surface,
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@ -293,16 +253,13 @@ impl<'a> Renderer2D<'a> {
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queue,
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config,
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size,
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render_pipeline_layout,
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universal_render_pipeline,
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texture_bind_group_layout,
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dummy_texture_bind_group,
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texture_sampler,
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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render_pass,
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draw_info,
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graphic_resource_manager,
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delta_time: 0.0,
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@ -325,28 +282,12 @@ impl<'a> Renderer2D<'a> {
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pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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//self.projection.resize(new_size.width, new_size.height);
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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pub fn add_render_pass(&mut self, name: String, texture: Texture, shader: String) {
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let render_pass = RenderPassInfo::new_user_pass(
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&self.device,
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name,
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&self.texture_bind_group_layout,
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&texture,
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self.graphic_resource_manager.get_shader(shader.as_str()).unwrap(),
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vec![],
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vec![],
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&self.render_pipeline_layout,
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&self.config
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);
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self.render_pass.push(render_pass);
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}
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pub fn add_draw_call(&mut self, draw_call: String, texture: Texture) {
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let draw_info = DrawInfo::new(
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@ -361,12 +302,13 @@ impl<'a> Renderer2D<'a> {
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self.draw_info.push(draw_info);
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}
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/// A function that loads a shader from the resources/shaders folder given the full name of the shader file.
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/// A function that loads a shader from the resources/shaders dir given the full name of the shader file.
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pub fn load_shader(&mut self, file_name: &str, shader_stage: Option<ShaderStage>) {
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self.graphic_resource_manager.load_shader(shader_stage, ((Self::get_project_root().unwrap().as_os_str().to_str().unwrap().to_string() + "\\resources\\shaders\\").as_str().to_string() + file_name.clone()).as_str(), &self.device).unwrap();
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self.graphic_resource_manager.load_shader(shader_stage, ((Self::get_project_root().unwrap().as_os_str().to_str().unwrap().to_string() + "/resources/shaders/").as_str().to_string() + file_name).as_str(), &self.device).unwrap();
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info!("Shader ({}) loaded successfully", file_name);
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}
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/// A function that loads a list of shaders from the given filenames out of the resources/shaders dir
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pub fn load_shaders(&mut self, shader_stages: Vec<Option<ShaderStage>>, file_names: Vec<&str>) {
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for (i, file_name) in file_names.iter().enumerate() {
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self.load_shader(file_name, shader_stages[i].clone());
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@ -383,8 +325,6 @@ impl<'a> Renderer2D<'a> {
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return;
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}
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};
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self.render_pass[0].set_shader(&self.device, &self.config, &self.render_pipeline_layout, module);
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}
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/// A function to revert back to the base shader of the `Renderer2D`
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@ -392,6 +332,7 @@ impl<'a> Renderer2D<'a> {
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todo!()
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}
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/// A function to load a TTF font from the specified path
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pub fn load_font(&mut self, path: &str, size: f32) {
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self.graphic_resource_manager.load_font(path, size);
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let atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == path).unwrap().glyphs().atlas();
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@ -416,6 +357,7 @@ impl<'a> Renderer2D<'a> {
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self.graphic_resource_manager.texture_atlas().textures().get(&texture_path)
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}
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/// A function to get the `TextureRegion` of a specified glyph
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pub fn get_glyph_region(&self, glyph: char, font: String) -> &TextureRegion {
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let font_atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap();
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font_atlas.get_glyph(glyph).unwrap()
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@ -425,18 +367,7 @@ impl<'a> Renderer2D<'a> {
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/// The old texture atlas will be replaced with the new one.
