Compare commits
20 Commits
e6c8c259e7
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
| afff34fff4 | |||
|
|
b1f3d3be23 | ||
|
|
d737568b3e | ||
| fef855d951 | |||
| ee3c5b40a4 | |||
|
|
87177ad97d | ||
|
|
b0022ad17b | ||
|
|
d37a3c87e3 | ||
|
|
16626cc277 | ||
|
|
2846c04765 | ||
|
|
dffd731b87 | ||
|
|
909ae8612a | ||
|
|
75a046d92a | ||
|
|
c8142708f5 | ||
|
|
6b475825c2 | ||
|
|
5c94bb34d5 | ||
|
|
e558b682e2 | ||
|
|
dcd40ae443 | ||
|
|
3da031adc2 | ||
|
|
9e8213da04 |
15
.pi/skills/intent-based-architecture/SKILL.md
Normal file
15
.pi/skills/intent-based-architecture/SKILL.md
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
---
|
||||||
|
name: intent-based-architecture
|
||||||
|
description: Intent-based architecture patterns for the snow_trail_sdl game engine. Load when adding cross-system communication, new systems to the main loop, changing game mode logic (editor/dialog/gameplay), or working with camera, input, or mode-switching. Systems communicate through typed intent queues — no direct cross-system function calls.
|
||||||
|
---
|
||||||
|
|
||||||
|
# Intent-Based Architecture Skill
|
||||||
|
|
||||||
|
Read the architecture document at `docs/intent-based-architecture.md` (resolve relative to the project root `/home/jonas/projects/snow_trail_sdl/`) and follow its patterns when:
|
||||||
|
|
||||||
|
- Adding cross-system communication (use intents, not direct function calls)
|
||||||
|
- Adding new systems to the main loop
|
||||||
|
- Changing how game modes work (editor, dialog, gameplay)
|
||||||
|
- Working with camera, input, or mode-switching logic
|
||||||
|
|
||||||
|
Key rule: **systems communicate through typed intent data in shared queues** — producers insert intents, consumers process and remove them. No system calls another system's functions directly.
|
||||||
24
.pi/skills/panopticon/SKILL.md
Normal file
24
.pi/skills/panopticon/SKILL.md
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
---
|
||||||
|
name: panopticon
|
||||||
|
description: >-
|
||||||
|
Auto-generated project overview for snow_trail. Structure, conventions,
|
||||||
|
and recent activity. Updated nightly by Panopticon.
|
||||||
|
---
|
||||||
|
|
||||||
|
# snow_trail — Project Overview
|
||||||
|
|
||||||
|
Pure Rust retro-aesthetic 3D game using SDL3 windowing, wgpu rendering, and rapier3d physics. Implements a pure ECS architecture with intent-based cross-system communication, state machines via TypeId polymorphism, and compute-shader snow deformation. Content authored in Blender 5.0 (glTF meshes + EXR heightmaps).
|
||||||
|
|
||||||
|
## Quick Reference
|
||||||
|
|
||||||
|
- **Language:** Rust (stable)
|
||||||
|
- **Key dependencies:** sdl3, wgpu, rapier3d, glam, bladeink
|
||||||
|
- **Build:** `cargo build --release`
|
||||||
|
- **Test:** `cargo test`
|
||||||
|
- **Entry point:** `src/main.rs::main()`
|
||||||
|
|
||||||
|
## Documentation
|
||||||
|
|
||||||
|
- [Structure](structure.md) — modules, types, data flow, dependencies
|
||||||
|
- [Guide](guide.md) — conventions, patterns, anti-patterns, testing
|
||||||
|
- [Changelog](changelog.md) — recent changes, active areas, stability
|
||||||
97
.pi/skills/panopticon/changelog.md
Normal file
97
.pi/skills/panopticon/changelog.md
Normal file
@@ -0,0 +1,97 @@
|
|||||||
|
# Changelog
|
||||||
|
|
||||||
|
*Last updated: Tuesday, April 7, 2026*
|
||||||
|
|
||||||
|
## Active Areas
|
||||||
|
|
||||||
|
| Area | Changes (30d) | Status |
|
||||||
|
|------|---|---|
|
||||||
|
| Main loop & systems | 9 churn | Active — explicit storage parameters |
|
||||||
|
| Dialog system | 10 churn | Active — projectiles, camera, rendering |
|
||||||
|
| Render core | 15 churn | Active — text pipeline, font atlas, globals |
|
||||||
|
| World state | 8 churn | Active — intent storage, component management |
|
||||||
|
| Player mechanics | 6 churn | Stable — character bundle, player states |
|
||||||
|
| Shader system | 4 churn | Active — gizmo lines, dissolve, snow light |
|
||||||
|
| Content pipeline | 1 churn | New — Blender export addon |
|
||||||
|
|
||||||
|
## Recent Changes
|
||||||
|
|
||||||
|
### System Signature Refactor (Major)
|
||||||
|
- **Completed**: All 16 systems refactored to take explicit `Storage<T>` parameters instead of `&World`/`&mut World`.
|
||||||
|
- **Pattern**: Functions receive only storages they need (e.g., `camera_follow_system` takes `&Storage<FollowComponent>`, `&Storage<CameraComponent>`, `&mut Storage<Transform>`).
|
||||||
|
- **Benefit**: Explicit data dependencies improve borrow checker clarity and code readability.
|
||||||
|
- **Main loop** (`src/main.rs`): Updated to pass individual storage fields at call sites rather than whole `World` reference.
|
||||||
|
- **Affected systems**: `camera_input_system`, `camera_intent_system`, `camera_follow_system`, `camera_noclip_system`, `camera_ground_clamp_system`, `dialog_camera_transition_system`, `dialog_camera_system`, `player_input_system`, `physics_sync_system`, `render_system`, `particle_intent_system`, `particle_update_system`, `trigger_system`, `dialog_system`, `dialog_projectile_system`, all state machines.
|
||||||
|
|
||||||
|
### Intent-Based Architecture
|
||||||
|
- **Completed major refactor** (3 weeks ago): Systems communicate through one-frame `Storage<T>` intents instead of direct function calls.
|
||||||
|
- **Intent types**: `FollowPlayerIntent`, `StopFollowingIntent`, `CameraTransitionIntent`, `SpawnParticleIntent`.
|
||||||
|
- **Consumer pattern**: Systems read intents from world storage, act on them, then remove them. Producers don't import consumer modules.
|
||||||
|
|
||||||
|
### Dialog System Suite
|
||||||
|
- **Dialog state machine**: Ink-based story progression with display timer, projectile phases, parry mechanics.
|
||||||
|
- **Projectile system**: Spawns physics-driven projectiles with parry windows; detects hits vs. evasion vs. parries (I/J/L buttons).
|
||||||
|
- **Dialog camera**: Auto-frames all dialog participants; transitions smoothly between follow-cam and dialog-cam via intent; computes centroid + spread.
|
||||||
|
- **Bubble rendering**: Billboard-based text with word-wrap, dynamic sizing (tail height → body dimensions), border/fill colors, RGBA text atlas.
|
||||||
|
|
||||||
|
### Text & Font Rendering
|
||||||
|
- **Font atlas pipeline**: Pre-rasterized glyphs (16×8 grid, 124px cells) from Departure Mono font.
|
||||||
|
- **Text measurement**: Character-width aware layout with line wrapping against max bubble width.
|
||||||
|
- **Vertex-based text**: Custom `TextVertex` (position, UV) fed into dedicated text pipeline with view-proj uniform.
|
||||||
|
|
||||||
|
### Particle System
|
||||||
|
- **Intent-driven spawning**: `particle_intent_system` reads `spawn_particle_intents` Vec, transfers configs into persistent `ParticleBuffers`.
|
||||||
|
- **Configurable emitters**: Burst count, lifetime range, speed range, directional spread (cone), gravity, size range, color gradient.
|
||||||
|
- **Snow particle integration**: Spawned continuously at camera position for screen-fill effect; `spawn_snow_particles` adds particles to `ParticleBuffers`.
|
||||||
|
|
||||||
|
### Render Pipeline
|
||||||
|
- **Global renderer via thread-local**: `render::global` module centralizes `Device`/`Queue` access for loaders and systems.
|
||||||
|
- **Draw call generation**: `render_system` reads `entities`, `transforms`, `meshes`, `dissolves` storages; generates `DrawCall` per visible entity.
|
||||||
|
- **Gizmo shader**: Fragment shader outputs world-normal as axis color (X=red, Y=green, Z=blue).
|
||||||
|
- **Snow light accumulation**: Persistent texture tracking deformation; blue-noise dithering maps snow brightness into tile pattern.
|
||||||
|
- **Dissolve shader**: Blue-noise masked alpha cutoff; controlled by `enable_dissolve` uniform.
|
||||||
|
|
||||||
|
### Tree Occlusion & Instances
|
||||||
|
- **Tree dissolve system**: Per-instance dissolve amounts lerp toward targets; updated via `tree_occlusion_system` which reads player transforms and cameras.
|
||||||
|
- **Instance buffer sync**: `tree_instance_buffer_update_system` syncs dissolve state changes to GPU buffer after state updates.
|
||||||
|
|
||||||
|
### Trigger & Event Flow
|
||||||
|
- **Sphere-based triggers**: `trigger_system` runs each fixed step; reads `triggers`, `transforms`, `player_tags` storages; fires `TriggerEvent` with `Entered`/`Exited` kinds.
|
||||||
|
- **Activation filtering**: `TriggerFilter::Player` specifies which entity types can activate.
|
||||||
|
- **Event queue**: Events collected in `world.trigger_events` and consumed by `dialog_system` to spawn bubbles.
|
||||||
|
|
||||||
|
### Player State Machine
|
||||||
|
- **State hierarchy**: Idle, Walking, Jumping, Falling, Leaping (dash), Rolling.
|
||||||
|
- **Physics per-state**: `state_machine_physics_system` applies damping on enter (Idle), horizontal input application (Walking), vertical velocity control (Jumping).
|
||||||
|
- **Transition logic**: Grounded checks, input presence, airtime duration.
|
||||||
|
|
||||||
|
### Editor & Inspector
|
||||||
|
- **Dear ImGui integration**: Inspector window with player state display, entity transform gizmos.
|
||||||
|
- **Entity selection**: Right-click picking calls `picking::pick_entity` with ray; gizmo renders for selected entity when editor active.
|
||||||
|
- **UI mode gating**: Systems check `editor.wants_keyboard()`/`wants_mouse()` to suppress game input during inspector focus.
|
||||||
|
|
||||||
|
### Blender Export Addon
|
||||||
|
- **Plugin**: `blender/addons/snow_trail_export.py` provides one-click glTF + EXR export from Blender 5.0.
|
||||||
|
- **glTF operator** (`SNOWTRAIL_OT_export_gltf`): Exports selected mesh objects to `assets/meshes/{blend_filename}.gltf` with configurable modifiers, vertex colors, materials.
|
||||||
|
- **Heightmap bake operator** (`SNOWTRAIL_OT_export_heightmap`): Calls `generate_heightmap.py` to bake terrain Z-position as 32-bit EXR to `assets/textures/terrain_heightmap.exr` (1024px default).
|
||||||
|
- **UI panel**: "Snow Trail" category in 3D viewport; auto-discovers project root by walking directory tree until `assets/` and `blender/` found.
|
||||||
|
|
||||||
|
## Stability
|
||||||
|
|
||||||
|
| Area | Last Changed | Status |
|
||||||
|
|---|---|---|
|
||||||
|
| Physics manager | 80+ days | Stable |
|
||||||
|
| Camera follow | 30 days | Stable — now takes explicit storage params |
|
||||||
|
| Movement component | 30+ days | Stable |
|
||||||
|
| Mesh loader | 30+ days | Stable |
|
||||||
|
| Spotlight sync | 30 days | Stable — explicit storage params applied |
|
||||||
|
| State machine physics | 30 days | Stable |
|
||||||
|
| Debug colliders | 30+ days | Stable |
|
||||||
|
| System signatures | New | Stable — refactor complete, no behavioral changes |
|
||||||
|
|
||||||
|
## Open Threads
|
||||||
|
|
||||||
|
- **Global renderer thread-local**: Marked for gradual migration to explicit `RenderContext` parameters on systems/loaders.
|
||||||
|
- **Dialog parry mechanics**: Gameplay tuning (PARRY_WINDOW_RADIUS, HIT_RADIUS) ongoing.
|
||||||
|
- **Tree occlusion performance**: Occlusion system runs every frame; no visibility culling yet. Scalability unknown for >100 trees.
|
||||||
|
- **Heightmap bake normalization**: Exported EXR uses raw Z-coordinate; game may need per-level scale application.
|
||||||
362
.pi/skills/panopticon/guide.md
Normal file
362
.pi/skills/panopticon/guide.md
Normal file
@@ -0,0 +1,362 @@
|
|||||||
|
# Guide
|
||||||
|
|
||||||
|
## Conventions
|
||||||
|
|
||||||
|
### Naming
|
||||||
|
- **Bundles**: `*Bundle` suffix (e.g., `PlayerBundle`, `TerrainBundle`)
|
||||||
|
- **Components**: `*Component` suffix (e.g., `MeshComponent`, `MovementComponent`)
|
||||||
|
- **States**: Plain names without suffix (e.g., `IdleState`, `WalkingState`); impl `State` trait
|
||||||
|
- **Intents**: `*Intent` suffix for one-frame events (e.g., `CameraTransitionIntent`, `FollowPlayerIntent`)
|
||||||
|
- **Systems**: `*_system` suffix for functions (e.g., `player_input_system`, `trigger_system`)
|
||||||
|
- **Storage containers**: lowercase plural (e.g., `world.transforms`, `world.movements`)
|
||||||
|
- **Tags** (marker components): bare unit type in `Storage<()>` (e.g., `player_tags`, `bubble_tags`)
|
||||||
|
|
||||||
|
### Formatting
|
||||||
|
- Run `cargo fmt` with `brace_style = "AlwaysNextLine"`, `control_brace_style = "AlwaysNextLine"`
|
||||||
|
- **NO inline comments** unless absolutely necessary—code must be self-documenting
|
||||||
|
- Doc comments (`///`) **only** for public APIs and complex algorithms
|
||||||
|
- **NO inline paths** in code—always use `use` statements at file level
|
||||||
|
- **NO `use` statements inside functions or impl blocks**—all imports at module level
|
||||||
|
|
||||||
|
### Imports
|
||||||
|
- Group imports: standard library, external crates, internal modules (in that order)
|
||||||
|
- Use fully-qualified module paths in `use` statements; never nest unnecessarily
|
||||||
|
- Example:
|
||||||
|
```rust
|
||||||
|
use crate::components::{CameraComponent, FollowComponent};
|
||||||
|
use crate::world::World;
|
||||||
|
use glam::Vec3;
|
||||||
|
```
|
||||||
|
|
||||||
|
## Patterns
|
||||||
|
|
||||||
|
### Intent-Based Communication (One-Frame Queues)
|
||||||
|
**Why**: Systems don't call each other directly. This decouples producer from consumer and maintains a flat pipeline.
|
||||||
|
|
||||||
|
**How**: Intent is a simple struct in a queue (`Vec<T>`). Producer inserts, consumer reads and removes.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// components/intent.rs
|
||||||
|
pub struct CameraTransitionIntent {
|
||||||
|
pub duration: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
// systems/camera.rs - consumer
|
||||||
|
pub fn camera_intent_system(
|
||||||
|
follow_player_intents: &mut Storage<FollowPlayerIntent>,
|
||||||
|
stop_following_intents: &mut Storage<StopFollowingIntent>,
|
||||||
|
camera_transition_intents: &mut Storage<CameraTransitionIntent>,
|
||||||
|
follows: &mut Storage<FollowComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
camera_transitions: &mut Storage<CameraTransition>,
|
||||||
|
) {
|
||||||
|
let transition_entities: Vec<EntityHandle> = camera_transition_intents.all();
|
||||||
|
for entity in transition_entities {
|
||||||
|
let duration = camera_transition_intents
|
||||||
|
.get(entity)
|
||||||
|
.map(|i| i.duration)
|
||||||
|
.unwrap_or(0.5);
|
||||||
|
start_camera_transition(camera_transitions, transforms, cameras, entity, duration);
|
||||||
|
camera_transition_intents.remove(entity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Bundle Pattern (Entity Factory)
|
||||||
|
**Why**: Encapsulate all initialization logic for related components into one spawnable unit.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// bundles/player.rs
|
||||||
|
pub struct PlayerBundle {
|
||||||
|
pub position: Vec3,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Bundle for PlayerBundle {
|
||||||
|
fn spawn(self, world: &mut World) -> Result<EntityHandle, String> {
|
||||||
|
let entity = world.spawn();
|
||||||
|
|
||||||
|
// Physics
|
||||||
|
let rigidbody = RigidBodyBuilder::kinematic_position_based()
|
||||||
|
.translation(self.position.into())
|
||||||
|
.build();
|
||||||
|
let rigidbody_handle = PhysicsManager::add_rigidbody(rigidbody);
|
||||||
|
world.physics.insert(entity, PhysicsComponent { rigidbody: rigidbody_handle, .. });
|
||||||
|
|
||||||
|
// State machine with transitions
|
||||||
|
let mut state_machine = StateMachine::new::<FallingState>();
|
||||||
|
state_machine.register_state(|w: &mut World| &mut w.falling_states);
|
||||||
|
state_machine.add_transition::<FallingState, IdleState>(move |world| {
|
||||||
|
is_grounded(world, entity_id) && !has_input(world, entity_id)
|
||||||
|
});
|
||||||
|
world.state_machines.insert(entity, state_machine);
|
||||||
|
|
||||||
|
// Tags
|
||||||
|
world.player_tags.insert(entity, ());
|
||||||
|
|
||||||
|
Ok(entity)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### State Machine with Type-Safe Transitions
|
||||||
|
**Why**: Encapsulate state logic (on_enter, on_exit, physics_update) and guard transitions with closures.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// states/player_states.rs - implement State trait
|
||||||
|
impl State for IdleState {
|
||||||
|
fn tick_time(&mut self, delta: f32) {
|
||||||
|
self.time_in_state += delta;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn on_enter(&mut self, world: &mut World, entity: EntityHandle) {
|
||||||
|
// Apply damping on enter
|
||||||
|
world.physics.with(entity, |physics| {
|
||||||
|
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rb| {
|
||||||
|
let current_velocity = *rb.linvel();
|
||||||
|
rb.set_linvel(Vector::new(0.0, current_velocity.y, 0.0), true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, _delta: f32) {
|
||||||
|
// Ground snapping
|
||||||
|
let current_y = world.physics.with(entity, |p| {
|
||||||
|
PhysicsManager::with_rigidbody_mut(p.rigidbody, |rb| rb.translation().y)
|
||||||
|
}).flatten();
|
||||||
|
// ...
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// bundles/player.rs - register transitions
|
||||||
|
state_machine.add_transition::<IdleState, WalkingState>(move |world| {
|
||||||
|
world
|
||||||
|
.inputs
|
||||||
|
.with(entity_id, |i| i.move_direction.length() > 0.01)
|
||||||
|
.unwrap_or(false)
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
### Storage.with/with_mut Pattern (Closure-Based Access)
|
||||||
|
**Why**: Avoids holding mutable references across multiple accesses; satisfies borrow checker.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// systems/spotlight_sync.rs
|
||||||
|
pub fn spotlight_sync_system(spotlights: &Storage<SpotlightComponent>, transforms: &Storage<Transform>) -> Vec<Spotlight> {
|
||||||
|
let mut result = Vec::new();
|
||||||
|
for entity in spotlights.all() {
|
||||||
|
if let Some(spotlight_component) = spotlights.get(entity) {
|
||||||
|
if let Some(transform) = transforms.get(entity) {
|
||||||
|
let position = transform.position + spotlight_component.offset;
|
||||||
|
result.push(Spotlight::new(position, ..));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
result
|
||||||
|
}
|
||||||
|
|
||||||
|
// With mutation
|
||||||
|
world.movements.with_mut(entity, |movement| {
|
||||||
|
movement.movement_context.is_floored = true;
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
### System Function Signature (Explicit Storage Parameters)
|
||||||
|
**Why**: Pass only the specific storages (or read-only `&World`) that the system needs. Makes data dependencies explicit for the reader and borrow checker. **This is the standard pattern—all systems follow this.**
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// Good: explicit dependencies
|
||||||
|
pub fn camera_follow_system(
|
||||||
|
follows: &mut Storage<FollowComponent>,
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
) {
|
||||||
|
let camera_entities: Vec<_> = follows.all();
|
||||||
|
for camera_entity in camera_entities {
|
||||||
|
if let Some(follow) = follows.get(camera_entity) {
|
||||||
|
if let Some(camera) = cameras.get(camera_entity) {
|
||||||
|
transforms.with_mut(camera_entity, |t| {
|
||||||
|
t.position = follow.target_position + new_offset;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Read-only system
|
||||||
|
pub fn spotlight_sync_system(spotlights: &Storage<SpotlightComponent>, transforms: &Storage<Transform>) -> Vec<Spotlight> { .. }
|
||||||
|
|
||||||
|
// Dialog system example
|
||||||
|
pub fn dialog_system(
|
||||||
|
entities: &mut EntityManager,
|
||||||
|
trigger_events: &[TriggerEvent],
|
||||||
|
dialog_sources: &Storage<DialogSourceComponent>,
|
||||||
|
bubble_tags: &mut Storage<()>,
|
||||||
|
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
names: &mut Storage<String>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
projectile_tags: &mut Storage<()>,
|
||||||
|
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
|
||||||
|
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
|
||||||
|
delta: f32,
|
||||||
|
) { .. }
|
||||||
|
```
|
||||||
|
|
||||||
|
### Default Trait for Configuration Components
|
||||||
|
**Why**: Sensible defaults allow bundle code to be cleaner; override what's needed.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// components/jump.rs
|
||||||
|
impl Default for JumpComponent {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
jump_height: 5.0,
|
||||||
|
jump_duration: 0.5,
|
||||||
|
air_control_force: 100.0,
|
||||||
|
max_air_momentum: 3.0,
|
||||||
|
air_damping_active: 0.95,
|
||||||
|
air_damping_passive: 0.9,
|
||||||
|
jump_curve: CubicBez::new((0.0, 0.0), (0.4, 1.0), (0.6, 1.0), (1.0, 0.0)),
|
||||||
|
jump_context: JumpContext::default(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Usage in bundle
|
||||||
|
world.jumps.insert(entity, JumpComponent::default());
|
||||||
|
```
|
||||||
|
|
||||||
|
### Physics Closure Pattern
|
||||||
|
**Why**: Avoids lifetime tangles when borrowing rigidbody from PhysicsManager static storage.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// states/player_states.rs
|
||||||
|
world.physics.with(entity, |physics| {
|
||||||
|
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
|
||||||
|
let vel = *rigidbody.linvel();
|
||||||
|
rigidbody.set_linvel(Vector::new(vel.x, 0.0, vel.z), true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
## Anti-Patterns
|
||||||
|
|
||||||
|
### Direct System-to-System Calls
|
||||||
|
**Don't do this:**
|
||||||
|
```rust
|
||||||
|
// ❌ Bad: tightly coupled, hard to debug
|
||||||
|
fn system_a(world: &mut World) {
|
||||||
|
system_b_logic(world); // Hidden dependency
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Do this instead:**
|
||||||
|
```rust
|
||||||
|
// ✅ Good: intent in queue, flat pipeline
|
||||||
|
pub fn system_a(cameras: &mut Storage<CameraComponent>) {
|
||||||
|
cameras.insert(entity, CameraTransitionIntent { .. });
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn system_b(camera_transitions: &mut Storage<CameraTransition>) {
|
||||||
|
for entity in camera_transitions.all() {
|
||||||
|
// process
|
||||||
|
camera_transitions.remove(entity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Holding Mutable References Across Multiple Storage Accesses
|
||||||
|
**Don't do this:**
|
||||||
|
```rust
|
||||||
|
// ❌ Bad: won't compile (borrow checker)
|
||||||
|
let mut movement = world.movements.get_mut(entity).unwrap();
|
||||||
|
let mut transform = world.transforms.get_mut(entity).unwrap();
|
||||||
|
movement.foo = transform.position.x;
|
||||||
|
```
|
||||||
|
|
||||||
|
**Do this instead:**
|
||||||
|
```rust
|
||||||
|
// ✅ Good: use closures
|
||||||
|
world.movements.with_mut(entity, |movement| {
|
||||||
|
world.transforms.with(entity, |transform| {
|
||||||
|
movement.foo = transform.position.x;
|
||||||
|
});
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
### Inline Paths in Code
|
||||||
|
**Don't do this:**
|
||||||
|
```rust
|
||||||
|
// ❌ Bad
|
||||||
|
let velocity = *crate::physics::PhysicsManager::with_rigidbody_mut(..);
|
||||||
|
```
|
||||||
|
|
||||||
|
**Do this instead:**
|
||||||
|
```rust
|
||||||
|
// ✅ Good: use statements at top
|
||||||
|
use crate::physics::PhysicsManager;
|
||||||
|
// ... in code
|
||||||
|
let velocity = *PhysicsManager::with_rigidbody_mut(..);
|
||||||
|
```
|
||||||
|
|
||||||
|
### Overly Generic (World/&mut World) Parameters
|
||||||
|
**Don't do this:**
|
||||||
|
```rust
|
||||||
|
// ❌ Bad: implicit dependencies, breaks borrow checker
|
||||||
|
pub fn camera_follow_system(world: &mut World) {
|
||||||
|
// What storages do we actually need?
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Do this instead:**
|
||||||
|
```rust
|
||||||
|
// ✅ Good: explicit, focused dependencies
|
||||||
|
pub fn camera_follow_system(
|
||||||
|
follows: &mut Storage<FollowComponent>,
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
) {
|
||||||
|
// Clear what data is needed
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
### Structure
|
||||||
|
Tests are inline with source (`#[cfg(test)] mod tests`). Focus on:
|
||||||
|
- Component initialization and state transitions
|
||||||
|
- Bundle spawning and validation
|
||||||
|
- Physics helper calculations
|
||||||
|
- Intent queue ordering
|
||||||
|
|
||||||
|
### What to Test
|
||||||
|
- **State transitions**: Verify conditions gate transitions correctly
|
||||||
|
```rust
|
||||||
|
#[test]
|
||||||
|
fn test_idle_to_walking_transition() {
|
||||||
|
let world = setup_test_world();
|
||||||
|
world.inputs.with_mut(player, |i| i.move_direction = Vec3::X);
|
||||||
|
assert!(should_transition_to_walking(&world, player));
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- **Bundle spawning**: Ensure all components are inserted
|
||||||
|
- **Default values**: Verify sensible defaults in `Default` impls
|
||||||
|
- **Physics calculations**: Unit-test slope calculations, terrain queries
|
||||||
|
|
||||||
|
### Running Tests
|
||||||
|
```bash
|
||||||
|
cargo test
|
||||||
|
cargo test --lib # Unit tests only
|
||||||
|
cargo test -- --nocapture # Show output
|
||||||
|
```
|
||||||
|
|
||||||
|
## References
|
||||||
|
- See **CLAUDE.md** in project root for authoritative style rules (no inline comments, doc comments for public APIs only)
|
||||||
|
- See **docs/self-gating-systems.md** for detailed intent-based pipeline patterns
|
||||||
|
- See `src/states/player_states.rs` for canonical State impl examples
|
||||||
|
- See `src/bundles/player.rs` for complete Bundle pattern with state machine setup
|
||||||
|
- See `src/systems/camera.rs` for canonical system function signatures with explicit storage parameters
|
||||||
|
- See `src/systems/dialog_system.rs` for complex multi-storage system example
|
||||||
163
.pi/skills/panopticon/structure.md
Normal file
163
.pi/skills/panopticon/structure.md
Normal file
@@ -0,0 +1,163 @@
|
|||||||
|
# Structure
|
||||||
|
|
||||||
|
## Modules
|
||||||
|
|
||||||
|
### `src/entity.rs`
|
||||||
|
Manages entity lifecycle with `EntityHandle` (u64 alias) and `EntityManager` tracking alive entities. Entities are opaque IDs; all data lives in component storages on `World`.
|
||||||
|
|
||||||
|
### `src/world.rs`
|
||||||
|
Core ECS container holding `EntityManager`, 20+ typed `Storage<T>` collections (one per component type), and intent queues (`follow_player_intents`, `stop_following_intents`, `camera_transition_intents`). One-frame intents are inserted and consumed within a single frame. World also holds singleton state: `snow_layer`, `debug_mode`, `gizmo_mesh`.
|
||||||
|
|
||||||
|
### `src/components/`
|
||||||
|
Component types define entity data. Key storages:
|
||||||
|
- **Transforms** (`Transform`): position, rotation, scale
|
||||||
|
- **Physics** (`PhysicsComponent`): rapier3d rigidbody/collider handles
|
||||||
|
- **Movement** (`MovementComponent`): walking speed, acceleration, damping state
|
||||||
|
- **Jump** (`JumpComponent`): jump height, air control, jump curve
|
||||||
|
- **State machines** (stored per-entity): `IdleState`, `WalkingState`, `JumpingState`, `FallingState`, `LeapingState`, `RollingState`
|
||||||
|
- **Input** (`InputComponent`): current move direction, jump/parry key states
|
||||||
|
- **Camera** (`CameraComponent`): FOV, aspect, yaw/pitch; `CameraTransition` for animated transitions
|
||||||
|
- **Dialog** (`DialogBubbleComponent`, `DialogProjectileComponent`, `DialogSourceComponent`): Ink story state, projectile tracking, outcome events
|
||||||
|
- **Rendering** (`MeshComponent`): mesh reference, pipeline, instance buffer, dissolve/snow-light flags
|
||||||
|
- **Misc**: `FollowComponent`, `RotateComponent`, `DissolveComponent`, `TriggerComponent`, `ParticleEmitterConfig`
|
||||||
|
|
||||||
|
### `src/states/state.rs`
|
||||||
|
Per-entity state machine: `StateMachine` holds current `TypeId`, registered state types, and transitions. `State` trait defines lifecycle (`on_enter`, `on_physics_update`, `on_exit`). Transitions are condition predicates checked each update. Player entity uses this for locomotion states.
|
||||||
|
|
||||||
|
### `src/systems/`
|
||||||
|
Flat list of update functions called in main loop. Systems receive specific storage parameters (e.g., `&mut Storage<Transform>`, `&Storage<PhysicsComponent>`) instead of `&World`/`&mut World`. This makes data dependencies explicit for both borrow checker and reader. No cross-system coupling; all communication via world state and intents.
|
||||||
|
- **Camera**: `camera_input_system(cameras, follows, input_state)` → generates intents; `camera_intent_system(follow_player_intents, stop_following_intents, camera_transition_intents, ...)` consumes them; `camera_follow_system(follows, cameras, transforms)`, `camera_noclip_system(cameras, follows, transforms, input_state, delta)`, `camera_transition_system(camera_transitions, transforms, cameras, delta)`, `camera_ground_clamp_system(cameras, follows, transforms)`
|
||||||
|
- **Input**: `player_input_system(cameras, follows, player_tags, inputs, input_state)` reads SDL3 `InputState`, writes `InputComponent`
|
||||||
|
- **Physics**: `state_machine_physics_system(&mut World, FIXED_TIMESTEP)` (fixed-step), `PhysicsManager::physics_step()`, `physics_sync_system(entities, physics, transforms)` copies rapier bodies back to transforms, `trigger_system(trigger_events, triggers, transforms, player_tags)` (AABB overlap → events)
|
||||||
|
- **Dialog**: `dialog_system(entities, trigger_events, dialog_sources, bubble_tags, dialog_bubbles, transforms, names, player_tags, projectile_tags, dialog_projectiles, dialog_outcomes, delta)` ticks story state; `dialog_projectile_system(player_tags, transforms, projectile_tags, dialog_projectiles, spawn_particle_intents, dialog_outcomes, leaping_states, rolling_states, input_state)` moves projectiles; `dialog_camera_system(cameras, transforms, bubble_tags, player_pos, delta)` focuses camera on speaker; `dialog_bubble_render_system(transforms, dialog_bubbles, bubble_tags, camera_pos, view_proj)` generates billboard/text draw calls
|
||||||
|
- **Rendering**: `render_system(entities, transforms, meshes, dissolves)` → `Vec<DrawCall>` from all meshes; snow layer adds clipmap draw calls; debug adds collider/gizmo calls; `spotlight_sync_system(spotlights, transforms)` syncs light positions to shader uniform
|
||||||
|
- **State machine**: `state_machine_system(&mut World, delta)` (per-frame), `state_machine_physics_system(&mut World, FIXED_TIMESTEP)` (fixed-step) tick state lifecycle
|
||||||
|
- **Trees**: `tree_occlusion_system(player_tags, transforms, cameras, tree_instances)` culls trees behind camera; `tree_dissolve_update_system(tree_instances, delta)` animates dissolve; `tree_instance_buffer_update_system(tree_instances)` writes GPU buffer
|
||||||
|
- **Snow**: `snow_system(cameras, transforms, player_tags, follows, snow_layer)` deforms snow layer at physics contacts; `particle_intent_system(particle_buffers, spawn_particle_intents)`/`particle_update_system(particle_buffers, delta)` manage particle emitters
|
||||||
|
- **Rotate**: `rotate_system(rotates, transforms, delta)` rotates entities by delta
|
||||||
|
|
||||||
|
### `src/bundles/`
|
||||||
|
Factory functions to spawn pre-configured entity groups:
|
||||||
|
- `PlayerBundle`: player character with all locomotion components
|
||||||
|
- `TestCharBundle`: test NPC
|
||||||
|
- `CameraBundle`: camera entity
|
||||||
|
- `TerrainBundle`: terrain mesh + collider
|
||||||
|
- `SpotlightBundle` + `spawn_spotlights()`: light entities from scene data
|
||||||
|
|
||||||
|
### `src/render/`
|
||||||
|
GPU rendering pipeline via wgpu. Singleton `Renderer` stored in thread-local (global.rs).
