Compare commits

...

20 Commits

Author SHA1 Message Date
afff34fff4 docs: panopticon auto-update for snow_trail 2026-04-07 03:02:29 +02:00
Jonas H
b1f3d3be23 Merge branch 'main' of https://gitea.haugesenspil.dk/jonas/snow_trail 2026-04-06 20:21:13 +02:00
Jonas H
d737568b3e all systems updated to take parameters rather than world 2026-04-06 20:21:07 +02:00
fef855d951 blender export plugin 2026-04-05 09:30:12 +02:00
ee3c5b40a4 panopticon skill 2026-04-05 09:29:49 +02:00
Jonas H
87177ad97d intent based architecture 2026-04-02 20:01:07 +02:00
Jonas H
b0022ad17b gizmo shader 2026-04-02 19:57:31 +02:00
Jonas H
d37a3c87e3 terrain test char pos 2026-04-02 19:57:09 +02:00
Jonas H
16626cc277 gizmo 2026-04-02 19:56:01 +02:00
Jonas H
2846c04765 velocity for projectiles 2026-04-02 19:55:50 +02:00
Jonas H
dffd731b87 particles 2026-04-02 16:54:23 +02:00
Jonas H
909ae8612a text fixing 2026-03-29 10:47:10 +02:00
Jonas H
75a046d92a intent refactor 2026-03-28 13:24:05 +01:00
Jonas H
c8142708f5 +1 to text rendering 2026-03-28 13:23:51 +01:00
Jonas H
6b475825c2 +1 2026-03-28 13:23:42 +01:00
Jonas H
5c94bb34d5 agent update 2026-03-28 13:23:36 +01:00
Jonas H
e558b682e2 text rendering 2026-03-28 13:23:27 +01:00
Jonas H
dcd40ae443 ++1 2026-03-28 11:58:09 +01:00
Jonas H
3da031adc2 +1 2026-03-28 11:57:54 +01:00
Jonas H
9e8213da04 more reorganizing 2026-03-28 11:24:11 +01:00
58 changed files with 4057 additions and 747 deletions

View 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.

View 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

View 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.

View 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

View 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

View File

@@ -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

View File

@@ -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"

Binary file not shown.

View File

@@ -144,9 +144,9 @@
{ {
"name":"TestCharSpawn", "name":"TestCharSpawn",
"translation":[ "translation":[
-381.1509704589844, -376.7967224121094,
106.53739166259766, 115.31475830078125,
107.46959686279297 155.05471801757812
] ]
}, },
{ {

View 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.

View 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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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
View File

@@ -0,0 +1,8 @@
pub struct FollowPlayerIntent;
pub struct StopFollowingIntent;
pub struct CameraTransitionIntent
{
pub duration: f32,
}

View File

@@ -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;

View 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
View 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,
}]
}

View File

@@ -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;

View File

@@ -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

View File

@@ -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,
@@ -384,35 +426,77 @@ 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,
&game.world.follows,
&game.input_state,
);
player_input_system(
&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,
delta,
);
let player_pos = game.world.player_position();
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 if game.editor.active
{ {
editor_loop( editor_loop(&mut game.editor, &mut game.world, &game.stats);
&mut game.editor,
&mut game.world,
&game.input_state,
&game.stats,
delta,
);
} }
else if game.editor.show_player_state
{ {
let dialog_active = !game.world.bubble_tags.all().is_empty(); game.editor.build_hud(&game.world);
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
{
game.editor.build_hud(&game.world);
}
} }
// --- fixed-step physics --- // --- fixed-step physics ---
@@ -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();

View File

@@ -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
View 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
}

View File

@@ -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,

View File

@@ -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
} }

View 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);
}
}
}

View 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,
},
],
}
}
}

View File

@@ -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
View 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);
}
}

View File

@@ -143,6 +143,7 @@ pub enum Pipeline
Standard, Standard,
SnowClipmap, SnowClipmap,
DebugLines, DebugLines,
GizmoLines,
} }
pub struct DrawCall pub struct DrawCall

View File

@@ -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
View 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
View 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
View File

@@ -0,0 +1,2 @@
pub mod player_states;
pub mod state;

View File

@@ -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)
{ {

View File

@@ -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>,
) )

View File

@@ -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 camera_transform.position = target_position + new_offset;
.with_mut(camera_entity, |camera_transform| { });
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
}

View File

@@ -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)
}

View File

@@ -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);