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pub fn set_texture_atlas_by_paths(&mut self, paths: Vec<String>) {
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self.graphic_resource_manager.create_texture_atlas(paths);
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let universal_draw = DrawInfo::new(
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"Universal Draw".to_string(),
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&self.device,
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&Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap(),
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&self.texture_bind_group_layout,
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&self.texture_sampler,
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vec![],
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vec![],
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);
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self.draw_info.push(universal_draw);
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//self.render_pass[0].set_texture(&self.device, &self.texture_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
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self.draw_info[0].set_texture(&self.device, &self.texture_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
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}
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fn set_texture_atlas(&mut self, texture_atlas: Texture) {
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@ -445,17 +376,6 @@ impl<'a> Renderer2D<'a> {
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&self.texture_bind_group_layout,
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&texture_atlas,
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);
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/*self.render_pass[0].set_texture(
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&self.device,
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&self.texture_bind_group_layout,
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&Texture::from_image(
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&self.device,
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&self.queue,
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&texture_atlas.to_image(&self.device, &self.queue).unwrap(),
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None,
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false
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).unwrap()
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);*/
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}
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fn get_project_root() -> std::io::Result<PathBuf> {
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@ -490,102 +410,9 @@ impl<'a> Renderer2D<'a> {
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fn set_buffers(&mut self, new_geometry_buffer: Vec<Vertex>, new_index_buffer: Vec<u16>) {
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self.draw_info[0].update_vertex_buffer(&self.device, &self.queue, new_geometry_buffer);
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self.draw_info[0].update_index_buffer(&self.device, &self.queue, new_index_buffer);
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//self.render_pass[0].set_vertex_buffer(&self.device, &self.queue, new_geometry_buffer);
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//self.render_pass[0].set_index_buffer(&self.device, &self.queue, new_index_buffer);
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}
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/// A function that adds data to the already existing geometry and index buffers of the `Renderer2D`.
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fn push_to_buffers(&mut self, new_geometry_data: &mut Vec<Vertex>, new_index_buffer: &mut Vec<u16>) {
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self.render_pass[0].push_to_vertex_buffer(&self.device, new_geometry_data);
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self.render_pass[0].push_to_index_buffer(&self.device, new_index_buffer);
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}
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/// A function that clears the geometry and index buffers of the `Renderer2D`.
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fn clear_buffers(&mut self) {
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todo!()
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}
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/// A function to just draw a textured quad at a given position.
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pub fn draw_texture_at(&mut self, texture_path: String, position: p3) {
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let region = self.graphic_resource_manager.texture_locations().get(&texture_path).unwrap();
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let (dim_x, dim_y) = region.dimensions();
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let (bound_x, bound_y) =
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((dim_x as f32/ self.config.width as f32) * 0.5, (dim_y as f32/ self.config.height as f32) * 0.5);
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let vertices: &mut Vec<Vertex> = &mut vec![
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Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0] ),
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Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0] ),
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Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0] ) ,
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Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0] )
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];
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let buffer_size = self.render_pass[0].vertex_data().len() as u16;
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let indices: &mut Vec<u16> = &mut vec![
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0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