|
||||||
|
- **`Renderer`**: wgpu device/queue/surface, framebuffer, pipelines, bind groups, shadow map texture, spotlight data
|
||||||
|
- **`DrawCall`** (types.rs): vertex/index buffers, model matrix, pipeline enum, instance buffer, entity ref
|
||||||
|
- **Pipelines** (pipeline.rs): `create_main_pipeline()`, `create_snow_clipmap_pipeline()`, `create_wireframe_pipeline()`, `create_shadow_pipeline()`, `create_debug_lines_pipeline()`
|
||||||
|
- **`Uniforms`** (types.rs): model/view/projection, 4 spotlights, camera position, height scale, player position, time, tile scale, debug mode
|
||||||
|
- **Shadow**: `render_shadow_pass()` renders scene depth to shadow map from each spotlight
|
||||||
|
- **Snow**: `SnowLayer` deforms snow heightfield via compute; `ClipmapConfig` manages multi-level clipmap grid; `deform_at_position()` marks terrain changed
|
||||||
|
- **Snow light**: `SnowLightAccumulation` ping-pong texture accumulates light contributions from spotlights onto snow surface
|
||||||
|
- **Billboard pipeline** + **Text pipeline**: render dialog bubbles and text overlays
|
||||||
|
- **Particle pipeline**: billboarded particles with per-instance color/velocity
|
||||||
|
- **Font atlas**: pre-rasterized glyph texture from embedded font file
|
||||||
|
|
||||||
|
### `src/loaders/`
|
||||||
|
Load scene data from glTF files:
|
||||||
|
- **`scene.rs`** `Space::load_space()`: loads meshes, lights, player spawn, test char spawn from single glTF
|
||||||
|
- **`mesh.rs`** `Mesh::load_gltf_with_instances()`: parses glTF buffers, vertex/index data, multi-instance mesh batches; `InstanceData` (position/rotation/scale/dissolve); `Vertex` (position/normal/UV)
|
||||||
|
- **`lights.rs`**: extracts spotlight transforms/params from glTF nodes
|
||||||
|
- **`empty.rs`**: extracts named empty (spawn point) transforms from glTF
|
||||||
|
- **`heightmap.rs`**: loads EXR heightfield texture for terrain collision
|
||||||
|
- **`terrain.rs`**: builds rapier heightfield collider from EXR matrix
|
||||||
|
|
||||||
|
### `src/physics.rs`
|
||||||
|
Thread-local `PhysicsManager` wrapping rapier3d. `physics_step()` runs one integration step; `add_rigidbody()`, `add_collider()` register bodies; `raycast()` queries. `HeightfieldData` caches terrain height matrix.
|
||||||
|
|
||||||
|
### `src/utility/`
|
||||||
|
- **`transform.rs`** `Transform`: matrix conversions to/from nalgebra `Isometry3`; getters/setters for position/rotation/scale
|
||||||
|
- **`input.rs`** `InputState`: SDL3 key states (WASD, Space, Shift, Ctrl) and mouse delta; `handle_event()` updates state; `clear_just_pressed()` resets one-frame flags
|
||||||
|
- **`time.rs`**: `Time::get_time_elapsed()` returns seconds since init (static Instant)
|
||||||
|
|
||||||
|
### `src/debug/`
|
||||||
|
- **`mode.rs`** `DebugMode` enum: None, Normals, UV, Depth, Wireframe, Colliders, ShadowMap, SnowLight; `cycle()` steps through
|
||||||
|
- **`collider_debug.rs`**: renders rapier collider AABBs as line meshes
|
||||||
|
- **`gizmo.rs`**: renders 3D transform gizmo (position/rotation/scale) for editor
|
||||||
|
|
||||||
|
### `src/editor/`
|
||||||
|
- **`inspector.rs`** `Inspector`: wraps Dear ImGui context; `render()` draws frame to texture; `build_ui()` draws entity inspector panels
|
||||||
|
- **`mod.rs`** `EditorState`: manages editor active state, selected entity, mouse capture; `editor_loop()` calls inspector, handles picking
|
||||||
|
|
||||||
|
### `src/picking.rs`, `src/postprocess.rs`, `src/texture.rs`, `src/paths.rs`
|
||||||
|
Utility modules: ray casting for mouse pick, fullscreen blit/framebuffer downsampling, dither/flowmap texture loading, paths to asset files.
|
||||||
|
|
||||||
|
## Data Flow
|
||||||
|
|
||||||
|
1. **Initialization** (`main.rs` `init()`): SDL3 window → wgpu renderer (Vulkan) → World creation → load scene (Space from glTF) → spawn bundles (player, terrain, camera, lights) → initialize physics
|
||||||
|
2. **Main loop** (`main.rs` `main()` with 60 Hz fixed physics + variable-rate graphics):
|
||||||
|
- **Per-frame** (delta): Input events → `player_input_system(cameras, follows, player_tags, inputs, input_state)` (fills `InputComponent`) + `camera_input_system(cameras, follows, input_state)` (generates intents)
|
||||||
|
- **Intent processing**: `camera_intent_system(follow_player_intents, stop_following_intents, camera_transition_intents, follows, transforms, cameras, player_tags, camera_transitions)` consumes intents, updates `CameraComponent`/`CameraTransition`
|
||||||
|
- **Camera systems**: `camera_follow_system(follows, cameras, transforms)` follows player; `camera_noclip_system(cameras, follows, transforms, input_state, delta)` noclip mode; `camera_transition_system(camera_transitions, transforms, cameras, delta)` animated transitions; `camera_ground_clamp_system(cameras, follows, transforms)` clamps to ground
|
||||||
|
- **Fixed physics** (1/60s accumulator):
|
||||||
|
- `state_machine_physics_system(&mut World, FIXED_TIMESTEP)`: tick state's `on_physics_update()`
|
||||||
|
- `PhysicsManager::physics_step()`: rapier integration
|
||||||
|
- `physics_sync_system(entities, physics, transforms)`: copy rigidbody poses to `Transform`
|
||||||
|
- `trigger_system(trigger_events, triggers, transforms, player_tags)`: detect collisions, emit events
|
||||||
|
- `dialog_system(entities, trigger_events, dialog_sources, bubble_tags, dialog_bubbles, transforms, names, player_tags, projectile_tags, dialog_projectiles, dialog_outcomes, delta)` ticks story state; `dialog_projectile_system(player_tags, transforms, projectile_tags, dialog_projectiles, spawn_particle_intents, dialog_outcomes, leaping_states, rolling_states, input_state)` moves projectiles
|
||||||
|
- **Per-frame systems**: `state_machine_system(&mut World, delta)` ticks state lifecycle; `rotate_system(rotates, transforms, delta)` rotates entities; `particle_intent_system(particle_buffers, spawn_particle_intents)`/`particle_update_system(particle_buffers, delta)` manage particles; `tree_occlusion_system(player_tags, transforms, cameras, tree_instances)` culls; `tree_dissolve_update_system(tree_instances, delta)`/`tree_instance_buffer_update_system(tree_instances)` updates dissolve; `snow_system(cameras, transforms, player_tags, follows, snow_layer)` deforms snow; `spotlight_sync_system(spotlights, transforms)` syncs lights
|
||||||
|
- **Render collection**: `render_system(entities, transforms, meshes, dissolves)` → `Vec<DrawCall>` from all meshes; snow layer adds clipmap draw calls; debug adds collider/gizmo calls
|
||||||
|
- **Submission**: `submit_frame()` renders draw calls, dialog bubbles/text, particles to framebuffer; blit to screen; optional ImGui overlay
|
||||||
|
3. **Frame cleanup**: `InputState::clear_just_pressed()` resets one-frame flags
|
||||||
|
|
||||||
|
## Key Types
|
||||||
|
|
||||||
|
| Type | Module | Description |
|
||||||
|
|------|--------|-------------|
|
||||||
|
| `EntityHandle` | entity | u64 opaque entity ID |
|
||||||
|
| `Storage<T>` | world | HashMap storage for per-entity component data; exposes `.get()`, `.get_mut()`, `.with_mut()`, `.all()` methods |
|
||||||
|
| `World` | world | ECS container: entities, 20+ storages, intent queues, singleton state |
|
||||||
|
| `Transform` | utility/transform | Position (Vec3), rotation (Quat), scale (Vec3); matrix conversions |
|
||||||
|
| `StateMachine` | states/state | Per-entity state machine: current state TypeId, registered states, transitions |
|
||||||
|
| `State` trait | states/state | Lifecycle: `on_enter`, `on_physics_update`, `on_exit`, `on_update` |
|
||||||
|
| `PhysicsComponent` | components/physics | Rapier3d rigidbody + optional collider handles |
|
||||||
|
| `MovementComponent` | components/movement | Walking speed, acceleration, damping, context (floored, last floor time) |
|
||||||
|
| `JumpComponent` | components/jump | Jump height, duration, air control, context (in progress, origin height) |
|
||||||
|
| `CameraComponent` | components/camera | FOV, aspect, yaw/pitch angles, is_active flag |
|
||||||
|
| `InputComponent` | components/input | Current frame: move direction, jump/parry key states (flags) |
|
||||||
|
| `MeshComponent` | components/mesh | Mesh ref, pipeline enum, instance buffer, dissolve/snow-light flags |
|
||||||
|
| `DialogBubbleComponent` | components/dialog | Ink story, current text, dialog phase (displaying/projectile in flight), parry button |
|
||||||
|
| `DrawCall` | render/types | GPU command: vertex/index buffers, model matrix, pipeline, instance count, entity ID |
|
||||||
|
| `Uniforms` | render/types | Per-frame shader data: matrices, spotlight array, debug flags |
|
||||||
|
| `Renderer` | render/mod | GPU state: device, queue, surface, all pipelines, framebuffer, texture samplers |
|
||||||
|
| `Space` | loaders/scene | Loaded scene: mesh batches, spotlight data, spawn positions |
|
||||||
|
| `Mesh` | loaders/mesh | GPU vertex/index buffers, AABB, CPU vertex data for physics |
|
||||||
|
| `SnowLayer` | render/snow | Snow heightfield: deform bind groups, depth texture, clipmap grid levels |
|
||||||
|
| `SnowLightAccumulation` | render/snow_light | Ping-pong textures + pipeline accumulating spotlight contributions onto snow |
|
||||||
|
| `InputState` | utility/input | SDL3 event state: key flags, mouse delta, relative mode |
|
||||||
|
| `PhysicsManager` | physics | Rapier3d bodies/colliders/pipeline; thread-local singleton |
|
||||||
|
| `DebugMode` | debug/mode | Enum: None, Normals, UV, Depth, Wireframe, Colliders, ShadowMap, SnowLight |
|
||||||
|
|
||||||
|
## Entry Points
|
||||||
|
|
||||||
|
1. **`main()` in src/main.rs**
|
||||||
|
- Calls `init()` → initializes SDL3, wgpu, loads world from scene glTF, spawns entities
|
||||||
|
- Runs infinite loop: event poll → systems (camera/input/physics/render) → frame submit → sleep to 60 Hz
|
||||||
|
2. **`Game::init()` in src/main.rs**
|
||||||
|
- SDL3 window + Vulkan surface
|
||||||
|
- `Renderer::new()` initializes all GPU pipelines and textures
|
||||||
|
- `init_world()` loads space, spawns bundles, sets up terrain/snow/lights
|
||||||
|
3. **`World::new()` in src/world.rs**
|
||||||
|
- Creates empty storages for all 20+ component types and intent queues
|
||||||
|
|
||||||
|
## Dependencies
|
||||||
|
|
||||||
|
- **Engine**: wgpu (GPU), rapier3d (physics), glam (math), nalgebra (physics conversions), SDL3 (windowing/input)
|
||||||
|
- **Content**: bladeink (Ink story scripting), image crate (EXR heightmaps), gltf (scene loading)
|
||||||
|
- **Editor**: Dear ImGui via imgui crate + SDL3 integration
|
||||||
|
- **Internal**: All systems take explicit storage parameters from `World`; systems are called in fixed sequence from main loop; no circular dependencies
|
||||||
|
- **Thread-local singletons**: `Renderer` (render/global.rs), `PhysicsManager` (physics.rs), `GLOBAL_RENDERER`, `GLOBAL_PHYSICS`
|
||||||
|
|
||||||
|
## Initialization Order
|
||||||
|
|
||||||
|
1. SDL3 init → window creation → Vulkan adapter/device
|
||||||
|
2. `Renderer::new()` → wgpu device/queue, create all pipelines, load textures (dither, flowmap, font atlas, shadow map, blue noise)
|
||||||
|
3. Load scene from glTF → meshes, lights, spawns
|
||||||
|
4. Spawn bundles: player (with input/movement/jump/state machine), terrain (mesh + heightfield collider), camera (follows player), lights (spotlights)
|
||||||
|
5. Initialize snow layer (deform by tree positions)
|
||||||
|
6. Initialize snow light accumulation (bind to spotlight data)
|
||||||
|
7. Main loop: process events → run systems in sequence → submit frame
|
||||||
@@ -10,6 +10,12 @@ Pure Rust game: SDL3 windowing, wgpu rendering, rapier3d physics, low-res retro
|
|||||||
- **NO inline paths** — always add `use` statements at the top of files, never inline
|
- **NO inline paths** — always add `use` statements at the top of files, never inline
|
||||||
- **NO `use` statements inside functions or impl blocks** — all `use` must be at the file (module) level
|
- **NO `use` statements inside functions or impl blocks** — all `use` must be at the file (module) level
|
||||||
|
|
||||||
|
**Intent-Based Architecture:**
|
||||||
|
- Systems don't call each other. Cross-system communication goes through **intents** — one-frame typed structs in `Storage<T>` queues on `World`
|
||||||
|
- Producer inserts intent → consumer reads, acts, removes. Producer doesn't know which system processes it
|
||||||
|
- The main loop is a flat pipeline; systems self-gate based on data presence
|
||||||
|
- See `docs/self-gating-systems.md` for full pattern + examples
|
||||||
|
|
||||||
**Storage Parameters:**
|
**Storage Parameters:**
|
||||||
- Functions should take specific storages they need rather than `&World` or `&mut World`
|
- Functions should take specific storages they need rather than `&World` or `&mut World`
|
||||||
- Pass individual fields (`&world.transforms`, `&mut world.state_machines`) at the call site
|
- Pass individual fields (`&world.transforms`, `&mut world.state_machines`) at the call site
|
||||||
|
|||||||
@@ -23,6 +23,8 @@ nalgebra = { version = "0.34.1", features = ["convert-glam030"] }
|
|||||||
serde_json = "1.0"
|
serde_json = "1.0"
|
||||||
bladeink = "1.2"
|
bladeink = "1.2"
|
||||||
wesl = "0.2"
|
wesl = "0.2"
|
||||||
|
ab_glyph = "0.2"
|
||||||
|
rand = "0.9"
|
||||||
|
|
||||||
[build-dependencies]
|
[build-dependencies]
|
||||||
wesl = "0.2"
|
wesl = "0.2"
|
||||||
|
|||||||
BIN
assets/fonts/DepartureMono-Regular.otf
Normal file
BIN
assets/fonts/DepartureMono-Regular.otf
Normal file
Binary file not shown.
@@ -144,9 +144,9 @@
|
|||||||
{
|
{
|
||||||
"name":"TestCharSpawn",
|
"name":"TestCharSpawn",
|
||||||
"translation":[
|
"translation":[
|
||||||
-381.1509704589844,
|
-376.7967224121094,
|
||||||
106.53739166259766,
|
115.31475830078125,
|
||||||
107.46959686279297
|
155.05471801757812
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
|
|||||||
218
blender/addons/snow_trail_export.py
Normal file
218
blender/addons/snow_trail_export.py
Normal file
@@ -0,0 +1,218 @@
|
|||||||
|
bl_info = {
|
||||||
|
"name": "Snow Trail Export",
|
||||||
|
"author": "Snow Trail",
|
||||||
|
"version": (1, 0, 0),
|
||||||
|
"blender": (5, 0, 0),
|
||||||
|
"location": "3D Viewport > Sidebar > Snow Trail",
|
||||||
|
"description": "One-click glTF export to project assets folder",
|
||||||
|
"category": "Import-Export",
|
||||||
|
}
|
||||||
|
|
||||||
|
import bpy
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
|
||||||
|
def find_project_root():
|
||||||
|
blend_path = Path(bpy.data.filepath)
|
||||||
|
if not blend_path.exists():
|
||||||
|
return None
|
||||||
|
candidate = blend_path.parent
|
||||||
|
while candidate != candidate.parent:
|
||||||
|
if (candidate / "assets").is_dir() and (candidate / "blender").is_dir():
|
||||||
|
return candidate
|
||||||
|
candidate = candidate.parent
|
||||||
|
return None
|
||||||
|
|
||||||
|
|
||||||
|
def get_export_path():
|
||||||
|
blend_path = Path(bpy.data.filepath)
|
||||||
|
project_root = find_project_root()
|
||||||
|
if project_root is None:
|
||||||
|
return None
|
||||||
|
stem = blend_path.stem
|
||||||
|
return project_root / "assets" / "meshes" / f"{stem}.gltf"
|
||||||
|
|
||||||
|
|
||||||
|
class SNOWTRAIL_OT_export_gltf(bpy.types.Operator):
|
||||||
|
bl_idname = "snow_trail.export_gltf"
|
||||||
|
bl_label = "Export to Project"
|
||||||
|
bl_description = "Export selected objects as glTF to assets/meshes/"
|
||||||
|
bl_options = {'REGISTER'}
|
||||||
|
|
||||||
|
def execute(self, context):
|
||||||
|
if not bpy.data.filepath:
|
||||||
|
self.report({'ERROR'}, "Save the .blend file first")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
export_path = get_export_path()
|
||||||
|
if export_path is None:
|
||||||
|
self.report({'ERROR'}, "Could not find project root (looking for assets/ + blender/ dirs)")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
export_path.parent.mkdir(parents=True, exist_ok=True)
|
||||||
|
|
||||||
|
selected = [obj for obj in context.selected_objects if obj.type == 'MESH']
|
||||||
|
if not selected:
|
||||||
|
self.report({'ERROR'}, "No mesh objects selected")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
props = context.scene.snow_trail_export
|
||||||
|
|
||||||
|
bpy.ops.export_scene.gltf(
|
||||||
|
filepath=str(export_path),
|
||||||
|
export_format='GLTF_SEPARATE',
|
||||||
|
use_selection=True,
|
||||||
|
export_apply=props.apply_modifiers,
|
||||||
|
export_yup=True,
|
||||||
|
export_texcoords=True,
|
||||||
|
export_normals=True,
|
||||||
|
export_colors=props.export_vertex_colors,
|
||||||
|
export_materials='NONE' if not props.export_materials else 'EXPORT',
|
||||||
|
export_animations=props.export_animations,
|
||||||
|
)
|
||||||
|
|
||||||
|
rel_path = export_path.relative_to(find_project_root())
|
||||||
|
self.report({'INFO'}, f"Exported → {rel_path}")
|
||||||
|
return {'FINISHED'}
|
||||||
|
|
||||||
|
|
||||||
|
class SNOWTRAIL_OT_export_heightmap(bpy.types.Operator):
|
||||||
|
bl_idname = "snow_trail.export_heightmap"
|
||||||
|
bl_label = "Bake Heightmap"
|
||||||
|
bl_description = "Run heightmap bake script for selected terrain"
|
||||||
|
bl_options = {'REGISTER'}
|
||||||
|
|
||||||
|
def execute(self, context):
|
||||||
|
project_root = find_project_root()
|
||||||
|
if project_root is None:
|
||||||
|
self.report({'ERROR'}, "Could not find project root")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
script_path = project_root / "blender" / "scripts" / "generate_heightmap.py"
|
||||||
|
if not script_path.exists():
|
||||||
|
self.report({'ERROR'}, f"Script not found: {script_path}")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
import importlib.util
|
||||||
|
spec = importlib.util.spec_from_file_location("generate_heightmap", str(script_path))
|
||||||
|
mod = importlib.util.module_from_spec(spec)
|
||||||
|
spec.loader.exec_module(mod)
|
||||||
|
|
||||||
|
terrain_obj = context.active_object
|
||||||
|
if terrain_obj is None or terrain_obj.type != 'MESH':
|
||||||
|
self.report({'ERROR'}, "Select a mesh object first")
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
output_path = project_root / "assets" / "textures" / "terrain_heightmap.exr"
|
||||||
|
mod.bake_heightmap(
|
||||||
|
terrain_obj=terrain_obj,
|
||||||
|
resolution=context.scene.snow_trail_export.heightmap_resolution,
|
||||||
|
output_path=str(output_path),
|
||||||
|
)
|
||||||
|
|
||||||
|
self.report({'INFO'}, f"Heightmap → assets/textures/terrain_heightmap.exr")
|
||||||
|
return {'FINISHED'}
|
||||||
|
|
||||||
|
|
||||||
|
class SNOWTRAIL_ExportProperties(bpy.types.PropertyGroup):
|
||||||
|
apply_modifiers: bpy.props.BoolProperty(
|
||||||
|
name="Apply Modifiers",
|
||||||
|
default=True,
|
||||||
|
description="Apply modifiers before export",
|
||||||
|
)
|
||||||
|
export_vertex_colors: bpy.props.BoolProperty(
|
||||||
|
name="Vertex Colors",
|
||||||
|
default=True,
|
||||||
|
description="Export vertex colors",
|
||||||
|
)
|
||||||
|
export_materials: bpy.props.BoolProperty(
|
||||||
|
name="Materials",
|
||||||
|
default=False,
|
||||||
|
description="Export materials (usually not needed for retro aesthetic)",
|
||||||
|
)
|
||||||
|
export_animations: bpy.props.BoolProperty(
|
||||||
|
name="Animations",
|
||||||
|
default=False,
|
||||||
|
description="Export animations",
|
||||||
|
)
|
||||||
|
heightmap_resolution: bpy.props.IntProperty(
|
||||||
|
name="Heightmap Resolution",
|
||||||
|
default=1024,
|
||||||
|
min=128,
|
||||||
|
max=4096,
|
||||||
|
description="Resolution for heightmap bake",
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
class SNOWTRAIL_PT_export_panel(bpy.types.Panel):
|
||||||
|
bl_label = "Snow Trail Export"
|
||||||
|
bl_idname = "SNOWTRAIL_PT_export_panel"
|
||||||
|
bl_space_type = 'VIEW_3D'
|
||||||
|
bl_region_type = 'UI'
|
||||||
|
bl_category = "Snow Trail"
|
||||||
|
|
||||||
|
def draw(self, context):
|
||||||
|
layout = self.layout
|
||||||
|
props = context.scene.snow_trail_export
|
||||||
|
|
||||||
|
export_path = get_export_path()
|
||||||
|
if export_path:
|
||||||
|
project_root = find_project_root()
|
||||||
|
rel = export_path.relative_to(project_root)
|
||||||
|
layout.label(text=f"Target: {rel}", icon='FILE')
|
||||||
|
elif not bpy.data.filepath:
|
||||||
|
layout.label(text="Save .blend file first!", icon='ERROR')
|
||||||
|
else:
|
||||||
|
layout.label(text="Project root not found!", icon='ERROR')
|
||||||
|
|
||||||
|
layout.separator()
|
||||||
|
|
||||||
|
box = layout.box()
|
||||||
|
box.label(text="glTF Options:", icon='MESH_DATA')
|
||||||
|
box.prop(props, "apply_modifiers")
|
||||||
|
box.prop(props, "export_vertex_colors")
|
||||||
|
box.prop(props, "export_materials")
|
||||||
|
box.prop(props, "export_animations")
|
||||||
|
|
||||||
|
selected_meshes = [o for o in context.selected_objects if o.type == 'MESH']
|
||||||
|
row = layout.row()
|
||||||
|
row.scale_y = 1.5
|
||||||
|
row.operator("snow_trail.export_gltf", icon='EXPORT')
|
||||||
|
if not selected_meshes:
|
||||||
|
row.enabled = False
|
||||||
|
|
||||||
|
if selected_meshes:
|
||||||
|
layout.label(text=f"{len(selected_meshes)} mesh(es) selected")
|
||||||
|
else:
|
||||||
|
layout.label(text="Select mesh objects to export", icon='INFO')
|
||||||
|
|
||||||
|
layout.separator()
|
||||||
|
|
||||||
|
box = layout.box()
|
||||||
|
box.label(text="Terrain Tools:", icon='WORLD')
|
||||||
|
box.prop(props, "heightmap_resolution")
|
||||||
|
box.operator("snow_trail.export_heightmap", icon='IMAGE_DATA')
|
||||||
|
|
||||||
|
|
||||||
|
classes = (
|
||||||
|
SNOWTRAIL_ExportProperties,
|
||||||
|
SNOWTRAIL_OT_export_gltf,
|
||||||
|
SNOWTRAIL_OT_export_heightmap,
|
||||||
|
SNOWTRAIL_PT_export_panel,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
def register():
|
||||||
|
for cls in classes:
|
||||||
|
bpy.utils.register_class(cls)
|
||||||
|
bpy.types.Scene.snow_trail_export = bpy.props.PointerProperty(type=SNOWTRAIL_ExportProperties)
|
||||||
|
|
||||||
|
|
||||||
|
def unregister():
|
||||||
|
del bpy.types.Scene.snow_trail_export
|
||||||
|
for cls in reversed(classes):
|
||||||
|
bpy.utils.unregister_class(cls)
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
register()
|
||||||
Binary file not shown.
Binary file not shown.
135
docs/intent-based-architecture.md
Normal file
135
docs/intent-based-architecture.md
Normal file
@@ -0,0 +1,135 @@
|
|||||||
|
# Intent-Based Architecture
|
||||||
|
|
||||||
|
Systems communicate through **intents** — one-frame typed data in shared queues — not through direct function calls. This decouples producers from consumers: the system that wants something to happen does not know or care which system processes it.
|
||||||
|
|
||||||
|
## The Pattern
|
||||||
|
|
||||||
|
```
|
||||||
|
Producer World (shared state) Consumer
|
||||||
|
──────── ──────────────────── ────────
|
||||||
|
detects dialog change
|
||||||
|
↓
|
||||||
|
insert(camera, CameraTransitionIntent)
|
||||||
|
↓
|
||||||
|
camera_transition_intents
|
||||||
|
camera_intent_system reads it
|
||||||
|
sets up CameraTransition component
|
||||||
|
removes intent
|
||||||
|
```
|
||||||
|
|
||||||
|
An intent is ephemeral (one frame). The state change it triggers (a component mutation) persists.
|
||||||
|
|
||||||
|
## Intent Types
|
||||||
|
|
||||||
|
Intents are plain structs stored in `Storage<T>` on `World`, keyed by target entity:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// components/intent.rs
|
||||||
|
pub struct FollowPlayerIntent;
|
||||||
|
pub struct StopFollowingIntent;
|
||||||
|
pub struct CameraTransitionIntent { pub duration: f32 }
|
||||||
|
```
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// world.rs
|
||||||
|
pub follow_player_intents: Storage<FollowPlayerIntent>,
|
||||||
|
pub stop_following_intents: Storage<StopFollowingIntent>,
|
||||||
|
pub camera_transition_intents: Storage<CameraTransitionIntent>,
|
||||||
|
```
|
||||||
|
|
||||||
|
Adding a new intent = one struct + one storage field. Nothing else changes.
|
||||||
|
|
||||||
|
## Producing Intents
|
||||||
|
|
||||||
|
Any code with access to the storage can submit. The entity is the target:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// Event handler wants camera to follow player — doesn't call camera functions
|
||||||
|
world.follow_player_intents.insert(camera_entity, FollowPlayerIntent);
|
||||||
|
|
||||||
|
// Dialog system detects state change — doesn't know how transitions work
|
||||||
|
world.camera_transition_intents.insert(camera_entity, CameraTransitionIntent { duration: 0.8 });
|
||||||
|
```
|
||||||
|
|
||||||
|
Producers don't import consumer modules. They only know about the intent type and the storage.
|
||||||
|
|
||||||
|
## Consuming Intents
|
||||||
|
|
||||||
|
A consumer system reads, acts, and removes:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
pub fn camera_intent_system(world: &mut World) {
|
||||||
|
// 1. Read
|
||||||
|
let follow_entities = world.follow_player_intents.all();
|
||||||
|
for entity in follow_entities {
|
||||||
|
// 2. Act — all the follow setup logic lives here
|
||||||
|
start_camera_following(world, entity);
|
||||||
|
// 3. Remove (consume)
|
||||||
|
world.follow_player_intents.remove(entity);
|
||||||
|
}
|
||||||
|
// ... same for stop_following_intents, camera_transition_intents
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
The consumer owns the implementation. `start_camera_following` is a private function inside the camera module — no other module can call it directly.
|
||||||
|
|
||||||
|
## Why This Matters
|
||||||
|
|
||||||
|
**Decoupling.** The dialog system doesn't import camera functions. It inserts a `CameraTransitionIntent`. If the camera system changes how transitions work, the dialog system is unaffected.
|
||||||
|
|
||||||
|
**Multiple producers, same path.** Editor toggle, dialog state changes, and future cutscene systems all produce the same `CameraTransitionIntent`. They all go through the same processing. No special cases.
|
||||||
|
|
||||||
|
**Testability.** To test camera transitions: insert a `CameraTransitionIntent`, call `camera_intent_system`, check the result. No need to simulate dialog state or editor toggles.
|
||||||
|
|
||||||
|
**Additive behavior.** To add a new reaction to `StopFollowingIntent` (e.g., play a sound), write a new system that reads the intent before the camera system consumes it. No existing code changes.
|
||||||
|
|
||||||
|
## Execution Order
|
||||||
|
|
||||||
|
The main loop is a flat pipeline. Order encodes causality:
|
||||||
|
|
||||||
|
```
|
||||||
|
Input + intent generation (camera_input, player_input, dialog_transition_detect)
|
||||||
|
↓
|
||||||
|
Intent processing (camera_intent_system)
|
||||||
|
↓
|
||||||
|
Camera behavior (noclip, dialog_camera, follow, transition, ground_clamp)
|
||||||
|
↓
|
||||||
|
Editor overlay (UI only — not a game system)
|
||||||
|
↓
|
||||||
|
Fixed-step physics (state_machine, physics, triggers, dialog)
|
||||||
|
↓
|
||||||
|
Per-frame systems (state_machine, rotate, trees, spotlights, snow)
|
||||||
|
↓
|
||||||
|
Render
|
||||||
|
```
|
||||||
|
|
||||||
|
Moving a system changes the data flow. The order is the contract.
|
||||||
|
|
||||||
|
## Systems Also Self-Gate
|
||||||
|
|
||||||
|
Because intents express what should happen, systems naturally have nothing to do when their data is absent:
|
||||||
|
|
||||||
|
- `camera_follow_system` — no `FollowComponent` = no work
|
||||||
|
- `dialog_camera_system` — no active bubbles = no work
|
||||||
|
- `player_input_system` — camera not following = no player input
|
||||||
|
- `camera_noclip_system` — camera has `FollowComponent` = skip
|
||||||
|
|
||||||
|
The main loop doesn't branch on mode flags. Systems check their own data.