View File

@@ -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],
}
} }

View File

@@ -1,109 +1,159 @@
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);
let to_camera = camera_pos - anchor;
let forward = if to_camera.length_squared() > 1e-6
{ {
to_camera.normalize() Some(t) => t,
} None => continue,
else
{
Vec3::Z
}; };
let up_ref = Vec3::Y; let (draw_call, text_verts) = with_font_atlas(|atlas| {
let right = if forward.abs().dot(up_ref) > 0.99 let char_w = CHAR_WORLD_HEIGHT * atlas.aspect();
{
Vec3::X
}
else
{
up_ref.cross(forward).normalize()
};
let up = forward.cross(right).normalize();
let half_w = BUBBLE_WIDTH * 0.5; // First-pass: measure text at max width using a conservative padding estimate.
let total_down = body_half_h + tail_height; // 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);
// Corners: tl → tr → br → bl (CCW in clip space when billboard faces camera). // Compute body height analytically.
let tl = anchor - right * half_w + up * body_half_h; // border_world = BORDER_W * body_height (body is the smaller dimension)
let tr = anchor + right * half_w + up * body_half_h; // body_height = text_h + 2 * (border_world + TEXT_PADDING)
let br = anchor + right * half_w - up * total_down; // -> body_height * (1 - 2*BORDER_W) = text_h + 2*TEXT_PADDING
let bl = anchor - right * half_w - up * total_down; 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);
let vertices = [ // Bubble width: fit the longest line exactly, then clamp to [MIN, MAX].
BillboardVertex { let border_world = BORDER_W * body_height;
position: tl.to_array(), let needed_width = max_line_chars as f32 * char_w + 2.0 * (border_world + TEXT_PADDING);
uv: [0.0, 0.0], let bubble_width = needed_width.clamp(MIN_BUBBLE_WIDTH, MAX_BUBBLE_WIDTH);
},
BillboardVertex {
position: tr.to_array(),
uv: [1.0, 0.0],
},
BillboardVertex {
position: br.to_array(),
uv: [1.0, 1.0],
},
BillboardVertex {
position: bl.to_array(),
uv: [0.0, 1.0],
},
];
let uniforms = BubbleUniforms { let bubble_height = body_height + TAIL_HEIGHT;
view_proj: view_proj.to_cols_array_2d(), let body_frac = body_height / bubble_height;
size: [BUBBLE_WIDTH, BUBBLE_HEIGHT],
body_frac: BODY_FRAC,
corner_r: CORNER_R,
border_w: BORDER_W,
_pad1: [0.0; 3],
fill_color: FILL_COLOR,
border_color: BORDER_COLOR,
_pad2: [0.0; 32],
};
calls.push(BillboardDrawCall { vertices, uniforms }); // Billboard orientation
let anchor = bubble_pos;
let to_camera = camera_pos - anchor;
let forward = if to_camera.length_squared() > 1e-6
{
to_camera.normalize()
}
else
{
Vec3::Z
};
let up_ref = Vec3::Y;
let right = if forward.abs().dot(up_ref) > 0.99
{
Vec3::X
}
else
{
up_ref.cross(forward).normalize()
};
let up = forward.cross(right).normalize();
let half_w = bubble_width * 0.5;
let tl = anchor - right * half_w + up * body_height;
let tr = anchor + right * half_w + up * body_height;
let br = anchor + right * half_w - up * TAIL_HEIGHT;
let bl = anchor - right * half_w - up * TAIL_HEIGHT;
let vertices = [
BillboardVertex {
position: tl.to_array(),
uv: [0.0, 0.0],
},
BillboardVertex {
position: tr.to_array(),
uv: [1.0, 0.0],
},
BillboardVertex {
position: br.to_array(),
uv: [1.0, 1.0],
},
BillboardVertex {
position: bl.to_array(),
uv: [0.0, 1.0],
},
];
let uniforms = BubbleUniforms {
view_proj: view_proj.to_cols_array_2d(),
size: [bubble_width, bubble_height],
body_frac,
corner_r: CORNER_R,
border_w: BORDER_W,
_pad1: [0.0; 3],
fill_color: FILL_COLOR,
border_color: BORDER_COLOR,
_pad2: [0.0; 32],
};
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)
} }

View 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)
}

View File

@@ -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

View File

@@ -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

View File

@@ -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
View 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
}

View File

@@ -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;
}); });
} }

View File

@@ -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(),

View File

@@ -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;
}); });
} }

View File

@@ -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);
} }

View File

@@ -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
} }

View File

@@ -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

View File

@@ -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);
} }

View File

@@ -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