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1 + buffer_size, 2 + buffer_size, 3 + buffer_size
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];
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self.push_to_buffers(vertices, indices)
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}
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/// A function to draw text at a given position.
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pub fn draw_text_at(&mut self, text: &str, font: String, size: f32, position: p2, color: impl Color) {
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//self.set_font_atlas(font.clone());
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let wgpu_color = color.to_wgpu();
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let vert_color = [wgpu_color.r as f32, wgpu_color.g as f32, wgpu_color.b as f32, wgpu_color.a as f32];
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|
||||
let screen_position = p2::new(position.x()/self.config.width as f32, position.y()/self.config.height as f32);
|
||||
let scale_factor = size / self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().size();
|
||||
|
||||
let line_height = (self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().line_height() / self.config.height as f32) * scale_factor;
|
||||
let lines = text.split("\n").collect::<Vec<&str>>();
|
||||
|
||||
let mut x_offset = 0.0;
|
||||
let mut y_offset = 0.0;
|
||||
|
||||
for line in lines {
|
||||
for c in line.chars() {
|
||||
let region = self.get_glyph_region(c, font.clone());
|
||||
let (dim_x, dim_y) = region.dimensions();
|
||||
|
||||
let w = (dim_x as f32 / self.config.width as f32) * scale_factor;
|
||||
let h = (dim_y as f32 / self.config.height as f32) * scale_factor;
|
||||
|
||||
let offset_x_px = (region.offset_x() / self.config.width as f32) * scale_factor;
|
||||
let offset_y_px = (region.offset_y() / self.config.height as f32) * scale_factor;
|
||||
|
||||
let glyph_left = screen_position.x() + x_offset + offset_x_px;
|
||||
let glyph_top = screen_position.y() - offset_y_px - y_offset;
|
||||
let glyph_right = glyph_left + w;
|
||||
let glyph_bottom = glyph_top - h;
|
||||
|
||||
let vertices: &mut Vec<Vertex> = &mut vec![
|
||||
Vertex::new([ glyph_left, glyph_top, 0.0 ], [region.u0(), region.v0()], vert_color),
|
||||
Vertex::new([ glyph_left, glyph_bottom, 0.0 ], [region.u0(), region.v1()], vert_color),
|
||||
Vertex::new([ glyph_right, glyph_bottom, 0.0 ], [region.u1(), region.v1()], vert_color),
|
||||
Vertex::new([ glyph_right, glyph_top, 0.0 ], [region.u1(), region.v0()], vert_color),
|
||||
];
|
||||
|
||||
let buffer_size = self.render_pass[1].vertex_data().len() as u16;
|
||||
let indices: &mut Vec<u16> = &mut vec![
|
||||
buffer_size, buffer_size + 1, buffer_size + 3,
|
||||
buffer_size + 1, buffer_size + 2, buffer_size + 3,
|
||||
];
|
||||
|
||||
x_offset += (region.advance() / self.config.width as f32) * scale_factor;
|
||||
|
||||
self.push_to_buffers(vertices, indices);
|
||||
}
|
||||
|
||||
y_offset += line_height;
|
||||
x_offset = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
fn add_text_to_buffers(&self, draw_index: usize, text: String, font: String, size: f32, position: p2, color: wgpu::Color) -> (Vec<Vertex>, Vec<u16>) {
|
||||
fn add_text_to_buffers(&self, text: String, font: String, size: f32, position: p2, color: wgpu::Color) -> (Vec<Vertex>, Vec<u16>) {
|
||||
let vert_color = [color.r as f32, color.g as f32, color.b as f32, color.a as f32];
|
||||
|
||||
let screen_position = p2::new(position.x()/self.config.width as f32, position.y()/self.config.height as f32);
|
||||
|
@ -686,7 +513,7 @@ impl<'a> Renderer2D<'a> {
|
|||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
let camera_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
label: Some("Universal Camera Buffer"),
|
||||
contents: bytemuck::cast_slice(&[camera_uniform]),
|
||||
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
|
||||
});
|
||||
|
@ -703,7 +530,7 @@ impl<'a> Renderer2D<'a> {
|
|||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("camera_bind_group_layout"),
|
||||
label: Some("Universal Camera Bind Group Layout"),
|
||||
});
|
||||
|
||||
let camera_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
|
@ -712,7 +539,7 @@ impl<'a> Renderer2D<'a> {
|
|||
binding: 0,
|
||||
resource: camera_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("camera_bind_group"),
|
||||
label: Some("Universal Camera Bind Group"),
|
||||
});
|
||||
|
||||
self.camera = camera;
|
||||
|
@ -748,6 +575,7 @@ impl<'a> Renderer2D<'a> {
|
|||
let mut position = transform_component.position().clone();
|
||||
position.set_x(position.x() / self.config().width as f32);
|
||||
position.set_y(position.y() / self.config().height as f32);
|
||||
|
||||
let mut t_region: Option<&TextureRegion> = None;
|
||||
match self.get_texture_region(renderer_component.get_texture().to_string()) {
|
||||
Some(texture_region) => {
|
||||
|
@ -782,8 +610,7 @@ impl<'a> Renderer2D<'a> {
|
|||
let transform = scene.get_component::<Transform2D>(text).unwrap();
|
||||
|
||||
if component.is_visible() {
|
||||
let draw_index = self.draw_info.iter().enumerate().find(|(_, d)| d.name() == &format!("{}", component.font())).unwrap().0;
|
||||
let (vertices, indices) = self.add_text_to_buffers(draw_index, component.content().to_string(), component.font().to_string(), component.font_size(), p2::from_vec(transform.position().as_vec()), component.color().to_wgpu());
|
||||
let (vertices, indices) = self.add_text_to_buffers(component.content().to_string(), component.font().to_string(), component.font_size(), p2::from_vec(transform.position().as_vec()), component.color().to_wgpu());
|
||||
let draw = self.draw_info.iter_mut().find(|d| d.name() == &format!("{}", component.font())).unwrap();
|
||||
draw.update_vertex_buffer(&self.device, &self.queue, vertices);
|
||||
draw.update_index_buffer(&self.device, &self.queue, indices);
|
||||
|
@ -806,90 +633,6 @@ impl<'a> Renderer2D<'a> {
|
|||
sorted_entities
|
||||
}
|
||||
|
||||
/// A function to render the screen from top to bottom.