|
||||||
|
|
||||||
|
## When to Use Intents vs. Direct Mutation
|
||||||
|
|
||||||
|
| Situation | Approach |
|
||||||
|
|---|---|
|
||||||
|
| One system wants another to do something | Intent |
|
||||||
|
| A system updating its own components | Direct mutation |
|
||||||
|
| Per-frame continuous computation | Components + tick system |
|
||||||
|
| Persistent state (is the camera following?) | Component (`FollowComponent`) |
|
||||||
|
| One-shot request (start following) | Intent (`FollowPlayerIntent`) |
|
||||||
|
|
||||||
|
## Adding New Intents
|
||||||
|
|
||||||
|
1. Define the struct in `components/intent.rs`
|
||||||
|
2. Add a `Storage<T>` field to `World` (+ `new()` + `despawn()`)
|
||||||
|
3. Producers insert into the storage
|
||||||
|
4. A consumer system reads, acts, and removes
|
||||||
|
5. Done — no other code changes
|
||||||
@@ -18,8 +18,8 @@ use crate::loaders::mesh::Mesh;
|
|||||||
use crate::paths;
|
use crate::paths;
|
||||||
use crate::physics::PhysicsManager;
|
use crate::physics::PhysicsManager;
|
||||||
use crate::render::Pipeline;
|
use crate::render::Pipeline;
|
||||||
use crate::state::StateMachine;
|
use crate::states::player_states::{LEAP_DURATION, ROLL_DURATION};
|
||||||
use crate::systems::player_states::{LEAP_DURATION, ROLL_DURATION};
|
use crate::states::state::StateMachine;
|
||||||
use crate::world::{Transform, World};
|
use crate::world::{Transform, World};
|
||||||
|
|
||||||
pub struct PlayerBundle
|
pub struct PlayerBundle
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ use crate::loaders::mesh::Mesh;
|
|||||||
use crate::paths;
|
use crate::paths;
|
||||||
use crate::physics::PhysicsManager;
|
use crate::physics::PhysicsManager;
|
||||||
use crate::render::Pipeline;
|
use crate::render::Pipeline;
|
||||||
use crate::state::StateMachine;
|
use crate::states::state::StateMachine;
|
||||||
use crate::world::{Transform, World};
|
use crate::world::{Transform, World};
|
||||||
|
|
||||||
pub struct TestCharBundle
|
pub struct TestCharBundle
|
||||||
|
|||||||
@@ -1,4 +1,13 @@
|
|||||||
use glam::Mat4;
|
use glam::{Mat4, Vec3};
|
||||||
|
|
||||||
|
pub struct CameraTransition
|
||||||
|
{
|
||||||
|
pub source_position: Vec3,
|
||||||
|
pub source_yaw: f32,
|
||||||
|
pub source_pitch: f32,
|
||||||
|
pub elapsed: f32,
|
||||||
|
pub duration: f32,
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Clone, Copy)]
|
#[derive(Clone, Copy)]
|
||||||
pub struct CameraComponent
|
pub struct CameraComponent
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
use bladeink::story::Story;
|
use bladeink::story::Story;
|
||||||
|
use glam::Vec3;
|
||||||
|
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
|
|
||||||
@@ -56,6 +57,7 @@ pub struct DialogProjectileComponent
|
|||||||
pub bubble_entity: EntityHandle,
|
pub bubble_entity: EntityHandle,
|
||||||
pub correct_parry: ParryButton,
|
pub correct_parry: ParryButton,
|
||||||
pub parry_window_open: bool,
|
pub parry_window_open: bool,
|
||||||
|
pub velocity: Vec3,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
|
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
|
||||||
|
|||||||
8
src/components/intent.rs
Normal file
8
src/components/intent.rs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
pub struct FollowPlayerIntent;
|
||||||
|
|
||||||
|
pub struct StopFollowingIntent;
|
||||||
|
|
||||||
|
pub struct CameraTransitionIntent
|
||||||
|
{
|
||||||
|
pub duration: f32,
|
||||||
|
}
|
||||||
@@ -3,18 +3,20 @@ pub mod dialog;
|
|||||||
pub mod dissolve;
|
pub mod dissolve;
|
||||||
pub mod follow;
|
pub mod follow;
|
||||||
pub mod input;
|
pub mod input;
|
||||||
|
pub mod intent;
|
||||||
pub mod jump;
|
pub mod jump;
|
||||||
pub mod lights;
|
pub mod lights;
|
||||||
pub mod mesh;
|
pub mod mesh;
|
||||||
pub mod movement;
|
pub mod movement;
|
||||||
pub mod noclip;
|
pub mod noclip;
|
||||||
|
pub mod particle;
|
||||||
pub mod physics;
|
pub mod physics;
|
||||||
pub mod player_states;
|
pub mod player_states;
|
||||||
pub mod rotate;
|
pub mod rotate;
|
||||||
pub mod tree_instances;
|
pub mod tree_instances;
|
||||||
pub mod trigger;
|
pub mod trigger;
|
||||||
|
|
||||||
pub use camera::CameraComponent;
|
pub use camera::{CameraComponent, CameraTransition};
|
||||||
pub use dialog::{
|
pub use dialog::{
|
||||||
DialogBubbleComponent, DialogOutcome, DialogOutcomeEvent, DialogPhase,
|
DialogBubbleComponent, DialogOutcome, DialogOutcomeEvent, DialogPhase,
|
||||||
DialogProjectileComponent, DialogSourceComponent, ParryButton,
|
DialogProjectileComponent, DialogSourceComponent, ParryButton,
|
||||||
@@ -25,6 +27,7 @@ pub use input::InputComponent;
|
|||||||
pub use jump::JumpComponent;
|
pub use jump::JumpComponent;
|
||||||
pub use mesh::MeshComponent;
|
pub use mesh::MeshComponent;
|
||||||
pub use movement::MovementComponent;
|
pub use movement::MovementComponent;
|
||||||
|
pub use particle::{ParticleEmitterConfig, SpawnParticleIntent};
|
||||||
pub use physics::PhysicsComponent;
|
pub use physics::PhysicsComponent;
|
||||||
pub use rotate::RotateComponent;
|
pub use rotate::RotateComponent;
|
||||||
pub use tree_instances::TreeInstancesComponent;
|
pub use tree_instances::TreeInstancesComponent;
|
||||||
|
|||||||
18
src/components/particle.rs
Normal file
18
src/components/particle.rs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
pub struct ParticleEmitterConfig
|
||||||
|
{
|
||||||
|
pub burst_count: u32,
|
||||||
|
pub lifetime: std::ops::Range<f32>,
|
||||||
|
pub speed: std::ops::Range<f32>,
|
||||||
|
pub direction: Option<glam::Vec3>,
|
||||||
|
pub direction_spread: f32,
|
||||||
|
pub gravity: f32,
|
||||||
|
pub size: std::ops::Range<f32>,
|
||||||
|
pub color_start: [f32; 4],
|
||||||
|
pub color_end: [f32; 4],
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct SpawnParticleIntent
|
||||||
|
{
|
||||||
|
pub origin: glam::Vec3,
|
||||||
|
pub config: ParticleEmitterConfig,
|
||||||
|
}
|
||||||
178
src/debug/gizmo.rs
Normal file
178
src/debug/gizmo.rs
Normal file
@@ -0,0 +1,178 @@
|
|||||||
|
use bytemuck::cast_slice;
|
||||||
|
use glam::{Mat4, Vec3};
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
|
||||||
|
use crate::entity::EntityHandle;
|
||||||
|
use crate::loaders::mesh::{InstanceRaw, Mesh, Vertex};
|
||||||
|
use crate::render::{self, DrawCall, Pipeline};
|
||||||
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
|
const GIZMO_DISTANCE_SCALE: f32 = 0.1;
|
||||||
|
const ARROW_BASE: f32 = 0.85;
|
||||||
|
const ARROW_SPREAD: f32 = 0.08;
|
||||||
|
|
||||||
|
pub fn create_gizmo_mesh(device: &wgpu::Device) -> Mesh
|
||||||
|
{
|
||||||
|
let vertices = vec![
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, 0.0, 0.0],
|
||||||
|
normal: [1.0, 0.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [1.0, 0.0, 0.0],
|
||||||
|
normal: [1.0, 0.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, 0.0, 0.0],
|
||||||
|
normal: [0.0, 1.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, 1.0, 0.0],
|
||||||
|
normal: [0.0, 1.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, 0.0, 0.0],
|
||||||
|
normal: [0.0, 0.0, 1.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, 0.0, 1.0],
|
||||||
|
normal: [0.0, 0.0, 1.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [ARROW_BASE, ARROW_SPREAD, 0.0],
|
||||||
|
normal: [1.0, 0.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [ARROW_BASE, -ARROW_SPREAD, 0.0],
|
||||||
|
normal: [1.0, 0.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [ARROW_BASE, 0.0, ARROW_SPREAD],
|
||||||
|
normal: [1.0, 0.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [ARROW_BASE, 0.0, -ARROW_SPREAD],
|
||||||
|
normal: [1.0, 0.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [ARROW_SPREAD, ARROW_BASE, 0.0],
|
||||||
|
normal: [0.0, 1.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [-ARROW_SPREAD, ARROW_BASE, 0.0],
|
||||||
|
normal: [0.0, 1.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, ARROW_BASE, ARROW_SPREAD],
|
||||||
|
normal: [0.0, 1.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, ARROW_BASE, -ARROW_SPREAD],
|
||||||
|
normal: [0.0, 1.0, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [ARROW_SPREAD, 0.0, ARROW_BASE],
|
||||||
|
normal: [0.0, 0.0, 1.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [-ARROW_SPREAD, 0.0, ARROW_BASE],
|
||||||
|
normal: [0.0, 0.0, 1.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, ARROW_SPREAD, ARROW_BASE],
|
||||||
|
normal: [0.0, 0.0, 1.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
Vertex {
|
||||||
|
position: [0.0, -ARROW_SPREAD, ARROW_BASE],
|
||||||
|
normal: [0.0, 0.0, 1.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
];
|
||||||
|
|
||||||
|
let indices = vec![
|
||||||
|
0, 1, 2, 3, 4, 5, 6, 1, 7, 1, 8, 1, 9, 1, 10, 3, 11, 3, 12, 3, 13, 3, 14, 5, 15, 5, 16, 5,
|
||||||
|
17, 5,
|
||||||
|
];
|
||||||
|
|
||||||
|
Mesh::new(device, &vertices, &indices)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn create_gizmo_instance_buffer(device: &wgpu::Device) -> wgpu::Buffer
|
||||||
|
{
|
||||||
|
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some("Gizmo Instance Buffer"),
|
||||||
|
contents: cast_slice(&[InstanceRaw {
|
||||||
|
model: Mat4::IDENTITY.to_cols_array_2d(),
|
||||||
|
dissolve_amount: 0.0,
|
||||||
|
_padding: [0.0; 3],
|
||||||
|
}]),
|
||||||
|
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn render_transform_gizmo(
|
||||||
|
entity: EntityHandle,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
camera_position: Vec3,
|
||||||
|
gizmo_mesh: &Mesh,
|
||||||
|
instance_buffer: &wgpu::Buffer,
|
||||||
|
) -> Vec<DrawCall>
|
||||||
|
{
|
||||||
|
let transform = match transforms.get(entity)
|
||||||
|
{
|
||||||
|
Some(t) => t,
|
||||||
|
None => return Vec::new(),
|
||||||
|
};
|
||||||
|
|
||||||
|
let distance = camera_position.distance(transform.position);
|
||||||
|
let scale = (distance * GIZMO_DISTANCE_SCALE).max(0.1);
|
||||||
|
|
||||||
|
let model = Mat4::from_scale_rotation_translation(
|
||||||
|
Vec3::splat(scale),
|
||||||
|
transform.rotation,
|
||||||
|
transform.position,
|
||||||
|
);
|
||||||
|
|
||||||
|
let instance_data = InstanceRaw {
|
||||||
|
model: model.to_cols_array_2d(),
|
||||||
|
dissolve_amount: 0.0,
|
||||||
|
_padding: [0.0; 3],
|
||||||
|
};
|
||||||
|
|
||||||
|
render::with_queue(|queue| {
|
||||||
|
queue.write_buffer(instance_buffer, 0, cast_slice(&[instance_data]));
|
||||||
|
});
|
||||||
|
|
||||||
|
vec![DrawCall {
|
||||||
|
vertex_buffer: gizmo_mesh.vertex_buffer.clone(),
|
||||||
|
index_buffer: gizmo_mesh.index_buffer.clone(),
|
||||||
|
num_indices: gizmo_mesh.num_indices,
|
||||||
|
model,
|
||||||
|
pipeline: Pipeline::GizmoLines,
|
||||||
|
instance_buffer: Some(instance_buffer.clone()),
|
||||||
|
num_instances: 1,
|
||||||
|
tile_scale: 4.0,
|
||||||
|
enable_dissolve: false,
|
||||||
|
enable_snow_light: false,
|
||||||
|
displacement_bind_group: None,
|
||||||
|
entity: None,
|
||||||
|
}]
|
||||||
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
pub mod collider_debug;
|
pub mod collider_debug;
|
||||||
|
pub mod gizmo;
|
||||||
pub mod mode;
|
pub mod mode;
|
||||||
|
|
||||||
pub use mode::DebugMode;
|
pub use mode::DebugMode;
|
||||||
|
|||||||
@@ -3,8 +3,6 @@ mod inspector;
|
|||||||
use sdl3_sys::events::SDL_Event;
|
use sdl3_sys::events::SDL_Event;
|
||||||
|
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
use crate::systems::camera_noclip_system;
|
|
||||||
use crate::utility::input::InputState;
|
|
||||||
use crate::world::World;
|
use crate::world::World;
|
||||||
|
|
||||||
pub use inspector::FrameStats;
|
pub use inspector::FrameStats;
|
||||||
@@ -73,18 +71,8 @@ impl EditorState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn editor_loop(
|
pub fn editor_loop(editor: &mut EditorState, world: &mut World, stats: &FrameStats)
|
||||||
editor: &mut EditorState,
|
|
||||||
world: &mut World,
|
|
||||||
input_state: &InputState,
|
|
||||||
stats: &FrameStats,
|
|
||||||
delta: f32,
|
|
||||||
)
|
|
||||||
{
|
{
|
||||||
if editor.right_mouse_held
|
|
||||||
{
|
|
||||||
camera_noclip_system(world, input_state, delta);
|
|
||||||
}
|
|
||||||
let selected = editor.selected_entity;
|
let selected = editor.selected_entity;
|
||||||
let show_player_state = editor.show_player_state;
|
let show_player_state = editor.show_player_state;
|
||||||
editor
|
editor
|
||||||
|
|||||||
271
src/main.rs
271
src/main.rs
@@ -9,7 +9,7 @@ mod physics;
|
|||||||
mod picking;
|
mod picking;
|
||||||
mod postprocess;
|
mod postprocess;
|
||||||
mod render;
|
mod render;
|
||||||
mod state;
|
mod states;
|
||||||
mod systems;
|
mod systems;
|
||||||
mod texture;
|
mod texture;
|
||||||
mod utility;
|
mod utility;
|
||||||
@@ -21,20 +21,23 @@ use crate::bundles::spotlight::spawn_spotlights;
|
|||||||
use crate::bundles::terrain::{TerrainBundle, TerrainConfig};
|
use crate::bundles::terrain::{TerrainBundle, TerrainConfig};
|
||||||
use crate::bundles::test_char::TestCharBundle;
|
use crate::bundles::test_char::TestCharBundle;
|
||||||
use crate::bundles::Bundle;
|
use crate::bundles::Bundle;
|
||||||
use crate::debug::{collider_debug, DebugMode};
|
use crate::components::intent::{FollowPlayerIntent, StopFollowingIntent};
|
||||||
|
use crate::debug::{collider_debug, gizmo, DebugMode};
|
||||||
use crate::editor::{editor_loop, EditorState, FrameStats};
|
use crate::editor::{editor_loop, EditorState, FrameStats};
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
use crate::loaders::scene::Space;
|
use crate::loaders::scene::Space;
|
||||||
use crate::physics::PhysicsManager;
|
use crate::physics::PhysicsManager;
|
||||||
|
use crate::render::particle_types::ParticleInstanceRaw;
|
||||||
use crate::render::snow::{SnowConfig, SnowLayer};
|
use crate::render::snow::{SnowConfig, SnowLayer};
|
||||||
use crate::systems::camera::stop_camera_following;
|
|
||||||
use crate::systems::{
|
use crate::systems::{
|
||||||
camera_follow_system, camera_input_system, camera_view_matrix, dialog_bubble_render_system,
|
camera_follow_system, camera_ground_clamp_system, camera_input_system, camera_intent_system,
|
||||||
dialog_camera_system, dialog_projectile_system, dialog_system, physics_sync_system,
|
camera_noclip_system, camera_transition_system, camera_view_matrix, collect_instances,
|
||||||
player_input_system, render_system, rotate_system, snow_system, spotlight_sync_system,
|
dialog_bubble_render_system, dialog_camera_system, dialog_camera_transition_system,
|
||||||
start_camera_following, state_machine_physics_system, state_machine_system,
|
dialog_projectile_system, dialog_system, particle_intent_system, particle_update_system,
|
||||||
tree_dissolve_update_system, tree_instance_buffer_update_system, tree_occlusion_system,
|
physics_sync_system, player_input_system, render_system, rotate_system, snow_system,
|
||||||
trigger_system,
|
spawn_snow_particles, spotlight_sync_system, state_machine_physics_system,
|
||||||
|
state_machine_system, tree_dissolve_update_system, tree_instance_buffer_update_system,
|
||||||
|
tree_occlusion_system, trigger_system,
|
||||||
};
|
};
|
||||||
use crate::utility::input::InputState;
|
use crate::utility::input::InputState;
|
||||||
use crate::utility::time::Time;
|
use crate::utility::time::Time;
|
||||||
@@ -72,6 +75,7 @@ fn init() -> Result<Game, Box<dyn std::error::Error>>
|
|||||||
.window("snow_trail", 1200, 900)
|
.window("snow_trail", 1200, 900)
|
||||||
.position_centered()
|
.position_centered()
|
||||||
.resizable()
|
.resizable()
|
||||||
|
.high_pixel_density()
|
||||||
.vulkan()
|
.vulkan()
|
||||||
.build()?;
|
.build()?;
|
||||||
let renderer = pollster::block_on(Renderer::new(&window, 2))?;
|
let renderer = pollster::block_on(Renderer::new(&window, 2))?;
|
||||||
@@ -85,7 +89,9 @@ fn init() -> Result<Game, Box<dyn std::error::Error>>
|
|||||||
editor.init_platform(&window);
|
editor.init_platform(&window);
|
||||||
|
|
||||||
let (mut world, camera_entity) = init_world()?;
|
let (mut world, camera_entity) = init_world()?;
|
||||||
start_camera_following(&mut world, camera_entity);
|
world
|
||||||
|
.follow_player_intents
|
||||||
|
.insert(camera_entity, FollowPlayerIntent);
|
||||||
|
|
||||||
let _event_pump = sdl_context.event_pump()?;
|
let _event_pump = sdl_context.event_pump()?;
|
||||||
let input_state = InputState::new();
|
let input_state = InputState::new();
|
||||||
@@ -208,7 +214,9 @@ fn process_events(game: &mut Game) -> bool
|
|||||||
{
|
{
|
||||||
game.editor.right_mouse_held = true;
|
game.editor.right_mouse_held = true;
|
||||||
game.input_state.mouse_captured = true;
|
game.input_state.mouse_captured = true;
|
||||||
stop_camera_following(&mut game.world, game.camera_entity);
|
game.world
|
||||||
|
.stop_following_intents
|
||||||
|
.insert(game.camera_entity, StopFollowingIntent);
|
||||||
game.sdl_context
|
game.sdl_context
|
||||||
.mouse()
|
.mouse()
|
||||||
.set_relative_mouse_mode(&game.window, true);
|
.set_relative_mouse_mode(&game.window, true);
|
||||||
@@ -265,16 +273,29 @@ fn toggle_editor(game: &mut Game)
|
|||||||
game.editor.active = !game.editor.active;
|
game.editor.active = !game.editor.active;
|
||||||
if game.editor.active
|
if game.editor.active
|
||||||
{
|
{
|
||||||
stop_camera_following(&mut game.world, game.camera_entity);
|
game.world
|
||||||
|
.stop_following_intents
|
||||||
|
.insert(game.camera_entity, StopFollowingIntent);
|
||||||
game.sdl_context
|
game.sdl_context
|
||||||
.mouse()
|
.mouse()
|
||||||
.set_relative_mouse_mode(&game.window, false);
|
.set_relative_mouse_mode(&game.window, false);
|
||||||
game.editor.right_mouse_held = false;
|
game.editor.right_mouse_held = false;
|
||||||
game.input_state.mouse_captured = false;
|
game.input_state.mouse_captured = false;
|
||||||
|
if game.world.gizmo_mesh.is_none()
|
||||||
|
{
|
||||||
|
game.world.gizmo_mesh = Some(render::with_device(|device| {
|
||||||
|
gizmo::create_gizmo_mesh(device)
|
||||||
|
}));
|
||||||
|
game.world.gizmo_instance_buffer = Some(render::with_device(|device| {
|
||||||
|
gizmo::create_gizmo_instance_buffer(device)
|
||||||
|
}));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
start_camera_following(&mut game.world, game.camera_entity);
|
game.world
|
||||||
|
.follow_player_intents
|
||||||
|
.insert(game.camera_entity, FollowPlayerIntent);
|
||||||
game.input_state.mouse_captured = true;
|
game.input_state.mouse_captured = true;
|
||||||
game.sdl_context
|
game.sdl_context
|
||||||
.mouse()
|
.mouse()
|
||||||
@@ -284,7 +305,11 @@ fn toggle_editor(game: &mut Game)
|
|||||||
|
|
||||||
fn handle_editor_pick(game: &mut Game, x: f32, y: f32)
|
fn handle_editor_pick(game: &mut Game, x: f32, y: f32)
|
||||||
{
|
{
|
||||||
let view = match camera_view_matrix(&game.world)
|
let view = match camera_view_matrix(
|
||||||
|
&game.world.cameras,
|
||||||
|
&game.world.transforms,
|
||||||
|
&game.world.follows,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
Some(v) => v,
|
Some(v) => v,
|
||||||
None => return,
|
None => return,
|
||||||
@@ -301,7 +326,13 @@ fn handle_editor_pick(game: &mut Game, x: f32, y: f32)
|
|||||||
render::set_selected_entity(game.editor.selected_entity);
|
render::set_selected_entity(game.editor.selected_entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn submit_frame(game: &mut Game, draw_calls: &[render::DrawCall], time: f32, delta: f32)
|
fn submit_frame(
|
||||||
|
game: &mut Game,
|
||||||
|
draw_calls: &[render::DrawCall],
|
||||||
|
particle_instances: &[ParticleInstanceRaw],
|
||||||
|
time: f32,
|
||||||
|
delta: f32,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let (camera_entity, camera_component) = match game.world.active_camera()
|
let (camera_entity, camera_component) = match game.world.active_camera()
|
||||||
{
|
{
|
||||||
@@ -313,7 +344,11 @@ fn submit_frame(game: &mut Game, draw_calls: &[render::DrawCall], time: f32, del
|
|||||||
Some(t) => t,
|
Some(t) => t,
|
||||||
None => return,
|
None => return,
|
||||||
};
|
};
|
||||||
let view = match camera_view_matrix(&game.world)
|
let view = match camera_view_matrix(
|
||||||
|
&game.world.cameras,
|
||||||
|
&game.world.transforms,
|
||||||
|
&game.world.follows,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
Some(v) => v,
|
Some(v) => v,
|
||||||
None => return,
|
None => return,
|
||||||
@@ -323,8 +358,13 @@ fn submit_frame(game: &mut Game, draw_calls: &[render::DrawCall], time: f32, del
|
|||||||
let view_proj = projection * view;
|
let view_proj = projection * view;
|
||||||
let player_pos = game.world.player_position();
|
let player_pos = game.world.player_position();
|
||||||
|
|
||||||
let billboard_calls =
|
let (billboard_calls, text_vertices) = dialog_bubble_render_system(
|
||||||
dialog_bubble_render_system(&game.world, camera_transform.position, view_proj);
|
&game.world.transforms,
|
||||||
|
&game.world.dialog_bubbles,
|
||||||
|
&game.world.bubble_tags,
|
||||||
|
camera_transform.position,
|
||||||
|
view_proj,
|
||||||
|
);
|
||||||
|
|
||||||
let frame = render::render(
|
let frame = render::render(
|
||||||
&view,
|
&view,
|
||||||
@@ -333,6 +373,8 @@ fn submit_frame(game: &mut Game, draw_calls: &[render::DrawCall], time: f32, del
|
|||||||
player_pos,
|
player_pos,
|
||||||
draw_calls,
|
draw_calls,
|
||||||
&billboard_calls,
|
&billboard_calls,
|
||||||
|
&text_vertices,
|
||||||
|
particle_instances,
|
||||||
time,
|
time,
|
||||||
delta,
|
delta,
|
||||||
game.world.debug_mode,
|
game.world.debug_mode,
|
||||||
@@ -384,36 +426,78 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
|
|||||||
game.editor.show_player_state = !game.editor.show_player_state;
|
game.editor.show_player_state = !game.editor.show_player_state;
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- camera + input ---
|
// --- intent generation ---
|
||||||
camera_input_system(&mut game.world, &game.input_state);
|
camera_input_system(
|
||||||
|
&mut game.world.cameras,
|
||||||
if game.editor.active
|
&game.world.follows,
|
||||||
{
|
&game.input_state,
|
||||||
editor_loop(
|
);
|
||||||
&mut game.editor,
|
player_input_system(
|
||||||
&mut game.world,
|
&game.world.cameras,
|
||||||
|
&game.world.follows,
|
||||||
|
&game.world.player_tags,
|
||||||
|
&mut game.world.inputs,
|
||||||
|
&game.input_state,
|
||||||
|
);
|
||||||
|
dialog_camera_transition_system(
|
||||||
|
&game.world.bubble_tags,
|
||||||
|
&mut game.world.camera_transition_intents,
|
||||||
|
&mut game.world.was_dialog_active,
|
||||||
|
game.camera_entity,
|
||||||
|
);
|
||||||
|
|
||||||
|
// --- intent processing + camera ---
|
||||||
|
camera_intent_system(
|
||||||
|
&mut game.world.follow_player_intents,
|
||||||
|
&mut game.world.stop_following_intents,
|
||||||
|
&mut game.world.camera_transition_intents,
|
||||||
|
&mut game.world.follows,
|
||||||
|
&mut game.world.transforms,
|
||||||
|
&mut game.world.cameras,
|
||||||
|
&game.world.player_tags,
|
||||||
|
&mut game.world.camera_transitions,
|
||||||
|
);
|
||||||
|
camera_noclip_system(
|
||||||
|
&game.world.cameras,
|
||||||
|
&game.world.follows,
|
||||||
|
&mut game.world.transforms,
|
||||||
&game.input_state,
|
&game.input_state,
|
||||||
&game.stats,
|
|
||||||
delta,
|
delta,
|
||||||
);
|
);
|
||||||
}
|
let player_pos = game.world.player_position();
|
||||||
else
|
dialog_camera_system(
|
||||||
|
&mut game.world.cameras,
|
||||||
|
&mut game.world.transforms,
|
||||||
|
&game.world.bubble_tags,
|
||||||
|
player_pos,
|
||||||
|
delta,
|
||||||
|
);
|
||||||
|
camera_follow_system(
|
||||||
|
&mut game.world.follows,
|
||||||
|
&game.world.cameras,
|
||||||
|
&mut game.world.transforms,
|
||||||
|
);
|
||||||
|
camera_transition_system(
|
||||||
|
&mut game.world.camera_transitions,
|
||||||
|
&mut game.world.transforms,
|
||||||
|
&mut game.world.cameras,
|
||||||
|
delta,
|
||||||
|
);
|
||||||
|
camera_ground_clamp_system(
|
||||||
|
&game.world.cameras,
|
||||||
|
&game.world.follows,
|
||||||
|
&mut game.world.transforms,
|
||||||
|
);
|
||||||
|
|
||||||
|
// --- editor overlay ---
|
||||||
|
if game.editor.active
|
||||||
{
|
{
|
||||||
let dialog_active = !game.world.bubble_tags.all().is_empty();
|
editor_loop(&mut game.editor, &mut game.world, &game.stats);
|
||||||
if dialog_active
|
|
||||||
{
|
|
||||||
dialog_camera_system(&mut game.world, delta);
|
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
camera_follow_system(&mut game.world);
|
|
||||||
}
|
|
||||||
player_input_system(&mut game.world, &game.input_state);
|
|
||||||
if game.editor.show_player_state
|
if game.editor.show_player_state
|
||||||
{
|
{
|
||||||
game.editor.build_hud(&game.world);
|
game.editor.build_hud(&game.world);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// --- fixed-step physics ---
|
// --- fixed-step physics ---
|
||||||
let physics_start = Instant::now();
|
let physics_start = Instant::now();
|
||||||
@@ -423,10 +507,42 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
|
|||||||
{
|
{
|
||||||
state_machine_physics_system(&mut game.world, FIXED_TIMESTEP);
|
state_machine_physics_system(&mut game.world, FIXED_TIMESTEP);
|
||||||
PhysicsManager::physics_step();
|
PhysicsManager::physics_step();
|
||||||
physics_sync_system(&mut game.world);
|
physics_sync_system(
|
||||||
trigger_system(&mut game.world);
|
&game.world.entities,
|
||||||
dialog_system(&mut game.world, FIXED_TIMESTEP);
|
&game.world.physics,
|
||||||
dialog_projectile_system(&mut game.world, &game.input_state);
|
&mut game.world.transforms,
|
||||||
|
);
|
||||||
|
trigger_system(
|
||||||
|
&mut game.world.trigger_events,
|
||||||
|
&mut game.world.triggers,
|
||||||
|
&game.world.transforms,
|
||||||
|
&game.world.player_tags,
|
||||||
|
);
|
||||||
|
dialog_system(
|
||||||
|
&mut game.world.entities,
|
||||||
|
&game.world.trigger_events,
|
||||||
|
&game.world.dialog_sources,
|
||||||
|
&mut game.world.bubble_tags,
|
||||||
|
&mut game.world.dialog_bubbles,
|
||||||
|
&mut game.world.transforms,
|
||||||
|
&mut game.world.names,
|
||||||
|
&game.world.player_tags,
|
||||||
|
&mut game.world.projectile_tags,
|
||||||
|
&mut game.world.dialog_projectiles,
|
||||||
|
&mut game.world.dialog_outcomes,
|
||||||
|
FIXED_TIMESTEP,
|
||||||
|
);
|
||||||
|
dialog_projectile_system(
|
||||||
|
&game.world.player_tags,
|
||||||
|
&mut game.world.transforms,
|
||||||
|
&mut game.world.projectile_tags,
|
||||||
|
&mut game.world.dialog_projectiles,
|
||||||
|
&mut game.world.spawn_particle_intents,
|
||||||
|
&mut game.world.dialog_outcomes,
|
||||||
|
&game.world.leaping_states,
|
||||||
|
&game.world.rolling_states,
|
||||||
|
&game.input_state,
|
||||||
|
);
|
||||||
game.physics_accumulator -= FIXED_TIMESTEP;
|
game.physics_accumulator -= FIXED_TIMESTEP;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -434,19 +550,46 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
|
|||||||
|
|
||||||
// --- per-frame systems ---
|
// --- per-frame systems ---
|
||||||
state_machine_system(&mut game.world, delta);
|
state_machine_system(&mut game.world, delta);
|
||||||
rotate_system(&mut game.world, delta);
|
rotate_system(&game.world.rotates, &mut game.world.transforms, delta);
|
||||||
|
|
||||||
tree_occlusion_system(&mut game.world);
|
tree_occlusion_system(
|
||||||
tree_dissolve_update_system(&mut game.world, delta);
|
&game.world.player_tags,
|
||||||
tree_instance_buffer_update_system(&mut game.world);
|
&game.world.transforms,
|
||||||
|
&game.world.cameras,
|
||||||
|
&mut game.world.tree_instances,
|
||||||
|
);
|
||||||
|
tree_dissolve_update_system(&mut game.world.tree_instances, delta);
|
||||||
|
tree_instance_buffer_update_system(&game.world.tree_instances);
|
||||||
|
|
||||||
let spotlights = spotlight_sync_system(&game.world);
|
let spotlights = spotlight_sync_system(&game.world.spotlights, &game.world.transforms);
|
||||||
render::update_spotlights(spotlights);
|
render::update_spotlights(spotlights);
|
||||||
|
|
||||||
snow_system(&mut game.world, game.editor.active);
|
snow_system(
|
||||||
|
&game.world.cameras,
|
||||||
|
&game.world.transforms,
|
||||||
|
&game.world.player_tags,
|
||||||
|
&game.world.follows,
|
||||||
|
&mut game.world.snow_layer,
|
||||||
|
);
|
||||||
|
|
||||||
|
particle_intent_system(
|
||||||
|
&mut game.world.particle_buffers,
|
||||||
|
&mut game.world.spawn_particle_intents,
|
||||||
|
);
|
||||||
|
particle_update_system(&mut game.world.particle_buffers, delta);
|
||||||
|
let particle_cam_pos = game.world.active_camera_position();
|
||||||
|
if let Some(ref mut buffers) = game.world.particle_buffers
|
||||||
|
{
|
||||||
|
spawn_snow_particles(buffers, particle_cam_pos, delta);
|
||||||
|
}
|
||||||
|
|
||||||
// --- draw call collection ---
|
// --- draw call collection ---
|
||||||
let mut draw_calls = render_system(&game.world);
|
let mut draw_calls = render_system(
|
||||||
|
&game.world.entities,
|
||||||
|
&game.world.transforms,
|
||||||
|
&game.world.meshes,
|
||||||
|
&game.world.dissolves,
|
||||||
|
);
|
||||||
if let Some(ref snow_layer) = game.world.snow_layer
|
if let Some(ref snow_layer) = game.world.snow_layer
|
||||||
{
|
{
|
||||||
draw_calls.extend(snow_layer.get_draw_calls());
|
draw_calls.extend(snow_layer.get_draw_calls());
|
||||||
@@ -457,12 +600,38 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
|
|||||||
draw_calls.extend(collider_debug::render_collider_debug());
|
draw_calls.extend(collider_debug::render_collider_debug());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if game.editor.active
|
||||||
|
{
|
||||||
|
if let Some(entity) = game.editor.selected_entity
|
||||||
|
{
|
||||||
|
let cam_pos = game.world.active_camera_position();
|
||||||
|
if let (Some(ref mesh), Some(ref buf)) =
|
||||||
|
(&game.world.gizmo_mesh, &game.world.gizmo_instance_buffer)
|
||||||
|
{
|
||||||
|
draw_calls.extend(gizmo::render_transform_gizmo(
|
||||||
|
entity,
|
||||||
|
&game.world.transforms,
|
||||||
|
cam_pos,
|
||||||
|
mesh,
|
||||||
|
buf,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
game.stats.draw_call_count = draw_calls.len();
|
game.stats.draw_call_count = draw_calls.len();
|
||||||
game.stats.fps = 1.0 / delta;
|
game.stats.fps = 1.0 / delta;
|
||||||
game.stats.frame_ms = delta * 1000.0;
|
game.stats.frame_ms = delta * 1000.0;
|
||||||
|
|
||||||
|
let particle_instances: Vec<ParticleInstanceRaw> = game
|
||||||
|
.world
|
||||||
|
.particle_buffers
|
||||||
|
.as_mut()
|
||||||
|
.map(|b| collect_instances(b).to_vec())
|
||||||
|
.unwrap_or_default();
|
||||||
|
|
||||||
// --- render ---
|
// --- render ---
|
||||||
submit_frame(&mut game, &draw_calls, time, delta);
|
submit_frame(&mut game, &draw_calls, &particle_instances, time, delta);
|
||||||
|
|
||||||
// --- end frame ---
|
// --- end frame ---
|
||||||
game.input_state.clear_just_pressed();
|
game.input_state.clear_just_pressed();
|
||||||
|
|||||||
20
src/paths.rs
20
src/paths.rs
@@ -63,6 +63,16 @@ pub mod dialogs
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub mod fonts
|
||||||
|
{
|
||||||
|
use crate::paths::ASSETS_DIR;
|
||||||
|
|
||||||
|
pub fn departure_mono() -> String
|
||||||
|
{
|
||||||
|
format!("{}/fonts/DepartureMono-Regular.otf", ASSETS_DIR)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
pub mod shaders
|
pub mod shaders
|
||||||
{
|
{
|
||||||
use crate::paths::SHADERS_DIR;
|
use crate::paths::SHADERS_DIR;
|
||||||
@@ -87,6 +97,16 @@ pub mod shaders
|
|||||||
format!("{}/snow_deform.wgsl", SHADERS_DIR)
|
format!("{}/snow_deform.wgsl", SHADERS_DIR)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn text() -> String
|
||||||
|
{
|
||||||
|
format!("{}/text.wgsl", SHADERS_DIR)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn particle() -> String
|
||||||
|
{
|
||||||
|
format!("{}/particle.wgsl", SHADERS_DIR)
|
||||||
|
}
|
||||||
|
|
||||||
pub const SHADOW_PACKAGE: &str = "package::shadow";
|
pub const SHADOW_PACKAGE: &str = "package::shadow";
|
||||||
pub const MAIN_PACKAGE: &str = "package::main";
|
pub const MAIN_PACKAGE: &str = "package::main";
|
||||||
pub const SNOW_LIGHT_ACCUMULATION_PACKAGE: &str = "package::snow_light_accumulation";
|
pub const SNOW_LIGHT_ACCUMULATION_PACKAGE: &str = "package::snow_light_accumulation";
|
||||||
|
|||||||
291
src/render/font_atlas.rs
Normal file
291
src/render/font_atlas.rs
Normal file
@@ -0,0 +1,291 @@
|
|||||||
|
use ab_glyph::{Font, FontVec, PxScale, ScaleFont};
|
||||||
|
use glam::Vec3;
|
||||||
|
|
||||||
|
use crate::paths;
|
||||||
|
|
||||||
|
use super::text_pipeline::TextVertex;
|
||||||
|
|
||||||
|
const ATLAS_COLS: u32 = 16;
|
||||||
|
const ATLAS_ROWS: u32 = 8;
|
||||||
|
const FIRST_CHAR: u32 = 32;
|
||||||
|
const LAST_CHAR: u32 = 126;
|
||||||
|
const NUM_GLYPHS: u32 = LAST_CHAR - FIRST_CHAR + 1;
|
||||||
|
const FONT_PX: f32 = 124.0;
|
||||||
|
|
||||||
|
struct GlyphMetrics
|
||||||
|
{
|
||||||
|
uv_min: [f32; 2],
|
||||||
|
uv_max: [f32; 2],
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct FontAtlas
|
||||||
|
{
|
||||||
|
pub texture_view: wgpu::TextureView,
|
||||||
|
pub sampler: wgpu::Sampler,
|
||||||
|
glyphs: Vec<GlyphMetrics>,
|
||||||
|
pub cell_w: f32,
|
||||||
|
pub cell_h: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl FontAtlas
|
||||||
|
{
|
||||||
|
pub fn load(device: &wgpu::Device, queue: &wgpu::Queue) -> Self
|
||||||
|
{
|
||||||
|
let path = paths::fonts::departure_mono();
|
||||||
|
let data = std::fs::read(&path).unwrap_or_else(|_| panic!("Failed to read font: {path}"));
|
||||||
|
let font = FontVec::try_from_vec(data).expect("Failed to parse font");
|
||||||
|
|
||||||
|
let scale = PxScale::from(FONT_PX);
|
||||||
|
let scaled = font.as_scaled(scale);
|
||||||
|
|
||||||
|
let ascent = scaled.ascent();
|
||||||
|
let descent = scaled.descent();
|
||||||
|
let cell_h = (ascent - descent).ceil() as u32;
|
||||||
|
let cell_w = scaled.h_advance(font.glyph_id(' ')).ceil() as u32;
|
||||||
|
|
||||||
|
let atlas_w = ATLAS_COLS * cell_w;
|
||||||
|
let atlas_h = ATLAS_ROWS * cell_h;
|
||||||
|
|
||||||
|
let mut pixels = vec![0u8; (atlas_w * atlas_h) as usize];
|
||||||
|
let mut glyphs = Vec::with_capacity(NUM_GLYPHS as usize);
|
||||||
|
|
||||||
|
for idx in 0..NUM_GLYPHS
|
||||||
|
{
|
||||||
|
let ch = char::from_u32(FIRST_CHAR + idx).unwrap_or(' ');
|
||||||
|
let col = idx % ATLAS_COLS;
|
||||||
|
let row = idx / ATLAS_COLS;
|
||||||
|
let cell_x = col * cell_w;
|
||||||
|
let cell_y = row * cell_h;
|
||||||
|
|
||||||
|
glyphs.push(GlyphMetrics {
|
||||||
|
uv_min: [
|
||||||
|
cell_x as f32 / atlas_w as f32,
|
||||||
|
cell_y as f32 / atlas_h as f32,
|
||||||
|
],
|
||||||
|
uv_max: [
|
||||||
|
(cell_x + cell_w) as f32 / atlas_w as f32,
|
||||||
|
(cell_y + cell_h) as f32 / atlas_h as f32,
|
||||||
|
],
|
||||||
|
});
|
||||||
|
|
||||||
|
let glyph_id = font.glyph_id(ch);
|
||||||
|
let glyph = glyph_id.with_scale_and_position(
|
||||||
|
scale,
|
||||||
|
ab_glyph::point(cell_x as f32, cell_y as f32 + ascent),
|
||||||
|
);
|
||||||
|
|
||||||
|
if let Some(outlined) = font.outline_glyph(glyph)
|
||||||
|
{
|
||||||
|
let bounds = outlined.px_bounds();
|
||||||
|
outlined.draw(|x, y, coverage| {
|
||||||
|
let abs_x = bounds.min.x.floor() as i32 + x as i32;
|
||||||
|
let abs_y = bounds.min.y.floor() as i32 + y as i32;
|
||||||
|
if abs_x >= 0 && abs_y >= 0
|
||||||
|
{
|
||||||
|
let ax = abs_x as u32;
|
||||||
|
let ay = abs_y as u32;
|
||||||
|
if ax < atlas_w && ay < atlas_h
|
||||||
|
{
|
||||||
|
let i = (ay * atlas_w + ax) as usize;
|
||||||
|
let v = (coverage * 255.0 + 0.5) as u8;
|
||||||
|
pixels[i] = pixels[i].max(v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let extent = wgpu::Extent3d {
|
||||||
|
width: atlas_w,
|
||||||
|
height: atlas_h,
|
||||||
|
depth_or_array_layers: 1,
|
||||||
|
};
|
||||||
|
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||||
|
label: Some("Font Atlas"),
|
||||||
|
size: extent,
|
||||||
|
mip_level_count: 1,
|
||||||
|
sample_count: 1,
|
||||||
|
dimension: wgpu::TextureDimension::D2,
|
||||||
|
format: wgpu::TextureFormat::R8Unorm,
|
||||||
|
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||||
|
view_formats: &[],
|
||||||
|
});
|
||||||
|
|
||||||
|
queue.write_texture(
|
||||||
|
wgpu::TexelCopyTextureInfo {
|
||||||
|
texture: &texture,
|
||||||
|
mip_level: 0,
|
||||||
|
origin: wgpu::Origin3d::ZERO,
|
||||||
|
aspect: wgpu::TextureAspect::All,
|
||||||
|
},
|
||||||
|
&pixels,
|
||||||
|
wgpu::TexelCopyBufferLayout {
|
||||||
|
offset: 0,
|
||||||
|
bytes_per_row: Some(atlas_w),
|
||||||
|
rows_per_image: Some(atlas_h),
|
||||||
|
},
|
||||||
|
extent,
|
||||||
|
);
|
||||||
|
|
||||||
|
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
|
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||||
|
label: Some("Font Atlas Sampler"),
|
||||||
|
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||||
|
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||||
|
mag_filter: wgpu::FilterMode::Linear,
|
||||||
|
min_filter: wgpu::FilterMode::Linear,
|
||||||
|
..Default::default()
|
||||||
|
});
|
||||||
|
|
||||||
|
Self {
|
||||||
|
texture_view,
|
||||||
|
sampler,
|
||||||
|
glyphs,
|
||||||
|
cell_w: cell_w as f32,
|
||||||
|
cell_h: cell_h as f32,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn aspect(&self) -> f32
|
||||||
|
{
|
||||||
|
self.cell_w / self.cell_h
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Build billboard-space text quads for a single dialog bubble.
|
||||||
|
///
|
||||||
|
/// `anchor` – world-space centre of the bubble body
|
||||||
|
/// `right`/`up` – billboard orientation vectors
|
||||||
|
/// `inner_half_w` – half-width of the text area in world units
|
||||||
|
/// `inner_top_y` – y-offset (up-axis) of the top edge of the text area
|
||||||
|
/// `char_world_h` – world-space height of one character cell
|
||||||
|
/// `line_spacing` – extra vertical gap between lines in world units
|
||||||
|
/// Returns `(n_lines, max_chars_in_any_line)` for the given text wrapped at `inner_half_w`.
|
||||||
|
pub fn measure_text(&self, text: &str, char_world_h: f32, inner_half_w: f32) -> (usize, usize)
|
||||||
|
{
|
||||||
|
let char_w = char_world_h * self.aspect();
|
||||||
|
let chars_per_line = ((inner_half_w * 2.0) / char_w).floor() as usize;
|
||||||
|
|
||||||
|
if chars_per_line == 0
|
||||||
|
{
|
||||||
|
return (1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
let lines = word_wrap(text, chars_per_line);
|
||||||
|
let n_lines = lines.len().max(1);
|
||||||
|
let max_chars = lines.iter().map(|l| l.chars().count()).max().unwrap_or(0);
|
||||||
|
|
||||||
|
(n_lines, max_chars)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn build_bubble_text(
|
||||||
|
&self,
|
||||||
|
text: &str,
|
||||||
|
anchor: Vec3,
|
||||||
|
right: Vec3,
|
||||||
|
up: Vec3,
|
||||||
|
inner_half_w: f32,
|
||||||
|
inner_top_y: f32,
|
||||||
|
char_world_h: f32,
|
||||||
|
line_spacing: f32,
|
||||||
|
) -> Vec<TextVertex>
|
||||||
|
{
|
||||||
|
let char_w = char_world_h * self.aspect();
|
||||||
|
let chars_per_line = ((inner_half_w * 2.0) / char_w).floor() as usize;
|
||||||
|
|
||||||
|
if chars_per_line == 0
|
||||||
|
{
|
||||||
|
return Vec::new();
|
||||||
|
}
|
||||||
|
|
||||||
|
let lines = word_wrap(text, chars_per_line);
|
||||||
|
let half_char_h = char_world_h * 0.5;
|
||||||
|
let half_char_w = char_w * 0.5;
|
||||||
|
let text_left = -inner_half_w;
|
||||||
|
|
||||||
|
let mut verts = Vec::new();
|
||||||
|
|
||||||
|
for (row, line) in lines.iter().enumerate()
|
||||||
|
{
|
||||||
|
let y = inner_top_y - half_char_h - row as f32 * (char_world_h + line_spacing);
|
||||||
|
if y < -inner_top_y + half_char_h
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (col, ch) in line.chars().enumerate()
|
||||||
|
{
|
||||||
|
if ch == ' '
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
let code = ch as u32;
|
||||||
|
if code < FIRST_CHAR || code > LAST_CHAR
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let g = &self.glyphs[(code - FIRST_CHAR) as usize];
|
||||||
|
|
||||||
|
let x = text_left + half_char_w + col as f32 * char_w;
|
||||||
|
let centre = anchor + right * x + up * y;
|
||||||
|
|
||||||
|
let tl = centre - right * half_char_w + up * half_char_h;
|
||||||
|
let tr = centre + right * half_char_w + up * half_char_h;
|
||||||
|
let br = centre + right * half_char_w - up * half_char_h;
|
||||||
|
let bl = centre - right * half_char_w - up * half_char_h;
|
||||||
|
|
||||||
|
verts.extend_from_slice(&[
|
||||||
|
TextVertex {
|
||||||
|
position: tl.to_array(),
|
||||||
|
uv: g.uv_min,
|
||||||
|
},
|
||||||
|
TextVertex {
|
||||||
|
position: tr.to_array(),
|
||||||
|
uv: [g.uv_max[0], g.uv_min[1]],
|
||||||
|
},
|
||||||
|
TextVertex {
|
||||||
|
position: br.to_array(),
|
||||||
|
uv: g.uv_max,
|
||||||
|
},
|
||||||
|
TextVertex {
|
||||||
|
position: bl.to_array(),
|
||||||
|
uv: [g.uv_min[0], g.uv_max[1]],
|
||||||
|
},
|
||||||
|
]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
verts
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn word_wrap(text: &str, chars_per_line: usize) -> Vec<String>
|
||||||
|
{
|
||||||
|
let mut lines: Vec<String> = Vec::new();
|
||||||
|
let mut current = String::new();
|
||||||
|
|
||||||
|
for word in text.split_whitespace()
|
||||||
|
{
|
||||||
|
if current.is_empty()
|
||||||
|
{
|
||||||
|
current.push_str(word);
|
||||||
|
}
|
||||||
|
else if current.len() + 1 + word.len() <= chars_per_line
|
||||||
|
{
|
||||||
|
current.push(' ');
|
||||||
|
current.push_str(word);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
lines.push(current.clone());
|
||||||
|
current = word.to_string();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if !current.is_empty()
|
||||||
|
{
|
||||||
|
lines.push(current);
|
||||||
|
}
|
||||||
|
|
||||||
|
lines
|
||||||
|
}
|
||||||
@@ -9,7 +9,9 @@ use std::cell::RefCell;
|
|||||||
use crate::debug::DebugMode;
|
use crate::debug::DebugMode;
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
|
|
||||||
use super::{BillboardDrawCall, DrawCall, Renderer, Spotlight};
|
use super::particle_types::ParticleInstanceRaw;
|
||||||
|
use super::text_pipeline::TextVertex;
|
||||||
|
use super::{BillboardDrawCall, DrawCall, FontAtlas, Renderer, Spotlight};
|
||||||
|
|
||||||
thread_local! {
|
thread_local! {
|
||||||
static GLOBAL_RENDERER: RefCell<Option<Renderer>> = RefCell::new(None);
|
static GLOBAL_RENDERER: RefCell<Option<Renderer>> = RefCell::new(None);
|
||||||
@@ -99,6 +101,13 @@ pub fn set_selected_entity(entity: Option<EntityHandle>)
|
|||||||
with_mut(|r| r.selected_entity = entity);
|
with_mut(|r| r.selected_entity = entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn with_font_atlas<F, R>(f: F) -> R
|
||||||
|
where
|
||||||
|
F: FnOnce(&FontAtlas) -> R,
|
||||||
|
{
|
||||||
|
with_ref(|r| f(&r.font_atlas))
|
||||||
|
}
|
||||||
|
|
||||||
pub fn render(
|
pub fn render(
|
||||||
view: &glam::Mat4,
|
view: &glam::Mat4,
|
||||||
projection: &glam::Mat4,
|
projection: &glam::Mat4,
|
||||||
@@ -106,6 +115,8 @@ pub fn render(
|
|||||||
player_position: glam::Vec3,
|
player_position: glam::Vec3,
|
||||||
draw_calls: &[DrawCall],
|
draw_calls: &[DrawCall],
|
||||||
billboard_calls: &[BillboardDrawCall],
|
billboard_calls: &[BillboardDrawCall],
|
||||||
|
text_vertices: &[TextVertex],
|
||||||
|
particle_instances: &[ParticleInstanceRaw],
|
||||||
time: f32,
|
time: f32,
|
||||||
delta_time: f32,
|
delta_time: f32,
|
||||||
debug_mode: DebugMode,
|
debug_mode: DebugMode,
|
||||||
@@ -119,6 +130,8 @@ pub fn render(
|
|||||||
player_position,
|
player_position,
|
||||||
draw_calls,
|
draw_calls,
|
||||||
billboard_calls,
|
billboard_calls,
|
||||||
|
text_vertices,
|
||||||
|
particle_instances,
|
||||||
time,
|
time,
|
||||||
delta_time,
|
delta_time,
|
||||||
debug_mode,
|
debug_mode,
|
||||||
|
|||||||
@@ -6,14 +6,23 @@ mod shadow;
|
|||||||
mod types;
|
mod types;
|
||||||
|
|
||||||
pub mod billboard;
|
pub mod billboard;
|
||||||
|
pub mod font_atlas;
|
||||||
|
pub mod particle_pipeline;
|
||||||
|
pub mod particle_types;
|
||||||
pub mod snow;
|
pub mod snow;
|
||||||
pub mod snow_light;
|
pub mod snow_light;
|
||||||
|
pub mod text_pipeline;
|
||||||
|
|
||||||
pub use billboard::{BillboardDrawCall, BillboardPipeline};
|
pub use billboard::{BillboardDrawCall, BillboardPipeline};
|
||||||
|
pub use font_atlas::FontAtlas;
|
||||||
pub use global::{
|
pub use global::{
|
||||||
aspect_ratio, init, init_snow_light_accumulation, render, set_selected_entity, set_snow_depth,
|
aspect_ratio, init, init_snow_light_accumulation, render, set_selected_entity, set_snow_depth,
|
||||||
set_terrain_data, update_spotlights, with_device, with_queue, with_surface_format,
|
set_terrain_data, update_spotlights, with_device, with_font_atlas, with_queue,
|
||||||
|
with_surface_format,
|
||||||
};
|
};
|
||||||
|
pub use particle_pipeline::ParticlePipeline;
|
||||||
|
pub use particle_types::ParticleInstanceRaw;
|
||||||
|
pub use text_pipeline::TextVertex;
|
||||||
pub use types::{DrawCall, Pipeline, Spotlight, SpotlightRaw, Uniforms, MAX_SPOTLIGHTS};
|
pub use types::{DrawCall, Pipeline, Spotlight, SpotlightRaw, Uniforms, MAX_SPOTLIGHTS};
|
||||||
|
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
@@ -23,8 +32,8 @@ use crate::paths;
|
|||||||
use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
|
use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
|
||||||
use crate::texture::{DitherTextures, FlowmapTexture};
|
use crate::texture::{DitherTextures, FlowmapTexture};
|
||||||
use pipeline::{
|
use pipeline::{
|
||||||
create_debug_lines_pipeline, create_main_pipeline, create_snow_clipmap_pipeline,
|
create_debug_lines_pipeline, create_gizmo_lines_pipeline, create_main_pipeline,
|
||||||
create_wireframe_pipeline,
|
create_snow_clipmap_pipeline, create_wireframe_pipeline,
|
||||||
};
|
};
|
||||||
use std::num::NonZeroU64;
|
use std::num::NonZeroU64;
|
||||||
|
|
||||||
@@ -38,13 +47,18 @@ pub struct Renderer
|
|||||||
pub config: wgpu::SurfaceConfiguration,
|
pub config: wgpu::SurfaceConfiguration,
|
||||||
|
|
||||||
framebuffer: LowResFramebuffer,
|
framebuffer: LowResFramebuffer,
|
||||||
|
fullres_depth_view: wgpu::TextureView,
|
||||||
|
|
||||||
standard_pipeline: wgpu::RenderPipeline,
|
standard_pipeline: wgpu::RenderPipeline,
|
||||||
snow_clipmap_pipeline: wgpu::RenderPipeline,
|
snow_clipmap_pipeline: wgpu::RenderPipeline,
|
||||||
wireframe_pipeline: Option<wgpu::RenderPipeline>,
|
wireframe_pipeline: Option<wgpu::RenderPipeline>,
|
||||||
debug_lines_pipeline: Option<wgpu::RenderPipeline>,
|
debug_lines_pipeline: Option<wgpu::RenderPipeline>,
|
||||||
|
gizmo_lines_pipeline: Option<wgpu::RenderPipeline>,
|
||||||
debug_overlay: Option<debug_overlay::DebugOverlay>,
|
debug_overlay: Option<debug_overlay::DebugOverlay>,
|
||||||
billboard_pipeline: BillboardPipeline,
|
billboard_pipeline: BillboardPipeline,
|
||||||
|
particle_pipeline: ParticlePipeline,
|
||||||
|
font_atlas: font_atlas::FontAtlas,
|
||||||
|
text_pipeline: text_pipeline::TextPipeline,
|
||||||
wireframe_supported: bool,
|
wireframe_supported: bool,
|
||||||
|
|
||||||
uniform_buffer: wgpu::Buffer,
|
uniform_buffer: wgpu::Buffer,
|
||||||
@@ -148,6 +162,23 @@ impl Renderer
|
|||||||
let framebuffer =
|
let framebuffer =
|
||||||
LowResFramebuffer::new(&device, low_res_width, low_res_height, config.format);
|
LowResFramebuffer::new(&device, low_res_width, low_res_height, config.format);
|
||||||
|
|
||||||
|
let fullres_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||||
|
label: Some("Full Res Depth Texture"),
|
||||||
|
size: wgpu::Extent3d {
|
||||||
|
width: config.width,
|
||||||
|
height: config.height,
|
||||||
|
depth_or_array_layers: 1,
|
||||||
|
},
|
||||||
|
mip_level_count: 1,
|
||||||
|
sample_count: 1,
|
||||||
|
dimension: wgpu::TextureDimension::D2,
|
||||||
|
format: wgpu::TextureFormat::Depth32Float,
|
||||||
|
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||||
|
view_formats: &[],
|
||||||
|
});
|
||||||
|
let fullres_depth_view =
|
||||||
|
fullres_depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
|
|
||||||
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||||
label: Some("Uniform Buffer"),
|
label: Some("Uniform Buffer"),
|
||||||
size: (std::mem::size_of::<Uniforms>() * MAX_DRAW_CALLS) as wgpu::BufferAddress,
|
size: (std::mem::size_of::<Uniforms>() * MAX_DRAW_CALLS) as wgpu::BufferAddress,
|
||||||
@@ -501,7 +532,16 @@ impl Renderer
|
|||||||
&bind_group_layout,
|
&bind_group_layout,
|
||||||
));
|
));
|
||||||
|
|
||||||
|
let gizmo_lines_pipeline = Some(create_gizmo_lines_pipeline(
|
||||||
|
&device,
|
||||||
|
config.format,
|
||||||
|
&bind_group_layout,
|
||||||
|
));
|
||||||
|
|
||||||
let billboard_pipeline = BillboardPipeline::new(&device, config.format);
|
let billboard_pipeline = BillboardPipeline::new(&device, config.format);
|
||||||
|
let particle_pipeline = ParticlePipeline::new(&device, config.format);
|
||||||
|
let font_atlas = font_atlas::FontAtlas::load(&device, &queue);
|
||||||
|
let text_pipeline = text_pipeline::TextPipeline::new(&device, config.format, &font_atlas);
|
||||||
|
|
||||||
let debug_overlay = Some(debug_overlay::DebugOverlay::new(&device, config.format));
|
let debug_overlay = Some(debug_overlay::DebugOverlay::new(&device, config.format));
|
||||||
|
|
||||||
@@ -526,12 +566,17 @@ impl Renderer
|
|||||||
surface,
|
surface,
|
||||||
config,
|
config,
|
||||||
framebuffer,
|
framebuffer,
|
||||||
|
fullres_depth_view,
|
||||||
standard_pipeline,
|
standard_pipeline,
|
||||||
snow_clipmap_pipeline,
|
snow_clipmap_pipeline,
|
||||||
wireframe_pipeline,
|
wireframe_pipeline,
|
||||||
debug_lines_pipeline,
|
debug_lines_pipeline,
|
||||||
|
gizmo_lines_pipeline,
|
||||||
debug_overlay,
|
debug_overlay,
|
||||||
billboard_pipeline,
|
billboard_pipeline,
|
||||||
|
particle_pipeline,
|
||||||
|
font_atlas,
|
||||||
|
text_pipeline,
|
||||||
wireframe_supported,
|
wireframe_supported,
|
||||||
uniform_buffer,
|
uniform_buffer,
|
||||||
bind_group_layout,
|
bind_group_layout,
|
||||||
@@ -576,6 +621,8 @@ impl Renderer
|
|||||||
player_position: glam::Vec3,
|
player_position: glam::Vec3,
|
||||||
draw_calls: &[DrawCall],
|
draw_calls: &[DrawCall],
|
||||||
billboard_calls: &[BillboardDrawCall],
|
billboard_calls: &[BillboardDrawCall],
|
||||||
|
text_vertices: &[text_pipeline::TextVertex],
|
||||||
|
particle_instances: &[ParticleInstanceRaw],
|
||||||
time: f32,
|
time: f32,
|
||||||
delta_time: f32,
|
delta_time: f32,
|
||||||
debug_mode: DebugMode,
|
debug_mode: DebugMode,
|
||||||
@@ -701,6 +748,10 @@ impl Renderer
|
|||||||
.debug_lines_pipeline
|
.debug_lines_pipeline
|
||||||
.as_ref()
|
.as_ref()
|
||||||
.unwrap_or(&self.standard_pipeline),
|
.unwrap_or(&self.standard_pipeline),
|
||||||
|
Pipeline::GizmoLines => self
|
||||||
|
.gizmo_lines_pipeline
|
||||||
|
.as_ref()
|
||||||
|
.unwrap_or(&self.standard_pipeline),
|
||||||
};
|
};
|
||||||
render_pass.set_pipeline(pipeline);
|
render_pass.set_pipeline(pipeline);
|
||||||
render_pass.set_bind_group(0, &self.bind_group, &[offset as u32]);
|
render_pass.set_bind_group(0, &self.bind_group, &[offset as u32]);
|
||||||
@@ -731,7 +782,7 @@ impl Renderer
|
|||||||
{
|
{
|
||||||
if matches!(
|
if matches!(
|
||||||
draw_call.pipeline,
|
draw_call.pipeline,
|
||||||
Pipeline::SnowClipmap | Pipeline::DebugLines
|
Pipeline::SnowClipmap | Pipeline::DebugLines | Pipeline::GizmoLines
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
@@ -825,7 +876,7 @@ impl Renderer
|
|||||||
|
|
||||||
if matches!(
|
if matches!(
|
||||||
draw_call.pipeline,
|
draw_call.pipeline,
|
||||||
Pipeline::SnowClipmap | Pipeline::DebugLines
|
Pipeline::SnowClipmap | Pipeline::DebugLines | Pipeline::GizmoLines
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
@@ -954,14 +1005,6 @@ impl Renderer
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
self.billboard_pipeline.render(
|
|
||||||
&mut encoder,
|
|
||||||
&self.queue,
|
|
||||||
&self.framebuffer.view,
|
|
||||||
&self.framebuffer.depth_view,
|
|
||||||
billboard_calls,
|
|
||||||
);
|
|
||||||
|
|
||||||
self.queue.submit(std::iter::once(encoder.finish()));
|
self.queue.submit(std::iter::once(encoder.finish()));
|
||||||
|
|
||||||
let frame = match self.surface.get_current_texture()
|
let frame = match self.surface.get_current_texture()
|
||||||
@@ -1012,6 +1055,63 @@ impl Renderer
|
|||||||
}
|
}
|
||||||
|
|
||||||
self.queue.submit(std::iter::once(blit_encoder.finish()));
|
self.queue.submit(std::iter::once(blit_encoder.finish()));
|
||||||
|
|
||||||
|
let mut overlay_encoder =
|
||||||
|
self.device
|
||||||
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||||
|
label: Some("Dialog Overlay Encoder"),
|
||||||
|
});
|
||||||
|
|
||||||
|
{
|
||||||
|
let _depth_clear = overlay_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
label: Some("Full Res Depth Clear"),
|
||||||
|
color_attachments: &[],
|
||||||
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||||
|
view: &self.fullres_depth_view,
|
||||||
|
depth_ops: Some(wgpu::Operations {
|
||||||
|
load: wgpu::LoadOp::Clear(1.0),
|
||||||
|
store: wgpu::StoreOp::Store,
|
||||||
|
}),
|
||||||
|
stencil_ops: None,
|
||||||
|
}),
|
||||||
|
timestamp_writes: None,
|
||||||
|
occlusion_query_set: None,
|
||||||
|
multiview_mask: None,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
self.billboard_pipeline.render(
|
||||||
|
&mut overlay_encoder,
|
||||||
|
&self.queue,
|
||||||
|
&screen_view,
|
||||||
|
&self.fullres_depth_view,
|
||||||
|
billboard_calls,
|
||||||
|
);
|
||||||
|
|
||||||
|
let view_proj_mat = *projection * *view;
|
||||||
|
self.text_pipeline.render(
|
||||||
|
&mut overlay_encoder,
|
||||||
|
&self.queue,
|
||||||
|
&screen_view,
|
||||||
|
&self.fullres_depth_view,
|
||||||
|
text_vertices,
|
||||||
|
view_proj_mat.to_cols_array_2d(),
|
||||||
|
);
|
||||||
|
|
||||||
|
if !particle_instances.is_empty()
|
||||||
|
{
|
||||||
|
self.particle_pipeline.render(
|
||||||
|
&mut overlay_encoder,
|
||||||
|
&self.queue,
|
||||||
|
&screen_view,
|
||||||
|
&self.fullres_depth_view,
|
||||||
|
particle_instances,
|
||||||
|
view_proj_mat,
|
||||||
|
*view,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
self.queue.submit(std::iter::once(overlay_encoder.finish()));
|
||||||
frame
|
frame
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
241
src/render/particle_pipeline.rs
Normal file
241
src/render/particle_pipeline.rs
Normal file
@@ -0,0 +1,241 @@
|
|||||||
|
use std::mem::size_of;
|
||||||
|
use std::num::NonZeroU64;
|
||||||
|
|
||||||
|
use bytemuck::{Pod, Zeroable};
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
|
||||||
|
use crate::paths;
|
||||||
|
use crate::render::particle_types::{ParticleInstanceRaw, ParticleVertex, MAX_PARTICLES};
|
||||||
|
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||||
|
struct ParticleUniforms
|
||||||
|
{
|
||||||
|
view_proj: [[f32; 4]; 4],
|
||||||
|
camera_right: [f32; 3],
|
||||||
|
_pad0: f32,
|
||||||
|
camera_up: [f32; 3],
|
||||||
|
_pad1: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct ParticlePipeline
|
||||||
|
{
|
||||||
|
pipeline: wgpu::RenderPipeline,
|
||||||
|
vertex_buffer: wgpu::Buffer,
|
||||||
|
index_buffer: wgpu::Buffer,
|
||||||
|
instance_buffer: wgpu::Buffer,
|
||||||
|
uniform_buffer: wgpu::Buffer,
|
||||||
|
bind_group: wgpu::BindGroup,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl ParticlePipeline
|
||||||
|
{
|
||||||
|
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self
|
||||||
|
{
|
||||||
|
let shader_source = std::fs::read_to_string(&paths::shaders::particle())
|
||||||
|
.expect("Failed to read particle.wgsl");
|
||||||
|
|
||||||
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
|
label: Some("Particle Shader"),
|
||||||
|
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
|
||||||
|
});
|
||||||
|
|
||||||
|
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||||
|
label: Some("Particle Bind Group Layout"),
|
||||||
|
entries: &[wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 0,
|
||||||
|
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Buffer {
|
||||||
|
ty: wgpu::BufferBindingType::Uniform,
|
||||||
|
has_dynamic_offset: false,
|
||||||
|
min_binding_size: NonZeroU64::new(size_of::<ParticleUniforms>() as u64),
|
||||||
|
},
|
||||||
|
count: None,
|
||||||
|
}],
|
||||||
|
});
|
||||||
|
|
||||||
|
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||||
|
label: Some("Particle Uniform Buffer"),
|
||||||
|
size: 256,
|
||||||
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||||
|
mapped_at_creation: false,
|
||||||
|
});
|
||||||
|
|
||||||
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
label: Some("Particle Bind Group"),
|
||||||
|
layout: &bind_group_layout,
|
||||||
|
entries: &[wgpu::BindGroupEntry {
|
||||||
|
binding: 0,
|
||||||
|
resource: uniform_buffer.as_entire_binding(),
|
||||||
|
}],
|
||||||
|
});
|
||||||
|
|
||||||
|
let vertices: [ParticleVertex; 4] = [
|
||||||
|
ParticleVertex {
|
||||||
|
position: [-0.5, 0.5, 0.0],
|
||||||
|
uv: [0.0, 0.0],
|
||||||
|
},
|
||||||
|
ParticleVertex {
|
||||||
|
position: [0.5, 0.5, 0.0],
|
||||||
|
uv: [1.0, 0.0],
|
||||||
|
},
|
||||||
|
ParticleVertex {
|
||||||
|
position: [0.5, -0.5, 0.0],
|
||||||
|
uv: [1.0, 1.0],
|
||||||
|
},
|
||||||
|
ParticleVertex {
|
||||||
|
position: [-0.5, -0.5, 0.0],
|
||||||
|
uv: [0.0, 1.0],
|
||||||
|
},
|
||||||
|
];
|
||||||
|
|
||||||
|
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some("Particle Vertex Buffer"),
|
||||||
|
contents: bytemuck::cast_slice(&vertices),
|
||||||
|
usage: wgpu::BufferUsages::VERTEX,
|
||||||
|
});
|
||||||
|
|
||||||
|
let indices: [u16; 6] = [0, 1, 2, 2, 3, 0];
|
||||||
|
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some("Particle Index Buffer"),
|
||||||
|
contents: bytemuck::cast_slice(&indices),
|
||||||
|
usage: wgpu::BufferUsages::INDEX,
|
||||||
|
});
|
||||||
|
|
||||||
|
let instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||||
|
label: Some("Particle Instance Buffer"),
|
||||||
|
size: (MAX_PARTICLES * size_of::<ParticleInstanceRaw>()) as wgpu::BufferAddress,
|
||||||
|
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||||
|
mapped_at_creation: false,
|
||||||
|
});
|
||||||
|
|
||||||
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
|
label: Some("Particle Pipeline Layout"),
|
||||||
|
bind_group_layouts: &[&bind_group_layout],
|
||||||
|
immediate_size: 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
label: Some("Particle Pipeline"),
|
||||||
|
layout: Some(&pipeline_layout),
|
||||||
|
vertex: wgpu::VertexState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: Some("vs_main"),
|
||||||
|
buffers: &[ParticleVertex::desc(), ParticleInstanceRaw::desc()],
|
||||||
|
compilation_options: Default::default(),
|
||||||
|
},
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: Some("fs_main"),
|
||||||
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
format,
|
||||||
|
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||||
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
|
})],
|
||||||
|
compilation_options: Default::default(),
|
||||||
|
}),
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||||
|
strip_index_format: None,
|
||||||
|
front_face: wgpu::FrontFace::Ccw,
|
||||||
|
cull_mode: None,
|
||||||
|
polygon_mode: wgpu::PolygonMode::Fill,
|
||||||
|
unclipped_depth: false,
|
||||||
|
conservative: false,
|
||||||
|
},
|
||||||
|
depth_stencil: Some(wgpu::DepthStencilState {
|
||||||
|
format: wgpu::TextureFormat::Depth32Float,
|
||||||
|
depth_write_enabled: false,
|
||||||
|
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||||
|
stencil: wgpu::StencilState::default(),
|
||||||
|
bias: wgpu::DepthBiasState::default(),
|
||||||
|
}),
|
||||||
|
multisample: wgpu::MultisampleState {
|
||||||
|
count: 1,
|
||||||
|
mask: !0,
|
||||||
|
alpha_to_coverage_enabled: false,
|
||||||
|
},
|
||||||
|
multiview_mask: None,
|
||||||
|
cache: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
Self {
|
||||||
|
pipeline,
|
||||||
|
vertex_buffer,
|
||||||
|
index_buffer,
|
||||||
|
instance_buffer,
|
||||||
|
uniform_buffer,
|
||||||
|
bind_group,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn render(
|
||||||
|
&self,
|
||||||
|
encoder: &mut wgpu::CommandEncoder,
|
||||||
|
queue: &wgpu::Queue,
|
||||||
|
color_view: &wgpu::TextureView,
|
||||||
|
depth_view: &wgpu::TextureView,
|
||||||
|
instances: &[ParticleInstanceRaw],
|
||||||
|
view_proj: glam::Mat4,
|
||||||
|
view: glam::Mat4,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
if instances.is_empty()
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let num_instances = instances.len().min(MAX_PARTICLES);
|
||||||
|
queue.write_buffer(
|
||||||
|
&self.instance_buffer,
|
||||||
|
0,
|
||||||
|
bytemuck::cast_slice(&instances[..num_instances]),
|
||||||
|
);
|
||||||
|
|
||||||
|
let inv_view = view.inverse();
|
||||||
|
let camera_right = inv_view.x_axis.truncate();
|
||||||
|
let camera_up = inv_view.y_axis.truncate();
|
||||||
|
|
||||||
|
let uniforms = ParticleUniforms {
|
||||||
|
view_proj: view_proj.to_cols_array_2d(),
|
||||||
|
camera_right: camera_right.into(),
|
||||||
|
_pad0: 0.0,
|
||||||
|
camera_up: camera_up.into(),
|
||||||
|
_pad1: 0.0,
|
||||||
|
};
|
||||||
|
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
|
||||||
|
|
||||||
|
{
|
||||||
|
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
label: Some("Particle Pass"),
|
||||||
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||||
|
view: color_view,
|
||||||
|
resolve_target: None,
|
||||||
|
ops: wgpu::Operations {
|
||||||
|
load: wgpu::LoadOp::Load,
|
||||||
|
store: wgpu::StoreOp::Store,
|
||||||
|
},
|
||||||
|
depth_slice: None,
|
||||||
|
})],
|
||||||
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||||
|
view: depth_view,
|
||||||
|
depth_ops: Some(wgpu::Operations {
|
||||||
|
load: wgpu::LoadOp::Load,
|
||||||
|
store: wgpu::StoreOp::Store,
|
||||||
|
}),
|
||||||
|
stencil_ops: None,
|
||||||
|
}),
|
||||||
|
timestamp_writes: None,
|
||||||
|
occlusion_query_set: None,
|
||||||
|
multiview_mask: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
pass.set_pipeline(&self.pipeline);
|
||||||
|
pass.set_bind_group(0, &self.bind_group, &[]);
|
||||||
|
pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||||
|
pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||||
|
pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||||
|
pass.draw_indexed(0..6, 0, 0..num_instances as u32);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
89
src/render/particle_types.rs
Normal file
89
src/render/particle_types.rs
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
use bytemuck::{Pod, Zeroable};
|
||||||
|
|
||||||
|
pub const MAX_PARTICLES: usize = 4096;
|
||||||
|
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||||
|
pub struct ParticleVertex
|
||||||
|
{
|
||||||
|
pub position: [f32; 3],
|
||||||
|
pub uv: [f32; 2],
|
||||||
|
}
|
||||||
|
|
||||||
|
impl ParticleVertex
|
||||||
|
{
|
||||||
|
pub fn desc() -> wgpu::VertexBufferLayout<'static>
|
||||||
|
{
|
||||||
|
wgpu::VertexBufferLayout {
|
||||||
|
array_stride: std::mem::size_of::<ParticleVertex>() as wgpu::BufferAddress,
|
||||||
|
step_mode: wgpu::VertexStepMode::Vertex,
|
||||||
|
attributes: &[
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: 0,
|
||||||
|
shader_location: 0,
|
||||||
|
format: wgpu::VertexFormat::Float32x3,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 1,
|
||||||
|
format: wgpu::VertexFormat::Float32x2,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||||
|
pub struct ParticleInstanceRaw
|
||||||
|
{
|
||||||
|
pub position: [f32; 3],
|
||||||
|
pub velocity: [f32; 3],
|
||||||
|
pub size: f32,
|
||||||
|
pub color: [f32; 4],
|
||||||
|
pub age: f32,
|
||||||
|
pub _padding: [f32; 3],
|
||||||
|
}
|
||||||
|
|
||||||
|
const _: () = assert!(std::mem::size_of::<ParticleInstanceRaw>() == 60);
|
||||||
|
|
||||||
|
impl ParticleInstanceRaw
|
||||||
|
{
|
||||||
|
pub fn desc() -> wgpu::VertexBufferLayout<'static>
|
||||||
|
{
|
||||||
|
wgpu::VertexBufferLayout {
|
||||||
|
array_stride: std::mem::size_of::<ParticleInstanceRaw>() as wgpu::BufferAddress,
|
||||||
|
step_mode: wgpu::VertexStepMode::Instance,
|
||||||
|
attributes: &[
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: 0,
|
||||||
|
shader_location: 2,
|
||||||
|
format: wgpu::VertexFormat::Float32x3,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 3,
|
||||||
|
format: wgpu::VertexFormat::Float32x3,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress * 2,
|
||||||
|
shader_location: 4,
|
||||||
|
format: wgpu::VertexFormat::Float32,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress * 2
|
||||||
|
+ std::mem::size_of::<f32>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 5,
|
||||||
|
format: wgpu::VertexFormat::Float32x4,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress * 2
|
||||||
|
+ std::mem::size_of::<f32>() as wgpu::BufferAddress
|
||||||
|
+ std::mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 6,
|
||||||
|
format: wgpu::VertexFormat::Float32,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,6 +1,92 @@
|
|||||||
use crate::paths;
|
use crate::paths;
|
||||||
use wesl::Wesl;
|
use wesl::Wesl;
|
||||||
|
|
||||||
|
fn create_lines_pipeline(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
format: wgpu::TextureFormat,
|
||||||
|
bind_group_layout: &wgpu::BindGroupLayout,
|
||||||
|
fragment_entry_point: &str,
|
||||||
|
label_prefix: &str,
|
||||||
|
) -> wgpu::RenderPipeline
|
||||||
|
{
|
||||||
|
let compiler = Wesl::new(&paths::SHADERS_DIR);
|
||||||
|
let shader_source = compiler
|
||||||
|
.compile(&paths::shaders::MAIN_PACKAGE.parse().unwrap())
|
||||||
|
.inspect_err(|e| eprintln!("WESL error: {e}"))
|
||||||
|
.unwrap()
|
||||||
|
.to_string();
|
||||||
|
|
||||||
|
let shader_label = format!("{label_prefix} Shader");
|
||||||
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
|
label: Some(&shader_label),
|
||||||
|
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
|
||||||
|
});
|
||||||
|
|
||||||
|
let layout_label = format!("{label_prefix} Pipeline Layout");
|
||||||
|
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
|
label: Some(&layout_label),
|
||||||
|
bind_group_layouts: &[bind_group_layout],
|
||||||
|
immediate_size: 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
let pipeline_label = format!("{label_prefix} Pipeline");
|
||||||
|
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
label: Some(&pipeline_label),
|
||||||
|
layout: Some(&render_pipeline_layout),
|
||||||
|
vertex: wgpu::VertexState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: Some("vs_main"),
|
||||||
|
buffers: &[
|
||||||
|
crate::loaders::mesh::Vertex::desc(),
|
||||||
|
crate::loaders::mesh::InstanceRaw::desc(),
|
||||||
|
],
|
||||||
|
compilation_options: Default::default(),
|
||||||
|
},
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: Some(fragment_entry_point),
|
||||||
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
format,
|
||||||
|
blend: Some(wgpu::BlendState::REPLACE),
|
||||||
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
|
})],
|
||||||
|
compilation_options: Default::default(),
|
||||||
|
}),
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
topology: wgpu::PrimitiveTopology::LineList,
|
||||||
|
strip_index_format: None,
|
||||||
|
front_face: wgpu::FrontFace::Ccw,
|
||||||
|
cull_mode: None,
|
||||||
|
polygon_mode: wgpu::PolygonMode::Fill,
|
||||||
|
unclipped_depth: false,
|
||||||
|
conservative: false,
|
||||||
|
},
|
||||||
|
depth_stencil: Some(wgpu::DepthStencilState {
|
||||||
|
format: wgpu::TextureFormat::Depth32Float,
|
||||||
|
depth_write_enabled: false,
|
||||||
|
depth_compare: wgpu::CompareFunction::Always,
|
||||||
|
stencil: wgpu::StencilState::default(),
|
||||||
|
bias: wgpu::DepthBiasState::default(),
|
||||||
|
}),
|
||||||
|
multisample: wgpu::MultisampleState {
|
||||||
|
count: 1,
|
||||||
|
mask: !0,
|
||||||
|
alpha_to_coverage_enabled: false,
|
||||||
|
},
|
||||||
|
multiview_mask: None,
|
||||||
|
cache: None,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn create_gizmo_lines_pipeline(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
format: wgpu::TextureFormat,
|
||||||
|
bind_group_layout: &wgpu::BindGroupLayout,
|
||||||
|
) -> wgpu::RenderPipeline
|
||||||
|
{
|
||||||
|
create_lines_pipeline(device, format, bind_group_layout, "fs_gizmo", "Gizmo Lines")
|
||||||
|
}
|
||||||
|
|
||||||
pub fn create_shadow_pipeline(
|
pub fn create_shadow_pipeline(
|
||||||
device: &wgpu::Device,
|
device: &wgpu::Device,
|
||||||
bind_group_layout: &wgpu::BindGroupLayout,
|
bind_group_layout: &wgpu::BindGroupLayout,
|
||||||
@@ -215,70 +301,7 @@ pub fn create_debug_lines_pipeline(
|
|||||||
bind_group_layout: &wgpu::BindGroupLayout,
|
bind_group_layout: &wgpu::BindGroupLayout,
|
||||||
) -> wgpu::RenderPipeline
|
) -> wgpu::RenderPipeline
|
||||||
{
|
{
|
||||||
let compiler = Wesl::new(&paths::SHADERS_DIR);
|
create_lines_pipeline(device, format, bind_group_layout, "fs_main", "Debug Lines")
|
||||||
let shader_source = compiler
|
|
||||||
.compile(&paths::shaders::MAIN_PACKAGE.parse().unwrap())
|
|
||||||
.inspect_err(|e| eprintln!("WESL error: {e}"))
|
|
||||||
.unwrap()
|
|
||||||
.to_string();
|
|
||||||
|
|
||||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
|
||||||
label: Some("Debug Lines Shader"),
|
|
||||||
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
|
|
||||||
});
|
|
||||||
|
|
||||||
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
||||||
label: Some("Debug Lines Pipeline Layout"),
|
|
||||||
bind_group_layouts: &[bind_group_layout],
|
|
||||||
immediate_size: 0,
|
|
||||||
});
|
|
||||||
|
|
||||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
||||||
label: Some("Debug Lines Pipeline"),
|
|
||||||
layout: Some(&render_pipeline_layout),
|
|
||||||
vertex: wgpu::VertexState {
|
|
||||||
module: &shader,
|
|
||||||
entry_point: Some("vs_main"),
|
|
||||||
buffers: &[
|
|
||||||
crate::loaders::mesh::Vertex::desc(),
|
|
||||||
crate::loaders::mesh::InstanceRaw::desc(),
|
|
||||||
],
|
|
||||||
compilation_options: Default::default(),
|
|
||||||
},
|
|
||||||
fragment: Some(wgpu::FragmentState {
|
|
||||||
module: &shader,
|
|
||||||
entry_point: Some("fs_main"),
|
|
||||||
targets: &[Some(wgpu::ColorTargetState {
|
|
||||||
format,
|
|
||||||
blend: Some(wgpu::BlendState::REPLACE),
|
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
|
||||||
})],
|
|
||||||
compilation_options: Default::default(),
|
|
||||||
}),
|
|
||||||
primitive: wgpu::PrimitiveState {
|
|
||||||
topology: wgpu::PrimitiveTopology::LineList,
|
|
||||||
strip_index_format: None,
|
|
||||||
front_face: wgpu::FrontFace::Ccw,
|
|
||||||
cull_mode: None,
|
|
||||||
polygon_mode: wgpu::PolygonMode::Fill,
|
|
||||||
unclipped_depth: false,
|
|
||||||
conservative: false,
|
|
||||||
},
|
|
||||||
depth_stencil: Some(wgpu::DepthStencilState {
|
|
||||||
format: wgpu::TextureFormat::Depth32Float,
|
|
||||||
depth_write_enabled: false,
|
|
||||||
depth_compare: wgpu::CompareFunction::Always,
|
|
||||||
stencil: wgpu::StencilState::default(),
|
|
||||||
bias: wgpu::DepthBiasState::default(),
|
|
||||||
}),
|
|
||||||
multisample: wgpu::MultisampleState {
|
|
||||||
count: 1,
|
|
||||||
mask: !0,
|
|
||||||
alpha_to_coverage_enabled: false,
|
|
||||||
},
|
|
||||||
multiview_mask: None,
|
|
||||||
cache: None,
|
|
||||||
})
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn create_snow_clipmap_pipeline(
|
pub fn create_snow_clipmap_pipeline(
|
||||||
|
|||||||
262
src/render/text_pipeline.rs
Normal file
262
src/render/text_pipeline.rs
Normal file
@@ -0,0 +1,262 @@
|
|||||||
|
use bytemuck::{Pod, Zeroable};
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
|
||||||
|
use crate::paths;
|
||||||
|
|
||||||
|
use super::font_atlas::FontAtlas;
|
||||||
|
|
||||||
|
const MAX_TEXT_CHARS: usize = 512;
|
||||||
|
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||||
|
pub struct TextVertex
|
||||||
|
{
|
||||||
|
pub position: [f32; 3],
|
||||||
|
pub uv: [f32; 2],
|
||||||
|
}
|
||||||
|
|
||||||
|
impl TextVertex
|
||||||
|
{
|
||||||
|
fn desc() -> wgpu::VertexBufferLayout<'static>
|
||||||
|
{
|
||||||
|
wgpu::VertexBufferLayout {
|
||||||
|
array_stride: std::mem::size_of::<TextVertex>() as wgpu::BufferAddress,
|
||||||
|
step_mode: wgpu::VertexStepMode::Vertex,
|
||||||
|
attributes: &[
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: 0,
|
||||||
|
shader_location: 0,
|
||||||
|
format: wgpu::VertexFormat::Float32x3,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 1,
|
||||||
|
format: wgpu::VertexFormat::Float32x2,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||||
|
struct ViewProjUniform
|
||||||
|
{
|
||||||
|
matrix: [[f32; 4]; 4],
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct TextPipeline
|
||||||
|
{
|
||||||
|
pipeline: wgpu::RenderPipeline,
|
||||||
|
vertex_buffer: wgpu::Buffer,
|
||||||
|
index_buffer: wgpu::Buffer,
|
||||||
|
uniform_buffer: wgpu::Buffer,
|
||||||
|
bind_group: wgpu::BindGroup,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl TextPipeline
|
||||||
|
{
|
||||||
|
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat, atlas: &FontAtlas) -> Self
|
||||||
|
{
|
||||||
|
let shader_src =
|
||||||
|
std::fs::read_to_string(&paths::shaders::text()).expect("Failed to read text.wgsl");
|
||||||
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
|
label: Some("Text Shader"),
|
||||||
|
source: wgpu::ShaderSource::Wgsl(shader_src.into()),
|
||||||
|
});
|
||||||
|
|
||||||
|
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||||
|
label: Some("Text Bind Group Layout"),
|
||||||
|
entries: &[
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 0,
|
||||||
|
visibility: wgpu::ShaderStages::VERTEX,
|
||||||
|
ty: wgpu::BindingType::Buffer {
|
||||||
|
ty: wgpu::BufferBindingType::Uniform,
|
||||||
|
has_dynamic_offset: false,
|
||||||
|
min_binding_size: std::num::NonZeroU64::new(std::mem::size_of::<
|
||||||
|
ViewProjUniform,
|
||||||
|
>()
|
||||||
|
as u64),
|
||||||
|
},
|
||||||
|
count: None,
|
||||||
|
},
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 1,
|
||||||
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Texture {
|
||||||
|
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||||
|
view_dimension: wgpu::TextureViewDimension::D2,
|
||||||
|
multisampled: false,
|
||||||
|
},
|
||||||
|
count: None,
|
||||||
|
},
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 2,
|
||||||
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||||
|
count: None,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
});
|
||||||
|
|
||||||
|
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||||
|
label: Some("Text ViewProj Buffer"),
|
||||||
|
size: std::mem::size_of::<ViewProjUniform>() as wgpu::BufferAddress,
|
||||||
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||||
|
mapped_at_creation: false,
|
||||||
|
});
|
||||||
|
|
||||||
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
label: Some("Text Bind Group"),
|
||||||
|
layout: &bind_group_layout,
|
||||||
|
entries: &[
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 0,
|
||||||
|
resource: uniform_buffer.as_entire_binding(),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 1,
|
||||||
|
resource: wgpu::BindingResource::TextureView(&atlas.texture_view),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 2,
|
||||||
|
resource: wgpu::BindingResource::Sampler(&atlas.sampler),
|
||||||
|
},
|
||||||
|
],
|
||||||
|
});
|
||||||
|
|
||||||
|
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||||
|
label: Some("Text Vertex Buffer"),
|
||||||
|
size: (MAX_TEXT_CHARS * 4 * std::mem::size_of::<TextVertex>()) as wgpu::BufferAddress,
|
||||||
|
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||||
|
mapped_at_creation: false,
|
||||||
|
});
|
||||||
|
|
||||||
|
let indices: Vec<u16> = (0..MAX_TEXT_CHARS as u16)
|
||||||
|
.flat_map(|i| {
|
||||||
|
let b = i * 4;
|
||||||
|
[b, b + 1, b + 2, b + 2, b + 3, b]
|
||||||
|
})
|
||||||
|
.collect();
|
||||||
|
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some("Text Index Buffer"),
|
||||||
|
contents: bytemuck::cast_slice(&indices),
|
||||||
|
usage: wgpu::BufferUsages::INDEX,
|
||||||
|
});
|
||||||
|
|
||||||
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
|
label: Some("Text Pipeline Layout"),
|
||||||
|
bind_group_layouts: &[&bind_group_layout],
|
||||||
|
immediate_size: 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
label: Some("Text Pipeline"),
|
||||||
|
layout: Some(&pipeline_layout),
|
||||||
|
vertex: wgpu::VertexState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: Some("vs_main"),
|
||||||
|
buffers: &[TextVertex::desc()],
|
||||||
|
compilation_options: Default::default(),
|
||||||
|
},
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: Some("fs_main"),
|
||||||
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
format,
|
||||||
|
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||||
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
|
})],
|
||||||
|
compilation_options: Default::default(),
|
||||||
|
}),
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||||
|
strip_index_format: None,
|
||||||
|
front_face: wgpu::FrontFace::Ccw,
|
||||||
|
cull_mode: None,
|
||||||
|
polygon_mode: wgpu::PolygonMode::Fill,
|
||||||
|
unclipped_depth: false,
|
||||||
|
conservative: false,
|
||||||
|
},
|
||||||
|
depth_stencil: Some(wgpu::DepthStencilState {
|
||||||
|
format: wgpu::TextureFormat::Depth32Float,
|
||||||
|
depth_write_enabled: false,
|
||||||
|
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||||
|
stencil: wgpu::StencilState::default(),
|
||||||
|
bias: wgpu::DepthBiasState::default(),
|
||||||
|
}),
|
||||||
|
multisample: wgpu::MultisampleState {
|
||||||
|
count: 1,
|
||||||
|
mask: !0,
|
||||||
|
alpha_to_coverage_enabled: false,
|
||||||
|
},
|
||||||
|
multiview_mask: None,
|
||||||
|
cache: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
Self {
|
||||||
|
pipeline,
|
||||||
|
vertex_buffer,
|
||||||
|
index_buffer,
|
||||||
|
uniform_buffer,
|
||||||
|
bind_group,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn render(
|
||||||
|
&self,
|
||||||
|
encoder: &mut wgpu::CommandEncoder,
|
||||||
|
queue: &wgpu::Queue,
|
||||||
|
color_view: &wgpu::TextureView,
|
||||||
|
depth_view: &wgpu::TextureView,
|
||||||
|
vertices: &[TextVertex],
|
||||||
|
view_proj: [[f32; 4]; 4],
|
||||||
|
)
|
||||||
|
{
|
||||||
|
if vertices.is_empty()
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let n_chars = (vertices.len() / 4).min(MAX_TEXT_CHARS);
|
||||||
|
let used = &vertices[..n_chars * 4];
|
||||||
|
|
||||||
|
queue.write_buffer(
|
||||||
|
&self.uniform_buffer,
|
||||||
|
0,
|
||||||
|
bytemuck::cast_slice(&[ViewProjUniform { matrix: view_proj }]),
|
||||||
|
);
|
||||||
|
queue.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(used));
|
||||||
|
|
||||||
|
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
label: Some("Text Pass"),
|
||||||
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||||
|
view: color_view,
|
||||||
|
resolve_target: None,
|
||||||
|
ops: wgpu::Operations {
|
||||||
|
load: wgpu::LoadOp::Load,
|
||||||
|
store: wgpu::StoreOp::Store,
|
||||||
|
},
|
||||||
|
depth_slice: None,
|
||||||
|
})],
|
||||||
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||||
|
view: depth_view,
|
||||||
|
depth_ops: Some(wgpu::Operations {
|
||||||
|
load: wgpu::LoadOp::Load,
|
||||||
|
store: wgpu::StoreOp::Store,
|
||||||
|
}),
|
||||||
|
stencil_ops: None,
|
||||||
|
}),
|
||||||
|
timestamp_writes: None,
|
||||||
|
occlusion_query_set: None,
|
||||||
|
multiview_mask: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
pass.set_pipeline(&self.pipeline);
|
||||||
|
pass.set_bind_group(0, &self.bind_group, &[]);
|
||||||
|
pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||||
|
pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||||
|
pass.draw_indexed(0..(n_chars * 6) as u32, 0, 0..1);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -143,6 +143,7 @@ pub enum Pipeline
|
|||||||
Standard,
|
Standard,
|
||||||
SnowClipmap,
|
SnowClipmap,
|
||||||
DebugLines,
|
DebugLines,
|
||||||
|
GizmoLines,
|
||||||
}
|
}
|
||||||
|
|
||||||
pub struct DrawCall
|
pub struct DrawCall
|
||||||
|
|||||||
@@ -81,6 +81,15 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Fragment shader for transform gizmo lines.
|
||||||
|
/// Outputs `world_normal` directly as the RGB color — the vertex data encodes
|
||||||
|
/// axis color (X=red, Y=green, Z=blue) in the normal attribute rather than
|
||||||
|
/// storing a true geometric normal.
|
||||||
|
@fragment
|
||||||
|
fn fs_gizmo(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
return vec4(in.world_normal, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
@group(1) @binding(0)
|
@group(1) @binding(0)
|
||||||
var heightmap_texture: texture_2d<f32>;
|
var heightmap_texture: texture_2d<f32>;
|
||||||
|
|
||||||
|
|||||||
81
src/shaders/particle.wgsl
Normal file
81
src/shaders/particle.wgsl
Normal file
@@ -0,0 +1,81 @@
|
|||||||
|
struct ParticleUniforms
|
||||||
|
{
|
||||||
|
view_proj: mat4x4<f32>,
|
||||||
|
camera_right: vec3<f32>,
|
||||||
|
_pad0: f32,
|
||||||
|
camera_up: vec3<f32>,
|
||||||
|
_pad1: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
@group(0) @binding(0)
|
||||||
|
var<uniform> uniforms: ParticleUniforms;
|
||||||
|
|
||||||
|
struct VertexIn
|
||||||
|
{
|
||||||
|
@location(0) position: vec3<f32>,
|
||||||
|
@location(1) uv: vec2<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
struct ParticleInstance
|
||||||
|
{
|
||||||
|
@location(2) position: vec3<f32>,
|
||||||
|
@location(3) velocity: vec3<f32>,
|
||||||
|
@location(4) size: f32,
|
||||||
|
@location(5) color: vec4<f32>,
|
||||||
|
@location(6) age: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
struct VertexOut
|
||||||
|
{
|
||||||
|
@builtin(position) clip_pos: vec4<f32>,
|
||||||
|
@location(0) uv: vec2<f32>,
|
||||||
|
@location(1) color: vec4<f32>,
|
||||||
|
@location(2) age: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn vs_main(in: VertexIn, inst: ParticleInstance) -> VertexOut
|
||||||
|
{
|
||||||
|
var out: VertexOut;
|
||||||
|
|
||||||
|
let stretch = length(inst.velocity) * 0.05;
|
||||||
|
let vel_dir = normalize(select(inst.velocity, vec3<f32>(0.0, 1.0, 0.0),
|
||||||
|
length(inst.velocity) > 0.001));
|
||||||
|
|
||||||
|
let world_pos = inst.position
|
||||||
|
+ uniforms.camera_right * (in.uv.x - 0.5) * inst.size
|
||||||
|
+ uniforms.camera_up * (in.uv.y - 0.5) * inst.size
|
||||||
|
+ vel_dir * (in.uv.y - 0.5) * stretch;
|
||||||
|
|
||||||
|
out.clip_pos = uniforms.view_proj * vec4<f32>(world_pos, 1.0);
|
||||||
|
out.uv = in.uv;
|
||||||
|
out.color = inst.color;
|
||||||
|
out.age = inst.age;
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
|
var<private> bayer: array<f32, 16> = array<f32, 16>(
|
||||||
|
0.0, 8.0, 2.0, 10.0,
|
||||||
|
12.0, 4.0, 14.0, 6.0,
|
||||||
|
3.0, 11.0, 1.0, 9.0,
|
||||||
|
15.0, 7.0, 13.0, 5.0,
|
||||||
|
);
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn fs_main(in: VertexOut) -> @location(0) vec4<f32>
|
||||||
|
{
|
||||||
|
let centered = in.uv * 2.0 - vec2<f32>(1.0, 1.0);
|
||||||
|
let dist = length(centered);
|
||||||
|
let circle = 1.0 - smoothstep(0.7, 1.0, dist);
|
||||||
|
let age_alpha = (1.0 - in.age) * in.color.a * circle;
|
||||||
|
|
||||||
|
let fx = u32(in.clip_pos.x) % 4u;
|
||||||
|
let fy = u32(in.clip_pos.y) % 4u;
|
||||||
|
let thresh = bayer[fy * 4u + fx] / 16.0;
|
||||||
|
if age_alpha <= thresh
|
||||||
|
{
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
|
||||||
|
return vec4<f32>(in.color.rgb, 1.0);
|
||||||
|
}
|
||||||
45
src/shaders/text.wgsl
Normal file
45
src/shaders/text.wgsl
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
struct Uniforms
|
||||||
|
{
|
||||||
|
view_proj: mat4x4<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
@group(0) @binding(0)
|
||||||
|
var<uniform> u: Uniforms;
|
||||||
|
|
||||||
|
@group(0) @binding(1)
|
||||||
|
var glyph_atlas: texture_2d<f32>;
|
||||||
|
|
||||||
|
@group(0) @binding(2)
|
||||||
|
var glyph_sampler: sampler;
|
||||||
|
|
||||||
|
struct VertexIn
|
||||||
|
{
|
||||||
|
@location(0) position: vec3<f32>,
|
||||||
|
@location(1) uv: vec2<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
struct VertexOut
|
||||||
|
{
|
||||||
|
@builtin(position) clip_pos: vec4<f32>,
|
||||||
|
@location(0) uv: vec2<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn vs_main(in: VertexIn) -> VertexOut
|
||||||
|
{
|
||||||
|
var out: VertexOut;
|
||||||
|
out.clip_pos = u.view_proj * vec4<f32>(in.position, 1.0);
|
||||||
|
out.uv = in.uv;
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn fs_main(in: VertexOut) -> @location(0) vec4<f32>
|
||||||
|
{
|
||||||
|
let coverage = textureSample(glyph_atlas, glyph_sampler, in.uv).r;
|
||||||
|
if coverage < 0.004
|
||||||
|
{
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
return vec4<f32>(1.0, 1.0, 1.0, coverage);
|
||||||
|
}
|
||||||
2
src/states/mod.rs
Normal file
2
src/states/mod.rs
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
pub mod player_states;
|
||||||
|
pub mod state;
|
||||||
@@ -7,7 +7,7 @@ use crate::components::player_states::{
|
|||||||
};
|
};
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
use crate::physics::PhysicsManager;
|
use crate::physics::PhysicsManager;
|
||||||
use crate::state::PlayerState;
|
use crate::states::state::State;
|
||||||
use crate::world::World;
|
use crate::world::World;
|
||||||
|
|
||||||
pub const LEAP_DURATION: f32 = 0.18;
|
pub const LEAP_DURATION: f32 = 0.18;
|
||||||
@@ -15,7 +15,7 @@ pub const ROLL_DURATION: f32 = 0.42;
|
|||||||
const LEAP_SPEED: f32 = 18.0;
|
const LEAP_SPEED: f32 = 18.0;
|
||||||
const ROLL_SPEED: f32 = 14.0;
|
const ROLL_SPEED: f32 = 14.0;
|
||||||
|
|
||||||
impl PlayerState for IdleState
|
impl State for IdleState
|
||||||
{
|
{
|
||||||
fn tick_time(&mut self, delta: f32)
|
fn tick_time(&mut self, delta: f32)
|
||||||
{
|
{
|
||||||
@@ -87,7 +87,7 @@ impl PlayerState for IdleState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl PlayerState for WalkingState
|
impl State for WalkingState
|
||||||
{
|
{
|
||||||
fn tick_time(&mut self, delta: f32)
|
fn tick_time(&mut self, delta: f32)
|
||||||
{
|
{
|
||||||
@@ -204,7 +204,7 @@ impl PlayerState for WalkingState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl PlayerState for JumpingState
|
impl State for JumpingState
|
||||||
{
|
{
|
||||||
fn tick_time(&mut self, delta: f32)
|
fn tick_time(&mut self, delta: f32)
|
||||||
{
|
{
|
||||||
@@ -283,7 +283,7 @@ impl PlayerState for JumpingState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl PlayerState for FallingState
|
impl State for FallingState
|
||||||
{
|
{
|
||||||
fn tick_time(&mut self, delta: f32)
|
fn tick_time(&mut self, delta: f32)
|
||||||
{
|
{
|
||||||
@@ -356,7 +356,7 @@ impl PlayerState for FallingState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl PlayerState for LeapingState
|
impl State for LeapingState
|
||||||
{
|
{
|
||||||
fn tick_time(&mut self, delta: f32)
|
fn tick_time(&mut self, delta: f32)
|
||||||
{
|
{
|
||||||
@@ -430,7 +430,7 @@ impl PlayerState for LeapingState
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl PlayerState for RollingState
|
impl State for RollingState
|
||||||
{
|
{
|
||||||
fn tick_time(&mut self, delta: f32)
|
fn tick_time(&mut self, delta: f32)
|
||||||
{
|
{
|
||||||
@@ -4,7 +4,7 @@ use std::collections::HashMap;
|
|||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
use crate::world::{Storage, World};
|
use crate::world::{Storage, World};
|
||||||
|
|
||||||
pub trait PlayerState
|
pub trait State
|
||||||
{
|
{
|
||||||
fn tick_time(&mut self, _delta: f32) {}
|
fn tick_time(&mut self, _delta: f32) {}
|
||||||
fn on_enter(&mut self, _world: &mut World, _entity: EntityHandle) {}
|
fn on_enter(&mut self, _world: &mut World, _entity: EntityHandle) {}
|
||||||
@@ -54,7 +54,7 @@ impl StateMachine
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn register_state<S: PlayerState + Default + 'static>(
|
pub fn register_state<S: State + Default + 'static>(
|
||||||
&mut self,
|
&mut self,
|
||||||
storage: fn(&mut World) -> &mut Storage<S>,
|
storage: fn(&mut World) -> &mut Storage<S>,
|
||||||
)
|
)
|
||||||
@@ -1,17 +1,32 @@
|
|||||||
use glam::Vec3;
|
use glam::Vec3;
|
||||||
|
|
||||||
|
use crate::components::camera::{CameraComponent, CameraTransition};
|
||||||
|
use crate::components::intent::{CameraTransitionIntent, FollowPlayerIntent, StopFollowingIntent};
|
||||||
use crate::components::FollowComponent;
|
use crate::components::FollowComponent;
|
||||||
|
use crate::entity::EntityHandle;
|
||||||
|
use crate::physics::PhysicsManager;
|
||||||
use crate::utility::input::InputState;
|
use crate::utility::input::InputState;
|
||||||
use crate::world::{Transform, World};
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn camera_view_matrix(world: &World) -> Option<glam::Mat4>
|
const CAMERA_GROUND_OFFSET: f32 = 2.0;
|
||||||
|
|
||||||
|
pub fn camera_view_matrix(
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
follows: &Storage<FollowComponent>,
|
||||||
|
) -> Option<glam::Mat4>
|
||||||
{
|
{
|
||||||
let (camera_entity, camera_component) = world.active_camera()?;
|
let (camera_entity, camera_component) = cameras
|
||||||
let camera_transform = world.transforms.get(camera_entity)?;
|
.components
|
||||||
|
.iter()
|
||||||
|
.find(|(_, cam)| cam.is_active)
|
||||||
|
.map(|(e, c)| (*e, c))?;
|
||||||
|
let camera_transform = transforms.get(camera_entity)?;
|
||||||
|
|
||||||
if let Some(follow) = world.follows.get(camera_entity)
|
if let Some(follow) = follows.get(camera_entity)
|
||||||
{
|
{
|
||||||
if let Some(target_transform) = world.transforms.get(follow.target)
|
if let Some(target_transform) = transforms.get(follow.target)
|
||||||
{
|
{
|
||||||
return Some(glam::Mat4::look_at_rh(
|
return Some(glam::Mat4::look_at_rh(
|
||||||
camera_transform.position,
|
camera_transform.position,
|
||||||
@@ -30,13 +45,17 @@ pub fn camera_view_matrix(world: &World) -> Option<glam::Mat4>
|
|||||||
))
|
))
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn camera_input_system(world: &mut World, input_state: &InputState)
|
pub fn camera_input_system(
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
follows: &Storage<FollowComponent>,
|
||||||
|
input_state: &InputState,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let cameras: Vec<_> = world.cameras.all();
|
let camera_entities: Vec<_> = cameras.all();
|
||||||
|
|
||||||
for camera_entity in cameras
|
for camera_entity in camera_entities
|
||||||
{
|
{
|
||||||
if let Some(camera) = world.cameras.get_mut(camera_entity)
|
if let Some(camera) = cameras.get_mut(camera_entity)
|
||||||
{
|
{
|
||||||
if !camera.is_active
|
if !camera.is_active
|
||||||
{
|
{
|
||||||
@@ -45,7 +64,7 @@ pub fn camera_input_system(world: &mut World, input_state: &InputState)
|
|||||||
|
|
||||||
if input_state.mouse_delta.0.abs() > 0.0 || input_state.mouse_delta.1.abs() > 0.0
|
if input_state.mouse_delta.0.abs() > 0.0 || input_state.mouse_delta.1.abs() > 0.0
|
||||||
{
|
{
|
||||||
let is_following = world.follows.get(camera_entity).is_some();
|
let is_following = follows.get(camera_entity).is_some();
|
||||||
|
|
||||||
camera.yaw += input_state.mouse_delta.0 * 0.0008;
|
camera.yaw += input_state.mouse_delta.0 * 0.0008;
|
||||||
|
|
||||||
@@ -66,20 +85,61 @@ pub fn camera_input_system(world: &mut World, input_state: &InputState)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn camera_follow_system(world: &mut World)
|
pub fn camera_intent_system(
|
||||||
|
follow_player_intents: &mut Storage<FollowPlayerIntent>,
|
||||||
|
stop_following_intents: &mut Storage<StopFollowingIntent>,
|
||||||
|
camera_transition_intents: &mut Storage<CameraTransitionIntent>,
|
||||||
|
follows: &mut Storage<FollowComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
camera_transitions: &mut Storage<CameraTransition>,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let camera_entities: Vec<_> = world.follows.all();
|
let follow_entities: Vec<EntityHandle> = follow_player_intents.all();
|
||||||
|
for entity in follow_entities
|
||||||
|
{
|
||||||
|
start_camera_following(follows, transforms, cameras, player_tags, entity);
|
||||||
|
follow_player_intents.remove(entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
let stop_entities: Vec<EntityHandle> = stop_following_intents.all();
|
||||||
|
for entity in stop_entities
|
||||||
|
{
|
||||||
|
stop_camera_following(follows, transforms, cameras, entity);
|
||||||
|
stop_following_intents.remove(entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
let transition_entities: Vec<EntityHandle> = camera_transition_intents.all();
|
||||||
|
for entity in transition_entities
|
||||||
|
{
|
||||||
|
let duration = camera_transition_intents
|
||||||
|
.get(entity)
|
||||||
|
.map(|i| i.duration)
|
||||||
|
.unwrap_or(0.5);
|
||||||
|
start_camera_transition(camera_transitions, transforms, cameras, entity, duration);
|
||||||
|
camera_transition_intents.remove(entity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn camera_follow_system(
|
||||||
|
follows: &mut Storage<FollowComponent>,
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let camera_entities: Vec<_> = follows.all();
|
||||||
|
|
||||||
for camera_entity in camera_entities
|
for camera_entity in camera_entities
|
||||||
{
|
{
|
||||||
if let Some(camera) = world.cameras.get(camera_entity)
|
if let Some(camera) = cameras.get(camera_entity)
|
||||||
{
|
{
|
||||||
if let Some(follow) = world.follows.get(camera_entity)
|
if let Some(follow) = follows.get(camera_entity)
|
||||||
{
|
{
|
||||||
let target_entity = follow.target;
|
let target_entity = follow.target;
|
||||||
let offset = follow.offset.position;
|
let offset = follow.offset.position;
|
||||||
|
|
||||||
if let Some(target_transform) = world.transforms.get(target_entity)
|
if let Some(target_transform) = transforms.get(target_entity)
|
||||||
{
|
{
|
||||||
let target_position = target_transform.position;
|
let target_position = target_transform.position;
|
||||||
let distance = offset.length();
|
let distance = offset.length();
|
||||||
@@ -92,13 +152,11 @@ pub fn camera_follow_system(world: &mut World)
|
|||||||
|
|
||||||
let new_offset = Vec3::new(offset_x, offset_y, offset_z);
|
let new_offset = Vec3::new(offset_x, offset_y, offset_z);
|
||||||
|
|
||||||
world
|
transforms.with_mut(camera_entity, |camera_transform| {
|
||||||
.transforms
|
|
||||||
.with_mut(camera_entity, |camera_transform| {
|
|
||||||
camera_transform.position = target_position + new_offset;
|
camera_transform.position = target_position + new_offset;
|
||||||
});
|
});
|
||||||
|
|
||||||
world.follows.components.get_mut(&camera_entity).map(|f| {
|
follows.components.get_mut(&camera_entity).map(|f| {
|
||||||
f.offset.position = new_offset;
|
f.offset.position = new_offset;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
@@ -107,13 +165,29 @@ pub fn camera_follow_system(world: &mut World)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta: f32)
|
pub fn camera_noclip_system(
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
follows: &Storage<FollowComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
input_state: &InputState,
|
||||||
|
delta: f32,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let cameras: Vec<_> = world.cameras.all();
|
if !input_state.mouse_captured
|
||||||
|
|
||||||
for camera_entity in cameras
|
|
||||||
{
|
{
|
||||||
if let Some(camera) = world.cameras.get(camera_entity)
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let camera_entities: Vec<_> = cameras.all();
|
||||||
|
|
||||||
|
for camera_entity in camera_entities
|
||||||
|
{
|
||||||
|
if follows.get(camera_entity).is_some()
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Some(camera) = cameras.get(camera_entity)
|
||||||
{
|
{
|
||||||
if !camera.is_active
|
if !camera.is_active
|
||||||
{
|
{
|
||||||
@@ -157,7 +231,7 @@ pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta:
|
|||||||
speed *= 10.0;
|
speed *= 10.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(camera_transform) = world.transforms.get_mut(camera_entity)
|
if let Some(camera_transform) = transforms.get_mut(camera_entity)
|
||||||
{
|
{
|
||||||
camera_transform.position += forward * input_vec.z * speed;
|
camera_transform.position += forward * input_vec.z * speed;
|
||||||
camera_transform.position += right * input_vec.x * speed;
|
camera_transform.position += right * input_vec.x * speed;
|
||||||
@@ -167,28 +241,34 @@ pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn start_camera_following(world: &mut World, camera_entity: crate::entity::EntityHandle)
|
fn start_camera_following(
|
||||||
|
follows: &mut Storage<FollowComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
camera_entity: EntityHandle,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
if let Some(camera_transform) = world.transforms.get(camera_entity)
|
if let Some(camera_transform) = transforms.get(camera_entity)
|
||||||
{
|
{
|
||||||
let player_entities = world.player_tags.all();
|
let player_entities = player_tags.all();
|
||||||
if let Some(&player_entity) = player_entities.first()
|
if let Some(&player_entity) = player_entities.first()
|
||||||
{
|
{
|
||||||
if let Some(target_transform) = world.transforms.get(player_entity)
|
if let Some(target_transform) = transforms.get(player_entity)
|
||||||
{
|
{
|
||||||
let offset = camera_transform.position - target_transform.position;
|
let offset = camera_transform.position - target_transform.position;
|
||||||
let distance = offset.length();
|
let distance = offset.length();
|
||||||
|
|
||||||
if distance > 0.0
|
if distance > 0.0
|
||||||
{
|
{
|
||||||
if let Some(camera) = world.cameras.get_mut(camera_entity)
|
if let Some(camera) = cameras.get_mut(camera_entity)
|
||||||
{
|
{
|
||||||
camera.pitch = (offset.y / distance).asin();
|
camera.pitch = (offset.y / distance).asin();
|
||||||
camera.yaw = offset.z.atan2(offset.x) + std::f32::consts::PI;
|
camera.yaw = offset.z.atan2(offset.x) + std::f32::consts::PI;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
world.follows.insert(
|
follows.insert(
|
||||||
camera_entity,
|
camera_entity,
|
||||||
FollowComponent {
|
FollowComponent {
|
||||||
target: player_entity,
|
target: player_entity,
|
||||||
@@ -202,20 +282,25 @@ pub fn start_camera_following(world: &mut World, camera_entity: crate::entity::E
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn stop_camera_following(world: &mut World, camera_entity: crate::entity::EntityHandle)
|
fn stop_camera_following(
|
||||||
|
follows: &mut Storage<FollowComponent>,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
camera_entity: EntityHandle,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
if let Some(follow) = world.follows.get(camera_entity)
|
if let Some(follow) = follows.get(camera_entity)
|
||||||
{
|
{
|
||||||
let target_entity = follow.target;
|
let target_entity = follow.target;
|
||||||
|
|
||||||
if let Some(camera_transform) = world.transforms.get(camera_entity)
|
if let Some(camera_transform) = transforms.get(camera_entity)
|
||||||
{
|
{
|
||||||
if let Some(target_transform) = world.transforms.get(target_entity)
|
if let Some(target_transform) = transforms.get(target_entity)
|
||||||
{
|
{
|
||||||
let look_direction =
|
let look_direction =
|
||||||
(target_transform.position - camera_transform.position).normalize();
|
(target_transform.position - camera_transform.position).normalize();
|
||||||
|
|
||||||
if let Some(camera) = world.cameras.get_mut(camera_entity)
|
if let Some(camera) = cameras.get_mut(camera_entity)
|
||||||
{
|
{
|
||||||
camera.yaw = look_direction.z.atan2(look_direction.x);
|
camera.yaw = look_direction.z.atan2(look_direction.x);
|
||||||
camera.pitch = look_direction.y.asin();
|
camera.pitch = look_direction.y.asin();
|
||||||
@@ -223,6 +308,156 @@ pub fn stop_camera_following(world: &mut World, camera_entity: crate::entity::En
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
world.follows.remove(camera_entity);
|
follows.remove(camera_entity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn camera_ground_clamp_system(
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
follows: &Storage<FollowComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let camera_entity = cameras
|
||||||
|
.components
|
||||||
|
.iter()
|
||||||
|
.find(|(_, cam)| cam.is_active)
|
||||||
|
.map(|(e, _)| *e);
|
||||||
|
|
||||||
|
let Some(camera_entity) = camera_entity
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
if follows.get(camera_entity).is_none()
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
transforms.with_mut(camera_entity, |t| {
|
||||||
|
let ground_y =
|
||||||
|
PhysicsManager::get_terrain_height_at(t.position.x, t.position.z).unwrap_or(0.0);
|
||||||
|
let min_y = ground_y + CAMERA_GROUND_OFFSET;
|
||||||
|
if t.position.y < min_y
|
||||||
|
{
|
||||||
|
t.position.y = min_y;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
fn start_camera_transition(
|
||||||
|
camera_transitions: &mut Storage<CameraTransition>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
camera_entity: EntityHandle,
|
||||||
|
duration: f32,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let Some(camera) = cameras.get(camera_entity)
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
let source_yaw = camera.yaw;
|
||||||
|
let source_pitch = camera.pitch;
|
||||||
|
|
||||||
|
let source_position = transforms
|
||||||
|
.with(camera_entity, |t| t.position)
|
||||||
|
.unwrap_or(Vec3::ZERO);
|
||||||
|
|
||||||
|
camera_transitions.insert(
|
||||||
|
camera_entity,
|
||||||
|
CameraTransition {
|
||||||
|
source_position,
|
||||||
|
source_yaw,
|
||||||
|
source_pitch,
|
||||||
|
elapsed: 0.0,
|
||||||
|
duration,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn camera_transition_system(
|
||||||
|
camera_transitions: &mut Storage<CameraTransition>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
delta: f32,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let entities: Vec<EntityHandle> = camera_transitions.all();
|
||||||
|
|
||||||
|
for entity in entities
|
||||||
|
{
|
||||||
|
let finished = {
|
||||||
|
let Some(transition) = camera_transitions.get_mut(entity)
|
||||||
|
else
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
};
|
||||||
|
|
||||||
|
transition.elapsed += delta;
|
||||||
|
let t = (transition.elapsed / transition.duration).min(1.0);
|
||||||
|
let t = smoothstep(t);
|
||||||
|
|
||||||
|
let source_position = transition.source_position;
|
||||||
|
let source_yaw = transition.source_yaw;
|
||||||
|
let source_pitch = transition.source_pitch;
|
||||||
|
let finished = t >= 1.0;
|
||||||
|
|
||||||
|
transforms.with_mut(entity, |transform| {
|
||||||
|
transform.position = source_position.lerp(transform.position, t);
|
||||||
|
});
|
||||||
|
|
||||||
|
if let Some(camera) = cameras.get_mut(entity)
|
||||||
|
{
|
||||||
|
camera.yaw = lerp_angle(source_yaw, camera.yaw, t);
|
||||||
|
camera.pitch = source_pitch + (camera.pitch - source_pitch) * t;
|
||||||
|
}
|
||||||
|
|
||||||
|
if !finished
|
||||||
|
{
|
||||||
|
if let Some(transition) = camera_transitions.get_mut(entity)
|
||||||
|
{
|
||||||
|
let pos = transforms
|
||||||
|
.with(entity, |tr| tr.position)
|
||||||
|
.unwrap_or(Vec3::ZERO);
|
||||||
|
let cam = cameras.get(entity);
|
||||||
|
transition.source_position = pos;
|
||||||
|
if let Some(cam) = cam
|
||||||
|
{
|
||||||
|
transition.source_yaw = cam.yaw;
|
||||||
|
transition.source_pitch = cam.pitch;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
finished
|
||||||
|
};
|
||||||
|
|
||||||
|
if finished
|
||||||
|
{
|
||||||
|
camera_transitions.remove(entity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn smoothstep(t: f32) -> f32
|
||||||
|
{
|
||||||
|
t * t * (3.0 - 2.0 * t)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn lerp_angle(from: f32, to: f32, t: f32) -> f32
|
||||||
|
{
|
||||||
|
let mut diff = to - from;
|
||||||
|
while diff > std::f32::consts::PI
|
||||||
|
{
|
||||||
|
diff -= std::f32::consts::TAU;
|
||||||
|
}
|
||||||
|
while diff < -std::f32::consts::PI
|
||||||
|
{
|
||||||
|
diff += std::f32::consts::TAU;
|
||||||
|
}
|
||||||
|
from + diff * t
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,346 +0,0 @@
|
|||||||
use bladeink::story::Story;
|
|
||||||
use glam::Vec3;
|
|
||||||
|
|
||||||
use crate::components::dialog::{
|
|
||||||
DialogBubbleComponent, DialogPhase, DialogProjectileComponent, ParryButton,
|
|
||||||
};
|
|
||||||
use crate::components::trigger::TriggerEventKind;
|
|
||||||
use crate::entity::EntityHandle;
|
|
||||||
use crate::world::{Transform, World};
|
|
||||||
|
|
||||||
const DEFAULT_DISPLAY_TIME: f32 = 3.0;
|
|
||||||
const PARRY_TAG_PREFIX: &str = "parry:";
|
|
||||||
const TIMER_TAG_PREFIX: &str = "timer:";
|
|
||||||
|
|
||||||
pub fn dialog_system(world: &mut World, delta: f32)
|
|
||||||
{
|
|
||||||
process_trigger_events(world);
|
|
||||||
tick_displaying_bubbles(world, delta);
|
|
||||||
process_outcomes(world);
|
|
||||||
}
|
|
||||||
|
|
||||||
fn process_trigger_events(world: &mut World)
|
|
||||||
{
|
|
||||||
let events: Vec<_> = world.trigger_events.iter().cloned().collect();
|
|
||||||
|
|
||||||
for event in events
|
|
||||||
{
|
|
||||||
let has_source = world.dialog_sources.get(event.trigger_entity).is_some();
|
|
||||||
if !has_source
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
match event.kind
|
|
||||||
{
|
|
||||||
TriggerEventKind::Entered =>
|
|
||||||
{
|
|
||||||
let already_active = world.bubble_tags.all().iter().any(|&b| {
|
|
||||||
world
|
|
||||||
.dialog_bubbles
|
|
||||||
.with(b, |db| db.character_entity == event.trigger_entity)
|
|
||||||
.unwrap_or(false)
|
|
||||||
});
|
|
||||||
|
|
||||||
if already_active
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
spawn_bubble(world, event.trigger_entity);
|
|
||||||
}
|
|
||||||
|
|
||||||
TriggerEventKind::Exited =>
|
|
||||||
{
|
|
||||||
despawn_bubbles_for_character(world, event.trigger_entity);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn spawn_bubble(world: &mut World, character_entity: EntityHandle)
|
|
||||||
{
|
|
||||||
let ink_json = match world
|
|
||||||
.dialog_sources
|
|
||||||
.with(character_entity, |s| s.ink_json.clone())
|
|
||||||
{
|
|
||||||
Some(json) => json,
|
|
||||||
None => return,
|
|
||||||
};
|
|
||||||
|
|
||||||
let mut story = match Story::new(&ink_json)
|
|
||||||
{
|
|
||||||
Ok(s) => s,
|
|
||||||
Err(e) =>
|
|
||||||
{
|
|
||||||
eprintln!("Failed to load ink story: {e}");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
let (text, parry, display_time) = advance_story(&mut story);
|
|
||||||
|
|
||||||
let character_pos = world
|
|
||||||
.transforms
|
|
||||||
.with(character_entity, |t| t.position)
|
|
||||||
.unwrap_or(Vec3::ZERO);
|
|
||||||
|
|
||||||
let bubble_entity = world.spawn();
|
|
||||||
world.transforms.insert(
|
|
||||||
bubble_entity,
|
|
||||||
Transform::from_position(character_pos + Vec3::new(0.0, 2.5, 0.0)),
|
|
||||||
);
|
|
||||||
world
|
|
||||||
.names
|
|
||||||
.insert(bubble_entity, "DialogBubble".to_string());
|
|
||||||
world.bubble_tags.insert(bubble_entity, ());
|
|
||||||
world.dialog_bubbles.insert(
|
|
||||||
bubble_entity,
|
|
||||||
DialogBubbleComponent {
|
|
||||||
story,
|
|
||||||
character_entity,
|
|
||||||
current_text: text,
|
|
||||||
phase: DialogPhase::Displaying {
|
|
||||||
timer: display_time,
|
|
||||||
},
|
|
||||||
correct_parry: parry,
|
|
||||||
display_time,
|
|
||||||
},
|
|
||||||
);
|
|
||||||
|
|
||||||
println!("Dialog bubble spawned for character {character_entity}");
|
|
||||||
}
|
|
||||||
|
|
||||||
fn despawn_bubbles_for_character(world: &mut World, character_entity: EntityHandle)
|
|
||||||
{
|
|
||||||
let bubbles: Vec<EntityHandle> = world.bubble_tags.all();
|
|
||||||
|
|
||||||
for bubble_entity in bubbles
|
|
||||||
{
|
|
||||||
let matches = world
|
|
||||||
.dialog_bubbles
|
|
||||||
.with(bubble_entity, |b| b.character_entity == character_entity)
|
|
||||||
.unwrap_or(false);
|
|
||||||
|
|
||||||
if !matches
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if let Some(bubble) = world.dialog_bubbles.get(bubble_entity)
|
|
||||||
{
|
|
||||||
if let DialogPhase::ProjectileInFlight { projectile_entity } = bubble.phase
|
|
||||||
{
|
|
||||||
world.despawn(projectile_entity);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
world.despawn(bubble_entity);
|
|
||||||
println!("Dialog bubble despawned for character {character_entity}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn tick_displaying_bubbles(world: &mut World, delta: f32)
|
|
||||||
{
|
|
||||||
let bubbles: Vec<EntityHandle> = world.bubble_tags.all();
|
|
||||||
|
|
||||||
for bubble_entity in bubbles
|
|
||||||
{
|
|
||||||
let character_entity = match world.dialog_bubbles.with(bubble_entity, |b| {
|
|
||||||
if matches!(b.phase, DialogPhase::Displaying { .. })
|
|
||||||
{
|
|
||||||
Some(b.character_entity)
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
None
|
|
||||||
}
|
|
||||||
})
|
|
||||||
{
|
|
||||||
Some(Some(e)) => e,
|
|
||||||
_ => continue,
|
|
||||||
};
|
|
||||||
|
|
||||||
let expired = world
|
|
||||||
.dialog_bubbles
|
|
||||||
.with_mut(bubble_entity, |b| {
|
|
||||||
if let DialogPhase::Displaying { ref mut timer } = b.phase
|
|
||||||
{
|
|
||||||
*timer -= delta;
|
|
||||||
*timer <= 0.0
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
false
|
|
||||||
}
|
|
||||||
})
|
|
||||||
.unwrap_or(false);
|
|
||||||
|
|
||||||
if expired
|
|
||||||
{
|
|
||||||
let correct_parry = match world
|
|
||||||
.dialog_bubbles
|
|
||||||
.with(bubble_entity, |b| b.correct_parry)
|
|
||||||
{
|
|
||||||
Some(Some(p)) => p,
|
|
||||||
_ =>
|
|
||||||
{
|
|
||||||
world.despawn(bubble_entity);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
let character_pos = world
|
|
||||||
.transforms
|
|
||||||
.with(character_entity, |t| t.position)
|
|
||||||
.unwrap_or(Vec3::ZERO);
|
|
||||||
|
|
||||||
let projectile_entity = world.spawn();
|
|
||||||
world.transforms.insert(
|
|
||||||
projectile_entity,
|
|
||||||
Transform::from_position(character_pos + Vec3::new(0.0, 1.5, 0.0)),
|
|
||||||
);
|
|
||||||
world
|
|
||||||
.names
|
|
||||||
.insert(projectile_entity, "DialogProjectile".to_string());
|
|
||||||
world.projectile_tags.insert(projectile_entity, ());
|
|
||||||
world.dialog_projectiles.insert(
|
|
||||||
projectile_entity,
|
|
||||||
DialogProjectileComponent {
|
|
||||||
bubble_entity,
|
|
||||||
correct_parry,
|
|
||||||
parry_window_open: false,
|
|
||||||
},
|
|
||||||
);
|
|
||||||
|
|
||||||
world.dialog_bubbles.with_mut(bubble_entity, |b| {
|
|
||||||
b.phase = DialogPhase::ProjectileInFlight { projectile_entity };
|
|
||||||
});
|
|
||||||
|
|
||||||
println!(
|
|
||||||
"Dialog projectile spawned, correct parry: {:?}",
|
|
||||||
correct_parry
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn process_outcomes(world: &mut World)
|
|
||||||
{
|
|
||||||
let outcomes: Vec<_> = world.dialog_outcomes.drain(..).collect();
|
|
||||||
|
|
||||||
for event in outcomes
|
|
||||||
{
|
|
||||||
let bubble_entity = event.bubble_entity;
|
|
||||||
|
|
||||||
if world.dialog_bubbles.get(bubble_entity).is_none()
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
let choice_tag = event.outcome.to_choice_tag();
|
|
||||||
|
|
||||||
let next = world.dialog_bubbles.with_mut(bubble_entity, |b| {
|
|
||||||
let choices = b.story.get_current_choices();
|
|
||||||
let idx = choices
|
|
||||||
.iter()
|
|
||||||
.position(|c| c.tags.iter().any(|t| t.trim() == choice_tag));
|
|
||||||
|
|
||||||
if let Some(idx) = idx
|
|
||||||
{
|
|
||||||
let _ = b.story.choose_choice_index(idx);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
println!("No choice found for outcome tag '{choice_tag}', using first available");
|
|
||||||
if !choices.is_empty()
|
|
||||||
{
|
|
||||||
let _ = b.story.choose_choice_index(0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if b.story.can_continue()
|
|
||||||
{
|
|
||||||
let (text, parry, display_time) = advance_story(&mut b.story);
|
|
||||||
Some((text, parry, display_time))
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
None
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
match next
|
|
||||||
{
|
|
||||||
Some(Some((text, parry, display_time))) =>
|
|
||||||
{
|
|
||||||
world.dialog_bubbles.with_mut(bubble_entity, |b| {
|
|
||||||
b.current_text = text;
|
|
||||||
b.correct_parry = parry;
|
|
||||||
b.display_time = display_time;
|
|
||||||
b.phase = DialogPhase::Displaying {
|
|
||||||
timer: display_time,
|
|
||||||
};
|
|
||||||
});
|
|
||||||
println!(
|
|
||||||
"Dialog advanced: '{}'",
|
|
||||||
world
|
|
||||||
.dialog_bubbles
|
|
||||||
.with(bubble_entity, |b| b.current_text.clone())
|
|
||||||
.unwrap_or_default()
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
Some(None) =>
|
|
||||||
{
|
|
||||||
world.despawn(bubble_entity);
|
|
||||||
println!("Dialog story finished");
|
|
||||||
}
|
|
||||||
|
|
||||||
None =>
|
|
||||||
{}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn advance_story(story: &mut Story) -> (String, Option<ParryButton>, f32)
|
|
||||||
{
|
|
||||||
let mut full_text = String::new();
|
|
||||||
let mut parry: Option<ParryButton> = None;
|
|
||||||
let mut display_time = DEFAULT_DISPLAY_TIME;
|
|
||||||
|
|
||||||
while story.can_continue()
|
|
||||||
{
|
|
||||||
match story.cont()
|
|
||||||
{
|
|
||||||
Ok(line) => full_text.push_str(&line),
|
|
||||||
Err(e) =>
|
|
||||||
{
|
|
||||||
eprintln!("Story error: {e}");
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if let Ok(tags) = story.get_current_tags()
|
|
||||||
{
|
|
||||||
for tag in tags
|
|
||||||
{
|
|
||||||
let tag = tag.trim().to_string();
|
|
||||||
let tag = tag.as_str();
|
|
||||||
if let Some(val) = tag.strip_prefix(PARRY_TAG_PREFIX)
|
|
||||||
{
|
|
||||||
parry = ParryButton::from_tag(val.trim());
|
|
||||||
}
|
|
||||||
else if let Some(val) = tag.strip_prefix(TIMER_TAG_PREFIX)
|
|
||||||
{
|
|
||||||
if let Ok(t) = val.trim().parse::<f32>()
|
|
||||||
{
|
|
||||||
display_time = t;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
(full_text.trim().to_string(), parry, display_time)
|
|
||||||
}
|
|
||||||
@@ -1,39 +1,64 @@
|
|||||||
use glam::Vec3;
|
use glam::Vec3;
|
||||||
|
|
||||||
use crate::world::World;
|
use crate::components::camera::CameraComponent;
|
||||||
|
use crate::components::intent::CameraTransitionIntent;
|
||||||
|
use crate::entity::EntityHandle;
|
||||||
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
|
pub fn dialog_camera_transition_system(
|
||||||
|
bubble_tags: &Storage<()>,
|
||||||
|
camera_transition_intents: &mut Storage<CameraTransitionIntent>,
|
||||||
|
was_dialog_active: &mut bool,
|
||||||
|
camera_entity: EntityHandle,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let dialog_active = !bubble_tags.all().is_empty();
|
||||||
|
if dialog_active != *was_dialog_active
|
||||||
|
{
|
||||||
|
camera_transition_intents.insert(camera_entity, CameraTransitionIntent { duration: 0.8 });
|
||||||
|
*was_dialog_active = dialog_active;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
const CAMERA_LAG: f32 = 4.0;
|
const CAMERA_LAG: f32 = 4.0;
|
||||||
const VERTICAL_BIAS: f32 = 0.4;
|
const VERTICAL_BIAS: f32 = 0.4;
|
||||||
const MIN_DISTANCE: f32 = 8.0;
|
const MIN_DISTANCE: f32 = 8.0;
|
||||||
const MAX_DISTANCE: f32 = 24.0;
|
const MAX_DISTANCE: f32 = 24.0;
|
||||||
|
|
||||||
pub fn dialog_camera_system(world: &mut World, delta: f32)
|
pub fn dialog_camera_system(
|
||||||
|
cameras: &mut Storage<CameraComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
bubble_tags: &Storage<()>,
|
||||||
|
player_pos: Vec3,
|
||||||
|
delta: f32,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let Some((camera_entity, _)) = world.active_camera()
|
let camera_entity = cameras
|
||||||
|
.components
|
||||||
|
.iter()
|
||||||
|
.find(|(_, cam)| cam.is_active)
|
||||||
|
.map(|(e, _)| *e);
|
||||||
|
|
||||||
|
let Some(camera_entity) = camera_entity
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
|
|
||||||
let player_pos = world.player_position();
|
let bubble_positions: Vec<Vec3> = bubble_tags
|
||||||
|
|
||||||
let character_positions: Vec<Vec3> = world
|
|
||||||
.bubble_tags
|
|
||||||
.all()
|
.all()
|
||||||
.iter()
|
.iter()
|
||||||
.filter_map(|&bubble| {
|
.filter_map(|&bubble| transforms.with(bubble, |t| t.position))
|
||||||
let char_entity = world.dialog_bubbles.with(bubble, |b| b.character_entity)?;
|
|
||||||
world.transforms.with(char_entity, |t| t.position)
|
|
||||||
})
|
|
||||||
.collect();
|
.collect();
|
||||||
|
|
||||||
if character_positions.is_empty()
|
if bubble_positions.is_empty()
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
let all_positions: Vec<Vec3> = std::iter::once(player_pos)
|
let all_positions: Vec<Vec3> = std::iter::once(player_pos)
|
||||||
.chain(character_positions.iter().copied())
|
.chain(bubble_positions.iter().copied())
|
||||||
.collect();
|
.collect();
|
||||||
|
|
||||||
let centroid =
|
let centroid =
|
||||||
@@ -52,20 +77,19 @@ pub fn dialog_camera_system(world: &mut World, delta: f32)
|
|||||||
let target_camera_pos =
|
let target_camera_pos =
|
||||||
centroid + camera_back_dir * camera_distance + Vec3::Y * camera_distance * VERTICAL_BIAS;
|
centroid + camera_back_dir * camera_distance + Vec3::Y * camera_distance * VERTICAL_BIAS;
|
||||||
|
|
||||||
let current_camera_pos = world
|
let current_camera_pos = transforms
|
||||||
.transforms
|
|
||||||
.with(camera_entity, |t| t.position)
|
.with(camera_entity, |t| t.position)
|
||||||
.unwrap_or(target_camera_pos);
|
.unwrap_or(target_camera_pos);
|
||||||
|
|
||||||
let smoothed = current_camera_pos.lerp(target_camera_pos, (CAMERA_LAG * delta).min(1.0));
|
let smoothed = current_camera_pos.lerp(target_camera_pos, (CAMERA_LAG * delta).min(1.0));
|
||||||
|
|
||||||
world.transforms.with_mut(camera_entity, |t| {
|
transforms.with_mut(camera_entity, |t| {
|
||||||
t.position = smoothed;
|
t.position = smoothed;
|
||||||
});
|
});
|
||||||
|
|
||||||
let look_target = centroid + Vec3::Y * 1.0;
|
let look_target = centroid;
|
||||||
|
|
||||||
if let Some(camera) = world.cameras.get_mut(camera_entity)
|
if let Some(camera) = cameras.get_mut(camera_entity)
|
||||||
{
|
{
|
||||||
let look_dir = (look_target - smoothed).normalize_or(-Vec3::Z);
|
let look_dir = (look_target - smoothed).normalize_or(-Vec3::Z);
|
||||||
camera.yaw = look_dir.z.atan2(look_dir.x);
|
camera.yaw = look_dir.z.atan2(look_dir.x);
|
||||||
|
|||||||
@@ -1,38 +1,54 @@
|
|||||||
|
use std::f32::consts::PI;
|
||||||
|
|
||||||
use glam::Vec3;
|
use glam::Vec3;
|
||||||
|
|
||||||
use crate::components::dialog::{DialogOutcome, DialogOutcomeEvent, ParryButton};
|
use crate::components::dialog::{
|
||||||
|
DialogOutcome, DialogOutcomeEvent, DialogProjectileComponent, ParryButton,
|
||||||
|
};
|
||||||
|
use crate::components::particle::{ParticleEmitterConfig, SpawnParticleIntent};
|
||||||
|
use crate::components::player_states::{LeapingState, RollingState};
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
|
|
||||||
use crate::utility::input::InputState;
|
use crate::utility::input::InputState;
|
||||||
use crate::world::World;
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
const PROJECTILE_SPEED: f32 = 6.0;
|
const PROJECTILE_SPEED: f32 = 6.0;
|
||||||
const PARRY_WINDOW_RADIUS: f32 = 3.5;
|
const PARRY_WINDOW_RADIUS: f32 = 3.5;
|
||||||
const HIT_RADIUS: f32 = 1.2;
|
const HIT_RADIUS: f32 = 1.2;
|
||||||
|
|
||||||
pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
|
pub fn dialog_projectile_system(
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
projectile_tags: &mut Storage<()>,
|
||||||
|
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
|
||||||
|
spawn_particle_intents: &mut Vec<SpawnParticleIntent>,
|
||||||
|
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
|
||||||
|
leaping_states: &Storage<LeapingState>,
|
||||||
|
rolling_states: &Storage<RollingState>,
|
||||||
|
input_state: &InputState,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let player_entity = world.player_tags.all().into_iter().next();
|
let player_entity = player_tags.all().into_iter().next();
|
||||||
let Some(player_entity) = player_entity
|
let Some(player_entity) = player_entity
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
|
|
||||||
let player_pos = world
|
let player_pos = transforms
|
||||||
.transforms
|
|
||||||
.with(player_entity, |t| t.position)
|
.with(player_entity, |t| t.position)
|
||||||
.unwrap_or(Vec3::ZERO);
|
.unwrap_or(Vec3::ZERO);
|
||||||
|
|
||||||
let player_is_evading = is_player_evading(world, player_entity);
|
let player_is_evading =
|
||||||
|
leaping_states.get(player_entity).is_some() || rolling_states.get(player_entity).is_some();
|
||||||
|
|
||||||
let projectiles: Vec<EntityHandle> = world.projectile_tags.all();
|
let projectiles: Vec<EntityHandle> = projectile_tags.all();
|
||||||
let mut outcomes: Vec<DialogOutcomeEvent> = Vec::new();
|
let mut outcomes: Vec<DialogOutcomeEvent> = Vec::new();
|
||||||
let mut to_despawn: Vec<EntityHandle> = Vec::new();
|
let mut to_despawn: Vec<EntityHandle> = Vec::new();
|
||||||
|
|
||||||
for proj_entity in projectiles
|
for proj_entity in projectiles
|
||||||
{
|
{
|
||||||
let proj_pos = match world.transforms.with(proj_entity, |t| t.position)
|
let proj_pos = match transforms.with(proj_entity, |t| t.position)
|
||||||
{
|
{
|
||||||
Some(p) => p,
|
Some(p) => p,
|
||||||
None => continue,
|
None => continue,
|
||||||
@@ -41,17 +57,20 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
|
|||||||
let to_player = player_pos - proj_pos;
|
let to_player = player_pos - proj_pos;
|
||||||
let distance = to_player.length();
|
let distance = to_player.length();
|
||||||
|
|
||||||
let window_open = world
|
let window_open = dialog_projectiles
|
||||||
.dialog_projectiles
|
|
||||||
.with(proj_entity, |p| p.parry_window_open)
|
.with(proj_entity, |p| p.parry_window_open)
|
||||||
.unwrap_or(false);
|
.unwrap_or(false);
|
||||||
|
|
||||||
if window_open
|
if window_open
|
||||||
{
|
{
|
||||||
if let Some(outcome) = resolve_parry(world, proj_entity, input_state, player_is_evading)
|
if let Some(outcome) = resolve_parry(
|
||||||
|
dialog_projectiles,
|
||||||
|
proj_entity,
|
||||||
|
input_state,
|
||||||
|
player_is_evading,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let bubble_entity = world
|
let bubble_entity = dialog_projectiles
|
||||||
.dialog_projectiles
|
|
||||||
.with(proj_entity, |p| p.bubble_entity)
|
.with(proj_entity, |p| p.bubble_entity)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
outcomes.push(DialogOutcomeEvent {
|
outcomes.push(DialogOutcomeEvent {
|
||||||
@@ -65,8 +84,7 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
|
|||||||
|
|
||||||
if distance < HIT_RADIUS
|
if distance < HIT_RADIUS
|
||||||
{
|
{
|
||||||
let bubble_entity = world
|
let bubble_entity = dialog_projectiles
|
||||||
.dialog_projectiles
|
|
||||||
.with(proj_entity, |p| p.bubble_entity)
|
.with(proj_entity, |p| p.bubble_entity)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
let outcome = if player_is_evading
|
let outcome = if player_is_evading
|
||||||
@@ -87,7 +105,7 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
|
|||||||
|
|
||||||
if distance < PARRY_WINDOW_RADIUS
|
if distance < PARRY_WINDOW_RADIUS
|
||||||
{
|
{
|
||||||
world.dialog_projectiles.with_mut(proj_entity, |p| {
|
dialog_projectiles.with_mut(proj_entity, |p| {
|
||||||
p.parry_window_open = true;
|
p.parry_window_open = true;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
@@ -101,21 +119,32 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
|
|||||||
Vec3::ZERO
|
Vec3::ZERO
|
||||||
};
|
};
|
||||||
|
|
||||||
world.transforms.with_mut(proj_entity, |t| {
|
transforms.with_mut(proj_entity, |t| {
|
||||||
t.position += direction * PROJECTILE_SPEED * (1.0 / 60.0);
|
t.position += direction * PROJECTILE_SPEED * (1.0 / 60.0);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
let proj_pos = transforms.with(proj_entity, |t| t.position);
|
||||||
|
if let Some(pos) = proj_pos
|
||||||
|
{
|
||||||
|
spawn_particle_intents.push(SpawnParticleIntent {
|
||||||
|
origin: pos,
|
||||||
|
config: projectile_swarm_config(),
|
||||||
|
});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for entity in to_despawn
|
for entity in to_despawn
|
||||||
{
|
{
|
||||||
world.despawn(entity);
|
transforms.remove(entity);
|
||||||
|
projectile_tags.remove(entity);
|
||||||
|
dialog_projectiles.remove(entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
world.dialog_outcomes.extend(outcomes);
|
dialog_outcomes.extend(outcomes);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn resolve_parry(
|
fn resolve_parry(
|
||||||
world: &World,
|
dialog_projectiles: &Storage<DialogProjectileComponent>,
|
||||||
proj_entity: EntityHandle,
|
proj_entity: EntityHandle,
|
||||||
input_state: &InputState,
|
input_state: &InputState,
|
||||||
player_is_evading: bool,
|
player_is_evading: bool,
|
||||||
@@ -126,9 +155,7 @@ fn resolve_parry(
|
|||||||
return Some(DialogOutcome::Evaded);
|
return Some(DialogOutcome::Evaded);
|
||||||
}
|
}
|
||||||
|
|
||||||
let correct_parry = world
|
let correct_parry = dialog_projectiles.with(proj_entity, |p| p.correct_parry)?;
|
||||||
.dialog_projectiles
|
|
||||||
.with(proj_entity, |p| p.correct_parry)?;
|
|
||||||
|
|
||||||
if input_state.i_just_pressed
|
if input_state.i_just_pressed
|
||||||
{
|
{
|
||||||
@@ -175,8 +202,17 @@ fn resolve_parry(
|
|||||||
None
|
None
|
||||||
}
|
}
|
||||||
|
|
||||||
fn is_player_evading(world: &World, player_entity: EntityHandle) -> bool
|
fn projectile_swarm_config() -> ParticleEmitterConfig
|
||||||
{
|
{
|
||||||
world.leaping_states.get(player_entity).is_some()
|
ParticleEmitterConfig {
|
||||||
|| world.rolling_states.get(player_entity).is_some()
|
burst_count: 3,
|
||||||
|
lifetime: 0.3..0.6,
|
||||||
|
speed: 0.5..2.0,
|
||||||
|
direction: None,
|
||||||
|
direction_spread: PI,
|
||||||
|
gravity: 0.0,
|
||||||
|
size: 0.05..0.15,
|
||||||
|
color_start: [1.0, 0.3, 0.1, 1.0],
|
||||||
|
color_end: [0.2, 0.05, 0.0, 0.0],
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,45 +1,79 @@
|
|||||||
use glam::{Mat4, Vec3};
|
use glam::{Mat4, Vec3};
|
||||||
|
|
||||||
|
use crate::components::dialog::DialogBubbleComponent;
|
||||||
use crate::render::billboard::{BillboardDrawCall, BillboardVertex, BubbleUniforms};
|
use crate::render::billboard::{BillboardDrawCall, BillboardVertex, BubbleUniforms};
|
||||||
use crate::world::World;
|
use crate::render::{with_font_atlas, TextVertex};
|
||||||
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
const BUBBLE_WIDTH: f32 = 2.2;
|
const MAX_BUBBLE_WIDTH: f32 = 8.0;
|
||||||
const BUBBLE_HEIGHT: f32 = 1.1;
|
const MIN_BUBBLE_WIDTH: f32 = 0.5;
|
||||||
const BODY_FRAC: f32 = 0.78;
|
const TAIL_HEIGHT: f32 = 0.242;
|
||||||
const CORNER_R: f32 = 0.18;
|
const CORNER_R: f32 = 0.18;
|
||||||
const BORDER_W: f32 = 0.06;
|
const BORDER_W: f32 = 0.06;
|
||||||
const HEIGHT_OFFSET: f32 = 8.2;
|
const HEIGHT_OFFSET: f32 = 0.0;
|
||||||
|
|
||||||
const FILL_COLOR: [f32; 4] = [0.05, 0.05, 0.05, 1.0];
|
const FILL_COLOR: [f32; 4] = [0.05, 0.05, 0.05, 1.0];
|
||||||
const BORDER_COLOR: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
|
const BORDER_COLOR: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
|
||||||
|
|
||||||
|
const CHAR_WORLD_HEIGHT: f32 = 0.84;
|
||||||
|
const TEXT_PADDING: f32 = 0.06;
|
||||||
|
const LINE_SPACING: f32 = 0.01;
|
||||||
|
|
||||||
pub fn dialog_bubble_render_system(
|
pub fn dialog_bubble_render_system(
|
||||||
world: &World,
|
transforms: &Storage<Transform>,
|
||||||
|
dialog_bubbles: &Storage<DialogBubbleComponent>,
|
||||||
|
bubble_tags: &Storage<()>,
|
||||||
camera_pos: Vec3,
|
camera_pos: Vec3,
|
||||||
view_proj: Mat4,
|
view_proj: Mat4,
|
||||||
) -> Vec<BillboardDrawCall>
|
) -> (Vec<BillboardDrawCall>, Vec<TextVertex>)
|
||||||
{
|
{
|
||||||
let mut calls = Vec::new();
|
let mut calls = Vec::new();
|
||||||
|
let mut all_text: Vec<TextVertex> = Vec::new();
|
||||||
|
|
||||||
for bubble_entity in world.bubble_tags.all()
|
for bubble_entity in bubble_tags.all()
|
||||||
{
|
{
|
||||||
let character_entity = match world
|
let bubble_pos = match transforms.with(bubble_entity, |t| t.position)
|
||||||
.dialog_bubbles
|
|
||||||
.with(bubble_entity, |b| b.character_entity)
|
|
||||||
{
|
|
||||||
Some(e) => e,
|
|
||||||
None => continue,
|
|
||||||
};
|
|
||||||
|
|
||||||
let character_pos = match world.transforms.with(character_entity, |t| t.position)
|
|
||||||
{
|
{
|
||||||
Some(p) => p,
|
Some(p) => p,
|
||||||
None => continue,
|
None => continue,
|
||||||
};
|
};
|
||||||
|
|
||||||
let body_half_h = BUBBLE_HEIGHT * BODY_FRAC * 0.5;
|
let text = match dialog_bubbles.with(bubble_entity, |b| b.current_text.clone())
|
||||||
let tail_height = BUBBLE_HEIGHT * (1.0 - BODY_FRAC);
|
{
|
||||||
let anchor = character_pos + Vec3::Y * (HEIGHT_OFFSET + body_half_h);
|
Some(t) => t,
|
||||||
|
None => continue,
|
||||||
|
};
|
||||||
|
|
||||||
|
let (draw_call, text_verts) = with_font_atlas(|atlas| {
|
||||||
|
let char_w = CHAR_WORLD_HEIGHT * atlas.aspect();
|
||||||
|
|
||||||
|
// First-pass: measure text at max width using a conservative padding estimate.
|
||||||
|
// BORDER_W is applied against body_height (the smaller dimension); TAIL_HEIGHT
|
||||||
|
// is a safe lower-bound for body_height, giving a slight over-estimate of padding.
|
||||||
|
let approx_pad = BORDER_W * TAIL_HEIGHT + TEXT_PADDING;
|
||||||
|
let max_inner_half_w = ((MAX_BUBBLE_WIDTH - 2.0 * approx_pad) * 0.5).max(char_w);
|
||||||
|
let (n_lines, max_line_chars) =
|
||||||
|
atlas.measure_text(&text, CHAR_WORLD_HEIGHT, max_inner_half_w);
|
||||||
|
|
||||||
|
// Compute body height analytically.
|
||||||
|
// border_world = BORDER_W * body_height (body is the smaller dimension)
|
||||||
|
// body_height = text_h + 2 * (border_world + TEXT_PADDING)
|
||||||
|
// -> body_height * (1 - 2*BORDER_W) = text_h + 2*TEXT_PADDING
|
||||||
|
let text_h = n_lines as f32 * CHAR_WORLD_HEIGHT
|
||||||
|
+ n_lines.saturating_sub(1) as f32 * LINE_SPACING;
|
||||||
|
let body_height = (text_h + 2.0 * TEXT_PADDING) / (1.0 - 2.0 * BORDER_W);
|
||||||
|
|
||||||
|
// Bubble width: fit the longest line exactly, then clamp to [MIN, MAX].
|
||||||
|
let border_world = BORDER_W * body_height;
|
||||||
|
let needed_width = max_line_chars as f32 * char_w + 2.0 * (border_world + TEXT_PADDING);
|
||||||
|
let bubble_width = needed_width.clamp(MIN_BUBBLE_WIDTH, MAX_BUBBLE_WIDTH);
|
||||||
|
|
||||||
|
let bubble_height = body_height + TAIL_HEIGHT;
|
||||||
|
let body_frac = body_height / bubble_height;
|
||||||
|
|
||||||
|
// Billboard orientation
|
||||||
|
let anchor = bubble_pos;
|
||||||
|
|
||||||
let to_camera = camera_pos - anchor;
|
let to_camera = camera_pos - anchor;
|
||||||
let forward = if to_camera.length_squared() > 1e-6
|
let forward = if to_camera.length_squared() > 1e-6
|
||||||
@@ -62,14 +96,12 @@ pub fn dialog_bubble_render_system(
|
|||||||
};
|
};
|
||||||
let up = forward.cross(right).normalize();
|
let up = forward.cross(right).normalize();
|
||||||
|
|
||||||
let half_w = BUBBLE_WIDTH * 0.5;
|
let half_w = bubble_width * 0.5;
|
||||||
let total_down = body_half_h + tail_height;
|
|
||||||
|
|
||||||
// Corners: tl → tr → br → bl (CCW in clip space when billboard faces camera).
|
let tl = anchor - right * half_w + up * body_height;
|
||||||
let tl = anchor - right * half_w + up * body_half_h;
|
let tr = anchor + right * half_w + up * body_height;
|
||||||
let tr = anchor + right * half_w + up * body_half_h;
|
let br = anchor + right * half_w - up * TAIL_HEIGHT;
|
||||||
let br = anchor + right * half_w - up * total_down;
|
let bl = anchor - right * half_w - up * TAIL_HEIGHT;
|
||||||
let bl = anchor - right * half_w - up * total_down;
|
|
||||||
|
|
||||||
let vertices = [
|
let vertices = [
|
||||||
BillboardVertex {
|
BillboardVertex {
|
||||||
@@ -92,8 +124,8 @@ pub fn dialog_bubble_render_system(
|
|||||||
|
|
||||||
let uniforms = BubbleUniforms {
|
let uniforms = BubbleUniforms {
|
||||||
view_proj: view_proj.to_cols_array_2d(),
|
view_proj: view_proj.to_cols_array_2d(),
|
||||||
size: [BUBBLE_WIDTH, BUBBLE_HEIGHT],
|
size: [bubble_width, bubble_height],
|
||||||
body_frac: BODY_FRAC,
|
body_frac,
|
||||||
corner_r: CORNER_R,
|
corner_r: CORNER_R,
|
||||||
border_w: BORDER_W,
|
border_w: BORDER_W,
|
||||||
_pad1: [0.0; 3],
|
_pad1: [0.0; 3],
|
||||||
@@ -102,8 +134,26 @@ pub fn dialog_bubble_render_system(
|
|||||||
_pad2: [0.0; 32],
|
_pad2: [0.0; 32],
|
||||||
};
|
};
|
||||||
|
|
||||||
calls.push(BillboardDrawCall { vertices, uniforms });
|
let inner_half_w = bubble_width * 0.5 - border_world - TEXT_PADDING;
|
||||||
|
let inner_top_y = body_height - border_world - TEXT_PADDING;
|
||||||
|
|
||||||
|
let text_verts = atlas.build_bubble_text(
|
||||||
|
&text,
|
||||||
|
anchor,
|
||||||
|
right,
|
||||||
|
up,
|
||||||
|
inner_half_w,
|
||||||
|
inner_top_y,
|
||||||
|
CHAR_WORLD_HEIGHT,
|
||||||
|
LINE_SPACING,
|
||||||
|
);
|
||||||
|
|
||||||
|
(BillboardDrawCall { vertices, uniforms }, text_verts)
|
||||||
|
});
|
||||||
|
|
||||||
|
calls.push(draw_call);
|
||||||
|
all_text.extend(text_verts);
|
||||||
}
|
}
|
||||||
|
|
||||||
calls
|
(calls, all_text)
|
||||||
}
|
}
|
||||||
|
|||||||
404
src/systems/dialog_system.rs
Normal file
404
src/systems/dialog_system.rs
Normal file
@@ -0,0 +1,404 @@
|
|||||||
|
use bladeink::story::Story;
|
||||||
|
use glam::Vec3;
|
||||||
|
|
||||||
|
use crate::components::dialog::{
|
||||||
|
DialogBubbleComponent, DialogOutcomeEvent, DialogPhase, DialogProjectileComponent,
|
||||||
|
DialogSourceComponent, ParryButton,
|
||||||
|
};
|
||||||
|
use crate::components::trigger::{TriggerEvent, TriggerEventKind};
|
||||||
|
use crate::entity::{EntityHandle, EntityManager};
|
||||||
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
|
const DEFAULT_DISPLAY_TIME: f32 = 3.0;
|
||||||
|
const PARRY_TAG_PREFIX: &str = "parry:";
|
||||||
|
const TIMER_TAG_PREFIX: &str = "timer:";
|
||||||
|
|
||||||
|
pub fn dialog_system(
|
||||||
|
entities: &mut EntityManager,
|
||||||
|
trigger_events: &[TriggerEvent],
|
||||||
|
dialog_sources: &Storage<DialogSourceComponent>,
|
||||||
|
bubble_tags: &mut Storage<()>,
|
||||||
|
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
names: &mut Storage<String>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
projectile_tags: &mut Storage<()>,
|
||||||
|
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
|
||||||
|
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
|
||||||
|
delta: f32,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
process_trigger_events(
|
||||||
|
entities,
|
||||||
|
trigger_events,
|
||||||
|
dialog_sources,
|
||||||
|
bubble_tags,
|
||||||
|
dialog_bubbles,
|
||||||
|
transforms,
|
||||||
|
names,
|
||||||
|
projectile_tags,
|
||||||
|
dialog_projectiles,
|
||||||
|
);
|
||||||
|
tick_displaying_bubbles(
|
||||||
|
entities,
|
||||||
|
bubble_tags,
|
||||||
|
dialog_bubbles,
|
||||||
|
transforms,
|
||||||
|
player_tags,
|
||||||
|
projectile_tags,
|
||||||
|
dialog_projectiles,
|
||||||
|
delta,
|
||||||
|
);
|
||||||
|
process_outcomes(bubble_tags, dialog_bubbles, dialog_outcomes);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn process_trigger_events(
|
||||||
|
entities: &mut EntityManager,
|
||||||
|
trigger_events: &[TriggerEvent],
|
||||||
|
dialog_sources: &Storage<DialogSourceComponent>,
|
||||||
|
bubble_tags: &mut Storage<()>,
|
||||||
|
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
names: &mut Storage<String>,
|
||||||
|
projectile_tags: &mut Storage<()>,
|
||||||
|
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let events: Vec<_> = trigger_events.iter().cloned().collect();
|
||||||
|
|
||||||
|
for event in events
|
||||||
|
{
|
||||||
|
let has_source = dialog_sources.get(event.trigger_entity).is_some();
|
||||||
|
if !has_source
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
match event.kind
|
||||||
|
{
|
||||||
|
TriggerEventKind::Entered =>
|
||||||
|
{
|
||||||
|
let already_active = bubble_tags.all().iter().any(|&b| {
|
||||||
|
dialog_bubbles
|
||||||
|
.with(b, |db| db.character_entity == event.trigger_entity)
|
||||||
|
.unwrap_or(false)
|
||||||
|
});
|
||||||
|
|
||||||
|
if already_active
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
spawn_bubble(
|
||||||
|
entities,
|
||||||
|
dialog_sources,
|
||||||
|
bubble_tags,
|
||||||
|
dialog_bubbles,
|
||||||
|
transforms,
|
||||||
|
names,
|
||||||
|
event.trigger_entity,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
TriggerEventKind::Exited =>
|
||||||
|
{
|
||||||
|
despawn_bubbles_for_character(
|
||||||
|
bubble_tags,
|
||||||
|
dialog_bubbles,
|
||||||
|
transforms,
|
||||||
|
projectile_tags,
|
||||||
|
dialog_projectiles,
|
||||||
|
event.trigger_entity,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_bubble(
|
||||||
|
entities: &mut EntityManager,
|
||||||
|
dialog_sources: &Storage<DialogSourceComponent>,
|
||||||
|
bubble_tags: &mut Storage<()>,
|
||||||
|
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
names: &mut Storage<String>,
|
||||||
|
character_entity: EntityHandle,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let ink_json = match dialog_sources.with(character_entity, |s| s.ink_json.clone())
|
||||||
|
{
|
||||||
|
Some(json) => json,
|
||||||
|
None => return,
|
||||||
|
};
|
||||||
|
|
||||||
|
let mut story = match Story::new(&ink_json)
|
||||||
|
{
|
||||||
|
Ok(s) => s,
|
||||||
|
Err(e) =>
|
||||||
|
{
|
||||||
|
eprintln!("Failed to load ink story: {e}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let (text, parry, display_time) = advance_story(&mut story);
|
||||||
|
|
||||||
|
let character_pos = transforms
|
||||||
|
.with(character_entity, |t| t.position)
|
||||||
|
.unwrap_or(Vec3::ZERO);
|
||||||
|
|
||||||
|
let bubble_entity = entities.spawn();
|
||||||
|
transforms.insert(
|
||||||
|
bubble_entity,
|
||||||
|
Transform::from_position(character_pos + Vec3::new(0.0, 8.0, 0.0)),
|
||||||
|
);
|
||||||
|
names.insert(bubble_entity, "DialogBubble".to_string());
|
||||||
|
bubble_tags.insert(bubble_entity, ());
|
||||||
|
dialog_bubbles.insert(
|
||||||
|
bubble_entity,
|
||||||
|
DialogBubbleComponent {
|
||||||
|
story,
|
||||||
|
character_entity,
|
||||||
|
current_text: text,
|
||||||
|
phase: DialogPhase::Displaying {
|
||||||
|
timer: display_time,
|
||||||
|
},
|
||||||
|
correct_parry: parry,
|
||||||
|
display_time,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn despawn_bubbles_for_character(
|
||||||
|
bubble_tags: &mut Storage<()>,
|
||||||
|
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
projectile_tags: &mut Storage<()>,
|
||||||
|
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
|
||||||
|
character_entity: EntityHandle,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let bubbles: Vec<EntityHandle> = bubble_tags.all();
|
||||||
|
|
||||||
|
for bubble_entity in bubbles
|
||||||
|
{
|
||||||
|
let matches = dialog_bubbles
|
||||||
|
.with(bubble_entity, |b| b.character_entity == character_entity)
|
||||||
|
.unwrap_or(false);
|
||||||
|
|
||||||
|
if !matches
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Some(bubble) = dialog_bubbles.get(bubble_entity)
|
||||||
|
{
|
||||||
|
if let DialogPhase::ProjectileInFlight { projectile_entity } = bubble.phase
|
||||||
|
{
|
||||||
|
transforms.remove(projectile_entity);
|
||||||
|
projectile_tags.remove(projectile_entity);
|
||||||
|
dialog_projectiles.remove(projectile_entity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
transforms.remove(bubble_entity);
|
||||||
|
bubble_tags.remove(bubble_entity);
|
||||||
|
dialog_bubbles.remove(bubble_entity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn tick_displaying_bubbles(
|
||||||
|
entities: &mut EntityManager,
|
||||||
|
bubble_tags: &mut Storage<()>,
|
||||||
|
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
projectile_tags: &mut Storage<()>,
|
||||||
|
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
|
||||||
|
delta: f32,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let bubbles: Vec<EntityHandle> = bubble_tags.all();
|
||||||
|
|
||||||
|
for bubble_entity in bubbles
|
||||||
|
{
|
||||||
|
let expired = dialog_bubbles
|
||||||
|
.with_mut(bubble_entity, |b| {
|
||||||
|
if let DialogPhase::Displaying { ref mut timer } = b.phase
|
||||||
|
{
|
||||||
|
*timer -= delta;
|
||||||
|
*timer <= 0.0
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
false
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.unwrap_or(false);
|
||||||
|
|
||||||
|
if expired
|
||||||
|
{
|
||||||
|
let correct_parry = match dialog_bubbles.with(bubble_entity, |b| b.correct_parry)
|
||||||
|
{
|
||||||
|
Some(Some(p)) => p,
|
||||||
|
_ =>
|
||||||
|
{
|
||||||
|
transforms.remove(bubble_entity);
|
||||||
|
bubble_tags.remove(bubble_entity);
|
||||||
|
dialog_bubbles.remove(bubble_entity);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let bubble_pos = transforms
|
||||||
|
.with(bubble_entity, |t| t.position)
|
||||||
|
.unwrap_or(Vec3::ZERO);
|
||||||
|
|
||||||
|
let player_entity = player_tags
|
||||||
|
.all()
|
||||||
|
.into_iter()
|
||||||
|
.next()
|
||||||
|
.expect("no player entity");
|
||||||
|
let player_pos = transforms
|
||||||
|
.with(player_entity, |t| t.position)
|
||||||
|
.unwrap_or(Vec3::ZERO);
|
||||||
|
|
||||||
|
let velocity = player_pos - bubble_pos;
|
||||||
|
|
||||||
|
let projectile_entity = entities.spawn();
|
||||||
|
transforms.insert(projectile_entity, Transform::from_position(bubble_pos));
|
||||||
|
projectile_tags.insert(projectile_entity, ());
|
||||||
|
dialog_projectiles.insert(
|
||||||
|
projectile_entity,
|
||||||
|
DialogProjectileComponent {
|
||||||
|
bubble_entity,
|
||||||
|
correct_parry,
|
||||||
|
parry_window_open: false,
|
||||||
|
velocity,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
dialog_bubbles.with_mut(bubble_entity, |b| {
|
||||||
|
b.phase = DialogPhase::ProjectileInFlight { projectile_entity };
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn process_outcomes(
|
||||||
|
bubble_tags: &mut Storage<()>,
|
||||||
|
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
|
||||||
|
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
let outcomes: Vec<_> = dialog_outcomes.drain(..).collect();
|
||||||
|
|
||||||
|
for event in outcomes
|
||||||
|
{
|
||||||
|
let bubble_entity = event.bubble_entity;
|
||||||
|
|
||||||
|
if dialog_bubbles.get(bubble_entity).is_none()
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
let choice_tag = event.outcome.to_choice_tag();
|
||||||
|
|
||||||
|
let next = dialog_bubbles.with_mut(bubble_entity, |b| {
|
||||||
|
let choices = b.story.get_current_choices();
|
||||||
|
let idx = choices
|
||||||
|
.iter()
|
||||||
|
.position(|c| c.tags.iter().any(|t| t.trim() == choice_tag));
|
||||||
|
|
||||||
|
if let Some(idx) = idx
|
||||||
|
{
|
||||||
|
let _ = b.story.choose_choice_index(idx);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
println!("No choice found for outcome tag '{choice_tag}', using first available");
|
||||||
|
if !choices.is_empty()
|
||||||
|
{
|
||||||
|
let _ = b.story.choose_choice_index(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if b.story.can_continue()
|
||||||
|
{
|
||||||
|
let (text, parry, display_time) = advance_story(&mut b.story);
|
||||||
|
Some((text, parry, display_time))
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
None
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
match next
|
||||||
|
{
|
||||||
|
Some(Some((text, parry, display_time))) =>
|
||||||
|
{
|
||||||
|
dialog_bubbles.with_mut(bubble_entity, |b| {
|
||||||
|
b.current_text = text;
|
||||||
|
b.correct_parry = parry;
|
||||||
|
b.display_time = display_time;
|
||||||
|
b.phase = DialogPhase::Displaying {
|
||||||
|
timer: display_time,
|
||||||
|
};
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
Some(None) =>
|
||||||
|
{
|
||||||
|
bubble_tags.remove(bubble_entity);
|
||||||
|
dialog_bubbles.remove(bubble_entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
None =>
|
||||||
|
{}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn advance_story(story: &mut Story) -> (String, Option<ParryButton>, f32)
|
||||||
|
{
|
||||||
|
let mut full_text = String::new();
|
||||||
|
let mut parry: Option<ParryButton> = None;
|
||||||
|
let mut display_time = DEFAULT_DISPLAY_TIME;
|
||||||
|
|
||||||
|
while story.can_continue()
|
||||||
|
{
|
||||||
|
match story.cont()
|
||||||
|
{
|
||||||
|
Ok(line) => full_text.push_str(&line),
|
||||||
|
Err(e) =>
|
||||||
|
{
|
||||||
|
eprintln!("Story error: {e}");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Ok(tags) = story.get_current_tags()
|
||||||
|
{
|
||||||
|
for tag in tags
|
||||||
|
{
|
||||||
|
let tag = tag.trim().to_string();
|
||||||
|
let tag = tag.as_str();
|
||||||
|
if let Some(val) = tag.strip_prefix(PARRY_TAG_PREFIX)
|
||||||
|
{
|
||||||
|
parry = ParryButton::from_tag(val.trim());
|
||||||
|
}
|
||||||
|
else if let Some(val) = tag.strip_prefix(TIMER_TAG_PREFIX)
|
||||||
|
{
|
||||||
|
if let Ok(t) = val.trim().parse::<f32>()
|
||||||
|
{
|
||||||
|
display_time = t;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
(full_text.trim().to_string(), parry, display_time)
|
||||||
|
}
|
||||||
@@ -1,15 +1,17 @@
|
|||||||
use crate::world::World;
|
use crate::components::FollowComponent;
|
||||||
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn follow_system(world: &mut World)
|
pub fn follow_system(follows: &mut Storage<FollowComponent>, transforms: &mut Storage<Transform>)
|
||||||
{
|
{
|
||||||
let following_entities: Vec<_> = world.follows.all();
|
let following_entities: Vec<_> = follows.all();
|
||||||
|
|
||||||
for entity in following_entities
|
for entity in following_entities
|
||||||
{
|
{
|
||||||
if let Some(follow) = world.follows.get(entity)
|
if let Some(follow) = follows.get(entity)
|
||||||
{
|
{
|
||||||
let target = follow.target;
|
let target = follow.target;
|
||||||
if let Some(target_transform) = world.transforms.get(target)
|
if let Some(target_transform) = transforms.get(target)
|
||||||
{
|
{
|
||||||
let target_pos = target_transform.position;
|
let target_pos = target_transform.position;
|
||||||
let target_rot = target_transform.rotation;
|
let target_rot = target_transform.rotation;
|
||||||
@@ -18,7 +20,7 @@ pub fn follow_system(world: &mut World)
|
|||||||
let inherit_rot = follow.inherit_rotation;
|
let inherit_rot = follow.inherit_rotation;
|
||||||
let inherit_scale = follow.inherit_scale;
|
let inherit_scale = follow.inherit_scale;
|
||||||
|
|
||||||
world.transforms.with_mut(entity, |transform| {
|
transforms.with_mut(entity, |transform| {
|
||||||
transform.position = target_pos;
|
transform.position = target_pos;
|
||||||
|
|
||||||
if inherit_rot
|
if inherit_rot
|
||||||
|
|||||||
@@ -1,24 +1,45 @@
|
|||||||
use glam::Vec3;
|
use glam::Vec3;
|
||||||
|
|
||||||
|
use crate::components::camera::CameraComponent;
|
||||||
|
use crate::components::FollowComponent;
|
||||||
|
use crate::components::InputComponent;
|
||||||
use crate::utility::input::InputState;
|
use crate::utility::input::InputState;
|
||||||
use crate::world::World;
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn player_input_system(world: &mut World, input_state: &InputState)
|
pub fn player_input_system(
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
follows: &Storage<FollowComponent>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
inputs: &mut Storage<InputComponent>,
|
||||||
|
input_state: &InputState,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let Some((_, camera)) = world.active_camera()
|
let camera_is_following = cameras
|
||||||
else
|
.components
|
||||||
|
.iter()
|
||||||
|
.find(|(_, cam)| cam.is_active)
|
||||||
|
.map(|(e, _)| follows.get(*e).is_some())
|
||||||
|
.unwrap_or(false);
|
||||||
|
|
||||||
|
if !camera_is_following
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let (_, camera) = match cameras.components.iter().find(|(_, cam)| cam.is_active)
|
||||||
|
{
|
||||||
|
Some((e, c)) => (*e, c),
|
||||||
|
None => return,
|
||||||
};
|
};
|
||||||
|
|
||||||
let forward = camera.get_forward_horizontal();
|
let forward = camera.get_forward_horizontal();
|
||||||
let right = camera.get_right_horizontal();
|
let right = camera.get_right_horizontal();
|
||||||
|
|
||||||
let players = world.player_tags.all();
|
let players = player_tags.all();
|
||||||
|
|
||||||
for player in players
|
for player in players
|
||||||
{
|
{
|
||||||
world.inputs.with_mut(player, |input_component| {
|
inputs.with_mut(player, |input_component| {
|
||||||
let mut local_input = Vec3::ZERO;
|
let mut local_input = Vec3::ZERO;
|
||||||
|
|
||||||
if input_state.w
|
if input_state.w
|
||||||
|
|||||||
@@ -1,12 +1,12 @@
|
|||||||
pub mod camera;
|
pub mod camera;
|
||||||
pub mod dialog;
|
|
||||||
pub mod dialog_camera;
|
pub mod dialog_camera;
|
||||||
pub mod dialog_projectile;
|
pub mod dialog_projectile;
|
||||||
pub mod dialog_render;
|
pub mod dialog_render;
|
||||||
|
pub mod dialog_system;
|
||||||
pub mod follow;
|
pub mod follow;
|
||||||
pub mod input;
|
pub mod input;
|
||||||
|
pub mod particle;
|
||||||
pub mod physics_sync;
|
pub mod physics_sync;
|
||||||
pub mod player_states;
|
|
||||||
pub mod render;
|
pub mod render;
|
||||||
pub mod rotate;
|
pub mod rotate;
|
||||||
pub mod snow;
|
pub mod snow;
|
||||||
@@ -16,14 +16,17 @@ pub mod tree_dissolve;
|
|||||||
pub mod trigger;
|
pub mod trigger;
|
||||||
|
|
||||||
pub use camera::{
|
pub use camera::{
|
||||||
camera_follow_system, camera_input_system, camera_noclip_system, camera_view_matrix,
|
camera_follow_system, camera_ground_clamp_system, camera_input_system, camera_intent_system,
|
||||||
start_camera_following,
|
camera_noclip_system, camera_transition_system, camera_view_matrix,
|
||||||
};
|
};
|
||||||
pub use dialog::dialog_system;
|
pub use dialog_camera::{dialog_camera_system, dialog_camera_transition_system};
|
||||||
pub use dialog_camera::dialog_camera_system;
|
|
||||||
pub use dialog_projectile::dialog_projectile_system;
|
pub use dialog_projectile::dialog_projectile_system;
|
||||||
pub use dialog_render::dialog_bubble_render_system;
|
pub use dialog_render::dialog_bubble_render_system;
|
||||||
|
pub use dialog_system::dialog_system;
|
||||||
pub use input::player_input_system;
|
pub use input::player_input_system;
|
||||||
|
pub use particle::{
|
||||||
|
collect_instances, particle_intent_system, particle_update_system, spawn_snow_particles,
|
||||||
|
};
|
||||||
pub use physics_sync::physics_sync_system;
|
pub use physics_sync::physics_sync_system;
|
||||||
pub use render::render_system;
|
pub use render::render_system;
|
||||||
pub use rotate::rotate_system;
|
pub use rotate::rotate_system;
|
||||||
|
|||||||
198
src/systems/particle.rs
Normal file
198
src/systems/particle.rs
Normal file
@@ -0,0 +1,198 @@
|
|||||||
|
use rand::Rng;
|
||||||
|
|
||||||
|
use crate::components::particle::{ParticleEmitterConfig, SpawnParticleIntent};
|
||||||
|
use crate::render::particle_types::ParticleInstanceRaw;
|
||||||
|
|
||||||
|
pub struct Particle
|
||||||
|
{
|
||||||
|
pub position: glam::Vec3,
|
||||||
|
pub velocity: glam::Vec3,
|
||||||
|
pub age: f32,
|
||||||
|
pub lifetime: f32,
|
||||||
|
pub size: f32,
|
||||||
|
pub gravity: f32,
|
||||||
|
pub color_start: [f32; 4],
|
||||||
|
pub color_end: [f32; 4],
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct ParticleBuffers
|
||||||
|
{
|
||||||
|
pub particles: Vec<Particle>,
|
||||||
|
pub instances: Vec<ParticleInstanceRaw>,
|
||||||
|
pub emit_accumulator: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
fn random_unit_vec(rng: &mut impl Rng) -> glam::Vec3
|
||||||
|
{
|
||||||
|
loop
|
||||||
|
{
|
||||||
|
let v = glam::Vec3::new(
|
||||||
|
rng.random_range(-1.0_f32..1.0),
|
||||||
|
rng.random_range(-1.0_f32..1.0),
|
||||||
|
rng.random_range(-1.0_f32..1.0),
|
||||||
|
);
|
||||||
|
let len_sq = v.length_squared();
|
||||||
|
if len_sq <= 1.0 && len_sq > 0.0001
|
||||||
|
{
|
||||||
|
return v / len_sq.sqrt();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn random_velocity(rng: &mut impl Rng, config: &ParticleEmitterConfig) -> glam::Vec3
|
||||||
|
{
|
||||||
|
let speed = rng.random_range(config.speed.start..config.speed.end);
|
||||||
|
let dir = if let Some(d) = config.direction
|
||||||
|
{
|
||||||
|
let perp = if d.x.abs() < 0.9
|
||||||
|
{
|
||||||
|
glam::Vec3::X
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
glam::Vec3::Y
|
||||||
|
};
|
||||||
|
let right = d.cross(perp).normalize();
|
||||||
|
let up = d.cross(right);
|
||||||
|
let angle = rng.random_range(0.0_f32..config.direction_spread);
|
||||||
|
let azimuth = rng.random_range(0.0_f32..(2.0 * std::f32::consts::PI));
|
||||||
|
(d * angle.cos() + right * angle.sin() * azimuth.cos() + up * angle.sin() * azimuth.sin())
|
||||||
|
.normalize()
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
random_unit_vec(rng)
|
||||||
|
};
|
||||||
|
dir * speed
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_from_config(
|
||||||
|
buffers: &mut ParticleBuffers,
|
||||||
|
origin: glam::Vec3,
|
||||||
|
config: &ParticleEmitterConfig,
|
||||||
|
rng: &mut impl Rng,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
for _ in 0..config.burst_count
|
||||||
|
{
|
||||||
|
let lifetime = rng.random_range(config.lifetime.start..config.lifetime.end);
|
||||||
|
let size = rng.random_range(config.size.start..config.size.end);
|
||||||
|
let velocity = random_velocity(rng, config);
|
||||||
|
buffers.particles.push(Particle {
|
||||||
|
position: origin,
|
||||||
|
velocity,
|
||||||
|
age: 0.0,
|
||||||
|
lifetime,
|
||||||
|
size,
|
||||||
|
gravity: config.gravity,
|
||||||
|
color_start: config.color_start,
|
||||||
|
color_end: config.color_end,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn particle_intent_system(
|
||||||
|
particle_buffers: &mut Option<ParticleBuffers>,
|
||||||
|
spawn_particle_intents: &mut Vec<SpawnParticleIntent>,
|
||||||
|
)
|
||||||
|
{
|
||||||
|
if particle_buffers.is_none()
|
||||||
|
{
|
||||||
|
*particle_buffers = Some(ParticleBuffers {
|
||||||
|
particles: Vec::new(),
|
||||||
|
instances: Vec::new(),
|
||||||
|
emit_accumulator: 0.0,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
let intents: Vec<SpawnParticleIntent> = spawn_particle_intents.drain(..).collect();
|
||||||
|
if intents.is_empty()
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let buffers = particle_buffers.as_mut().unwrap();
|
||||||
|
let mut rng = rand::rng();
|
||||||
|
for intent in intents
|
||||||
|
{
|
||||||
|
spawn_from_config(buffers, intent.origin, &intent.config, &mut rng);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn particle_update_system(particle_buffers: &mut Option<ParticleBuffers>, delta: f32)
|
||||||
|
{
|
||||||
|
let Some(ref mut buffers) = particle_buffers
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
for particle in &mut buffers.particles
|
||||||
|
{
|
||||||
|
particle.velocity.y -= particle.gravity * delta;
|
||||||
|
particle.position += particle.velocity * delta;
|
||||||
|
particle.age += delta / particle.lifetime;
|
||||||
|
}
|
||||||
|
|
||||||
|
buffers.particles.retain(|p| p.age < 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn spawn_snow_particles(buffers: &mut ParticleBuffers, camera_pos: glam::Vec3, delta: f32)
|
||||||
|
{
|
||||||
|
let mut rng = rand::rng();
|
||||||
|
|
||||||
|
let rate = 200.0_f32;
|
||||||
|
buffers.emit_accumulator += delta;
|
||||||
|
let to_emit = (buffers.emit_accumulator * rate) as u32;
|
||||||
|
buffers.emit_accumulator -= to_emit as f32 / rate;
|
||||||
|
|
||||||
|
for _ in 0..to_emit
|
||||||
|
{
|
||||||
|
let x = camera_pos.x + rng.random_range(-20.0_f32..20.0_f32);
|
||||||
|
let z = camera_pos.z + rng.random_range(-20.0_f32..20.0_f32);
|
||||||
|
let y = rng.random_range((camera_pos.y + 8.0)..(camera_pos.y + 20.0));
|
||||||
|
let vx = rng.random_range(-0.3_f32..0.3_f32);
|
||||||
|
let vy = rng.random_range(-2.0_f32..-0.5_f32);
|
||||||
|
let vz = rng.random_range(-0.3_f32..0.3_f32);
|
||||||
|
let size = rng.random_range(0.05_f32..0.15_f32);
|
||||||
|
let lifetime = rng.random_range(2.0_f32..5.0_f32);
|
||||||
|
buffers.particles.push(Particle {
|
||||||
|
position: glam::Vec3::new(x, y, z),
|
||||||
|
velocity: glam::Vec3::new(vx, vy, vz),
|
||||||
|
age: 0.0,
|
||||||
|
lifetime,
|
||||||
|
size,
|
||||||
|
gravity: 0.0,
|
||||||
|
color_start: [1.0, 1.0, 1.0, 1.0],
|
||||||
|
color_end: [1.0, 1.0, 1.0, 0.0],
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
buffers
|
||||||
|
.particles
|
||||||
|
.retain(|p| p.position.y >= camera_pos.y - 5.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn collect_instances(buffers: &mut ParticleBuffers) -> &[ParticleInstanceRaw]
|
||||||
|
{
|
||||||
|
buffers.instances.clear();
|
||||||
|
for particle in &buffers.particles
|
||||||
|
{
|
||||||
|
let t = particle.age;
|
||||||
|
let color = [
|
||||||
|
particle.color_start[0] + (particle.color_end[0] - particle.color_start[0]) * t,
|
||||||
|
particle.color_start[1] + (particle.color_end[1] - particle.color_start[1]) * t,
|
||||||
|
particle.color_start[2] + (particle.color_end[2] - particle.color_start[2]) * t,
|
||||||
|
particle.color_start[3] + (particle.color_end[3] - particle.color_start[3]) * t,
|
||||||
|
];
|
||||||
|
buffers.instances.push(ParticleInstanceRaw {
|
||||||
|
position: particle.position.into(),
|
||||||
|
velocity: particle.velocity.into(),
|
||||||
|
size: particle.size,
|
||||||
|
color,
|
||||||
|
age: t,
|
||||||
|
_padding: [0.0; 3],
|
||||||
|
});
|
||||||
|
}
|
||||||
|
&buffers.instances
|
||||||
|
}
|
||||||
@@ -1,21 +1,27 @@
|
|||||||
|
use crate::components::PhysicsComponent;
|
||||||
|
use crate::entity::EntityManager;
|
||||||
use crate::physics::PhysicsManager;
|
use crate::physics::PhysicsManager;
|
||||||
use crate::utility::transform::Transform;
|
use crate::utility::transform::Transform;
|
||||||
use crate::world::World;
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn physics_sync_system(world: &mut World)
|
pub fn physics_sync_system(
|
||||||
|
entities: &EntityManager,
|
||||||
|
physics: &Storage<PhysicsComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let all_entities = world.entities.all_entities();
|
let all_entities = entities.all_entities();
|
||||||
|
|
||||||
for entity in all_entities
|
for entity in all_entities
|
||||||
{
|
{
|
||||||
if let Some(physics) = world.physics.get(entity)
|
if let Some(physics) = physics.get(entity)
|
||||||
{
|
{
|
||||||
if let Some(rigidbody_position) =
|
if let Some(rigidbody_position) =
|
||||||
PhysicsManager::get_rigidbody_position(physics.rigidbody)
|
PhysicsManager::get_rigidbody_position(physics.rigidbody)
|
||||||
{
|
{
|
||||||
let transform = Transform::from(rigidbody_position);
|
let transform = Transform::from(rigidbody_position);
|
||||||
|
|
||||||
world.transforms.with_mut(entity, |t| {
|
transforms.with_mut(entity, |t| {
|
||||||
*t = transform;
|
*t = transform;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,17 +1,25 @@
|
|||||||
|
use crate::components::{DissolveComponent, MeshComponent};
|
||||||
|
use crate::entity::EntityManager;
|
||||||
use crate::loaders::mesh::InstanceRaw;
|
use crate::loaders::mesh::InstanceRaw;
|
||||||
use crate::render::DrawCall;
|
use crate::render::DrawCall;
|
||||||
use crate::world::World;
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
use bytemuck::cast_slice;
|
use bytemuck::cast_slice;
|
||||||
|
|
||||||
pub fn render_system(world: &World) -> Vec<DrawCall>
|
pub fn render_system(
|
||||||
|
entities: &EntityManager,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
meshes: &Storage<MeshComponent>,
|
||||||
|
dissolves: &Storage<DissolveComponent>,
|
||||||
|
) -> Vec<DrawCall>
|
||||||
{
|
{
|
||||||
let all_entities = world.entities.all_entities();
|
let all_entities = entities.all_entities();
|
||||||
|
|
||||||
all_entities
|
all_entities
|
||||||
.iter()
|
.iter()
|
||||||
.filter_map(|&entity| {
|
.filter_map(|&entity| {
|
||||||
let transform = world.transforms.get(entity)?;
|
let transform = transforms.get(entity)?;
|
||||||
let mesh_component = world.meshes.get(entity)?;
|
let mesh_component = meshes.get(entity)?;
|
||||||
|
|
||||||
let model_matrix = transform.to_matrix();
|
let model_matrix = transform.to_matrix();
|
||||||
|
|
||||||
@@ -22,7 +30,7 @@ pub fn render_system(world: &World) -> Vec<DrawCall>
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
let dissolve_amount = world.dissolves.get(entity).map(|d| d.amount).unwrap_or(0.0);
|
let dissolve_amount = dissolves.get(entity).map(|d| d.amount).unwrap_or(0.0);
|
||||||
|
|
||||||
let instance_data = InstanceRaw {
|
let instance_data = InstanceRaw {
|
||||||
model: model_matrix.to_cols_array_2d(),
|
model: model_matrix.to_cols_array_2d(),
|
||||||
|
|||||||
@@ -1,18 +1,24 @@
|
|||||||
use glam::Quat;
|
use glam::Quat;
|
||||||
|
|
||||||
use crate::world::World;
|
use crate::components::RotateComponent;
|
||||||
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn rotate_system(world: &mut World, delta: f32)
|
pub fn rotate_system(
|
||||||
|
rotates: &Storage<RotateComponent>,
|
||||||
|
transforms: &mut Storage<Transform>,
|
||||||
|
delta: f32,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let entities = world.rotates.all();
|
let entities = rotates.all();
|
||||||
|
|
||||||
for entity in entities
|
for entity in entities
|
||||||
{
|
{
|
||||||
if let Some(rotate) = world.rotates.get(entity)
|
if let Some(rotate) = rotates.get(entity)
|
||||||
{
|
{
|
||||||
let rotation_delta = Quat::from_axis_angle(rotate.axis, rotate.speed * delta);
|
let rotation_delta = Quat::from_axis_angle(rotate.axis, rotate.speed * delta);
|
||||||
|
|
||||||
world.transforms.with_mut(entity, |transform| {
|
transforms.with_mut(entity, |transform| {
|
||||||
transform.rotation = rotation_delta * transform.rotation;
|
transform.rotation = rotation_delta * transform.rotation;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,12 +1,42 @@
|
|||||||
use crate::world::World;
|
use crate::components::camera::CameraComponent;
|
||||||
|
use crate::components::FollowComponent;
|
||||||
|
use crate::render::snow::SnowLayer;
|
||||||
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn snow_system(world: &mut World, noclip: bool)
|
pub fn snow_system(
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
follows: &Storage<FollowComponent>,
|
||||||
|
snow_layer: &mut Option<SnowLayer>,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let camera_pos = world.active_camera_position();
|
let camera_pos = cameras
|
||||||
let player_pos = world.player_position();
|
.components
|
||||||
if let Some(ref mut snow_layer) = world.snow_layer
|
.iter()
|
||||||
|
.find(|(_, cam)| cam.is_active)
|
||||||
|
.and_then(|(e, _)| transforms.get(*e))
|
||||||
|
.map(|t| t.position)
|
||||||
|
.unwrap_or(glam::Vec3::ZERO);
|
||||||
|
|
||||||
|
let player_pos = player_tags
|
||||||
|
.all()
|
||||||
|
.first()
|
||||||
|
.and_then(|e| transforms.get(*e))
|
||||||
|
.map(|t| t.position)
|
||||||
|
.unwrap_or(glam::Vec3::ZERO);
|
||||||
|
|
||||||
|
let is_following = cameras
|
||||||
|
.components
|
||||||
|
.iter()
|
||||||
|
.find(|(_, cam)| cam.is_active)
|
||||||
|
.map(|(e, _)| follows.get(*e).is_some())
|
||||||
|
.unwrap_or(false);
|
||||||
|
|
||||||
|
if let Some(ref mut snow_layer) = snow_layer
|
||||||
{
|
{
|
||||||
if !noclip
|
if is_following
|
||||||
{
|
{
|
||||||
snow_layer.deform_at_position(player_pos, 1.5, 10.0);
|
snow_layer.deform_at_position(player_pos, 1.5, 10.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,23 +1,28 @@
|
|||||||
|
use crate::components::lights::spot::SpotlightComponent;
|
||||||
use crate::render::Spotlight;
|
use crate::render::Spotlight;
|
||||||
use crate::world::World;
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn spotlight_sync_system(world: &World) -> Vec<Spotlight>
|
pub fn spotlight_sync_system(
|
||||||
|
spotlights: &Storage<SpotlightComponent>,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
) -> Vec<Spotlight>
|
||||||
{
|
{
|
||||||
let mut entities = world.spotlights.all();
|
let mut entities = spotlights.all();
|
||||||
entities.sort();
|
entities.sort();
|
||||||
|
|
||||||
let mut spotlights = Vec::new();
|
let mut result = Vec::new();
|
||||||
|
|
||||||
for entity in entities
|
for entity in entities
|
||||||
{
|
{
|
||||||
if let Some(spotlight_component) = world.spotlights.get(entity)
|
if let Some(spotlight_component) = spotlights.get(entity)
|
||||||
{
|
{
|
||||||
if let Some(transform) = world.transforms.get(entity)
|
if let Some(transform) = transforms.get(entity)
|
||||||
{
|
{
|
||||||
let position = transform.position + spotlight_component.offset;
|
let position = transform.position + spotlight_component.offset;
|
||||||
let direction = transform.rotation * spotlight_component.direction;
|
let direction = transform.rotation * spotlight_component.direction;
|
||||||
|
|
||||||
spotlights.push(Spotlight::new(
|
result.push(Spotlight::new(
|
||||||
position,
|
position,
|
||||||
direction,
|
direction,
|
||||||
spotlight_component.inner_angle,
|
spotlight_component.inner_angle,
|
||||||
@@ -28,5 +33,5 @@ pub fn spotlight_sync_system(world: &World) -> Vec<Spotlight>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
spotlights
|
result
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,12 +1,15 @@
|
|||||||
|
use crate::components::camera::CameraComponent;
|
||||||
|
use crate::components::tree_instances::TreeInstancesComponent;
|
||||||
use crate::loaders::mesh::InstanceRaw;
|
use crate::loaders::mesh::InstanceRaw;
|
||||||
use crate::world::World;
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
use bytemuck::cast_slice;
|
use bytemuck::cast_slice;
|
||||||
|
|
||||||
pub fn tree_dissolve_update_system(world: &mut World, delta: f32)
|
pub fn tree_dissolve_update_system(tree_instances: &mut Storage<TreeInstancesComponent>, delta: f32)
|
||||||
{
|
{
|
||||||
for entity in world.tree_instances.all()
|
for entity in tree_instances.all()
|
||||||
{
|
{
|
||||||
if let Some(tree_instances) = world.tree_instances.get_mut(entity)
|
if let Some(tree_instances) = tree_instances.get_mut(entity)
|
||||||
{
|
{
|
||||||
for i in 0..tree_instances.dissolve_amounts.len()
|
for i in 0..tree_instances.dissolve_amounts.len()
|
||||||
{
|
{
|
||||||
@@ -20,15 +23,24 @@ pub fn tree_dissolve_update_system(world: &mut World, delta: f32)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn tree_occlusion_system(world: &mut World)
|
pub fn tree_occlusion_system(
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
cameras: &Storage<CameraComponent>,
|
||||||
|
tree_instances: &mut Storage<TreeInstancesComponent>,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
let player_entity = world.player_tags.all().first().copied();
|
let player_entity = player_tags.all().first().copied();
|
||||||
let player_pos = player_entity.and_then(|e| world.transforms.get(e).map(|t| t.position));
|
let player_pos = player_entity.and_then(|e| transforms.get(e).map(|t| t.position));
|
||||||
|
|
||||||
if let Some(player_pos) = player_pos
|
if let Some(player_pos) = player_pos
|
||||||
{
|
{
|
||||||
let camera_entity = world.active_camera().map(|(e, _)| e);
|
let camera_entity = cameras
|
||||||
let camera_pos = camera_entity.and_then(|e| world.transforms.get(e).map(|t| t.position));
|
.components
|
||||||
|
.iter()
|
||||||
|
.find(|(_, cam)| cam.is_active)
|
||||||
|
.map(|(e, _)| *e);
|
||||||
|
let camera_pos = camera_entity.and_then(|e| transforms.get(e).map(|t| t.position));
|
||||||
|
|
||||||
if let Some(camera_pos) = camera_pos
|
if let Some(camera_pos) = camera_pos
|
||||||
{
|
{
|
||||||
@@ -43,9 +55,9 @@ pub fn tree_occlusion_system(world: &mut World)
|
|||||||
let to_player_normalized = to_player.normalize();
|
let to_player_normalized = to_player.normalize();
|
||||||
let occlusion_radius = 10.0;
|
let occlusion_radius = 10.0;
|
||||||
|
|
||||||
for tree_entity in world.tree_instances.all()
|
for tree_entity in tree_instances.all()
|
||||||
{
|
{
|
||||||
if let Some(tree_instances) = world.tree_instances.get_mut(tree_entity)
|
if let Some(tree_instances) = tree_instances.get_mut(tree_entity)
|
||||||
{
|
{
|
||||||
for (idx, instance) in tree_instances.instances.iter().enumerate()
|
for (idx, instance) in tree_instances.instances.iter().enumerate()
|
||||||
{
|
{
|
||||||
@@ -81,11 +93,11 @@ pub fn tree_occlusion_system(world: &mut World)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn tree_instance_buffer_update_system(world: &mut World)
|
pub fn tree_instance_buffer_update_system(tree_instances: &Storage<TreeInstancesComponent>)
|
||||||
{
|
{
|
||||||
for entity in world.tree_instances.all()
|
for entity in tree_instances.all()
|
||||||
{
|
{
|
||||||
if let Some(tree_instances) = world.tree_instances.get(entity)
|
if let Some(tree_instances) = tree_instances.get(entity)
|
||||||
{
|
{
|
||||||
let instance_data_vec: Vec<InstanceRaw> = tree_instances
|
let instance_data_vec: Vec<InstanceRaw> = tree_instances
|
||||||
.instances
|
.instances
|
||||||
|
|||||||
@@ -1,41 +1,47 @@
|
|||||||
use glam::Vec3;
|
use glam::Vec3;
|
||||||
|
|
||||||
use crate::components::trigger::{
|
use crate::components::trigger::{
|
||||||
TriggerEvent, TriggerEventKind, TriggerFilter, TriggerShape, TriggerState,
|
TriggerComponent, TriggerEvent, TriggerEventKind, TriggerFilter, TriggerShape, TriggerState,
|
||||||
};
|
};
|
||||||
use crate::entity::EntityHandle;
|
use crate::entity::EntityHandle;
|
||||||
use crate::world::World;
|
use crate::utility::transform::Transform;
|
||||||
|
use crate::world::Storage;
|
||||||
|
|
||||||
pub fn trigger_system(world: &mut World)
|
pub fn trigger_system(
|
||||||
|
trigger_events: &mut Vec<TriggerEvent>,
|
||||||
|
triggers: &mut Storage<TriggerComponent>,
|
||||||
|
transforms: &Storage<Transform>,
|
||||||
|
player_tags: &Storage<()>,
|
||||||
|
)
|
||||||
{
|
{
|
||||||
world.trigger_events.clear();
|
trigger_events.clear();
|
||||||
|
|
||||||
let trigger_entities: Vec<EntityHandle> = world.triggers.all();
|
let trigger_entities: Vec<EntityHandle> = triggers.all();
|
||||||
let mut pending_events: Vec<TriggerEvent> = Vec::new();
|
let mut pending_events: Vec<TriggerEvent> = Vec::new();
|
||||||
|
|
||||||
for trigger_entity in trigger_entities
|
for trigger_entity in trigger_entities
|
||||||
{
|
{
|
||||||
let trigger_pos = match world.transforms.get(trigger_entity)
|
let trigger_pos = match transforms.get(trigger_entity)
|
||||||
{
|
{
|
||||||
Some(t) => t.position,
|
Some(t) => t.position,
|
||||||
None => continue,
|
None => continue,
|
||||||
};
|
};
|
||||||
|
|
||||||
let candidate_entities: Vec<EntityHandle> = match world.triggers.get(trigger_entity)
|
let candidate_entities: Vec<EntityHandle> = match triggers.get(trigger_entity)
|
||||||
{
|
{
|
||||||
Some(trigger) => match &trigger.filter
|
Some(trigger) => match &trigger.filter
|
||||||
{
|
{
|
||||||
TriggerFilter::Player => world.player_tags.all(),
|
TriggerFilter::Player => player_tags.all(),
|
||||||
},
|
},
|
||||||
None => continue,
|
None => continue,
|
||||||
};
|
};
|
||||||
|
|
||||||
let activator_positions: Vec<(EntityHandle, Vec3)> = candidate_entities
|
let activator_positions: Vec<(EntityHandle, Vec3)> = candidate_entities
|
||||||
.into_iter()
|
.into_iter()
|
||||||
.filter_map(|e| world.transforms.get(e).map(|t| (e, t.position)))
|
.filter_map(|e| transforms.get(e).map(|t| (e, t.position)))
|
||||||
.collect();
|
.collect();
|
||||||
|
|
||||||
let overlapping = match world.triggers.get(trigger_entity)
|
let overlapping = match triggers.get(trigger_entity)
|
||||||
{
|
{
|
||||||
Some(trigger) => activator_positions
|
Some(trigger) => activator_positions
|
||||||
.iter()
|
.iter()
|
||||||
@@ -48,7 +54,7 @@ pub fn trigger_system(world: &mut World)
|
|||||||
|
|
||||||
let first_activator = activator_positions.first().map(|(e, _)| *e);
|
let first_activator = activator_positions.first().map(|(e, _)| *e);
|
||||||
|
|
||||||
if let Some(trigger) = world.triggers.get_mut(trigger_entity)
|
if let Some(trigger) = triggers.get_mut(trigger_entity)
|
||||||
{
|
{
|
||||||
match (&trigger.state, overlapping)
|
match (&trigger.state, overlapping)
|
||||||
{
|
{
|
||||||
@@ -82,5 +88,5 @@ pub fn trigger_system(world: &mut World)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
world.trigger_events.extend(pending_events);
|
trigger_events.extend(pending_events);
|
||||||
}
|
}
|
||||||
|
|||||||
41
src/world.rs
41
src/world.rs
@@ -5,20 +5,24 @@ use crate::components::dialog::{
|
|||||||
};
|
};
|
||||||
use crate::components::dissolve::DissolveComponent;
|
use crate::components::dissolve::DissolveComponent;
|
||||||
use crate::components::follow::FollowComponent;
|
use crate::components::follow::FollowComponent;
|
||||||
|
use crate::components::intent::{CameraTransitionIntent, FollowPlayerIntent, StopFollowingIntent};
|
||||||
use crate::components::lights::spot::SpotlightComponent;
|
use crate::components::lights::spot::SpotlightComponent;
|
||||||
|
use crate::components::particle::SpawnParticleIntent;
|
||||||
use crate::components::player_states::{
|
use crate::components::player_states::{
|
||||||
FallingState, IdleState, JumpingState, LeapingState, RollingState, WalkingState,
|
FallingState, IdleState, JumpingState, LeapingState, RollingState, WalkingState,
|
||||||
};
|
};
|
||||||
use crate::components::tree_instances::TreeInstancesComponent;
|
use crate::components::tree_instances::TreeInstancesComponent;
|
||||||
use crate::components::trigger::{TriggerComponent, TriggerEvent};
|
use crate::components::trigger::{TriggerComponent, TriggerEvent};
|
||||||
use crate::components::{
|
use crate::components::{
|
||||||
CameraComponent, InputComponent, JumpComponent, MeshComponent, MovementComponent,
|
CameraComponent, CameraTransition, InputComponent, JumpComponent, MeshComponent,
|
||||||
PhysicsComponent, RotateComponent,
|
MovementComponent, PhysicsComponent, RotateComponent,
|
||||||
};
|
};
|
||||||
use crate::debug::DebugMode;
|
use crate::debug::DebugMode;
|
||||||
use crate::entity::{EntityHandle, EntityManager};
|
use crate::entity::{EntityHandle, EntityManager};
|
||||||
|
use crate::loaders::mesh::Mesh;
|
||||||
use crate::render::snow::SnowLayer;
|
use crate::render::snow::SnowLayer;
|
||||||
use crate::state::StateMachine;
|
use crate::states::state::StateMachine;
|
||||||
|
use crate::systems::particle::ParticleBuffers;
|
||||||
|
|
||||||
pub use crate::utility::transform::Transform;
|
pub use crate::utility::transform::Transform;
|
||||||
|
|
||||||
@@ -94,6 +98,7 @@ pub struct World
|
|||||||
pub leaping_states: Storage<LeapingState>,
|
pub leaping_states: Storage<LeapingState>,
|
||||||
pub rolling_states: Storage<RollingState>,
|
pub rolling_states: Storage<RollingState>,
|
||||||
pub cameras: Storage<CameraComponent>,
|
pub cameras: Storage<CameraComponent>,
|
||||||
|
pub camera_transitions: Storage<CameraTransition>,
|
||||||
pub spotlights: Storage<SpotlightComponent>,
|
pub spotlights: Storage<SpotlightComponent>,
|
||||||
pub tree_tags: Storage<()>,
|
pub tree_tags: Storage<()>,
|
||||||
pub dissolves: Storage<DissolveComponent>,
|
pub dissolves: Storage<DissolveComponent>,
|
||||||
@@ -109,10 +114,20 @@ pub struct World
|
|||||||
pub bubble_tags: Storage<()>,
|
pub bubble_tags: Storage<()>,
|
||||||
pub projectile_tags: Storage<()>,
|
pub projectile_tags: Storage<()>,
|
||||||
pub dialog_outcomes: Vec<DialogOutcomeEvent>,
|
pub dialog_outcomes: Vec<DialogOutcomeEvent>,
|
||||||
|
pub spawn_particle_intents: Vec<SpawnParticleIntent>,
|
||||||
|
pub particle_buffers: Option<ParticleBuffers>,
|
||||||
|
|
||||||
|
// --- intents (one-frame, consumed after processing) ---
|
||||||
|
pub follow_player_intents: Storage<FollowPlayerIntent>,
|
||||||
|
pub stop_following_intents: Storage<StopFollowingIntent>,
|
||||||
|
pub camera_transition_intents: Storage<CameraTransitionIntent>,
|
||||||
|
|
||||||
// --- singleton state (not per-entity) ---
|
// --- singleton state (not per-entity) ---
|
||||||
pub snow_layer: Option<SnowLayer>,
|
pub snow_layer: Option<SnowLayer>,
|
||||||
pub debug_mode: DebugMode,
|
pub debug_mode: DebugMode,
|
||||||
|
pub was_dialog_active: bool,
|
||||||
|
pub gizmo_mesh: Option<Mesh>,
|
||||||
|
pub gizmo_instance_buffer: Option<wgpu::Buffer>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl World
|
impl World
|
||||||
@@ -136,6 +151,7 @@ impl World
|
|||||||
leaping_states: Storage::new(),
|
leaping_states: Storage::new(),
|
||||||
rolling_states: Storage::new(),
|
rolling_states: Storage::new(),
|
||||||
cameras: Storage::new(),
|
cameras: Storage::new(),
|
||||||
|
camera_transitions: Storage::new(),
|
||||||
spotlights: Storage::new(),
|
spotlights: Storage::new(),
|
||||||
tree_tags: Storage::new(),
|
tree_tags: Storage::new(),
|
||||||
dissolves: Storage::new(),
|
dissolves: Storage::new(),
|
||||||
@@ -151,8 +167,16 @@ impl World
|
|||||||
bubble_tags: Storage::new(),
|
bubble_tags: Storage::new(),
|
||||||
projectile_tags: Storage::new(),
|
projectile_tags: Storage::new(),
|
||||||
dialog_outcomes: Vec::new(),
|
dialog_outcomes: Vec::new(),
|
||||||
|
spawn_particle_intents: Vec::new(),
|
||||||
|
particle_buffers: None,
|
||||||
|
follow_player_intents: Storage::new(),
|
||||||
|
stop_following_intents: Storage::new(),
|
||||||
|
camera_transition_intents: Storage::new(),
|
||||||
snow_layer: None,
|
snow_layer: None,
|
||||||
debug_mode: DebugMode::default(),
|
debug_mode: DebugMode::default(),
|
||||||
|
was_dialog_active: false,
|
||||||
|
gizmo_mesh: None,
|
||||||
|
gizmo_instance_buffer: None,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -178,6 +202,7 @@ impl World
|
|||||||
self.leaping_states.remove(entity);
|
self.leaping_states.remove(entity);
|
||||||
self.rolling_states.remove(entity);
|
self.rolling_states.remove(entity);
|
||||||
self.cameras.remove(entity);
|
self.cameras.remove(entity);
|
||||||
|
self.camera_transitions.remove(entity);
|
||||||
self.spotlights.remove(entity);
|
self.spotlights.remove(entity);
|
||||||
self.tree_tags.remove(entity);
|
self.tree_tags.remove(entity);
|
||||||
self.dissolves.remove(entity);
|
self.dissolves.remove(entity);
|
||||||
@@ -191,6 +216,9 @@ impl World
|
|||||||
self.dialog_projectiles.remove(entity);
|
self.dialog_projectiles.remove(entity);
|
||||||
self.bubble_tags.remove(entity);
|
self.bubble_tags.remove(entity);
|
||||||
self.projectile_tags.remove(entity);
|
self.projectile_tags.remove(entity);
|
||||||
|
self.follow_player_intents.remove(entity);
|
||||||
|
self.stop_following_intents.remove(entity);
|
||||||
|
self.camera_transition_intents.remove(entity);
|
||||||
self.entities.despawn(entity);
|
self.entities.despawn(entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -211,6 +239,13 @@ impl World
|
|||||||
.unwrap_or(glam::Vec3::ZERO)
|
.unwrap_or(glam::Vec3::ZERO)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn camera_is_following(&self) -> bool
|
||||||
|
{
|
||||||
|
self.active_camera()
|
||||||
|
.map(|(e, _)| self.follows.get(e).is_some())
|
||||||
|
.unwrap_or(false)
|
||||||
|
}
|
||||||
|
|
||||||
pub fn player_position(&self) -> glam::Vec3
|
pub fn player_position(&self) -> glam::Vec3
|
||||||
{
|
{
|
||||||
self.player_tags
|
self.player_tags
|
||||||
|
|||||||
Reference in New Issue
Block a user