|
||||
/// Generally useful in top-down games to render trees in front of players for example.
|
||||
pub fn render_layered_scene_2d(&mut self, world: &Scene) {
|
||||
let cameras = world.get_entities_with(ComponentSet::from_ids(vec![Camera2D::type_id()]));
|
||||
|
||||
if cameras == vec![] {
|
||||
return;
|
||||
}
|
||||
|
||||
let (camera_position, camera_component) = self.setup_camera(cameras, world);
|
||||
|
||||
let mut visible_entities: Vec<usize> = vec![];
|
||||
|
||||
for entity in world.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()])) {
|
||||
let entity_id = entity as usize;
|
||||
|
||||
if !camera_component
|
||||
.in_view_frustum(*camera_position, *world.get_component::<Transform2D>(entity_id).unwrap().position())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
match world.get_component::<Render2D>(entity_id) {
|
||||
Some(render) => {
|
||||
if !render.is_visible() {
|
||||
continue;
|
||||
}
|
||||
if let Some(cam) = world.get_component::<Camera2D>(entity_id) {
|
||||
continue;
|
||||
}
|
||||
visible_entities.push(entity_id);
|
||||
}
|
||||
None => {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let entity_data = {
|
||||
let mut data: Vec<(usize, Position2D)> = vec![];
|
||||
for entity in visible_entities {
|
||||
data.push((entity, *world.get_component::<Transform2D>(entity).unwrap().position()));
|
||||
}
|
||||
data
|
||||
};
|
||||
|
||||
let visible_entities = self.sort_entities_by_position(entity_data);
|
||||
|
||||
let mut vertex_buffer: Vec<Vertex> = Vec::new();
|
||||
let mut index_buffer: Vec<u16> = Vec::new();
|
||||
|
||||
for entity in visible_entities {
|
||||
let renderer_component = world.get_component::<Render2D>(entity);
|
||||
let transform_component = world.get_component::<Transform2D>(entity);
|
||||
|
||||
if renderer_component.unwrap().is_visible() {
|
||||
let mut position = transform_component.unwrap().position().clone();
|
||||
position.set_x(position.x() / self.config().width as f32);
|
||||
position.set_y(position.y() / self.config().height as f32);
|
||||
let region = self.get_texture_region(renderer_component.unwrap().get_texture().to_string()).unwrap();
|
||||
let (dim_x, dim_y) = region.dimensions();
|
||||
|
||||
let (bound_x, bound_y) =
|
||||
((dim_x as f32 / self.config().width as f32) * 0.5, (dim_y as f32 / self.config().height as f32) * 0.5);
|
||||
|
||||
let buffer_size = vertex_buffer.len() as u16;
|
||||
|
||||
vertex_buffer.append(&mut vec![
|
||||
Vertex::new([-bound_x + position.x(), bound_y + position.y(), 0.0], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0]),
|
||||
Vertex::new([-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
|
||||
Vertex::new([bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
|
||||
Vertex::new([bound_x + position.x(), bound_y + position.y(), 0.0], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0])
|
||||
]);
|
||||
|
||||
index_buffer.append(&mut vec![
|
||||
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
|
||||
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
self.set_buffers(vertex_buffer, index_buffer);
|
||||
}
|
||||
|
||||
pub fn update(&mut self) -> f32 {
|
||||
let now = Instant::now();
|
||||
self.delta_time = now.duration_since(self.last_frame_time).as_secs_f32(); // Time delta in seconds
|
||||
|
@ -909,7 +652,7 @@ impl<'a> Renderer2D<'a> {
|
|||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
label: Some("Universal Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &output_view,
|
||||
resolve_target: None,
|
||||
|
@ -923,8 +666,9 @@ impl<'a> Renderer2D<'a> {
|
|||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.universal_render_pipeline);
|
||||
|
||||
for i in 0..self.draw_info.len() {
|
||||
render_pass.set_pipeline(&self.universal_render_pipeline);
|
||||
render_pass.set_bind_group(0, self.draw_info[i].texture(), &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.draw_info[i].vertex_buffer().slice(..));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue