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4 Commits

Author SHA1 Message Date
irrlicht 6bb9b009c4 idk shitload of stuff 2026-06-13 18:18:17 +02:00
irrlicht 48c499e356 centralized state 2026-06-13 13:44:02 +02:00
irrlicht 0a8861a5b1 Window init 2026-06-13 03:16:59 +02:00
irrlicht 2dd338c890 Refactor 2026-06-13 02:57:22 +02:00
37 changed files with 6423 additions and 155 deletions
Generated
+2218 -6
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+4
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@@ -5,3 +5,7 @@ edition = "2024"
[dependencies] [dependencies]
bladeink = "1.2.5" bladeink = "1.2.5"
bytemuck = { version = "1.25.0", features = ["derive"] }
pollster = "0.4.0"
wgpu = "29.0.3"
winit = "0.30.13"
+284
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@@ -0,0 +1,284 @@
// Game: Generic
// Format: Standard
// entity 0
{
"classname" "worldspawn"
"wad" ""
// brush 0
{
( -112 -672 -80 ) ( -112 -720 -80 ) ( -112 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -112 -720 -80 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -720 -112 ) ( -64 -672 -112 ) ( -112 -672 -112 ) placeholder 64 224 0 0.2 0.2
( -112 -672 -80 ) ( -64 -720 -80 ) ( -112 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -672 -112 ) ( -64 -672 -96 ) ( -112 -672 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -720 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 1
{
( 0 -128 -16 ) ( 0 -127 -16 ) ( 0 -128 -15 ) placeholder 0 0 0 1 1
( 0 -128 -16 ) ( 0 -128 -15 ) ( 1 -128 -16 ) placeholder -32 0 0 1 1
( 0 -128 -16 ) ( 1 -128 -16 ) ( 0 -127 -16 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -95 0 ) ( 65 -96 0 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 65 -96 0 ) ( 64 -96 1 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -96 1 ) ( 64 -95 0 ) placeholder 0 0 0 1 1
}
// brush 2
{
( 64 -144 -32 ) ( 64 -143 -32 ) ( 64 -144 -31 ) placeholder -16 -16 0 1 1
( 64 -144 -32 ) ( 64 -144 -31 ) ( 65 -144 -32 ) placeholder -32 -16 0 1 1
( 64 -144 -32 ) ( 65 -144 -32 ) ( 64 -143 -32 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 192 -79 -16 ) ( 193 -80 -16 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 193 -80 -16 ) ( 192 -80 -15 ) placeholder -32 -16 0 1 1
( 192 -80 -16 ) ( 192 -80 -15 ) ( 192 -79 -16 ) placeholder -16 -16 0 1 1
}
// brush 3
{
( 80 16 32 ) ( 80 15 32 ) ( 80 16 31 ) placeholder 0 -16 180 1 1
( 144 -96 16 ) ( 145 -96 16 ) ( 144 -96 15 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -97 16 ) ( 145 -96 16 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 81 16 32 ) ( 80 15 32 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 80 16 31 ) ( 81 16 32 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -96 15 ) ( 144 -97 16 ) placeholder 0 -16 180 1 1
}
// brush 4
{
( 224 -48 -80 ) ( 224 16 -80 ) ( 224 -96 -56 ) placeholder -128 -60 0 1 2
( 224 -96 -56 ) ( 288 -96 -80 ) ( 224 -48 -80 ) placeholder -32 8 0 1 -2
( 224 16 -80 ) ( 272 -32 -56 ) ( 224 -96 -56 ) placeholder -134.26993 -44.949593 0 1 2
( 272 -32 -56 ) ( 288 -96 -40 ) ( 224 -96 -56 ) placeholder -32 112 0 1 1
( 224 -96 -56 ) ( 288 -96 -40 ) ( 288 -96 -80 ) placeholder -32 -16.941177 0 1 -2
( 288 -96 -80 ) ( 288 16 -80 ) ( 224 16 -80 ) placeholder -32 144 0 1 1
( 272 -32 -56 ) ( 304 -32 -56 ) ( 288 -96 -40 ) placeholder -32 112 0 1 1
( 288 16 -80 ) ( 304 -32 -56 ) ( 272 -32 -56 ) placeholder -32 -24 0 1 -2
( 288 -96 -80 ) ( 304 -32 -56 ) ( 288 16 -80 ) placeholder 144 -52 0 1 2
( 288 -96 -40 ) ( 304 -32 -56 ) ( 288 -96 -80 ) placeholder 118.95169 -69.728745 0 1 2
}
// brush 5
{
( -144 -560 -80 ) ( -144 -559 -80 ) ( -144 -560 -79 ) placeholder -80 96 0 0.2 0.2
( -144 -320 -80 ) ( -144 -320 -79 ) ( -143 -320 -80 ) placeholder -32 96 0 0.2 0.2
( -144 -560 -80 ) ( -143 -560 -80 ) ( -144 -559 -80 ) placeholder -32 80 0 0.2 0.2
( -16 -432 16 ) ( -16 -431 16 ) ( -15 -432 16 ) placeholder -32 80 0 0.2 0.2
( -16 -304 -48 ) ( -15 -304 -48 ) ( -16 -304 -47 ) placeholder -32 96 0 0.2 0.2
( 304 -432 -48 ) ( 304 -432 -47 ) ( 304 -431 -48 ) placeholder -80 96 0 0.2 0.2
}
// brush 6
{
( -160 -240 -16 ) ( -160 -241 -16 ) ( -160 -240 -17 ) placeholder -240 96 180 1 1
( -64 -304 -32 ) ( -63 -304 -32 ) ( -64 -304 -33 ) placeholder 208 96 0 1 -1
( -64 -352 -80 ) ( -64 -353 -80 ) ( -63 -352 -80 ) placeholder 208 240 0 1 -1
( -160 -240 16 ) ( -159 -240 16 ) ( -160 -241 16 ) placeholder 208 240 0 1 -1
( -160 192 -16 ) ( -160 192 -17 ) ( -159 192 -16 ) placeholder 208 96 0 1 -1
( -144 -352 -32 ) ( -144 -352 -33 ) ( -144 -353 -32 ) placeholder -240 96 180 1 1
}
// brush 7
{
( 162.74516600406096 -112 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) ( 162.74516600406096 -112 -79 ) placeholder 190.39192 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 162.74516600406096 -112 -79 ) ( 163.45227278524752 -112.70710678118652 -80 ) placeholder -38.156433 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 163.45227278524752 -112.70710678118652 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) placeholder -2.27417 3.882248 315 1 1
( 253.25483399593907 -112 -48 ) ( 253.96194077712562 -111.29289321881353 -48 ) ( 253.9619407771256 -112.70710678118664 -48 ) placeholder -2.27417 3.882248 315 1 1
( 253.25483399593907 -112 -64 ) ( 253.25483399593907 -112 -63 ) ( 253.96194077712562 -111.29289321881353 -64 ) placeholder -6.156433 0 0 0.70710677 1
( 253.25483399593907 -112 -64 ) ( 253.9619407771256 -112.70710678118664 -64 ) ( 253.25483399593907 -112 -63 ) placeholder 97.60808 0 180 0.70710677 -1
}
// brush 8
{
( -32 96 -80 ) ( -32 97 -80 ) ( -32 96 -79 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 97 272.625 -64 ) ( 96 272 -63 ) placeholder 0 0 0 1 1
( -32 96 -80 ) ( -31 96.625 -80 ) ( -32 97 -80 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( 96 272 -32 ) ( 96 273 -32 ) ( 97 272.625 -32 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( -32 96 -80 ) ( -32 96 -79 ) ( -31 96.625 -80 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 96 272 -63 ) ( 96 273 -64 ) placeholder -80 0 0 1 1
}
// brush 9
{
( -64 -672 -96 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -64 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -112 ) ( -16 -672 -112 ) ( -64 -672 -112 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -672 -80 ) ( -16 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -16 -672 -112 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 10
{
( -16 -672 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( -16 -720 -80 ) placeholder -160 224 0 0.2 0.2
( -16 -720 -80 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -720 -80 ) ( 32 -672 -48 ) ( 32 -720 -80 ) placeholder -160 224 0 0.2 0.2
( 32 -720 -112 ) ( 32 -672 -112 ) ( -16 -672 -112 ) placeholder -160 224 0 0.2 0.2
( 32 -672 -112 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -720 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 11
{
( 32 -672 -48 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( 32 -720 -80 ) ( 80 -720 -80 ) ( 80 -720 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -720 -80 ) ( 32 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -112 ) ( 80 -672 -112 ) ( 32 -672 -112 ) placeholder -144 224 0 0.2 0.2
( 80 -672 -112 ) ( 80 -672 -80 ) ( 32 -672 -48 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -80 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 12
{
( -112 -624 -80 ) ( -112 -672 -80 ) ( -112 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -672 -112 ) ( -64 -624 -112 ) ( -112 -624 -112 ) placeholder 64 208 0 0.2 0.2
( -112 -624 -80 ) ( -64 -624 -80 ) ( -112 -672 -80 ) placeholder 64 208 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -80 ) ( -112 -624 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -624 -80 ) ( -64 -672 -96 ) placeholder 64 208 0 0.2 0.2
( -64 -672 -96 ) ( -64 -624 -80 ) ( -64 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 13
{
( -112 -384 -112 ) ( -112 -383 -112 ) ( -112 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -112 -624 -112 ) ( -112 -624 -111 ) ( -111 -624 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -384 -112 ) ( -111 -384 -112 ) ( -112 -383 -112 ) placeholder 64 192 0 0.2 0.2
( 16 -256 -80 ) ( 16 -255 -80 ) ( 17 -256 -80 ) placeholder 64 192 0 0.2 0.2
( 16 -576 -80 ) ( 17 -576 -80 ) ( 16 -576 -79 ) placeholder 64 -64 0 0.2 0.2
( -64 -256 -80 ) ( -64 -256 -79 ) ( -64 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 14
{
( -64 -624 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -64 -624 -80 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 208 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -112 ) ( -16 -624 -112 ) ( -64 -624 -112 ) placeholder 80 208 0 0.2 0.2
( -64 -624 -80 ) ( -16 -624 -80 ) ( -16 -672 -80 ) placeholder 80 208 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -80 ) ( -64 -624 -80 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -80 ) ( -16 -624 -80 ) ( -16 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 15
{
( -112 -528 -80 ) ( -112 -576 -80 ) ( -112 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -112 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -112 -576 -80 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -576 -80 ) ( -64 -528 -48 ) ( -64 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -64 -576 -112 ) ( -64 -528 -112 ) ( -112 -528 -112 ) placeholder 64 176 0 0.2 0.2
( -64 -528 -112 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -576 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 16
{
( -64 -384 -112 ) ( -64 -383 -112 ) ( -64 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -111 ) ( -63 -624 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -384 -112 ) ( -63 -384 -112 ) ( -64 -383 -112 ) placeholder 80 192 0 0.2 0.2
( 64 -256 -80 ) ( 64 -255 -80 ) ( 65 -256 -80 ) placeholder 80 192 0 0.2 0.2
( 64 -576 -80 ) ( 65 -576 -80 ) ( 64 -576 -79 ) placeholder 80 -64 0 0.2 0.2
( -16 -256 -80 ) ( -16 -256 -79 ) ( -16 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 17
{
( -16 -624 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -16 -624 -80 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 208 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -112 ) ( 32 -624 -112 ) ( -16 -624 -112 ) placeholder -160 208 0 0.2 0.2
( -16 -624 -80 ) ( 32 -624 -80 ) ( 32 -672 -48 ) placeholder -160 208 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -80 ) ( -16 -624 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -48 ) ( 32 -624 -80 ) ( 32 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 18
{
( -112 -480 -80 ) ( -112 -528 -80 ) ( -112 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -112 -480 -80 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 160 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -112 ) ( -64 -480 -112 ) ( -112 -480 -112 ) placeholder 64 160 0 0.2 0.2
( -112 -480 -80 ) ( -64 -480 -80 ) ( -64 -528 -48 ) placeholder 64 160 0 0.2 0.2
( -64 -480 -112 ) ( -64 -480 -80 ) ( -112 -480 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -48 ) ( -64 -480 -80 ) ( -64 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 19
{
( -64 -528 -48 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -64 -576 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -576 -80 ) ( -64 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -112 ) ( -16 -528 -112 ) ( -64 -528 -112 ) placeholder 80 176 0 0.2 0.2
( -16 -528 -112 ) ( -16 -528 -80 ) ( -64 -528 -48 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 20
{
( -16 -384 -112 ) ( -16 -383 -112 ) ( -16 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -111 ) ( -15 -624 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -384 -112 ) ( -15 -384 -112 ) ( -16 -383 -112 ) placeholder -160 192 0 0.2 0.2
( 112 -256 -80 ) ( 112 -255 -80 ) ( 113 -256 -80 ) placeholder -160 192 0 0.2 0.2
( 112 -576 -80 ) ( 113 -576 -80 ) ( 112 -576 -79 ) placeholder -160 -64 0 0.2 0.2
( 32 -256 -80 ) ( 32 -256 -79 ) ( 32 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 21
{
( 32 -624 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -672 -112 ) ( 80 -624 -112 ) ( 32 -624 -112 ) placeholder -144 208 0 0.2 0.2
( 32 -624 -80 ) ( 80 -624 -80 ) ( 32 -672 -48 ) placeholder -144 208 0 0.2 0.2
( 80 -624 -112 ) ( 80 -624 -80 ) ( 32 -624 -80 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -624 -80 ) ( 80 -672 -80 ) placeholder -144 208 0 0.2 0.2
( 80 -672 -80 ) ( 80 -624 -80 ) ( 80 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 22
{
( -64 -480 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -528 -112 ) ( -16 -480 -112 ) ( -64 -480 -112 ) placeholder 80 160 0 0.2 0.2
( -64 -480 -80 ) ( -16 -480 -80 ) ( -64 -528 -48 ) placeholder 80 160 0 0.2 0.2
( -16 -480 -112 ) ( -16 -480 -80 ) ( -64 -480 -80 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -480 -80 ) ( -16 -528 -80 ) placeholder 80 160 0 0.2 0.2
( -16 -528 -80 ) ( -16 -480 -80 ) ( -16 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 23
{
( -16 -528 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -16 -576 -80 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -576 -112 ) ( 32 -528 -112 ) ( -16 -528 -112 ) placeholder -160 176 0 0.2 0.2
( -16 -528 -80 ) ( 32 -576 -80 ) ( -16 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -528 -112 ) ( 32 -528 -96 ) ( -16 -528 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -576 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 24
{
( 32 -384 -112 ) ( 32 -383 -112 ) ( 32 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -111 ) ( 33 -624 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -384 -112 ) ( 33 -384 -112 ) ( 32 -383 -112 ) placeholder -144 192 0 0.2 0.2
( 160 -256 -80 ) ( 160 -255 -80 ) ( 161 -256 -80 ) placeholder -144 192 0 0.2 0.2
( 160 -576 -80 ) ( 161 -576 -80 ) ( 160 -576 -79 ) placeholder -144 -64 0 0.2 0.2
( 80 -256 -80 ) ( 80 -256 -79 ) ( 80 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 25
{
( -16 -480 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -528 -112 ) ( 32 -480 -112 ) ( -16 -480 -112 ) placeholder -160 160 0 0.2 0.2
( -16 -480 -80 ) ( 32 -480 -80 ) ( -16 -528 -80 ) placeholder -160 160 0 0.2 0.2
( 32 -480 -112 ) ( 32 -480 -80 ) ( -16 -480 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -480 -80 ) ( 32 -528 -96 ) placeholder -160 160 0 0.2 0.2
( 32 -528 -96 ) ( 32 -480 -80 ) ( 32 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 26
{
( 32 -528 -96 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 32 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -576 -80 ) ( 80 -576 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -112 ) ( 80 -528 -112 ) ( 32 -528 -112 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -528 -80 ) ( 80 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 80 -528 -112 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -80 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 27
{
( 32 -480 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -480 -80 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 160 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -112 ) ( 80 -480 -112 ) ( 32 -480 -112 ) placeholder -144 160 0 0.2 0.2
( 32 -480 -80 ) ( 80 -480 -80 ) ( 80 -528 -80 ) placeholder -144 160 0 0.2 0.2
( 80 -480 -112 ) ( 80 -480 -80 ) ( 32 -480 -80 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -80 ) ( 80 -480 -80 ) ( 80 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "112 -48 56"
}
+293
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@@ -0,0 +1,293 @@
// Game: Generic
// Format: Standard
// entity 0
{
"classname" "worldspawn"
"wad" ""
// brush 0
{
( -112 -672 -80 ) ( -112 -720 -80 ) ( -112 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -112 -720 -80 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -720 -112 ) ( -64 -672 -112 ) ( -112 -672 -112 ) placeholder 64 224 0 0.2 0.2
( -112 -672 -80 ) ( -64 -720 -80 ) ( -112 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -672 -112 ) ( -64 -672 -96 ) ( -112 -672 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -720 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 1
{
( 0 -128 -16 ) ( 0 -127 -16 ) ( 0 -128 -15 ) placeholder 0 0 0 1 1
( 0 -128 -16 ) ( 0 -128 -15 ) ( 1 -128 -16 ) placeholder -32 0 0 1 1
( 0 -128 -16 ) ( 1 -128 -16 ) ( 0 -127 -16 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -95 0 ) ( 65 -96 0 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 65 -96 0 ) ( 64 -96 1 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -96 1 ) ( 64 -95 0 ) placeholder 0 0 0 1 1
}
// brush 2
{
( 64 -144 -32 ) ( 64 -143 -32 ) ( 64 -144 -31 ) placeholder -16 -16 0 1 1
( 64 -144 -32 ) ( 64 -144 -31 ) ( 65 -144 -32 ) placeholder -32 -16 0 1 1
( 64 -144 -32 ) ( 65 -144 -32 ) ( 64 -143 -32 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 192 -79 -16 ) ( 193 -80 -16 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 193 -80 -16 ) ( 192 -80 -15 ) placeholder -32 -16 0 1 1
( 192 -80 -16 ) ( 192 -80 -15 ) ( 192 -79 -16 ) placeholder -16 -16 0 1 1
}
// brush 3
{
( 80 16 32 ) ( 80 15 32 ) ( 80 16 31 ) placeholder 0 -16 180 1 1
( 144 -96 16 ) ( 145 -96 16 ) ( 144 -96 15 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -97 16 ) ( 145 -96 16 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 81 16 32 ) ( 80 15 32 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 80 16 31 ) ( 81 16 32 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -96 15 ) ( 144 -97 16 ) placeholder 0 -16 180 1 1
}
// brush 4
{
( 224 -48 -80 ) ( 224 16 -80 ) ( 224 -96 -56 ) placeholder -128 -60 0 1 2
( 224 -96 -56 ) ( 288 -96 -80 ) ( 224 -48 -80 ) placeholder -32 8 0 1 -2
( 224 16 -80 ) ( 272 -32 -56 ) ( 224 -96 -56 ) placeholder -134.26993 -44.949593 0 1 2
( 272 -32 -56 ) ( 288 -96 -40 ) ( 224 -96 -56 ) placeholder -32 112 0 1 1
( 224 -96 -56 ) ( 288 -96 -40 ) ( 288 -96 -80 ) placeholder -32 -16.941177 0 1 -2
( 288 -96 -80 ) ( 288 16 -80 ) ( 224 16 -80 ) placeholder -32 144 0 1 1
( 272 -32 -56 ) ( 304 -32 -56 ) ( 288 -96 -40 ) placeholder -32 112 0 1 1
( 288 16 -80 ) ( 304 -32 -56 ) ( 272 -32 -56 ) placeholder -32 -24 0 1 -2
( 288 -96 -80 ) ( 304 -32 -56 ) ( 288 16 -80 ) placeholder 144 -52 0 1 2
( 288 -96 -40 ) ( 304 -32 -56 ) ( 288 -96 -80 ) placeholder 118.95169 -69.728745 0 1 2
}
// brush 5
{
( -144 -560 -80 ) ( -144 -559 -80 ) ( -144 -560 -79 ) placeholder -80 96 0 0.2 0.2
( -144 -320 -80 ) ( -144 -320 -79 ) ( -143 -320 -80 ) placeholder -32 96 0 0.2 0.2
( -144 -560 -80 ) ( -143 -560 -80 ) ( -144 -559 -80 ) placeholder -32 80 0 0.2 0.2
( -16 -432 16 ) ( -16 -431 16 ) ( -15 -432 16 ) placeholder -32 80 0 0.2 0.2
( -16 -304 -48 ) ( -15 -304 -48 ) ( -16 -304 -47 ) placeholder -32 96 0 0.2 0.2
( 304 -432 -48 ) ( 304 -432 -47 ) ( 304 -431 -48 ) placeholder -80 96 0 0.2 0.2
}
// brush 6
{
( -160 -240 -16 ) ( -160 -241 -16 ) ( -160 -240 -17 ) placeholder -240 96 180 1 1
( -64 -304 -32 ) ( -63 -304 -32 ) ( -64 -304 -33 ) placeholder 208 96 0 1 -1
( -64 -352 -80 ) ( -64 -353 -80 ) ( -63 -352 -80 ) placeholder 208 240 0 1 -1
( -160 -240 16 ) ( -159 -240 16 ) ( -160 -241 16 ) placeholder 208 240 0 1 -1
( -160 192 -16 ) ( -160 192 -17 ) ( -159 192 -16 ) placeholder 208 96 0 1 -1
( -144 -352 -32 ) ( -144 -352 -33 ) ( -144 -353 -32 ) placeholder -240 96 180 1 1
}
// brush 7
{
( 162.74516600406096 -112 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) ( 162.74516600406096 -112 -79 ) placeholder 190.39192 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 162.74516600406096 -112 -79 ) ( 163.45227278524752 -112.70710678118652 -80 ) placeholder -38.156433 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 163.45227278524752 -112.70710678118652 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) placeholder -2.27417 3.882248 315 1 1
( 253.25483399593907 -112 -48 ) ( 253.96194077712562 -111.29289321881353 -48 ) ( 253.9619407771256 -112.70710678118664 -48 ) placeholder -2.27417 3.882248 315 1 1
( 253.25483399593907 -112 -64 ) ( 253.25483399593907 -112 -63 ) ( 253.96194077712562 -111.29289321881353 -64 ) placeholder -6.156433 0 0 0.70710677 1
( 253.25483399593907 -112 -64 ) ( 253.9619407771256 -112.70710678118664 -64 ) ( 253.25483399593907 -112 -63 ) placeholder 97.60808 0 180 0.70710677 -1
}
// brush 8
{
( -32 96 -80 ) ( -32 97 -80 ) ( -32 96 -79 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 97 272.625 -64 ) ( 96 272 -63 ) placeholder 0 0 0 1 1
( -32 96 -80 ) ( -31 96.625 -80 ) ( -32 97 -80 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( 96 272 -32 ) ( 96 273 -32 ) ( 97 272.625 -32 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( -32 96 -80 ) ( -32 96 -79 ) ( -31 96.625 -80 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 96 272 -63 ) ( 96 273 -64 ) placeholder -80 0 0 1 1
}
// brush 9
{
( -64 -672 -96 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -64 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -112 ) ( -16 -672 -112 ) ( -64 -672 -112 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -672 -80 ) ( -16 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -16 -672 -112 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 10
{
( -16 -672 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( -16 -720 -80 ) placeholder -160 224 0 0.2 0.2
( -16 -720 -80 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -720 -80 ) ( 32 -672 -48 ) ( 32 -720 -80 ) placeholder -160 224 0 0.2 0.2
( 32 -720 -112 ) ( 32 -672 -112 ) ( -16 -672 -112 ) placeholder -160 224 0 0.2 0.2
( 32 -672 -112 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -720 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 11
{
( 32 -672 -48 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( 32 -720 -80 ) ( 80 -720 -80 ) ( 80 -720 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -720 -80 ) ( 32 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -112 ) ( 80 -672 -112 ) ( 32 -672 -112 ) placeholder -144 224 0 0.2 0.2
( 80 -672 -112 ) ( 80 -672 -80 ) ( 32 -672 -48 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -80 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 12
{
( -112 -624 -80 ) ( -112 -672 -80 ) ( -112 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -672 -112 ) ( -64 -624 -112 ) ( -112 -624 -112 ) placeholder 64 208 0 0.2 0.2
( -112 -624 -80 ) ( -64 -624 -80 ) ( -112 -672 -80 ) placeholder 64 208 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -80 ) ( -112 -624 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -624 -80 ) ( -64 -672 -96 ) placeholder 64 208 0 0.2 0.2
( -64 -672 -96 ) ( -64 -624 -80 ) ( -64 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 13
{
( -112 -384 -112 ) ( -112 -383 -112 ) ( -112 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -112 -624 -112 ) ( -112 -624 -111 ) ( -111 -624 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -384 -112 ) ( -111 -384 -112 ) ( -112 -383 -112 ) placeholder 64 192 0 0.2 0.2
( 16 -256 -80 ) ( 16 -255 -80 ) ( 17 -256 -80 ) placeholder 64 192 0 0.2 0.2
( 16 -576 -80 ) ( 17 -576 -80 ) ( 16 -576 -79 ) placeholder 64 -64 0 0.2 0.2
( -64 -256 -80 ) ( -64 -256 -79 ) ( -64 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 14
{
( -64 -624 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -64 -624 -80 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 208 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -112 ) ( -16 -624 -112 ) ( -64 -624 -112 ) placeholder 80 208 0 0.2 0.2
( -64 -624 -80 ) ( -16 -624 -80 ) ( -16 -672 -80 ) placeholder 80 208 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -80 ) ( -64 -624 -80 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -80 ) ( -16 -624 -80 ) ( -16 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 15
{
( -112 -528 -80 ) ( -112 -576 -80 ) ( -112 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -112 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -112 -576 -80 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -576 -80 ) ( -64 -528 -48 ) ( -64 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -64 -576 -112 ) ( -64 -528 -112 ) ( -112 -528 -112 ) placeholder 64 176 0 0.2 0.2
( -64 -528 -112 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -576 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 16
{
( -64 -384 -112 ) ( -64 -383 -112 ) ( -64 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -111 ) ( -63 -624 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -384 -112 ) ( -63 -384 -112 ) ( -64 -383 -112 ) placeholder 80 192 0 0.2 0.2
( 64 -256 -80 ) ( 64 -255 -80 ) ( 65 -256 -80 ) placeholder 80 192 0 0.2 0.2
( 64 -576 -80 ) ( 65 -576 -80 ) ( 64 -576 -79 ) placeholder 80 -64 0 0.2 0.2
( -16 -256 -80 ) ( -16 -256 -79 ) ( -16 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 17
{
( -16 -624 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -16 -624 -80 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 208 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -112 ) ( 32 -624 -112 ) ( -16 -624 -112 ) placeholder -160 208 0 0.2 0.2
( -16 -624 -80 ) ( 32 -624 -80 ) ( 32 -672 -48 ) placeholder -160 208 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -80 ) ( -16 -624 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -48 ) ( 32 -624 -80 ) ( 32 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 18
{
( -112 -480 -80 ) ( -112 -528 -80 ) ( -112 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -112 -480 -80 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 160 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -112 ) ( -64 -480 -112 ) ( -112 -480 -112 ) placeholder 64 160 0 0.2 0.2
( -112 -480 -80 ) ( -64 -480 -80 ) ( -64 -528 -48 ) placeholder 64 160 0 0.2 0.2
( -64 -480 -112 ) ( -64 -480 -80 ) ( -112 -480 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -48 ) ( -64 -480 -80 ) ( -64 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 19
{
( -64 -528 -48 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -64 -576 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -576 -80 ) ( -64 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -112 ) ( -16 -528 -112 ) ( -64 -528 -112 ) placeholder 80 176 0 0.2 0.2
( -16 -528 -112 ) ( -16 -528 -80 ) ( -64 -528 -48 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 20
{
( -16 -384 -112 ) ( -16 -383 -112 ) ( -16 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -111 ) ( -15 -624 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -384 -112 ) ( -15 -384 -112 ) ( -16 -383 -112 ) placeholder -160 192 0 0.2 0.2
( 112 -256 -80 ) ( 112 -255 -80 ) ( 113 -256 -80 ) placeholder -160 192 0 0.2 0.2
( 112 -576 -80 ) ( 113 -576 -80 ) ( 112 -576 -79 ) placeholder -160 -64 0 0.2 0.2
( 32 -256 -80 ) ( 32 -256 -79 ) ( 32 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 21
{
( 32 -624 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -672 -112 ) ( 80 -624 -112 ) ( 32 -624 -112 ) placeholder -144 208 0 0.2 0.2
( 32 -624 -80 ) ( 80 -624 -80 ) ( 32 -672 -48 ) placeholder -144 208 0 0.2 0.2
( 80 -624 -112 ) ( 80 -624 -80 ) ( 32 -624 -80 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -624 -80 ) ( 80 -672 -80 ) placeholder -144 208 0 0.2 0.2
( 80 -672 -80 ) ( 80 -624 -80 ) ( 80 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 22
{
( -64 -480 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -528 -112 ) ( -16 -480 -112 ) ( -64 -480 -112 ) placeholder 80 160 0 0.2 0.2
( -64 -480 -80 ) ( -16 -480 -80 ) ( -64 -528 -48 ) placeholder 80 160 0 0.2 0.2
( -16 -480 -112 ) ( -16 -480 -80 ) ( -64 -480 -80 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -480 -80 ) ( -16 -528 -80 ) placeholder 80 160 0 0.2 0.2
( -16 -528 -80 ) ( -16 -480 -80 ) ( -16 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 23
{
( -16 -528 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -16 -576 -80 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -576 -112 ) ( 32 -528 -112 ) ( -16 -528 -112 ) placeholder -160 176 0 0.2 0.2
( -16 -528 -80 ) ( 32 -576 -80 ) ( -16 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -528 -112 ) ( 32 -528 -96 ) ( -16 -528 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -576 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 24
{
( 32 -384 -112 ) ( 32 -383 -112 ) ( 32 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -111 ) ( 33 -624 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -384 -112 ) ( 33 -384 -112 ) ( 32 -383 -112 ) placeholder -144 192 0 0.2 0.2
( 160 -256 -80 ) ( 160 -255 -80 ) ( 161 -256 -80 ) placeholder -144 192 0 0.2 0.2
( 160 -576 -80 ) ( 161 -576 -80 ) ( 160 -576 -79 ) placeholder -144 -64 0 0.2 0.2
( 80 -256 -80 ) ( 80 -256 -79 ) ( 80 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 25
{
( -16 -480 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -528 -112 ) ( 32 -480 -112 ) ( -16 -480 -112 ) placeholder -160 160 0 0.2 0.2
( -16 -480 -80 ) ( 32 -480 -80 ) ( -16 -528 -80 ) placeholder -160 160 0 0.2 0.2
( 32 -480 -112 ) ( 32 -480 -80 ) ( -16 -480 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -480 -80 ) ( 32 -528 -96 ) placeholder -160 160 0 0.2 0.2
( 32 -528 -96 ) ( 32 -480 -80 ) ( 32 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 26
{
( 32 -528 -96 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 32 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -576 -80 ) ( 80 -576 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -112 ) ( 80 -528 -112 ) ( 32 -528 -112 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -528 -80 ) ( 80 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 80 -528 -112 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -80 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 27
{
( 32 -480 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -480 -80 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 160 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -112 ) ( 80 -480 -112 ) ( 32 -480 -112 ) placeholder -144 160 0 0.2 0.2
( 32 -480 -80 ) ( 80 -480 -80 ) ( 80 -528 -80 ) placeholder -144 160 0 0.2 0.2
( 80 -480 -112 ) ( 80 -480 -80 ) ( 32 -480 -80 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -80 ) ( 80 -480 -80 ) ( 80 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 28
{
( 224 256 112 ) ( 224 257 112 ) ( 224 256 113 ) placeholder 170.66669 8 0 -0.375 0.4
( 224 256 112 ) ( 224 256 113 ) ( 225 256 112 ) placeholder 224 -256 0 0.4 0.4
( 224 256 112 ) ( 225 256 112 ) ( 224 257 112 ) placeholder 47.999992 138.99998 0 -0.4 0.4
( 320 336 208 ) ( 320 337 208 ) ( 321 336 208 ) placeholder 208 112 0 0.4 0.4
( 320 352 128 ) ( 321 352 128 ) ( 320 352 129 ) placeholder 48 -256 0 -0.4 0.4
( 320 336 128 ) ( 320 336 129 ) ( 320 337 128 ) placeholder 128 -256 0 0.4 0.4
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "112 -48 56"
}
+303
View File
@@ -0,0 +1,303 @@
// Game: Generic
// Format: Standard
// entity 0
{
"classname" "worldspawn"
"wad" ""
// brush 0
{
( -112 -672 -80 ) ( -112 -720 -80 ) ( -112 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -112 -720 -80 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -720 -112 ) ( -64 -672 -112 ) ( -112 -672 -112 ) placeholder 64 224 0 0.2 0.2
( -112 -672 -80 ) ( -64 -720 -80 ) ( -112 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -672 -112 ) ( -64 -672 -96 ) ( -112 -672 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -720 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 1
{
( 0 -128 -16 ) ( 0 -127 -16 ) ( 0 -128 -15 ) placeholder 0 0 0 1 1
( 0 -128 -16 ) ( 0 -128 -15 ) ( 1 -128 -16 ) placeholder -32 0 0 1 1
( 0 -128 -16 ) ( 1 -128 -16 ) ( 0 -127 -16 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -95 0 ) ( 65 -96 0 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 65 -96 0 ) ( 64 -96 1 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -96 1 ) ( 64 -95 0 ) placeholder 0 0 0 1 1
}
// brush 2
{
( 64 -144 -32 ) ( 64 -143 -32 ) ( 64 -144 -31 ) placeholder -16 -16 0 1 1
( 64 -144 -32 ) ( 64 -144 -31 ) ( 65 -144 -32 ) placeholder -32 -16 0 1 1
( 64 -144 -32 ) ( 65 -144 -32 ) ( 64 -143 -32 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 192 -79 -16 ) ( 193 -80 -16 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 193 -80 -16 ) ( 192 -80 -15 ) placeholder -32 -16 0 1 1
( 192 -80 -16 ) ( 192 -80 -15 ) ( 192 -79 -16 ) placeholder -16 -16 0 1 1
}
// brush 3
{
( 80 16 32 ) ( 80 15 32 ) ( 80 16 31 ) placeholder 0 -16 180 1 1
( 144 -96 16 ) ( 145 -96 16 ) ( 144 -96 15 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -97 16 ) ( 145 -96 16 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 81 16 32 ) ( 80 15 32 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 80 16 31 ) ( 81 16 32 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -96 15 ) ( 144 -97 16 ) placeholder 0 -16 180 1 1
}
// brush 4
{
( 240 -64 -80 ) ( 240 0 -80 ) ( 240 -112 -56 ) __TB_empty -128 -60 0 1 2
( 240 -112 -56 ) ( 304 -112 -80 ) ( 240 -64 -80 ) __TB_empty -32 8 0 1 -2
( 240 0 -80 ) ( 288 -48 -56 ) ( 240 -112 -56 ) __TB_empty -80.41865 55.557785 323.1301 1.1743635 1.1509081
( 288 -48 -56 ) ( 304 -112 -40 ) ( 240 -112 -56 ) __TB_empty -32 112 0 1 1
( 240 -112 -56 ) ( 304 -112 -40 ) ( 304 -112 -80 ) __TB_empty -32 -16.941177 0 1 -2
( 304 -112 -80 ) ( 304 0 -80 ) ( 240 0 -80 ) __TB_empty -32 144 0 1 1
( 288 -48 -56 ) ( 320 -48 -56 ) ( 304 -112 -40 ) __TB_empty -32 112 0 1 1
( 304 0 -80 ) ( 320 -48 -56 ) ( 288 -48 -56 ) __TB_empty -32 -32 0 1 -1
( 304 -112 -80 ) ( 320 -48 -56 ) ( 304 0 -80 ) __TB_empty 144 -52 0 1 2
( 304 -112 -40 ) ( 320 -48 -56 ) ( 304 -112 -80 ) __TB_empty 118.95169 -69.728745 0 1 1.1
}
// brush 5
{
( -144 -560 -80 ) ( -144 -559 -80 ) ( -144 -560 -79 ) placeholder -80 96 0 0.2 0.2
( -144 -320 -80 ) ( -144 -320 -79 ) ( -143 -320 -80 ) placeholder -32 96 0 0.2 0.2
( -144 -560 -80 ) ( -143 -560 -80 ) ( -144 -559 -80 ) placeholder -32 80 0 0.2 0.2
( -16 -432 16 ) ( -16 -431 16 ) ( -15 -432 16 ) placeholder -32 80 0 0.2 0.2
( -16 -304 -48 ) ( -15 -304 -48 ) ( -16 -304 -47 ) placeholder -32 96 0 0.2 0.2
( 304 -432 -48 ) ( 304 -432 -47 ) ( 304 -431 -48 ) placeholder -80 96 0 0.2 0.2
}
// brush 6
{
( -160 -240 -16 ) ( -160 -241 -16 ) ( -160 -240 -17 ) placeholder -240 96 180 1 1
( -64 -304 -32 ) ( -63 -304 -32 ) ( -64 -304 -33 ) placeholder 208 96 0 1 -1
( -64 -352 -80 ) ( -64 -353 -80 ) ( -63 -352 -80 ) placeholder 208 240 0 1 -1
( -160 -240 16 ) ( -159 -240 16 ) ( -160 -241 16 ) placeholder 208 240 0 1 -1
( -160 192 -16 ) ( -160 192 -17 ) ( -159 192 -16 ) placeholder 208 96 0 1 -1
( -144 -352 -32 ) ( -144 -352 -33 ) ( -144 -353 -32 ) placeholder -240 96 180 1 1
}
// brush 7
{
( 162.74516600406096 -112 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) ( 162.74516600406096 -112 -79 ) placeholder 190.39192 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 162.74516600406096 -112 -79 ) ( 163.45227278524752 -112.70710678118652 -80 ) placeholder -38.156433 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 163.45227278524752 -112.70710678118652 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) placeholder -2.27417 3.882248 315 1 1
( 253.25483399593907 -112 -48 ) ( 253.96194077712562 -111.29289321881353 -48 ) ( 253.9619407771256 -112.70710678118664 -48 ) placeholder 163.08612 199.7645 315 0.3 0.3
( 253.25483399593907 -112 -64 ) ( 253.25483399593907 -112 -63 ) ( 253.96194077712562 -111.29289321881353 -64 ) placeholder -6.156433 0 0 0.70710677 1
( 253.25483399593907 -112 -64 ) ( 253.9619407771256 -112.70710678118664 -64 ) ( 253.25483399593907 -112 -63 ) placeholder 97.60808 0 180 0.70710677 -1
}
// brush 8
{
( -32 96 -80 ) ( -32 97 -80 ) ( -32 96 -79 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 97 272.625 -64 ) ( 96 272 -63 ) placeholder 0 0 0 1 1
( -32 96 -80 ) ( -31 96.625 -80 ) ( -32 97 -80 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( 96 272 -32 ) ( 96 273 -32 ) ( 97 272.625 -32 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( -32 96 -80 ) ( -32 96 -79 ) ( -31 96.625 -80 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 96 272 -63 ) ( 96 273 -64 ) placeholder -80 0 0 1 1
}
// brush 9
{
( -64 -672 -96 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -64 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -112 ) ( -16 -672 -112 ) ( -64 -672 -112 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -672 -80 ) ( -16 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -16 -672 -112 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 10
{
( -16 -672 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( -16 -720 -80 ) placeholder -160 224 0 0.2 0.2
( -16 -720 -80 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -720 -80 ) ( 32 -672 -48 ) ( 32 -720 -80 ) placeholder -160 224 0 0.2 0.2
( 32 -720 -112 ) ( 32 -672 -112 ) ( -16 -672 -112 ) placeholder -160 224 0 0.2 0.2
( 32 -672 -112 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -720 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 11
{
( 32 -672 -48 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( 32 -720 -80 ) ( 80 -720 -80 ) ( 80 -720 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -720 -80 ) ( 32 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -112 ) ( 80 -672 -112 ) ( 32 -672 -112 ) placeholder -144 224 0 0.2 0.2
( 80 -672 -112 ) ( 80 -672 -80 ) ( 32 -672 -48 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -80 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 12
{
( -112 -624 -80 ) ( -112 -672 -80 ) ( -112 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -672 -112 ) ( -64 -624 -112 ) ( -112 -624 -112 ) placeholder 64 208 0 0.2 0.2
( -112 -624 -80 ) ( -64 -624 -80 ) ( -112 -672 -80 ) placeholder 64 208 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -80 ) ( -112 -624 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -624 -80 ) ( -64 -672 -96 ) placeholder 64 208 0 0.2 0.2
( -64 -672 -96 ) ( -64 -624 -80 ) ( -64 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 13
{
( -112 -384 -112 ) ( -112 -383 -112 ) ( -112 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -112 -624 -112 ) ( -112 -624 -111 ) ( -111 -624 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -384 -112 ) ( -111 -384 -112 ) ( -112 -383 -112 ) placeholder 64 192 0 0.2 0.2
( 16 -256 -80 ) ( 16 -255 -80 ) ( 17 -256 -80 ) placeholder 64 192 0 0.2 0.2
( 16 -576 -80 ) ( 17 -576 -80 ) ( 16 -576 -79 ) placeholder 64 -64 0 0.2 0.2
( -64 -256 -80 ) ( -64 -256 -79 ) ( -64 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 14
{
( -64 -624 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -64 -624 -80 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 208 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -112 ) ( -16 -624 -112 ) ( -64 -624 -112 ) placeholder 80 208 0 0.2 0.2
( -64 -624 -80 ) ( -16 -624 -80 ) ( -16 -672 -80 ) placeholder 80 208 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -80 ) ( -64 -624 -80 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -80 ) ( -16 -624 -80 ) ( -16 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 15
{
( -112 -528 -80 ) ( -112 -576 -80 ) ( -112 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -112 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -112 -576 -80 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -576 -80 ) ( -64 -528 -48 ) ( -64 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -64 -576 -112 ) ( -64 -528 -112 ) ( -112 -528 -112 ) placeholder 64 176 0 0.2 0.2
( -64 -528 -112 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -576 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 16
{
( -64 -384 -112 ) ( -64 -383 -112 ) ( -64 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -111 ) ( -63 -624 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -384 -112 ) ( -63 -384 -112 ) ( -64 -383 -112 ) placeholder 80 192 0 0.2 0.2
( 64 -256 -80 ) ( 64 -255 -80 ) ( 65 -256 -80 ) placeholder 80 192 0 0.2 0.2
( 64 -576 -80 ) ( 65 -576 -80 ) ( 64 -576 -79 ) placeholder 80 -64 0 0.2 0.2
( -16 -256 -80 ) ( -16 -256 -79 ) ( -16 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 17
{
( -16 -624 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -16 -624 -80 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 208 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -112 ) ( 32 -624 -112 ) ( -16 -624 -112 ) placeholder -160 208 0 0.2 0.2
( -16 -624 -80 ) ( 32 -624 -80 ) ( 32 -672 -48 ) placeholder -160 208 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -80 ) ( -16 -624 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -48 ) ( 32 -624 -80 ) ( 32 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 18
{
( -112 -480 -80 ) ( -112 -528 -80 ) ( -112 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -112 -480 -80 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 160 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -112 ) ( -64 -480 -112 ) ( -112 -480 -112 ) placeholder 64 160 0 0.2 0.2
( -112 -480 -80 ) ( -64 -480 -80 ) ( -64 -528 -48 ) placeholder 64 160 0 0.2 0.2
( -64 -480 -112 ) ( -64 -480 -80 ) ( -112 -480 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -48 ) ( -64 -480 -80 ) ( -64 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 19
{
( -64 -528 -48 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -64 -576 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -576 -80 ) ( -64 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -112 ) ( -16 -528 -112 ) ( -64 -528 -112 ) placeholder 80 176 0 0.2 0.2
( -16 -528 -112 ) ( -16 -528 -80 ) ( -64 -528 -48 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 20
{
( -16 -384 -112 ) ( -16 -383 -112 ) ( -16 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -111 ) ( -15 -624 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -384 -112 ) ( -15 -384 -112 ) ( -16 -383 -112 ) placeholder -160 192 0 0.2 0.2
( 112 -256 -80 ) ( 112 -255 -80 ) ( 113 -256 -80 ) placeholder -160 192 0 0.2 0.2
( 112 -576 -80 ) ( 113 -576 -80 ) ( 112 -576 -79 ) placeholder -160 -64 0 0.2 0.2
( 32 -256 -80 ) ( 32 -256 -79 ) ( 32 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 21
{
( 32 -624 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -672 -112 ) ( 80 -624 -112 ) ( 32 -624 -112 ) placeholder -144 208 0 0.2 0.2
( 32 -624 -80 ) ( 80 -624 -80 ) ( 32 -672 -48 ) placeholder -144 208 0 0.2 0.2
( 80 -624 -112 ) ( 80 -624 -80 ) ( 32 -624 -80 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -624 -80 ) ( 80 -672 -80 ) placeholder -144 208 0 0.2 0.2
( 80 -672 -80 ) ( 80 -624 -80 ) ( 80 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 22
{
( -64 -480 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -528 -112 ) ( -16 -480 -112 ) ( -64 -480 -112 ) placeholder 80 160 0 0.2 0.2
( -64 -480 -80 ) ( -16 -480 -80 ) ( -64 -528 -48 ) placeholder 80 160 0 0.2 0.2
( -16 -480 -112 ) ( -16 -480 -80 ) ( -64 -480 -80 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -480 -80 ) ( -16 -528 -80 ) placeholder 80 160 0 0.2 0.2
( -16 -528 -80 ) ( -16 -480 -80 ) ( -16 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 23
{
( -16 -528 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -16 -576 -80 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -576 -112 ) ( 32 -528 -112 ) ( -16 -528 -112 ) placeholder -160 176 0 0.2 0.2
( -16 -528 -80 ) ( 32 -576 -80 ) ( -16 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -528 -112 ) ( 32 -528 -96 ) ( -16 -528 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -576 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 24
{
( 32 -384 -112 ) ( 32 -383 -112 ) ( 32 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -111 ) ( 33 -624 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -384 -112 ) ( 33 -384 -112 ) ( 32 -383 -112 ) placeholder -144 192 0 0.2 0.2
( 160 -256 -80 ) ( 160 -255 -80 ) ( 161 -256 -80 ) placeholder -144 192 0 0.2 0.2
( 160 -576 -80 ) ( 161 -576 -80 ) ( 160 -576 -79 ) placeholder -144 -64 0 0.2 0.2
( 80 -256 -80 ) ( 80 -256 -79 ) ( 80 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 25
{
( -16 -480 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -528 -112 ) ( 32 -480 -112 ) ( -16 -480 -112 ) placeholder -160 160 0 0.2 0.2
( -16 -480 -80 ) ( 32 -480 -80 ) ( -16 -528 -80 ) placeholder -160 160 0 0.2 0.2
( 32 -480 -112 ) ( 32 -480 -80 ) ( -16 -480 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -480 -80 ) ( 32 -528 -96 ) placeholder -160 160 0 0.2 0.2
( 32 -528 -96 ) ( 32 -480 -80 ) ( 32 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 26
{
( 32 -528 -96 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 32 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -576 -80 ) ( 80 -576 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -112 ) ( 80 -528 -112 ) ( 32 -528 -112 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -528 -80 ) ( 80 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 80 -528 -112 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -80 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 27
{
( 32 -480 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -480 -80 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 160 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -112 ) ( 80 -480 -112 ) ( 32 -480 -112 ) placeholder -144 160 0 0.2 0.2
( 32 -480 -80 ) ( 80 -480 -80 ) ( 80 -528 -80 ) placeholder -144 160 0 0.2 0.2
( 80 -480 -112 ) ( 80 -480 -80 ) ( 32 -480 -80 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -80 ) ( 80 -480 -80 ) ( 80 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 28
{
( 224 256 112 ) ( 224 257 112 ) ( 224 256 113 ) placeholder 170.66669 8 0 -0.375 0.4
( 224 256 112 ) ( 224 256 113 ) ( 225 256 112 ) placeholder 224 -256 0 0.4 0.4
( 224 256 112 ) ( 225 256 112 ) ( 224 257 112 ) placeholder 47.999992 138.99998 0 -0.4 0.4
( 320 336 208 ) ( 320 337 208 ) ( 321 336 208 ) placeholder 208 112 0 0.4 0.4
( 320 352 128 ) ( 321 352 128 ) ( 320 352 129 ) placeholder 48 -256 0 -0.4 0.4
( 320 336 128 ) ( 320 336 129 ) ( 320 337 128 ) placeholder 128 -256 0 0.4 0.4
}
// brush 29
{
( 0 -144 -32 ) ( 16 -304 -64 ) ( 16 -144 -64 ) placeholder 0 0 0 1 1
( 32 -144 -16 ) ( 0 -304 -32 ) ( 0 -144 -32 ) placeholder 0 0 0 1 1
( 64 -304 -32 ) ( 0 -304 -32 ) ( 32 -304 -16 ) placeholder 0 0 0 1 1
( 64 -144 -64 ) ( 16 -304 -64 ) ( 64 -304 -64 ) placeholder 0 0 0 1 1
( 64 -144 -32 ) ( 16 -144 -64 ) ( 64 -144 -64 ) placeholder 0 0 0 1 1
( 64 -144 -32 ) ( 32 -304 -16 ) ( 32 -144 -16 ) placeholder 0 0 0 1 1
( 64 -144 -32 ) ( 64 -304 -64 ) ( 64 -304 -32 ) placeholder 0 0 0 1 1
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "112 -48 56"
}
+293
View File
@@ -0,0 +1,293 @@
// Game: Generic
// Format: Standard
// entity 0
{
"classname" "worldspawn"
"wad" ""
// brush 0
{
( -112 -672 -80 ) ( -112 -720 -80 ) ( -112 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -112 -720 -80 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -720 -112 ) ( -64 -672 -112 ) ( -112 -672 -112 ) placeholder 64 224 0 0.2 0.2
( -112 -672 -80 ) ( -64 -720 -80 ) ( -112 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -672 -112 ) ( -64 -672 -96 ) ( -112 -672 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -720 -80 ) placeholder 64 224 0 0.2 0.2
( -64 -720 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 1
{
( 0 -128 -16 ) ( 0 -127 -16 ) ( 0 -128 -15 ) placeholder 0 0 0 1 1
( 0 -128 -16 ) ( 0 -128 -15 ) ( 1 -128 -16 ) placeholder -32 0 0 1 1
( 0 -128 -16 ) ( 1 -128 -16 ) ( 0 -127 -16 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -95 0 ) ( 65 -96 0 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 65 -96 0 ) ( 64 -96 1 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -96 1 ) ( 64 -95 0 ) placeholder 0 0 0 1 1
}
// brush 2
{
( 64 -144 -32 ) ( 64 -143 -32 ) ( 64 -144 -31 ) placeholder -16 -16 0 1 1
( 64 -144 -32 ) ( 64 -144 -31 ) ( 65 -144 -32 ) placeholder -32 -16 0 1 1
( 64 -144 -32 ) ( 65 -144 -32 ) ( 64 -143 -32 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 192 -79 -16 ) ( 193 -80 -16 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 193 -80 -16 ) ( 192 -80 -15 ) placeholder -32 -16 0 1 1
( 192 -80 -16 ) ( 192 -80 -15 ) ( 192 -79 -16 ) placeholder -16 -16 0 1 1
}
// brush 3
{
( 80 16 32 ) ( 80 15 32 ) ( 80 16 31 ) placeholder 0 -16 180 1 1
( 144 -96 16 ) ( 145 -96 16 ) ( 144 -96 15 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -97 16 ) ( 145 -96 16 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 81 16 32 ) ( 80 15 32 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 80 16 31 ) ( 81 16 32 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -96 15 ) ( 144 -97 16 ) placeholder 0 -16 180 1 1
}
// brush 4
{
( 224 -48 -80 ) ( 224 16 -80 ) ( 224 -96 -56 ) __TB_empty -128 -60 0 1 2
( 224 -96 -56 ) ( 288 -96 -80 ) ( 224 -48 -80 ) __TB_empty -32 8 0 1 -2
( 224 16 -80 ) ( 272 -32 -56 ) ( 224 -96 -56 ) __TB_empty -134.26993 -44.949593 0 1 2
( 272 -32 -56 ) ( 288 -96 -40 ) ( 224 -96 -56 ) __TB_empty -32 112 0 1 1
( 224 -96 -56 ) ( 288 -96 -40 ) ( 288 -96 -80 ) __TB_empty -32 -16.941177 0 1 -2
( 288 -96 -80 ) ( 288 16 -80 ) ( 224 16 -80 ) __TB_empty -32 144 0 1 1
( 272 -32 -56 ) ( 304 -32 -56 ) ( 288 -96 -40 ) __TB_empty -32 112 0 1 1
( 288 16 -80 ) ( 304 -32 -56 ) ( 272 -32 -56 ) __TB_empty -32 -24 0 1 -2
( 288 -96 -80 ) ( 304 -32 -56 ) ( 288 16 -80 ) __TB_empty 144 -52 0 1 2
( 288 -96 -40 ) ( 304 -32 -56 ) ( 288 -96 -80 ) __TB_empty 118.95169 -69.728745 0 1 2
}
// brush 5
{
( -144 -560 -80 ) ( -144 -559 -80 ) ( -144 -560 -79 ) placeholder -80 96 0 0.2 0.2
( -144 -320 -80 ) ( -144 -320 -79 ) ( -143 -320 -80 ) placeholder -32 96 0 0.2 0.2
( -144 -560 -80 ) ( -143 -560 -80 ) ( -144 -559 -80 ) placeholder -32 80 0 0.2 0.2
( -16 -432 16 ) ( -16 -431 16 ) ( -15 -432 16 ) placeholder -32 80 0 0.2 0.2
( -16 -304 -48 ) ( -15 -304 -48 ) ( -16 -304 -47 ) placeholder -32 96 0 0.2 0.2
( 304 -432 -48 ) ( 304 -432 -47 ) ( 304 -431 -48 ) placeholder -80 96 0 0.2 0.2
}
// brush 6
{
( -160 -240 -16 ) ( -160 -241 -16 ) ( -160 -240 -17 ) placeholder -240 96 180 1 1
( -64 -304 -32 ) ( -63 -304 -32 ) ( -64 -304 -33 ) placeholder 208 96 0 1 -1
( -64 -352 -80 ) ( -64 -353 -80 ) ( -63 -352 -80 ) placeholder 208 240 0 1 -1
( -160 -240 16 ) ( -159 -240 16 ) ( -160 -241 16 ) placeholder 208 240 0 1 -1
( -160 192 -16 ) ( -160 192 -17 ) ( -159 192 -16 ) placeholder 208 96 0 1 -1
( -144 -352 -32 ) ( -144 -352 -33 ) ( -144 -353 -32 ) placeholder -240 96 180 1 1
}
// brush 7
{
( 162.74516600406096 -112 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) ( 162.74516600406096 -112 -79 ) placeholder 190.39192 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 162.74516600406096 -112 -79 ) ( 163.45227278524752 -112.70710678118652 -80 ) placeholder -38.156433 0 0 0.70710677 1
( 162.74516600406096 -112 -80 ) ( 163.45227278524752 -112.70710678118652 -80 ) ( 163.4522727852475 -111.29289321881345 -80 ) placeholder -2.27417 3.882248 315 1 1
( 253.25483399593907 -112 -48 ) ( 253.96194077712562 -111.29289321881353 -48 ) ( 253.9619407771256 -112.70710678118664 -48 ) placeholder -2.27417 3.882248 315 1 1
( 253.25483399593907 -112 -64 ) ( 253.25483399593907 -112 -63 ) ( 253.96194077712562 -111.29289321881353 -64 ) placeholder -6.156433 0 0 0.70710677 1
( 253.25483399593907 -112 -64 ) ( 253.9619407771256 -112.70710678118664 -64 ) ( 253.25483399593907 -112 -63 ) placeholder 97.60808 0 180 0.70710677 -1
}
// brush 8
{
( -32 96 -80 ) ( -32 97 -80 ) ( -32 96 -79 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 97 272.625 -64 ) ( 96 272 -63 ) placeholder 0 0 0 1 1
( -32 96 -80 ) ( -31 96.625 -80 ) ( -32 97 -80 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( 96 272 -32 ) ( 96 273 -32 ) ( 97 272.625 -32 ) placeholder -73.70788 15.668304 32.00539 1.1792476 0.87100387
( -32 96 -80 ) ( -32 96 -79 ) ( -31 96.625 -80 ) placeholder 0 0 0 1 1
( 96 272 -64 ) ( 96 272 -63 ) ( 96 273 -64 ) placeholder -80 0 0 1 1
}
// brush 9
{
( -64 -672 -96 ) ( -64 -720 -80 ) ( -64 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -64 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -112 ) ( -16 -672 -112 ) ( -64 -672 -112 ) placeholder 80 224 0 0.2 0.2
( -64 -720 -80 ) ( -16 -672 -80 ) ( -16 -720 -80 ) placeholder 80 224 0 0.2 0.2
( -16 -672 -112 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 -64 0 0.2 0.2
( -16 -720 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 10
{
( -16 -672 -80 ) ( -16 -720 -80 ) ( -16 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( -16 -720 -80 ) placeholder -160 224 0 0.2 0.2
( -16 -720 -80 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -720 -80 ) ( 32 -672 -48 ) ( 32 -720 -80 ) placeholder -160 224 0 0.2 0.2
( 32 -720 -112 ) ( 32 -672 -112 ) ( -16 -672 -112 ) placeholder -160 224 0 0.2 0.2
( 32 -672 -112 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -720 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 11
{
( 32 -672 -48 ) ( 32 -720 -80 ) ( 32 -720 -112 ) placeholder -224 -64 0 0.2 0.2
( 32 -720 -80 ) ( 80 -720 -80 ) ( 80 -720 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -720 -80 ) ( 32 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -112 ) ( 80 -672 -112 ) ( 32 -672 -112 ) placeholder -144 224 0 0.2 0.2
( 80 -672 -112 ) ( 80 -672 -80 ) ( 32 -672 -48 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -720 -80 ) placeholder -144 224 0 0.2 0.2
( 80 -720 -80 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -224 -64 0 0.2 0.2
}
// brush 12
{
( -112 -624 -80 ) ( -112 -672 -80 ) ( -112 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -672 -112 ) ( -64 -624 -112 ) ( -112 -624 -112 ) placeholder 64 208 0 0.2 0.2
( -112 -624 -80 ) ( -64 -624 -80 ) ( -112 -672 -80 ) placeholder 64 208 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -80 ) ( -112 -624 -80 ) placeholder 64 -64 0 0.2 0.2
( -112 -672 -80 ) ( -64 -624 -80 ) ( -64 -672 -96 ) placeholder 64 208 0 0.2 0.2
( -64 -672 -96 ) ( -64 -624 -80 ) ( -64 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 13
{
( -112 -384 -112 ) ( -112 -383 -112 ) ( -112 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -112 -624 -112 ) ( -112 -624 -111 ) ( -111 -624 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -384 -112 ) ( -111 -384 -112 ) ( -112 -383 -112 ) placeholder 64 192 0 0.2 0.2
( 16 -256 -80 ) ( 16 -255 -80 ) ( 17 -256 -80 ) placeholder 64 192 0 0.2 0.2
( 16 -576 -80 ) ( 17 -576 -80 ) ( 16 -576 -79 ) placeholder 64 -64 0 0.2 0.2
( -64 -256 -80 ) ( -64 -256 -79 ) ( -64 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 14
{
( -64 -624 -80 ) ( -64 -672 -96 ) ( -64 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -64 -624 -80 ) ( -16 -672 -80 ) ( -64 -672 -96 ) placeholder 80 208 0 0.2 0.2
( -64 -672 -96 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -112 ) ( -16 -624 -112 ) ( -64 -624 -112 ) placeholder 80 208 0 0.2 0.2
( -64 -624 -80 ) ( -16 -624 -80 ) ( -16 -672 -80 ) placeholder 80 208 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -80 ) ( -64 -624 -80 ) placeholder 80 -64 0 0.2 0.2
( -16 -672 -80 ) ( -16 -624 -80 ) ( -16 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 15
{
( -112 -528 -80 ) ( -112 -576 -80 ) ( -112 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -112 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -112 -576 -80 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder 64 -64 0 0.2 0.2
( -112 -576 -80 ) ( -64 -528 -48 ) ( -64 -576 -80 ) placeholder 64 176 0 0.2 0.2
( -64 -576 -112 ) ( -64 -528 -112 ) ( -112 -528 -112 ) placeholder 64 176 0 0.2 0.2
( -64 -528 -112 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -576 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 16
{
( -64 -384 -112 ) ( -64 -383 -112 ) ( -64 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -64 -624 -112 ) ( -64 -624 -111 ) ( -63 -624 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -384 -112 ) ( -63 -384 -112 ) ( -64 -383 -112 ) placeholder 80 192 0 0.2 0.2
( 64 -256 -80 ) ( 64 -255 -80 ) ( 65 -256 -80 ) placeholder 80 192 0 0.2 0.2
( 64 -576 -80 ) ( 65 -576 -80 ) ( 64 -576 -79 ) placeholder 80 -64 0 0.2 0.2
( -16 -256 -80 ) ( -16 -256 -79 ) ( -16 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 17
{
( -16 -624 -80 ) ( -16 -672 -80 ) ( -16 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( -16 -624 -80 ) ( 32 -672 -48 ) ( -16 -672 -80 ) placeholder -160 208 0 0.2 0.2
( -16 -672 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -112 ) ( 32 -624 -112 ) ( -16 -624 -112 ) placeholder -160 208 0 0.2 0.2
( -16 -624 -80 ) ( 32 -624 -80 ) ( 32 -672 -48 ) placeholder -160 208 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -80 ) ( -16 -624 -80 ) placeholder -160 -64 0 0.2 0.2
( 32 -672 -48 ) ( 32 -624 -80 ) ( 32 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 18
{
( -112 -480 -80 ) ( -112 -528 -80 ) ( -112 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -112 -480 -80 ) ( -64 -528 -48 ) ( -112 -528 -80 ) placeholder 64 160 0 0.2 0.2
( -112 -528 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -112 ) ( -64 -480 -112 ) ( -112 -480 -112 ) placeholder 64 160 0 0.2 0.2
( -112 -480 -80 ) ( -64 -480 -80 ) ( -64 -528 -48 ) placeholder 64 160 0 0.2 0.2
( -64 -480 -112 ) ( -64 -480 -80 ) ( -112 -480 -80 ) placeholder 64 -64 0 0.2 0.2
( -64 -528 -48 ) ( -64 -480 -80 ) ( -64 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 19
{
( -64 -528 -48 ) ( -64 -576 -80 ) ( -64 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -64 -576 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -576 -80 ) ( -64 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -112 ) ( -16 -528 -112 ) ( -64 -528 -112 ) placeholder 80 176 0 0.2 0.2
( -16 -528 -112 ) ( -16 -528 -80 ) ( -64 -528 -48 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -576 -80 ) placeholder 80 176 0 0.2 0.2
( -16 -576 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 20
{
( -16 -384 -112 ) ( -16 -383 -112 ) ( -16 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( -16 -624 -112 ) ( -16 -624 -111 ) ( -15 -624 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -384 -112 ) ( -15 -384 -112 ) ( -16 -383 -112 ) placeholder -160 192 0 0.2 0.2
( 112 -256 -80 ) ( 112 -255 -80 ) ( 113 -256 -80 ) placeholder -160 192 0 0.2 0.2
( 112 -576 -80 ) ( 113 -576 -80 ) ( 112 -576 -79 ) placeholder -160 -64 0 0.2 0.2
( 32 -256 -80 ) ( 32 -256 -79 ) ( 32 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 21
{
( 32 -624 -80 ) ( 32 -672 -48 ) ( 32 -672 -112 ) placeholder -208 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -672 -80 ) ( 80 -672 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -672 -112 ) ( 80 -624 -112 ) ( 32 -624 -112 ) placeholder -144 208 0 0.2 0.2
( 32 -624 -80 ) ( 80 -624 -80 ) ( 32 -672 -48 ) placeholder -144 208 0 0.2 0.2
( 80 -624 -112 ) ( 80 -624 -80 ) ( 32 -624 -80 ) placeholder -144 -64 0 0.2 0.2
( 32 -672 -48 ) ( 80 -624 -80 ) ( 80 -672 -80 ) placeholder -144 208 0 0.2 0.2
( 80 -672 -80 ) ( 80 -624 -80 ) ( 80 -624 -112 ) placeholder -208 -64 0 0.2 0.2
}
// brush 22
{
( -64 -480 -80 ) ( -64 -528 -48 ) ( -64 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder 80 -64 0 0.2 0.2
( -16 -528 -112 ) ( -16 -480 -112 ) ( -64 -480 -112 ) placeholder 80 160 0 0.2 0.2
( -64 -480 -80 ) ( -16 -480 -80 ) ( -64 -528 -48 ) placeholder 80 160 0 0.2 0.2
( -16 -480 -112 ) ( -16 -480 -80 ) ( -64 -480 -80 ) placeholder 80 -64 0 0.2 0.2
( -64 -528 -48 ) ( -16 -480 -80 ) ( -16 -528 -80 ) placeholder 80 160 0 0.2 0.2
( -16 -528 -80 ) ( -16 -480 -80 ) ( -16 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 23
{
( -16 -528 -80 ) ( -16 -576 -80 ) ( -16 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( -16 -576 -80 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -576 -112 ) ( 32 -528 -112 ) ( -16 -528 -112 ) placeholder -160 176 0 0.2 0.2
( -16 -528 -80 ) ( 32 -576 -80 ) ( -16 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -528 -112 ) ( 32 -528 -96 ) ( -16 -528 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -576 -80 ) placeholder -160 176 0 0.2 0.2
( 32 -576 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 24
{
( 32 -384 -112 ) ( 32 -383 -112 ) ( 32 -384 -111 ) placeholder -192 -64 0 0.2 0.2
( 32 -624 -112 ) ( 32 -624 -111 ) ( 33 -624 -112 ) placeholder -144 -64 0 0.2 0.2
( 32 -384 -112 ) ( 33 -384 -112 ) ( 32 -383 -112 ) placeholder -144 192 0 0.2 0.2
( 160 -256 -80 ) ( 160 -255 -80 ) ( 161 -256 -80 ) placeholder -144 192 0 0.2 0.2
( 160 -576 -80 ) ( 161 -576 -80 ) ( 160 -576 -79 ) placeholder -144 -64 0 0.2 0.2
( 80 -256 -80 ) ( 80 -256 -79 ) ( 80 -255 -80 ) placeholder -192 -64 0 0.2 0.2
}
// brush 25
{
( -16 -480 -80 ) ( -16 -528 -80 ) ( -16 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -528 -112 ) ( 32 -480 -112 ) ( -16 -480 -112 ) placeholder -160 160 0 0.2 0.2
( -16 -480 -80 ) ( 32 -480 -80 ) ( -16 -528 -80 ) placeholder -160 160 0 0.2 0.2
( 32 -480 -112 ) ( 32 -480 -80 ) ( -16 -480 -80 ) placeholder -160 -64 0 0.2 0.2
( -16 -528 -80 ) ( 32 -480 -80 ) ( 32 -528 -96 ) placeholder -160 160 0 0.2 0.2
( 32 -528 -96 ) ( 32 -480 -80 ) ( 32 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 26
{
( 32 -528 -96 ) ( 32 -576 -80 ) ( 32 -576 -112 ) placeholder -176 -64 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 32 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -576 -80 ) ( 80 -576 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -112 ) ( 80 -528 -112 ) ( 32 -528 -112 ) placeholder -144 176 0 0.2 0.2
( 32 -576 -80 ) ( 80 -528 -80 ) ( 80 -576 -80 ) placeholder -144 176 0 0.2 0.2
( 80 -528 -112 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 -64 0 0.2 0.2
( 80 -576 -80 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -176 -64 0 0.2 0.2
}
// brush 27
{
( 32 -480 -80 ) ( 32 -528 -96 ) ( 32 -528 -112 ) placeholder -160 -64 0 0.2 0.2
( 32 -480 -80 ) ( 80 -528 -80 ) ( 32 -528 -96 ) placeholder -144 160 0 0.2 0.2
( 32 -528 -96 ) ( 80 -528 -80 ) ( 80 -528 -112 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -112 ) ( 80 -480 -112 ) ( 32 -480 -112 ) placeholder -144 160 0 0.2 0.2
( 32 -480 -80 ) ( 80 -480 -80 ) ( 80 -528 -80 ) placeholder -144 160 0 0.2 0.2
( 80 -480 -112 ) ( 80 -480 -80 ) ( 32 -480 -80 ) placeholder -144 -64 0 0.2 0.2
( 80 -528 -80 ) ( 80 -480 -80 ) ( 80 -480 -112 ) placeholder -160 -64 0 0.2 0.2
}
// brush 28
{
( 224 256 112 ) ( 224 257 112 ) ( 224 256 113 ) placeholder 170.66669 8 0 -0.375 0.4
( 224 256 112 ) ( 224 256 113 ) ( 225 256 112 ) placeholder 224 -256 0 0.4 0.4
( 224 256 112 ) ( 225 256 112 ) ( 224 257 112 ) placeholder 47.999992 138.99998 0 -0.4 0.4
( 320 336 208 ) ( 320 337 208 ) ( 321 336 208 ) placeholder 208 112 0 0.4 0.4
( 320 352 128 ) ( 321 352 128 ) ( 320 352 129 ) placeholder 48 -256 0 -0.4 0.4
( 320 336 128 ) ( 320 336 129 ) ( 320 337 128 ) placeholder 128 -256 0 0.4 0.4
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "112 -48 56"
}
+84
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@@ -0,0 +1,84 @@
// Game: Generic
// Format: Standard
// entity 0
{
"classname" "worldspawn"
"wad" ""
// brush 0
{
( -144 -64 -112 ) ( -144 -63 -112 ) ( -144 -64 -111 ) placeholder 0 -64 0 0.2 0.2
( -144 -304 -112 ) ( -144 -304 -111 ) ( -143 -304 -112 ) placeholder 224 -64 0 0.2 0.2
( -144 -64 -112 ) ( -143 -64 -112 ) ( -144 -63 -112 ) placeholder 224 0 0 0.2 0.2
( -16 64 -80 ) ( -16 65 -80 ) ( -15 64 -80 ) placeholder 224 0 0 0.2 0.2
( -16 192 -80 ) ( -15 192 -80 ) ( -16 192 -79 ) placeholder 224 -64 0 0.2 0.2
( 304 64 -80 ) ( 304 64 -79 ) ( 304 65 -80 ) placeholder 0 -64 0 0.2 0.2
}
// brush 1
{
( 0 -128 -16 ) ( 0 -127 -16 ) ( 0 -128 -15 ) placeholder 0 0 0 1 1
( 0 -128 -16 ) ( 0 -128 -15 ) ( 1 -128 -16 ) placeholder -32 0 0 1 1
( 0 -128 -16 ) ( 1 -128 -16 ) ( 0 -127 -16 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -95 0 ) ( 65 -96 0 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 65 -96 0 ) ( 64 -96 1 ) placeholder -32 0 0 1 1
( 64 -96 0 ) ( 64 -96 1 ) ( 64 -95 0 ) placeholder 0 0 0 1 1
}
// brush 2
{
( 64 -144 -32 ) ( 64 -143 -32 ) ( 64 -144 -31 ) placeholder -16 -16 0 1 1
( 64 -144 -32 ) ( 64 -144 -31 ) ( 65 -144 -32 ) placeholder -32 -16 0 1 1
( 64 -144 -32 ) ( 65 -144 -32 ) ( 64 -143 -32 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 192 -79 -16 ) ( 193 -80 -16 ) placeholder -32 16 0 1 1
( 192 -80 -16 ) ( 193 -80 -16 ) ( 192 -80 -15 ) placeholder -32 -16 0 1 1
( 192 -80 -16 ) ( 192 -80 -15 ) ( 192 -79 -16 ) placeholder -16 -16 0 1 1
}
// brush 3
{
( 80 16 32 ) ( 80 15 32 ) ( 80 16 31 ) placeholder 0 -16 180 1 1
( 144 -96 16 ) ( 145 -96 16 ) ( 144 -96 15 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -97 16 ) ( 145 -96 16 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 81 16 32 ) ( 80 15 32 ) placeholder 16 0 0 1 -1
( 80 16 32 ) ( 80 16 31 ) ( 81 16 32 ) placeholder 16 -16 0 1 -1
( 144 -96 16 ) ( 144 -96 15 ) ( 144 -97 16 ) placeholder 0 -16 180 1 1
}
// brush 4
{
( 224 -48 -80 ) ( 224 -47 -80 ) ( 224 -48 -79 ) placeholder -144 -96 0 1 1
( 224 -48 -80 ) ( 224 -48 -79 ) ( 225 -48 -80 ) placeholder -32 -96 0 1 1
( 224 -48 -80 ) ( 225 -48 -80 ) ( 224 -47 -80 ) placeholder -32 144 0 1 1
( 288 16 -64 ) ( 288 17 -64 ) ( 289 16 -64 ) placeholder -32 144 0 1 1
( 288 16 -64 ) ( 289 16 -64 ) ( 288 16 -63 ) placeholder -32 -96 0 1 1
( 288 16 -64 ) ( 288 16 -63 ) ( 288 17 -64 ) placeholder -144 -96 0 1 1
}
// brush 5
{
( -144 -560 -80 ) ( -144 -559 -80 ) ( -144 -560 -79 ) placeholder -80 96 0 0.2 0.2
( -144 -320 -80 ) ( -144 -320 -79 ) ( -143 -320 -80 ) placeholder -32 96 0 0.2 0.2
( -144 -560 -80 ) ( -143 -560 -80 ) ( -144 -559 -80 ) placeholder -32 80 0 0.2 0.2
( -16 -432 16 ) ( -16 -431 16 ) ( -15 -432 16 ) placeholder -32 80 0 0.2 0.2
( -16 -304 -48 ) ( -15 -304 -48 ) ( -16 -304 -47 ) placeholder -32 96 0 0.2 0.2
( 304 -432 -48 ) ( 304 -432 -47 ) ( 304 -431 -48 ) placeholder -80 96 0 0.2 0.2
}
// brush 6
{
( -160 -240 -16 ) ( -160 -241 -16 ) ( -160 -240 -17 ) placeholder -240 96 180 1 1
( -64 -304 -32 ) ( -63 -304 -32 ) ( -64 -304 -33 ) placeholder 208 96 0 1 -1
( -64 -352 -80 ) ( -64 -353 -80 ) ( -63 -352 -80 ) placeholder 208 240 0 1 -1
( -160 -240 16 ) ( -159 -240 16 ) ( -160 -241 16 ) placeholder 208 240 0 1 -1
( -160 192 -16 ) ( -160 192 -17 ) ( -159 192 -16 ) placeholder 208 96 0 1 -1
( -144 -352 -32 ) ( -144 -352 -33 ) ( -144 -353 -32 ) placeholder -240 96 180 1 1
}
// brush 7
{
( 176 -144 -80 ) ( 176 -143 -80 ) ( 176 -144 -79 ) placeholder 176 0 0 1 1
( 176 -144 -80 ) ( 176 -144 -79 ) ( 177 -144 -80 ) placeholder 16 0 0 1 1
( 176 -144 -80 ) ( 177 -144 -80 ) ( 176 -143 -80 ) placeholder 16 -176 0 1 1
( 240 -80 -48 ) ( 240 -79 -48 ) ( 241 -80 -48 ) placeholder 16 -176 0 1 1
( 240 -80 -64 ) ( 241 -80 -64 ) ( 240 -80 -63 ) placeholder 16 0 0 1 1
( 240 -80 -64 ) ( 240 -80 -63 ) ( 240 -79 -64 ) placeholder 176 0 0 1 1
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "112 -48 56"
}
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+44
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@@ -0,0 +1,44 @@
//! Konsolen-REPL — Headless-Treiber für Tests und Betrieb ohne GPU.
//!
//! Liest Zeilen von stdin, gibt sie an `Session::exec` und druckt die
//! Ausgabe. Befehls- und Dialoglogik liegen in `session`, damit das
//! Fenster-Frontend dieselbe Session ohne Duplikat steuern kann.
use std::io::{self, Write};
use crate::session::{Mode, Session};
pub fn run(mut session: Session, signals_path: &str) {
println!("wds-Konsole — {} Signale aus {}. `help` für Befehle.",
session.game.signals.len(), signals_path);
// Reserviertes `[init]`-Signal: KV-Defaults setzen, bevor Stories laufen.
for line in session.start() { println!("{line}"); }
loop {
let Some(input) = read_line(prompt_for(&session.mode)) else { break };
let r = session.exec(input.trim());
for line in r.output { println!("{line}"); }
if r.quit { break; }
}
}
/// Prompt je nach Zustand: Befehl, Dialog-Weiterblättern oder Choice-Wahl.
fn prompt_for(mode: &Mode) -> &'static str {
match mode {
Mode::Dialog(d) if !d.choices.is_empty() => " wahl> ",
Mode::Dialog(_) => " [Enter] ",
Mode::Free => "> ",
}
}
/// Zeile von stdin lesen; `None` bei EOF (Ctrl-D) oder Lesefehler.
fn read_line(prompt: &str) -> Option<String> {
print!("{prompt}");
io::stdout().flush().ok();
let mut buf = String::new();
match io::stdin().read_line(&mut buf) {
Ok(0) | Err(_) => None,
Ok(_) => Some(buf.trim_end().to_string()),
}
}
+9 -3
View File
@@ -11,9 +11,15 @@
//! sie, die Engine führt sie später aus. So bleibt der Kern headless //! sie, die Engine führt sie später aus. So bleibt der Kern headless
//! testbar und kennt keines der Subsysteme. //! testbar und kennt keines der Subsysteme.
use crate::ink; use std::collections::HashMap;
use crate::kv::Store;
use crate::signals::Signals; use crate::engine::ink;
use crate::engine::kv::Store;
/// Signal-Table aus `assets/signals.toml`: Signal-Name → Action-Strings.
/// Geladen/geparst von [`crate::engine::signals`]; definiert ist der Typ
/// hier beim Zustand, damit `game` ← `signals` eine Einbahnstraße bleibt.
pub type Signals = HashMap<String, Vec<String>>;
/// Action, die der Kern nicht selbst ausführt, sondern ans Frontend /// Action, die der Kern nicht selbst ausführt, sondern ans Frontend
/// weiterreicht. Die Queue in `Game::actions` gehört nach jedem Dispatch /// weiterreicht. Die Queue in `Game::actions` gehört nach jedem Dispatch
+1 -1
View File
@@ -15,7 +15,7 @@ use std::fs::read_to_string;
use bladeink::story::Story as BladeStory; use bladeink::story::Story as BladeStory;
use crate::kv::Store; use crate::engine::kv::Store;
pub enum StoryState { pub enum StoryState {
Text(String), Text(String),
+1 -1
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@@ -3,7 +3,7 @@
//! Single Source of Truth für alle Spielvariablen (Quest-Flags, Inventar- //! Single Source of Truth für alle Spielvariablen (Quest-Flags, Inventar-
//! Counter, Story-Beats). Ink-Skripte haben eigene `variables_state`-Stores; //! Counter, Story-Beats). Ink-Skripte haben eigene `variables_state`-Stores;
//! die werden bei jedem `cont()` mit diesem KV synchronisiert (siehe //! die werden bei jedem `cont()` mit diesem KV synchronisiert (siehe
//! [`crate::ink`]). Damit der KV authoritativ bleibt: externe Actions //! [`crate::engine::ink`]). Damit der KV authoritativ bleibt: externe Actions
//! (`set`, `inc`, `clear`) ändern *immer* den KV, niemals direkt die Story. //! (`set`, `inc`, `clear`) ändern *immer* den KV, niemals direkt die Story.
//! //!
//! Wir nutzen `bladeink::ValueType` als Value, damit die Sync-Konvertierung //! Wir nutzen `bladeink::ValueType` als Value, damit die Sync-Konvertierung
+179
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@@ -0,0 +1,179 @@
//! Quake-`.map`-Parser (Standard-Format, wie TrenchBroom es mit dem
//! Generic-Game exportiert).
//!
//! Struktur: eine Datei ist eine Liste von Entities `{...}`. Eine Entity
//! hält Key/Value-Properties (`"key" "value"`) und null oder mehr Brushes
//! `{...}`. Ein Brush ist eine Liste von Faces; jede Face ist eine Ebene
//! aus drei Punkten plus Textur-Ausrichtung:
//!
//! ( x y z ) ( x y z ) ( x y z ) TEXTUR offX offY rot scaleX scaleY
//!
//! Hier wird nur geparst — Geometrie bleibt im Quake-Koordinatensystem
//! (Z-up, Brush = Schnitt der Halbräume); die Umrechnung ins Engine-System
//! und der Halbraum-Schnitt sind Sache des Konsumenten (render::brush).
use std::collections::HashMap;
use std::fs::read_to_string;
pub struct Map {
pub entities: Vec<Entity>,
}
#[derive(Default)]
pub struct Entity {
pub props: HashMap<String, String>,
pub brushes: Vec<Brush>,
}
impl Entity {
// Wird beim Entity-/Metadaten-Schritt gebraucht (worldspawn vs. Props,
// Signal-Bindung); bis dahin nur in Tests verwendet.
#[allow(dead_code)]
pub fn classname(&self) -> Option<&str> {
self.props.get("classname").map(String::as_str)
}
}
pub struct Brush {
pub faces: Vec<Face>,
}
/// Eine Brush-Face: Ebene aus drei Punkten (Quake-Reihenfolge, im
/// Uhrzeigersinn von vorn gesehen) plus Textur-Ausrichtung. Die
/// Ausrichtungsfelder werden erst vom Textur-Schritt gebraucht.
pub struct Face {
pub plane: [[f32; 3]; 3],
pub texture: String,
#[allow(dead_code)]
pub offset: [f32; 2],
#[allow(dead_code)]
pub rotation: f32,
#[allow(dead_code)]
pub scale: [f32; 2],
}
pub fn load(path: &str) -> Map {
let src = read_to_string(path).unwrap_or_else(|e| panic!("map load {path}: {e}"));
parse(&src)
}
pub fn parse(src: &str) -> Map {
let mut entities = Vec::new();
let mut cur_entity: Option<Entity> = None;
let mut cur_brush: Option<Brush> = None;
for raw in src.lines() {
// Kommentar (`// …`) abschneiden, dann trimmen.
let line = match raw.split_once("//") {
Some((code, _)) => code.trim(),
None => raw.trim(),
};
if line.is_empty() { continue; }
match line {
"{" => {
// Erstes `{` öffnet eine Entity, ein weiteres einen Brush.
if cur_entity.is_none() {
cur_entity = Some(Entity::default());
} else {
cur_brush = Some(Brush { faces: Vec::new() });
}
}
"}" => {
if let Some(brush) = cur_brush.take() {
cur_entity.as_mut().unwrap().brushes.push(brush);
} else if let Some(entity) = cur_entity.take() {
entities.push(entity);
}
}
_ => {
if let Some(brush) = cur_brush.as_mut() {
if let Some(face) = parse_face(line) {
brush.faces.push(face);
}
} else if let Some(entity) = cur_entity.as_mut() {
if let Some((k, v)) = parse_property(line) {
entity.props.insert(k, v);
}
}
}
}
}
Map { entities }
}
/// `"key" "value"` — Wert darf leer sein.
fn parse_property(line: &str) -> Option<(String, String)> {
let mut it = line.split('"');
it.next()?; // vor dem ersten "
let key = it.next()?; // key
it.next()?; // zwischen den Paaren
let val = it.next()?; // value
Some((key.to_string(), val.to_string()))
}
/// `( x y z ) ( x y z ) ( x y z ) TEX offX offY rot sx sy`
fn parse_face(line: &str) -> Option<Face> {
let t: Vec<&str> = line.split_whitespace().collect();
let mut i = 0;
let mut plane = [[0.0f32; 3]; 3];
for p in 0..3 {
if *t.get(i)? != "(" { return None; }
for k in 0..3 {
plane[p][k] = t.get(i + 1 + k)?.parse().ok()?;
}
if *t.get(i + 4)? != ")" { return None; }
i += 5;
}
let texture = (*t.get(i)?).to_string();
let nums: Option<Vec<f32>> = t[i + 1..i + 6].iter().map(|s| s.parse().ok()).collect();
let n = nums?;
Some(Face {
plane,
texture,
offset: [n[0], n[1]],
rotation: n[2],
scale: [n[3], n[4]],
})
}
#[cfg(test)]
mod tests {
use super::*;
const SAMPLE: &str = r#"
// entity 0
{
"classname" "worldspawn"
"wad" ""
// brush 0
{
( -48 -64 -48 ) ( -48 -63 -48 ) ( -48 -64 -47 ) placeholder 32 -32 0 1 1
( -48 -64 -48 ) ( -48 -64 -47 ) ( -47 -64 -48 ) placeholder -16 -32 0 1 1
( -48 -64 -48 ) ( -47 -64 -48 ) ( -48 -63 -48 ) placeholder -16 -32 0 1 1
( 80 64 -16 ) ( 80 65 -16 ) ( 81 64 -16 ) placeholder -16 -32 0 1 1
( 80 64 -16 ) ( 81 64 -16 ) ( 80 64 -15 ) placeholder -16 -32 0 1 1
( 80 64 -16 ) ( 80 64 -15 ) ( 80 65 -16 ) placeholder 32 -32 0 1 1
}
}
"#;
#[test]
fn parses_entity_brush_and_face() {
let m = parse(SAMPLE);
assert_eq!(m.entities.len(), 1);
let e = &m.entities[0];
assert_eq!(e.classname(), Some("worldspawn"));
assert_eq!(e.props.get("wad").map(String::as_str), Some(""));
assert_eq!(e.brushes.len(), 1);
let b = &e.brushes[0];
assert_eq!(b.faces.len(), 6);
let f = &b.faces[0];
assert_eq!(f.texture, "placeholder");
assert_eq!(f.plane[0], [-48.0, -64.0, -48.0]);
assert_eq!(f.plane[2], [-48.0, -64.0, -47.0]);
assert_eq!(f.offset, [32.0, -32.0]);
assert_eq!(f.scale, [1.0, 1.0]);
}
}
+31
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@@ -0,0 +1,31 @@
//! Headless-Kern: alles, was läuft, ohne dass ein Frontend existiert.
//!
//! Schicht-Regel: `engine` kennt keine Frontends. Nach außen kommuniziert
//! der Kern nur über Rückgabewerte (`StoryState`, Tags) und die
//! [`game::Action`]-Queue — niemals über Aufrufe in Frontend-Module.
//! Frontends (CLI-REPL jetzt, Renderer später) sind Geschwister-Module,
//! die `engine` konsumieren; die Richtung kehrt sich nie um.
//!
//! Interner Abhängigkeitsgraph (azyklisch, Pfeil = „benutzt"):
//!
//! kv ← ink ← game ← story_ctrl ← signals
//! ↑ ↑
//! kv assets
//!
//! Bitte azyklisch halten: neue Querverbindungen lieber über Rückgabewerte
//! an den Aufrufer lösen (so wie story_ctrl Tags zurückgibt, statt selbst
//! signals::dispatch zu rufen).
//!
//! `map` und `tga` sind reine Decoder (Bytes → owned Daten, hängen an
//! nichts) — die geteilte Heimat für Format-Dekodierung, die jedes Frontend
//! per Pull konsumiert. `map` ist zugleich der Anfang des headless
//! Datenmodells (Phase 2 des Renderer-Plans).
pub mod assets;
pub mod game;
pub mod ink;
pub mod kv;
pub mod map;
pub mod signals;
pub mod story_ctrl;
pub mod tga;
+4 -6
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@@ -30,11 +30,9 @@
use std::collections::HashMap; use std::collections::HashMap;
use std::fs::read_to_string; use std::fs::read_to_string;
use crate::game::{Action, ActionCtx}; use crate::engine::game::{Action, ActionCtx, Signals};
use crate::kv; use crate::engine::kv;
use crate::story_ctrl; use crate::engine::story_ctrl;
pub type Signals = HashMap<String, Vec<String>>;
/// Strippt Blenders Duplikat-Suffix (`.NNN` mit reinen Ziffern am Ende), /// Strippt Blenders Duplikat-Suffix (`.NNN` mit reinen Ziffern am Ende),
/// damit `Mushroom.001`, `Mushroom.042` etc. alle auf `[Mushroom]` in /// damit `Mushroom.001`, `Mushroom.042` etc. alle auf `[Mushroom]` in
@@ -129,7 +127,7 @@ pub fn load_signals(path: &str) -> Signals {
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
use crate::game::Game; use crate::engine::game::Game;
#[test] #[test]
fn signal_key_strips_blender_suffix() { fn signal_key_strips_blender_suffix() {
@@ -7,9 +7,9 @@
//! Aufrufer entscheidet, ob/wie er sie via `signals::dispatch` weiterreicht //! Aufrufer entscheidet, ob/wie er sie via `signals::dispatch` weiterreicht
//! (vermeidet den Modul-Zyklus signals → story_ctrl → signals). //! (vermeidet den Modul-Zyklus signals → story_ctrl → signals).
use crate::assets; use crate::engine::assets;
use crate::game::ActionCtx; use crate::engine::game::ActionCtx;
use crate::ink::{Story, StoryState}; use crate::engine::ink::{Story, StoryState};
/// Lädt ein Ink-Skript (Pfad relativ zu `assets/interactions/`) in den /// Lädt ein Ink-Skript (Pfad relativ zu `assets/interactions/`) in den
/// Story-Slot. Der erste Schritt passiert noch nicht — das Frontend ruft /// Story-Slot. Der erste Schritt passiert noch nicht — das Frontend ruft
+150
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@@ -0,0 +1,150 @@
//! TGA-Decoder → fertig dekodiertes RGBA8-`Image`.
//!
//! Neutral: kennt weder GPU noch UI noch Fonts. Liefert *immer* RGBA8,
//! Ursprung oben-links, vollständig konvertiert — der Aufrufer macht keine
//! Nachbearbeitung. (Anders als irl3d, wo der Loader BGR zurückgab und die
//! RGB-Umrechnung jedem Konsumenten einzeln überließ.) Konsumenten ziehen
//! ein `Image` und legen es ab, wie sie es brauchen: Renderer → GPU-Textur,
//! UI/Font → eigene Interpretation. Die UV-/V-Achsen-Konvention ist damit
//! Sache des Konsumenten beim Sampling, nicht des Loaders.
//!
//! Unterstützt True-Color unkomprimiert (Typ 2) und RLE (Typ 10) mit 24
//! oder 32 bpp, sowie Graustufen (Typ 3/11, 8 bpp → zu RGBA expandiert) für
//! Font-Maps. Paletten-TGAs gibt es nicht mehr (wds ist 15-bit True-Color).
pub struct Image {
pub width: u32,
pub height: u32,
/// `width * height * 4`, Ursprung oben-links.
pub rgba: Vec<u8>,
}
pub fn load(path: &str) -> Image {
let bytes = std::fs::read(path).unwrap_or_else(|e| panic!("tga load {path}: {e}"));
decode(&bytes).unwrap_or_else(|e| panic!("tga decode {path}: {e}"))
}
pub fn decode(d: &[u8]) -> Result<Image, String> {
if d.len() < 18 { return Err("Header zu kurz".into()); }
let id_len = d[0] as usize;
let cmap_type = d[1];
let image_type = d[2];
let width = u16::from_le_bytes([d[12], d[13]]) as u32;
let height = u16::from_le_bytes([d[14], d[15]]) as u32;
let depth = d[16];
let descriptor = d[17];
if cmap_type != 0 {
return Err("Color-Map-TGAs nicht unterstützt (True-Color only)".into());
}
// Pixeldaten beginnen nach Header + ID-Feld (Color-Map ist leer).
let off = 18 + id_len;
let channels = match (image_type, depth) {
(2 | 10, 24) => 3,
(2 | 10, 32) => 4,
(3 | 11, 8) => 1,
(t, b) => return Err(format!("nicht unterstützt: Typ {t}, {b} bpp")),
};
let n = (width as usize) * (height as usize);
if n == 0 { return Err("Nullgröße".into()); }
// Rohpixel (channels Bytes je Pixel), bei RLE entpackt.
let raw_len = n * channels;
let raw: Vec<u8> = match image_type {
2 | 3 => d.get(off..off + raw_len).ok_or("Pixeldaten zu kurz")?.to_vec(),
10 | 11 => decode_rle(d.get(off..).ok_or("RLE-Daten fehlen")?, raw_len, channels)?,
_ => unreachable!(),
};
// → RGBA8. True-Color liegt im TGA als BGR(A) vor; Graustufen replizieren.
let mut rgba = vec![0u8; n * 4];
for i in 0..n {
let (r, g, b, a) = match channels {
1 => { let v = raw[i]; (v, v, v, 255) }
3 => (raw[i * 3 + 2], raw[i * 3 + 1], raw[i * 3], 255),
4 => (raw[i * 4 + 2], raw[i * 4 + 1], raw[i * 4], raw[i * 4 + 3]),
_ => unreachable!(),
};
let o = i * 4;
rgba[o] = r; rgba[o + 1] = g; rgba[o + 2] = b; rgba[o + 3] = a;
}
// Ursprung oben-links erzwingen. Descriptor-Bit 5 gesetzt = top-origin.
if (descriptor >> 5) & 1 == 0 {
flip_vertical(&mut rgba, width as usize, height as usize);
}
Ok(Image { width, height, rgba })
}
/// TGA-RLE: Pakete operieren auf ganzen Pixeln (`ch` Bytes).
fn decode_rle(src: &[u8], raw_len: usize, ch: usize) -> Result<Vec<u8>, String> {
let mut out = Vec::with_capacity(raw_len);
let mut si = 0;
while out.len() < raw_len {
let header = *src.get(si).ok_or("RLE: Quelle zu kurz")?;
si += 1;
let count = (header & 0x7f) as usize + 1;
if header & 0x80 != 0 {
// RLE-Paket: ein Pixel count-mal.
let px = src.get(si..si + ch).ok_or("RLE: Pixel zu kurz")?;
si += ch;
for _ in 0..count { out.extend_from_slice(px); }
} else {
// Raw-Paket: count Pixel am Stück.
let bytes = count * ch;
let chunk = src.get(si..si + bytes).ok_or("RLE: Chunk zu kurz")?;
si += bytes;
out.extend_from_slice(chunk);
}
}
out.truncate(raw_len);
Ok(out)
}
fn flip_vertical(rgba: &mut [u8], w: usize, h: usize) {
let row = w * 4;
for y in 0..h / 2 {
let (a, b) = (y * row, (h - 1 - y) * row);
for x in 0..row { rgba.swap(a + x, b + x); }
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn bgr_to_rgba_uncompressed() {
// Minimal-TGA: Typ 2, 2×1, 24 bpp, bottom-origin (descriptor 0).
// Zwei Pixel BGR (10,20,30) und (40,50,60).
let mut d = vec![0u8; 18];
d[2] = 2; d[12] = 2; d[14] = 1; d[16] = 24;
d.extend_from_slice(&[10, 20, 30, 40, 50, 60]);
let img = decode(&d).unwrap();
assert_eq!((img.width, img.height), (2, 1));
assert_eq!(&img.rgba[0..4], &[30, 20, 10, 255]);
assert_eq!(&img.rgba[4..8], &[60, 50, 40, 255]);
}
#[test]
fn rle_truecolor_expands() {
// Typ 10, 4×1, 24 bpp: ein RLE-Paket (4× BGR 1,2,3).
let mut d = vec![0u8; 18];
d[2] = 10; d[12] = 4; d[14] = 1; d[16] = 24;
d.push(0x80 | 3); // RLE, count = 4
d.extend_from_slice(&[1, 2, 3]); // ein Pixel
let img = decode(&d).unwrap();
assert_eq!(img.rgba.len(), 4 * 4);
assert!(img.rgba.chunks(4).all(|p| p == [3, 2, 1, 255]));
}
#[test]
fn decodes_real_placeholder() {
let bytes = std::fs::read("assets/textures/placeholder.tga").unwrap();
let img = decode(&bytes).unwrap();
assert_eq!((img.width, img.height), (256, 256));
assert_eq!(img.rgba.len(), 256 * 256 * 4);
assert!(img.rgba.chunks(4).all(|p| p[3] == 255)); // 24bpp → Alpha 255
}
}
+16 -135
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@@ -1,144 +1,25 @@
//! wds — Weirdcore Dating Simulator. //! wds — Weirdcore Dating Simulator.
//! //!
//! CLI-Phase: Die Kern-Systeme (Signal/Action-Dispatcher, KV-Store, //! Aufbau: `engine/` ist der headless Kern (Signal/Action-Dispatcher,
//! Ink-Stories) laufen headless; diese REPL ist ihr erstes Frontend. //! KV-Store, Ink-Stories); `session` hält den geteilten Anwendungszustand
//! Der Renderer kommt später dazu (siehe notes/renderer-plan.md) und //! darüber (Game + Dialog-Modus + Befehls-Interpreter). Beide Frontends
//! konsumiert dieselben Schnittstellen — insbesondere `StoryState` und //! steuern dieselbe Session: das Fenster (`render`, Default) und die
//! die `Action`-Queue. //! Konsolen-REPL (`cli`, via `--cli`).
use std::io::{self, Write}; mod cli;
mod engine;
mod render;
mod session;
mod assets; use engine::assets;
mod game; use session::Session;
mod ink;
mod kv;
mod signals;
mod story_ctrl;
use game::{Action, Game};
use ink::StoryState;
fn main() { fn main() {
let signals_path = assets::path("assets/signals.toml"); let signals_path = assets::path("assets/signals.toml");
let signal_table = signals::load_signals(&signals_path); let session = Session::new(signals_path.clone());
println!("wds-Konsole — {} Signale aus {}. `help` für Befehle.", if std::env::args().any(|a| a == "--cli") {
signal_table.len(), signals_path); cli::run(session, &signals_path);
let mut game = Game::new(signal_table); } else {
render::run(session);
// Reserviertes `[init]`-Signal: KV-Defaults setzen, bevor Stories laufen.
fire(&mut game, "init", None);
while let Some(line) = read_line("> ") {
let line = line.trim();
match line {
"" => {}
"quit" | "exit" => break,
"help" => print_help(),
"kv" => dump_kv(&game),
"reload" => {
game.signals = signals::load_signals(&signals_path);
println!("{} Signale geladen.", game.signals.len());
}
_ => {
if let Some(sig) = line.strip_prefix("signal ") {
fire(&mut game, sig.trim(), None);
} else if let Some(name) = line.strip_prefix("use ") {
// Objekt-Interaktion simulieren: Signal ist der gestrippte
// Name, $self der volle — wie der LMB-Klick-Pfad in irl3d.
let name = name.trim();
let key = signals::signal_key(name).to_string();
fire(&mut game, &key, Some(name.to_string()));
} else {
println!("unbekannter Befehl: {line:?} — `help` für Befehle");
}
}
}
}
}
fn print_help() {
println!(" signal <s> Signal feuern oder Action direkt ausführen");
println!(" (z.B. `signal Cube`, `signal set has_key true`)");
println!(" use <instance> Objekt-Interaktion simulieren — `use Mushroom.005`");
println!(" feuert Signal `Mushroom` mit $self = Mushroom.005");
println!(" kv KV-Store anzeigen");
println!(" reload signals.toml neu laden");
println!(" quit beenden");
}
/// Signal dispatchen, deferred Actions ausgeben und — falls eine Action
/// eine Story gestartet hat — den Dialog-Loop fahren.
fn fire(game: &mut Game, signal: &str, instance: Option<String>) {
{
let mut ctx = game.action_ctx(instance);
signals::dispatch(signal, &mut ctx);
}
drain_actions(game);
if game.story.is_some() {
run_story(game);
}
}
/// Dialog-Loop: Story schrittweise treiben, Tags zurück in den Dispatcher,
/// Choices über nummerierte Eingabe. Läuft bis `End` (oder EOF).
fn run_story(game: &mut Game) {
let mut sel: Option<usize> = None;
loop {
let state = {
let mut ctx = game.action_ctx(None);
let (state, tags) = story_ctrl::advance(sel, &mut ctx);
for t in &tags { signals::dispatch(t, &mut ctx); }
state
};
drain_actions(game);
match state {
None | Some(StoryState::End) => break,
Some(StoryState::Text(text)) => {
println!("\n{text}");
if read_line(" [Enter] ").is_none() { break; }
sel = None;
}
Some(StoryState::Choice { prompt, options }) => {
if !prompt.is_empty() { println!("\n{prompt}"); }
for (i, o) in options.iter().enumerate() {
println!(" {}) {o}", i + 1);
}
sel = loop {
let Some(line) = read_line(" wahl> ") else { return; };
if let Ok(n) = line.trim().parse::<usize>() {
if (1..=options.len()).contains(&n) { break Some(n - 1); }
}
println!(" (1..{})", options.len());
};
}
}
}
}
fn drain_actions(game: &mut Game) {
for a in game.actions.drain(..) {
match a {
Action::HideObject(n) => println!("[action] hide_object {n}"),
Action::PlaySound(n) => println!("[action] play_sound {n}"),
}
}
}
fn dump_kv(game: &Game) {
let mut keys: Vec<&String> = game.kv.keys().collect();
keys.sort();
for k in keys {
println!(" {k} = {}", kv::format_value(&game.kv[k]));
}
}
/// Zeile von stdin lesen; `None` bei EOF (Ctrl-D) oder Lesefehler.
fn read_line(prompt: &str) -> Option<String> {
print!("{prompt}");
io::stdout().flush().ok();
let mut buf = String::new();
match io::stdin().read_line(&mut buf) {
Ok(0) | Err(_) => None,
Ok(_) => Some(buf.trim_end().to_string()),
} }
} }
+28
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@@ -0,0 +1,28 @@
// Upscale-Pass: internes 320×240-Target nearest-gesampelt auf die
// Surface. Das 4:3-Letterbox-Rechteck setzt der Rust-Code als Viewport;
// hier ist es ein simples Fullscreen-Dreieck mit UVs.
struct VsOut {
@builtin(position) pos: vec4f,
@location(0) uv: vec2f,
};
@vertex
fn vs_main(@builtin(vertex_index) i: u32) -> VsOut {
var pos = array<vec2f, 3>(
vec2f(-1.0, -1.0), vec2f(3.0, -1.0), vec2f(-1.0, 3.0),
);
var out: VsOut;
out.pos = vec4f(pos[i], 0.0, 1.0);
// NDC (y hoch) → UV (v runter).
out.uv = vec2f(pos[i].x * 0.5 + 0.5, 0.5 - pos[i].y * 0.5);
return out;
}
@group(0) @binding(0) var internal_tex: texture_2d<f32>;
@group(0) @binding(1) var internal_smp: sampler;
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4f {
return textureSample(internal_tex, internal_smp, in.uv);
}
+417
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@@ -0,0 +1,417 @@
//! Brush → Render-Geometrie.
//!
//! Ein Quake-Brush ist der Schnitt der Halbräume seiner Face-Ebenen. Aus
//! den Ebenen rekonstruieren wir das konvexe Polyeder (Standard-Verfahren:
//! alle Ebenen-Tripel schneiden, nur Punkte behalten, die in *allen*
//! Halbräumen liegen), bilden pro Face das Polygon und fächern es zu
//! Dreiecken. Indizes werden nach Textur gruppiert (ein Draw-Batch je
//! Textur).
//!
//! Koplanar-Elimination: stoßen zwei Brushes aneinander, teilen sie eine
//! Fläche — beide Faces liegen auf derselben Ebene, mit entgegengesetzten
//! Normalen, und sind nie sichtbar. Wir verwerfen jede Face, die von einer
//! solchen gegenüberliegenden Face vollständig überdeckt wird (hinter ihr
//! liegt dann garantiert solides Brush-Inneres). Zusammen mit dem Back-face
//! Culling der Pipeline bleibt so nur die Außenhaut übrig — ohne BSP.
//!
//! UVs nach dem Standard-Map-Format: die Textur-Achsen ergeben sich aus der
//! dominanten Flächennormale (Quake-`baseaxis`-Tabelle), dann Rotation,
//! Skalierung und Offset der Face. Das erzeugt das klassische Quake-
//! Verziehen auf schrägen Flächen — gewollt fürs PS1-Gefühl.
//!
//! Achsen: Quake ist Z-up, unsere Engine Y-up mit Blick -Z. UVs werden im
//! Quake-System gerechnet (so sind Offsets/Scale definiert), die Position
//! danach umgerechnet: `(qx, qy, qz) → (qx, qz, -qy)`, mal `MAP_SCALE`.
use crate::engine::map::{Face, Map};
use crate::render::scene::{Batch, Mesh, Vertex};
/// Quake-Einheiten pro Engine-Einheit (32 ≈ klassische „1 Meter"-Annahme).
const MAP_SCALE: f32 = 1.0 / 32.0;
/// Punkt liegt „auf" einer Ebene / „innerhalb" eines Halbraums (Quake-Units).
const ON_EPS: f32 = 1e-2;
struct Plane {
n: [f32; 3], // nach außen, im Quake-System
d: f32, // n · x = d
}
/// Ein fertig rekonstruiertes Face-Polygon (Quake-Koords, CCW um `n`),
/// vor der UV-/Engine-Umrechnung. Hält die Ebene für die Koplanar-Prüfung
/// und einen Verweis auf die Quell-Face (Textur, Offsets, Skalierung).
struct FacePoly<'a> {
n: [f32; 3],
d: f32,
poly: Vec<[f32; 3]>,
face: &'a Face,
}
/// Distinkte Texturnamen in der Map (sortiert) — die Indizes hier sind die
/// Textur-Indizes, auf die `Batch::texture` und der Bilder-Vec verweisen.
pub fn texture_names(map: &Map) -> Vec<String> {
let mut names: Vec<String> = map.entities.iter()
.flat_map(|e| &e.brushes)
.flat_map(|b| &b.faces)
.map(|f| f.texture.clone())
.collect();
names.sort_unstable();
names.dedup();
names
}
/// Alle Brushes zu einem Mesh. `tex_names` (aus [`texture_names`]) gibt die
/// Textur-Indizes, `dims` die Pixelmaße je Textur (für UV-Normalisierung).
pub fn build(map: &Map, tex_names: &[String], dims: &[(u32, u32)]) -> Mesh {
// 1) Alle Face-Polygone rekonstruieren (noch in Quake-Koords).
let mut faces: Vec<FacePoly> = Vec::new();
for ent in &map.entities {
for brush in &ent.brushes {
collect_faces(&brush.faces, &mut faces);
}
}
// 2) Koplanar verdeckte Faces markieren.
let hidden = mark_hidden(&faces);
// 3) Überlebende mit UV in den Vertex-Buffer ausgeben, nach Textur
// gruppiert.
let mut verts = Vec::new();
let mut per_tex: Vec<Vec<u32>> = vec![Vec::new(); tex_names.len()];
for (i, fp) in faces.iter().enumerate() {
if hidden[i] { continue; }
emit_face(fp, tex_names, dims, &mut verts, &mut per_tex);
}
// Pro-Textur-Indexlisten zu einem Buffer + Batches verflachen.
let mut indices = Vec::new();
let mut batches = Vec::new();
for (ti, list) in per_tex.into_iter().enumerate() {
if list.is_empty() { continue; }
batches.push(Batch { texture: ti, start: indices.len() as u32, count: list.len() as u32 });
indices.extend_from_slice(&list);
}
Mesh { verts, indices, batches }
}
/// Die Face-Polygone *eines* Brushes rekonstruieren und an `out` anhängen.
fn collect_faces<'a>(faces: &'a [Face], out: &mut Vec<FacePoly<'a>>) {
let planes: Vec<Plane> = faces.iter().map(|f| plane(&f.plane)).collect();
let n = planes.len();
// Gültige Eckpunkte: Schnitt je dreier Ebenen, sofern in allen
// Halbräumen.
let mut corners: Vec<[f32; 3]> = Vec::new();
for i in 0..n {
for j in (i + 1)..n {
for k in (j + 1)..n {
let Some(p) = intersect(&planes[i], &planes[j], &planes[k]) else { continue; };
if planes.iter().all(|pl| dot(pl.n, p) <= pl.d + ON_EPS)
&& !corners.iter().any(|q| dist2(*q, p) < ON_EPS * ON_EPS)
{
corners.push(p);
}
}
}
}
// Pro Face: Eckpunkte auf der Ebene sammeln, CCW um die Normale sortieren.
for (fi, face) in faces.iter().enumerate() {
let pl = &planes[fi];
let mut poly: Vec<[f32; 3]> = corners.iter().copied()
.filter(|&p| (dot(pl.n, p) - pl.d).abs() < ON_EPS)
.collect();
if poly.len() < 3 { continue; }
let center = average(&poly);
let axis_u = any_perp(pl.n);
let axis_v = cross(pl.n, axis_u);
poly.sort_by(|a, b| {
angle(*a, center, axis_u, axis_v)
.partial_cmp(&angle(*b, center, axis_u, axis_v))
.unwrap_or(std::cmp::Ordering::Equal)
});
out.push(FacePoly { n: pl.n, d: pl.d, poly, face });
}
}
/// Markiert Faces, die von einer gegenüberliegenden, deckungsgleichen Face
/// (anderer Brush) vollständig überdeckt werden — also nie sichtbar sind.
fn mark_hidden(faces: &[FacePoly]) -> Vec<bool> {
let mut hidden = vec![false; faces.len()];
for i in 0..faces.len() {
let a = &faces[i];
for (j, b) in faces.iter().enumerate() {
if i == j { continue; }
// Gegenüberliegende, koplanare Ebene? (n_a ≈ -n_b und d_a ≈ -d_b,
// denn n_b·x = d_b ⇒ n_a·x = -d_b muss a.d treffen.)
if dot(a.n, b.n) > -0.999 { continue; }
if (a.d + b.d).abs() > ON_EPS { continue; }
if covered_by(&a.poly, &b.poly, a.n) {
hidden[i] = true;
break;
}
}
}
hidden
}
/// Liegt jeder Eckpunkt von `inner` innerhalb des Polygons `outer`? Beide
/// liegen (per Aufruf) auf derselben Ebene mit Normale `n`; wir projizieren
/// in deren 2D-Basis. Testpunkte werden minimal zur Polygonmitte gezogen,
/// damit deckungsgleiche Ränder/Ecken eindeutig als „innen" zählen.
fn covered_by(inner: &[[f32; 3]], outer: &[[f32; 3]], n: [f32; 3]) -> bool {
let u = any_perp(n);
let v = cross(n, u);
let c = average(inner);
let proj = |p: [f32; 3]| -> [f32; 2] { let d = sub(p, c); [dot(d, u), dot(d, v)] };
let outer2: Vec<[f32; 2]> = outer.iter().map(|&p| proj(p)).collect();
inner.iter().all(|&p| {
let pp = [
p[0] + 1e-3 * (c[0] - p[0]),
p[1] + 1e-3 * (c[1] - p[1]),
p[2] + 1e-3 * (c[2] - p[2]),
];
in_poly_2d(proj(pp), &outer2)
})
}
/// Crossing-Number-Punkt-in-Polygon in 2D (orientierungsunabhängig).
fn in_poly_2d(p: [f32; 2], poly: &[[f32; 2]]) -> bool {
let mut inside = false;
let mut j = poly.len() - 1;
for i in 0..poly.len() {
let (a, b) = (poly[i], poly[j]);
if (a[1] > p[1]) != (b[1] > p[1]) {
let t = (p[1] - a[1]) / (b[1] - a[1]);
if p[0] < a[0] + t * (b[0] - a[0]) { inside = !inside; }
}
j = i;
}
inside
}
/// Ein Face-Polygon mit UV in den Vertex-Buffer fächern.
fn emit_face(
fp: &FacePoly,
tex_names: &[String],
dims: &[(u32, u32)],
verts: &mut Vec<Vertex>,
per_tex: &mut [Vec<u32>],
) {
let Some(ti) = tex_names.iter().position(|nm| nm == &fp.face.texture) else { return; };
let (tw, th) = dims[ti];
let (su, sv) = tex_axes(fp.n, fp.face); // skalierte Textur-Achsen (Quake)
let base = verts.len() as u32;
for p in &fp.poly {
// UV in Texeln, dann auf 0..1 normalisiert.
let u = (dot(*p, su) + fp.face.offset[0]) / tw as f32;
let v = (dot(*p, sv) + fp.face.offset[1]) / th as f32;
verts.push(Vertex { pos: to_engine(*p), uv: [u, v] });
}
for t in 1..(fp.poly.len() as u32 - 1) {
per_tex[ti].extend([base, base + t, base + t + 1]);
}
}
/// Ebene aus drei Face-Punkten. Quake listet sie im Uhrzeigersinn von vorn,
/// damit `cross(c-a, b-a)` nach außen zeigt.
fn plane(p: &[[f32; 3]; 3]) -> Plane {
let n = normalize(cross(sub(p[2], p[0]), sub(p[1], p[0])));
Plane { n, d: dot(n, p[0]) }
}
/// Schnittpunkt dreier Ebenen (Cramer); `None`, wenn sie ~parallel sind.
fn intersect(a: &Plane, b: &Plane, c: &Plane) -> Option<[f32; 3]> {
let denom = dot(a.n, cross(b.n, c.n));
if denom.abs() < 1e-6 { return None; }
let mut x = scale(cross(b.n, c.n), a.d);
x = add(x, scale(cross(c.n, a.n), b.d));
x = add(x, scale(cross(a.n, b.n), c.d));
Some(scale(x, 1.0 / denom))
}
/// Textur-Achsen (skaliert) im Quake-System nach dem Standard-Map-Format:
/// dominante Achse aus der Normale, dann Rotation und Skalierung.
fn tex_axes(n: [f32; 3], face: &Face) -> ([f32; 3], [f32; 3]) {
let (mut u, mut v) = base_axes(n);
let (sinv, cosv) = face.rotation.to_radians().sin_cos();
// Basis-Achsen sind achsen-ausgerichtet (genau eine Komponente ≠ 0);
// wir rotieren ihre beiden in-plane-Komponenten.
let su = nonzero_axis(u);
let sv = nonzero_axis(v);
for vec in [&mut u, &mut v] {
let a = cosv * vec[su] - sinv * vec[sv];
let b = sinv * vec[su] + cosv * vec[sv];
vec[su] = a;
vec[sv] = b;
}
let sx = if face.scale[0] == 0.0 { 1.0 } else { face.scale[0] };
let sy = if face.scale[1] == 0.0 { 1.0 } else { face.scale[1] };
(scale(u, 1.0 / sx), scale(v, 1.0 / sy))
}
/// Quake-`baseaxis`-Tabelle: (Normalen-Kandidat, U-Achse, V-Achse) × 6.
/// Die U/V-Achsen der am besten passenden Normale bilden die Textur-Ebene.
fn base_axes(n: [f32; 3]) -> ([f32; 3], [f32; 3]) {
const BA: [[[f32; 3]; 3]; 6] = [
[[0.0, 0.0, 1.0], [1.0, 0.0, 0.0], [0.0, -1.0, 0.0]], // Boden (+Z)
[[0.0, 0.0, -1.0], [1.0, 0.0, 0.0], [0.0, -1.0, 0.0]], // Decke (-Z)
[[ 1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, -1.0]], // West (+X)
[[-1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, -1.0]], // Ost (-X)
[[0.0, 1.0, 0.0], [1.0, 0.0, 0.0], [0.0, 0.0, -1.0]], // Süd (+Y)
[[0.0, -1.0, 0.0], [1.0, 0.0, 0.0], [0.0, 0.0, -1.0]], // Nord (-Y)
];
let mut best = -1.0;
let mut bi = 0;
for (i, ax) in BA.iter().enumerate() {
let d = dot(n, ax[0]);
if d > best { best = d; bi = i; }
}
(BA[bi][1], BA[bi][2])
}
fn to_engine(p: [f32; 3]) -> [f32; 3] {
[p[0] * MAP_SCALE, p[2] * MAP_SCALE, -p[1] * MAP_SCALE]
}
// --- kleine Vektor-Helfer auf [f32; 3] ---------------------------------------
fn sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] { [a[0] - b[0], a[1] - b[1], a[2] - b[2]] }
fn add(a: [f32; 3], b: [f32; 3]) -> [f32; 3] { [a[0] + b[0], a[1] + b[1], a[2] + b[2]] }
fn scale(a: [f32; 3], s: f32) -> [f32; 3] { [a[0] * s, a[1] * s, a[2] * s] }
fn dot(a: [f32; 3], b: [f32; 3]) -> f32 { a[0] * b[0] + a[1] * b[1] + a[2] * b[2] }
fn dist2(a: [f32; 3], b: [f32; 3]) -> f32 { let d = sub(a, b); dot(d, d) }
fn cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
[a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]
}
fn normalize(a: [f32; 3]) -> [f32; 3] {
let len = dot(a, a).sqrt();
if len > 0.0 { scale(a, 1.0 / len) } else { a }
}
fn average(pts: &[[f32; 3]]) -> [f32; 3] {
let mut c = [0.0; 3];
for p in pts { c = add(c, *p); }
scale(c, 1.0 / pts.len() as f32)
}
/// Index der (einzigen) Nicht-Null-Komponente einer achsen-ausgerichteten Achse.
fn nonzero_axis(a: [f32; 3]) -> usize {
if a[0] != 0.0 { 0 } else if a[1] != 0.0 { 1 } else { 2 }
}
/// Achse in der Ebene, möglichst weit weg von der Normale, als Sortier-Basis.
fn any_perp(n: [f32; 3]) -> [f32; 3] {
let a = if n[0].abs() < 0.9 { [1.0, 0.0, 0.0] } else { [0.0, 1.0, 0.0] };
normalize(cross(n, a))
}
/// Winkel von `p` um `center` in der (u, v)-Basis — für CCW-Sortierung.
fn angle(p: [f32; 3], center: [f32; 3], u: [f32; 3], v: [f32; 3]) -> f32 {
let d = sub(p, center);
dot(d, v).atan2(dot(d, u))
}
#[cfg(test)]
mod tests {
use super::*;
use crate::engine::map;
// Ein achsenparalleler Quader-Brush (x[-48,80], y[-64,64], z[-48,-16]).
const BOX: &str = r#"
{
"classname" "worldspawn"
{
( -48 -64 -48 ) ( -48 -63 -48 ) ( -48 -64 -47 ) t 0 0 0 1 1
( -48 -64 -48 ) ( -48 -64 -47 ) ( -47 -64 -48 ) t 0 0 0 1 1
( -48 -64 -48 ) ( -47 -64 -48 ) ( -48 -63 -48 ) t 0 0 0 1 1
( 80 64 -16 ) ( 80 65 -16 ) ( 81 64 -16 ) t 0 0 0 1 1
( 80 64 -16 ) ( 81 64 -16 ) ( 80 64 -15 ) t 0 0 0 1 1
( 80 64 -16 ) ( 80 64 -15 ) ( 80 65 -16 ) t 0 0 0 1 1
}
}
"#;
#[test]
fn box_brush_has_cuboid_geometry() {
let m = map::parse(BOX);
let names = texture_names(&m);
assert_eq!(names, vec!["t".to_string()]);
let mesh = build(&m, &names, &[(64, 64)]);
// Quader: 6 Faces · 4 Ecken = 24 Vertices, 6 · 2 Dreiecke · 3 = 36 Indizes.
assert_eq!(mesh.verts.len(), 24);
assert_eq!(mesh.indices.len(), 36);
// Eine Textur → ein Batch über alle Indizes.
assert_eq!(mesh.batches.len(), 1);
assert_eq!((mesh.batches[0].texture, mesh.batches[0].start, mesh.batches[0].count), (0, 0, 36));
// Engine-Bounds: x[-1.5,2.5], y(=quake z)[-1.5,-0.5], z(=-quake y)[-2,2].
let (mut mn, mut mx) = ([f32::MAX; 3], [f32::MIN; 3]);
for v in &mesh.verts {
for k in 0..3 {
mn[k] = mn[k].min(v.pos[k]);
mx[k] = mx[k].max(v.pos[k]);
}
}
let approx = |a: f32, b: f32| (a - b).abs() < 1e-4;
assert!(approx(mn[0], -1.5) && approx(mx[0], 2.5), "x: {:?}..{:?}", mn[0], mx[0]);
assert!(approx(mn[1], -1.5) && approx(mx[1], -0.5), "y: {:?}..{:?}", mn[1], mx[1]);
assert!(approx(mn[2], -2.0) && approx(mx[2], 2.0), "z: {:?}..{:?}", mn[2], mx[2]);
}
// Zwei achsenparallele Würfel, die sich die Ebene x=64 teilen:
// A = x[0,64], B = x[64,128], beide y[0,64] z[0,64].
const TWO_BOXES: &str = r#"
{
"classname" "worldspawn"
{
( 0 0 0 ) ( 0 1 0 ) ( 0 0 1 ) t 0 0 0 1 1
( 0 0 0 ) ( 0 0 1 ) ( 1 0 0 ) t 0 0 0 1 1
( 0 0 0 ) ( 1 0 0 ) ( 0 1 0 ) t 0 0 0 1 1
( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) t 0 0 0 1 1
( 64 64 64 ) ( 65 64 64 ) ( 64 64 65 ) t 0 0 0 1 1
( 64 64 64 ) ( 64 64 65 ) ( 64 65 64 ) t 0 0 0 1 1
}
{
( 64 0 0 ) ( 64 1 0 ) ( 64 0 1 ) t 0 0 0 1 1
( 64 0 0 ) ( 64 0 1 ) ( 65 0 0 ) t 0 0 0 1 1
( 64 0 0 ) ( 65 0 0 ) ( 64 1 0 ) t 0 0 0 1 1
( 128 64 64 ) ( 128 65 64 ) ( 129 64 64 ) t 0 0 0 1 1
( 128 64 64 ) ( 129 64 64 ) ( 128 64 65 ) t 0 0 0 1 1
( 128 64 64 ) ( 128 64 65 ) ( 128 65 64 ) t 0 0 0 1 1
}
}
"#;
#[test]
fn shared_faces_are_eliminated() {
let m = map::parse(TWO_BOXES);
let names = texture_names(&m);
let mesh = build(&m, &names, &[(64, 64)]);
// 2 Würfel · 6 Faces = 12, minus die 2 deckungsgleichen an x=64 → 10.
// 10 Faces · 4 Ecken = 40 Vertices, 10 · 2 Dreiecke · 3 = 60 Indizes.
// (Ohne Elimination wären es 48 Vertices / 72 Indizes.)
assert_eq!(mesh.verts.len(), 40);
assert_eq!(mesh.indices.len(), 60);
}
#[test]
fn uvs_scale_with_texture_size() {
// Auf der +Z-Boden-Face (baseaxis U=+X, V=-Y) ist U = qx/tw, V = -qy/th
// bei Offset 0, Scale 1. Prüft, dass UVs in Texeln/Größe gerechnet werden.
let m = map::parse(BOX);
let names = texture_names(&m);
let mesh = build(&m, &names, &[(64, 64)]);
// Alle UVs endlich und im erwarteten groben Bereich (Brush ~128 units
// breit / 64 Texel → bis ~2).
assert!(mesh.verts.iter().all(|v| v.uv[0].is_finite() && v.uv[1].is_finite()));
assert!(mesh.verts.iter().any(|v| v.uv[0].abs() > 0.5));
}
}
+102
View File
@@ -0,0 +1,102 @@
//! Flycam: freie Debug-/Entwicklungskamera (Schritt 4). Position, Yaw und
//! Pitch in f32 — Port der irl3d-Kamera-Idee, aber ohne Q16.16: an dieser
//! Kamera hängt keine Physik, und der Renderer rechnet ohnehin f32.
//!
//! Konvention wie `math::Mat4::view`: yaw=0 blickt -Z, positiver Yaw dreht
//! nach links, positiver Pitch hebt den Blick.
use crate::render::math::Mat4;
/// Knapp unter 90°: hält den Blick aus der Senkrechten, wo Yaw bedeutungslos
/// würde (und `right`/`forward` zusammenfielen).
const PITCH_LIMIT: f32 = 1.55;
pub struct Camera {
pub pos: [f32; 3],
pub yaw: f32,
pub pitch: f32,
}
impl Camera {
pub fn new(pos: [f32; 3]) -> Self {
Self { pos, yaw: 0.0, pitch: 0.0 }
}
/// Roh-Maus-Delta (Pixel) → Yaw/Pitch. `sens` in Radiant pro Pixel.
/// Maus nach rechts dreht den Blick nach rechts (Yaw sinkt), Maus nach
/// unten senkt ihn; Pitch wird geclamped.
pub fn apply_mouse(&mut self, dx: f32, dy: f32, sens: f32) {
self.yaw -= dx * sens;
self.pitch = (self.pitch - dy * sens).clamp(-PITCH_LIMIT, PITCH_LIMIT);
}
/// Blickrichtung inkl. Pitch — W/S bewegen sich hier entlang.
fn forward(&self) -> [f32; 3] {
let (sy, cy) = self.yaw.sin_cos();
let (sp, cp) = self.pitch.sin_cos();
[-sy * cp, sp, -cy * cp]
}
/// Horizontales Rechts (ohne Pitch) — A/D strafen hier entlang, ohne
/// dass der Blick nach oben/unten die Bewegung kippt.
fn right(&self) -> [f32; 3] {
let (sy, cy) = self.yaw.sin_cos();
[cy, 0.0, -sy]
}
/// Bewegung integrieren. `fwd`/`right`/`up` je in [-1, 1] (Tastenachsen),
/// `dist` ist die Strecke diesen Frame (Speed · dt). Hoch/runter ist
/// Welt-Y, damit Auf-/Absteigen unabhängig vom Blickwinkel bleibt.
pub fn translate(&mut self, fwd: f32, right: f32, up: f32, dist: f32) {
let f = self.forward();
let r = self.right();
for i in 0..3 {
self.pos[i] += (f[i] * fwd + r[i] * right) * dist;
}
self.pos[1] += up * dist;
}
pub fn view(&self) -> Mat4 {
Mat4::view(self.pos, self.yaw, self.pitch)
}
}
#[cfg(test)]
mod tests {
use super::*;
/// Die Bewegungs-Basis (`forward`) muss exakt zu der Richtung passen,
/// die `view()` als „vor der Kamera" definiert — sonst driften
/// Steuerung und Bild auseinander. Ein Punkt `d` vor der Kamera muss
/// in View-Space auf (0, 0, -d) landen.
#[test]
fn forward_matches_view() {
for &(yaw, pitch) in &[(0.0, 0.0), (0.7, 0.0), (0.0, 0.5), (1.2, -0.4)] {
let c = Camera { pos: [1.0, 2.0, 3.0], yaw, pitch };
let f = c.forward();
let ahead = [
c.pos[0] + f[0] * 5.0,
c.pos[1] + f[1] * 5.0,
c.pos[2] + f[2] * 5.0,
1.0,
];
let v = c.view().transform(ahead);
assert!(
(v[0]).abs() < 1e-4 && (v[1]).abs() < 1e-4 && (v[2] + 5.0).abs() < 1e-4,
"yaw={yaw} pitch={pitch}: {v:?}",
);
}
}
/// `right` muss horizontal sein und im View-Space nach +X zeigen
/// (sonst wären A/D vertauscht oder gekippt).
#[test]
fn right_is_horizontal_and_points_view_right() {
let c = Camera { pos: [0.0, 0.0, 0.0], yaw: 0.6, pitch: 0.3 };
let r = c.right();
assert!(r[1].abs() < 1e-6, "right darf kein Y haben: {r:?}");
let p = [r[0] * 5.0, r[1] * 5.0, r[2] * 5.0, 1.0];
let v = c.view().transform(p);
assert!(v[0] > 4.0, "right sollte nach View-+X zeigen: {v:?}");
}
}
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//! CP437-Bitmap-Fonts mit proportionaler (variabler) Laufweite.
//!
//! Alle Atlanten sind nach demselben Schema aufgebaut: 32 Spalten × 8 Zeilen,
//! row-major mit Codepoint = Index (`A` an 65, `a` an 97 → col = c%32,
//! row = c/32). Die Glyphen liegen weiß auf schwarz *ohne* Alpha; wir leiten
//! die Maske beim Laden aus der Luminanz ab (`ui::key_luminance`, geteilt mit
//! Cursor- und Ornament-Sprites).
//!
//! Proportionale Breite: statt jeder Glyph-Zelle ihre volle Breite zu geben,
//! **messen** wir beim Laden aus der Alpha-Maske die Tinten-Spannweite jedes
//! Glyphs (linkeste/rechteste nicht-leere Spalte). Gezeichnet wird tight
//! gecroppt, der Cursor rückt nur um Ink-Breite + Tracking vor; leere Glyphen
//! (Space) bekommen eine feste Breite. So entsteht kein Sonderfall im Shader —
//! nur die UV- und Advance-Rechnung wird pro Glyph variabel.
//!
//! Ein [`Font`] wird zur Laufzeit aus dem geladenen Atlas gebaut und kennt
//! seinen GPU-Textur-Index, damit `ui::Ui::text` ohne Zusatzargumente damit
//! zeichnen kann.
use crate::engine::tga::Image;
const COLS: u32 = 32;
/// Ein geladener Glyph-Atlas: Maße, gemessene Glyph-Breiten und der zugehörige
/// Sprite-Textur-Index.
pub(crate) struct Font {
pub(crate) glyph_h: f32,
glyph_w: f32,
atlas_w: f32,
atlas_h: f32,
tex: usize,
/// Ink-Startspalte je Codepoint (innerhalb der Zelle, 0..glyph_w).
left: [u8; 256],
/// Ink-Breite je Codepoint (0 = leer/Space).
width: [u8; 256],
tracking: f32,
space_adv: f32,
}
/// Die im Projekt geladenen Fonts, gebaut in render::run und an `ui::layout`
/// gereicht.
pub(crate) struct Fonts {
pub(crate) ega: Font,
pub(crate) cga: Font,
}
impl Font {
/// EGA 8×14 (`assets/textures/fonts/oldschool-ega-8x14.tga`, 256×112).
pub(crate) fn ega(tex: usize, atlas: &Image) -> Font {
Font::measure(8.0, 14.0, 256.0, 112.0, tex, atlas)
}
/// CGA 8×8 (`assets/textures/fonts/oldschool-cga-8x8.tga`, 256×64).
pub(crate) fn cga(tex: usize, atlas: &Image) -> Font {
Font::measure(8.0, 8.0, 256.0, 64.0, tex, atlas)
}
/// Glyph-Breiten aus der Alpha-Maske des Atlas messen.
fn measure(glyph_w: f32, glyph_h: f32, atlas_w: f32, atlas_h: f32, tex: usize, atlas: &Image) -> Font {
let (gw, gh, aw) = (glyph_w as usize, glyph_h as usize, atlas_w as usize);
let mut left = [0u8; 256];
let mut width = [0u8; 256];
for code in 0..256usize {
let col = (code as u32 % COLS) as usize;
let row = (code as u32 / COLS) as usize;
let (l, w) = ink_bounds(&atlas.rgba, aw, col * gw, row * gh, gw, gh);
left[code] = l;
width[code] = w;
}
Font {
glyph_h, glyph_w, atlas_w, atlas_h, tex, left, width,
// 1px Abstand zwischen Glyphen; Space = halbe Zellbreite.
tracking: 1.0,
space_adv: (glyph_w * 0.5).round(),
}
}
pub(crate) fn tex(&self) -> usize { self.tex }
/// UV-Rechteck + Zeichenbreite (Pixel) eines Glyphs, tight gecroppt.
/// `None` für leere Glyphen (Space) — dort wird nichts gezeichnet.
pub(crate) fn glyph_quad(&self, code: u8) -> Option<([f32; 4], f32)> {
let w = self.width[code as usize];
if w == 0 { return None; }
let col = (code as u32 % COLS) as f32;
let row = (code as u32 / COLS) as f32;
let x0 = col * self.glyph_w + self.left[code as usize] as f32;
let y0 = row * self.glyph_h;
let uv = [
x0 / self.atlas_w, y0 / self.atlas_h,
(x0 + w as f32) / self.atlas_w, (y0 + self.glyph_h) / self.atlas_h,
];
Some((uv, w as f32))
}
/// Wie weit der Cursor nach diesem Glyph vorrückt.
pub(crate) fn advance(&self, code: u8) -> f32 {
match self.width[code as usize] {
0 => self.space_adv,
w => w as f32 + self.tracking,
}
}
/// Breite einer Zeichenkette in Pixeln (Summe der Advances).
pub(crate) fn text_width(&self, s: &str) -> f32 {
s.chars().map(|ch| self.advance(cp437(ch))).sum()
}
}
/// Linkeste Ink-Spalte und Ink-Breite einer Glyph-Zelle in der Alpha-Maske.
/// `(0, 0)` wenn die Zelle leer ist.
fn ink_bounds(rgba: &[u8], atlas_w: usize, x0: usize, y0: usize, gw: usize, gh: usize) -> (u8, u8) {
let (mut lo, mut hi) = (gw, 0usize);
let mut any = false;
for y in 0..gh {
for x in 0..gw {
let a = rgba[((y0 + y) * atlas_w + (x0 + x)) * 4 + 3];
if a > 0 {
any = true;
if x < lo { lo = x; }
if x > hi { hi = x; }
}
}
}
if any { (lo as u8, (hi - lo + 1) as u8) } else { (0, 0) }
}
/// Ein Unicode-Zeichen auf seinen CP437-Codepoint abbilden. ASCII ist
/// identisch; für die im Projekt nötigen deutschen Sonderzeichen gibt es
/// feste Plätze, alles andere fällt auf '?' zurück.
pub(crate) fn cp437(ch: char) -> u8 {
match ch {
c if (c as u32) < 128 => c as u8,
'Ç' => 128, 'ü' => 129, 'é' => 130, 'ä' => 132, 'à' => 133,
'å' => 134, 'ç' => 135, 'ë' => 137, 'è' => 138, 'ï' => 139,
'î' => 140, 'ì' => 141, 'Ä' => 142, 'Å' => 143, 'É' => 144,
'ö' => 148, 'ò' => 149, 'û' => 150, 'ù' => 151, 'Ö' => 153,
'Ü' => 154, 'á' => 160, 'í' => 161, 'ó' => 162, 'ú' => 163,
'ñ' => 164, 'Ñ' => 165, 'ß' => 225, '°' => 248,
_ => b'?',
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn ink_bounds_finds_span_and_blank() {
// 4px-breite "Zelle" (atlas_w=4, 1 Zeile): Ink in Spalten 1..=2.
// rgba: x0 leer, x1 voll, x2 voll, x3 leer (nur Alpha relevant).
let rgba = vec![
0,0,0,0, 255,255,255,255, 255,255,255,255, 0,0,0,0,
];
assert_eq!(ink_bounds(&rgba, 4, 0, 0, 4, 1), (1, 2));
// Komplett leere Zelle.
let blank = vec![0u8; 4 * 4];
assert_eq!(ink_bounds(&blank, 4, 0, 0, 4, 1), (0, 0));
}
#[test]
fn cp437_maps_ascii_and_umlauts() {
assert_eq!(cp437('A'), 65);
assert_eq!(cp437('a'), 97);
assert_eq!(cp437('ä'), 132);
assert_eq!(cp437('ß'), 225);
assert_eq!(cp437('世'), b'?'); // außerhalb CP437 → Fallback
}
}
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//! wgpu-Zustand: Surface, Device und der zweistufige Render-Pfad
//! aus dem Renderer-Plan:
//!
//! Pass 1 (intern): 320×240 RGBA8 + Depth — hier entsteht das Bild
//! ([`ScenePass`], PS1-Shader).
//! Pass 2 (Fenster): Nearest-Upscale des internen Targets mit
//! 4:3-Letterbox (via Viewport) auf die Surface.
use std::sync::Arc;
use winit::window::Window;
use crate::engine::tga::Image;
use crate::render::math::Mat4;
use crate::render::scene::{Mesh, ScenePass};
use crate::render::sprite::SpritePass;
use crate::render::ui::Ui;
pub const INTERNAL_W: u32 = 320;
pub const INTERNAL_H: u32 = 240;
/// D16 reicht für PS1-Geometrieskalen und ist das älteste, überall
/// (auch GL-Fallback) unterstützte Depth-Format.
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth16Unorm;
const INTERNAL_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
pub struct Gpu {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
internal_view: wgpu::TextureView,
depth_view: wgpu::TextureView,
scene: ScenePass,
sprite: SpritePass,
blit_pipeline: wgpu::RenderPipeline,
blit_bind: wgpu::BindGroup,
}
impl Gpu {
pub fn new(
window: Arc<Window>,
display: winit::event_loop::OwnedDisplayHandle,
mesh: &Mesh,
images: &[Image],
ui_textures: &[Image],
) -> Self {
let size = window.inner_size();
// Display-Handle mitgeben: für den GL-Fallback (v.a. Wayland)
// Pflicht; Vulkan ignoriert es. `with_env` erlaubt Overrides wie
// WGPU_BACKEND=gl zum Testen des Fallback-Pfads.
let instance = wgpu::Instance::new(
wgpu::InstanceDescriptor::new_with_display_handle(Box::new(display)).with_env(),
);
let surface = instance.create_surface(window).expect("wgpu: Surface");
let adapter = pollster::block_on(instance.request_adapter(
&wgpu::RequestAdapterOptions {
compatible_surface: Some(&surface),
..Default::default()
},
)).expect("wgpu: kein Adapter");
let info = adapter.get_info();
println!("[gpu] {} ({:?}, {:?})", info.name, info.backend, info.device_type);
// Baseline-Limits/-Features: alles, was der Plan braucht, ist
// WebGPU-Kern — nichts anfordern, dann läuft es auch auf HD 5500.
let (device, queue) = pollster::block_on(
adapter.request_device(&wgpu::DeviceDescriptor::default()),
).expect("wgpu: Device");
// Nicht-sRGB-8-Bit-Surface bevorzugen: der Fragment-Shader
// quantisiert später selbst auf RGB555 — die Werte sollen
// unverändert auf den Schirm, ohne Gamma-Umkodierung beim Blit.
// Explizite Liste statt „erstes nicht-sRGB": Treiber bieten auch
// 16-Bit-Formate an, die extra Device-Features bräuchten.
let caps = surface.get_capabilities(&adapter);
let format = [wgpu::TextureFormat::Bgra8Unorm, wgpu::TextureFormat::Rgba8Unorm]
.into_iter()
.find(|f| caps.formats.contains(f))
.unwrap_or(caps.formats[0]);
println!("[gpu] Surface-Format {format:?}");
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: size.width.max(1),
height: size.height.max(1),
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
let (internal_view, depth_view) = make_internal_targets(&device);
// Pass 1: die Szene. Geometrie + Bilder kommen fertig vom Aufrufer
// (Decode in render::run); hier wird nur hochgeladen.
let scene = ScenePass::new(&device, &queue, INTERNAL_FORMAT, DEPTH_FORMAT, mesh, images);
// Overlay-Pass: zeichnet nach der Szene ins selbe interne Target.
let sprite = SpritePass::new(
&device, &queue, INTERNAL_FORMAT, DEPTH_FORMAT,
[INTERNAL_W as f32, INTERNAL_H as f32], ui_textures,
);
// Pass 2: internes Target nearest-gesampelt auf die Surface.
let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("blit"),
source: wgpu::ShaderSource::Wgsl(include_str!("blit.wgsl").into()),
});
let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("blit"),
layout: None,
vertex: wgpu::VertexState {
module: &blit_shader,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &blit_shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(config.format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("blit nearest"),
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let blit_bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("blit"),
layout: &blit_pipeline.get_bind_group_layout(0),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&internal_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
Self {
surface, device, queue, config,
internal_view, depth_view,
scene, sprite, blit_pipeline, blit_bind,
}
}
pub fn resize(&mut self, width: u32, height: u32) {
self.config.width = width.max(1);
self.config.height = height.max(1);
self.surface.configure(&self.device, &self.config);
}
/// Fenster-Pixel (physisch) → interne Pixel, über dieselbe Letterbox wie
/// der Blit. Außerhalb des Bildbereichs auf die Ränder geklemmt.
pub fn map_cursor(&self, win: [f32; 2]) -> [f32; 2] {
let (vx, vy, vw, vh) = letterbox(self.config.width, self.config.height);
let ix = (win[0] - vx) / vw * INTERNAL_W as f32;
let iy = (win[1] - vy) / vh * INTERNAL_H as f32;
[ix.clamp(0.0, INTERNAL_W as f32), iy.clamp(0.0, INTERNAL_H as f32)]
}
/// Einen Frame rendern. Die View-Matrix kommt vom Aufrufer (Flycam);
/// die Projektion gehört hierher, weil sie an der internen Auflösung
/// hängt.
pub fn frame(&mut self, view: &Mat4, ui: &Ui) {
let proj = Mat4::perspective(
60f32.to_radians(),
INTERNAL_W as f32 / INTERNAL_H as f32,
0.1, 100.0,
);
let half_res = [INTERNAL_W as f32 * 0.5, INTERNAL_H as f32 * 0.5];
self.scene.prepare(&self.queue, &proj.mul(view), half_res);
self.sprite.prepare(&self.queue, &ui.verts);
use wgpu::CurrentSurfaceTexture as Cst;
let frame = match self.surface.get_current_texture() {
Cst::Success(f) | Cst::Suboptimal(f) => f,
// Surface veraltet (Resize/Compositor): neu konfigurieren,
// diesen Frame auslassen.
Cst::Outdated | Cst::Lost => {
self.surface.configure(&self.device, &self.config);
return;
}
// Fenster verdeckt/minimiert oder Treiber-Timeout: auslassen.
Cst::Timeout | Cst::Occluded => return,
Cst::Validation => panic!("wgpu: Surface-Validation-Fehler"),
};
let surface_view = frame.texture.create_view(&Default::default());
let mut enc = self.device.create_command_encoder(&Default::default());
// Pass 1: intern.
{
let mut pass = enc.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("internal"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.internal_view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.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.scene.draw(&mut pass);
// Overlay obenauf, im selben Pass (kein Tiefentest).
self.sprite.draw(&mut pass, &ui.batches);
}
// Pass 2: Letterbox-Blit aufs Fenster.
{
let mut pass = enc.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("blit"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
// Schwarz = die Letterbox-Balken.
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
let (vx, vy, vw, vh) = letterbox(self.config.width, self.config.height);
pass.set_viewport(vx, vy, vw, vh, 0.0, 1.0);
pass.set_pipeline(&self.blit_pipeline);
pass.set_bind_group(0, &self.blit_bind, &[]);
pass.draw(0..3, 0..1);
}
self.queue.submit([enc.finish()]);
frame.present();
}
}
fn make_internal_targets(device: &wgpu::Device) -> (wgpu::TextureView, wgpu::TextureView) {
let size = wgpu::Extent3d {
width: INTERNAL_W, height: INTERNAL_H, depth_or_array_layers: 1,
};
let color = device.create_texture(&wgpu::TextureDescriptor {
label: Some("internal color"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: INTERNAL_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let depth = device.create_texture(&wgpu::TextureDescriptor {
label: Some("internal depth"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
(color.create_view(&Default::default()), depth.create_view(&Default::default()))
}
/// Größtes 4:3-Rechteck, das ins Fenster passt, zentriert.
/// Nicht-ganzzahlige Skalierung ist gewollt (volle Fensterausnutzung);
/// die leicht ungleichen Pixel passen zum CRT-Vorbild.
fn letterbox(win_w: u32, win_h: u32) -> (f32, f32, f32, f32) {
let (w, h) = (win_w as f32, win_h as f32);
let scale = (w / INTERNAL_W as f32).min(h / INTERNAL_H as f32);
let vw = INTERNAL_W as f32 * scale;
let vh = INTERNAL_H as f32 * scale;
((w - vw) * 0.5, (h - vh) * 0.5, vw, vh)
}
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//! Minimale f32-Matrix-Mathematik für den Renderer — bewusst handgerollt
//! statt glam: PS1-Style braucht nur Multiply, View und Perspective.
//! (Die Spiellogik bekommt später ihr eigenes Q16.16 wie irl3d; das hier
//! ist nur der GPU-Pfad.)
//!
//! Konventionen:
//! - rechtshändig, Kamera blickt -Z, +Y oben (wie Blender-OBJ-Export)
//! - Spaltenvektoren, Speicher column-major — `Mat4.0[spalte][zeile]`,
//! bytemuck-kompatibel zu WGSL `mat4x4f`
//! - Clip-Z in [0,1] (wgpu/WebGPU, nicht GL-[-1,1])
#[repr(C)]
#[derive(Clone, Copy, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Mat4(pub [[f32; 4]; 4]);
impl Mat4 {
pub const IDENT: Mat4 = Mat4([
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
]);
pub fn mul(&self, rhs: &Mat4) -> Mat4 {
let mut out = [[0.0f32; 4]; 4];
for c in 0..4 {
for r in 0..4 {
out[c][r] = (0..4).map(|k| self.0[k][r] * rhs.0[c][k]).sum();
}
}
Mat4(out)
}
/// Punkt-Transformation auf der CPU — bisher nur von den Tests
/// gebraucht; der Renderer transformiert auf der GPU.
#[cfg(test)]
pub fn transform(&self, v: [f32; 4]) -> [f32; 4] {
let mut out = [0.0f32; 4];
for r in 0..4 {
out[r] = (0..4).map(|k| self.0[k][r] * v[k]).sum();
}
out
}
pub fn translate(x: f32, y: f32, z: f32) -> Mat4 {
let mut m = Mat4::IDENT;
m.0[3] = [x, y, z, 1.0];
m
}
pub fn rot_x(a: f32) -> Mat4 {
let (s, c) = a.sin_cos();
let mut m = Mat4::IDENT;
m.0[1] = [0.0, c, s, 0.0];
m.0[2] = [0.0, -s, c, 0.0];
m
}
pub fn rot_y(a: f32) -> Mat4 {
let (s, c) = a.sin_cos();
let mut m = Mat4::IDENT;
m.0[0] = [c, 0.0, -s, 0.0];
m.0[2] = [s, 0.0, c, 0.0];
m
}
/// FPS-View: erst Kamera-Position abziehen, dann Yaw, dann Pitch
/// herausdrehen. Yaw/Pitch wie die irl3d-Kamera: yaw=0 blickt -Z,
/// positiver Pitch hebt den Blick.
pub fn view(pos: [f32; 3], yaw: f32, pitch: f32) -> Mat4 {
Mat4::rot_x(-pitch)
.mul(&Mat4::rot_y(-yaw))
.mul(&Mat4::translate(-pos[0], -pos[1], -pos[2]))
}
/// Perspektive mit Clip-Z in [0,1]. `fovy` in Radiant.
pub fn perspective(fovy: f32, aspect: f32, near: f32, far: f32) -> Mat4 {
let f = 1.0 / (fovy * 0.5).tan();
Mat4([
[f / aspect, 0.0, 0.0, 0.0],
[0.0, f, 0.0, 0.0],
[0.0, 0.0, far / (near - far), -1.0],
[0.0, 0.0, near * far / (near - far), 0.0],
])
}
}
#[cfg(test)]
mod tests {
use super::*;
fn close(a: [f32; 4], b: [f32; 4]) -> bool {
a.iter().zip(b).all(|(x, y)| (x - y).abs() < 1e-5)
}
#[test]
fn view_translates_origin_in_front() {
// Kamera bei z=+5, Blick -Z → Origin liegt 5 vor der Kamera.
let v = Mat4::view([0.0, 0.0, 5.0], 0.0, 0.0);
assert!(close(v.transform([0.0, 0.0, 0.0, 1.0]), [0.0, 0.0, -5.0, 1.0]));
}
#[test]
fn view_yaw_quarter_turn_looks_minus_x() {
// yaw=90°: Blick Richtung -X (irl3d-Konvention) — ein Punkt auf
// -X liegt dann vor der Kamera.
let v = Mat4::view([0.0, 0.0, 0.0], std::f32::consts::FRAC_PI_2, 0.0);
assert!(close(v.transform([-2.0, 0.0, 0.0, 1.0]), [0.0, 0.0, -2.0, 1.0]));
}
#[test]
fn view_pitch_up_looks_plus_y() {
let v = Mat4::view([0.0, 0.0, 0.0], 0.0, std::f32::consts::FRAC_PI_2);
assert!(close(v.transform([0.0, 3.0, 0.0, 1.0]), [0.0, 0.0, -3.0, 1.0]));
}
#[test]
fn perspective_maps_near_far_to_0_1() {
let p = Mat4::perspective(1.0, 4.0 / 3.0, 0.1, 100.0);
let n = p.transform([0.0, 0.0, -0.1, 1.0]);
let f = p.transform([0.0, 0.0, -100.0, 1.0]);
assert!((n[2] / n[3] - 0.0).abs() < 1e-5);
assert!((f[2] / f[3] - 1.0).abs() < 1e-4);
// w = Abstand vor der Kamera
assert!((n[3] - 0.1).abs() < 1e-6 && (f[3] - 100.0).abs() < 1e-4);
}
}
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//! Fenster-Frontend: winit-Loop um den wgpu-Renderer.
//!
//! Stand: Schritt 4 des Renderer-Plans (notes/renderer-plan.md) — Flycam
//! über dem PS1-Szenen-Pass. WASD bewegt, Maus blickt (Klick fängt den
//! Cursor, Escape gibt ihn frei bzw. beendet), Space/Shift hoch/runter.
//! Als Nächstes: OBJ-Szene (Schritt 5).
//!
//! Steuert dieselbe [`Session`] wie die CLI: das Fenster *besitzt* sie,
//! Terminal-Befehle kommen über einen Channel von einem stdin-Thread und
//! werden pro Loop-Durchlauf eingespielt. Im Dialog-Modus pausiert die
//! Welt (Sim-Uhr und Kamera stehen) — so sieht das Fenster nie einen
//! anderen Zustand als die Konsole.
//!
//! Schicht-Regel wie `cli`: Geschwister von `engine`/`session`, konsumiert
//! deren Schnittstellen — nie umgekehrt.
mod brush;
mod camera;
mod font;
mod gpu;
mod math;
mod scene;
mod sprite;
mod ui;
use std::sync::mpsc::{self, Receiver};
use std::sync::Arc;
use std::time::Instant;
use winit::application::ApplicationHandler;
use winit::event::{DeviceEvent, DeviceId, ElementState, KeyEvent, MouseButton, WindowEvent};
use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::{CursorGrabMode, Window, WindowId};
use crate::engine::tga::Image;
use crate::engine::{assets, map, tga};
use crate::session::{Mode, Session};
use camera::Camera;
use gpu::Gpu;
use scene::Mesh;
/// Radiant pro Maus-Pixel.
const MOUSE_SENS: f32 = 0.0025;
/// Welt-Einheiten pro Sekunde.
const MOVE_SPEED: f32 = 4.0;
pub fn run(mut session: Session) {
// Init-Signal feuern, bevor das Fenster steht (kann bereits einen
// Dialog öffnen — dann startet die Welt eben pausiert).
for line in session.start() { println!("{line}"); }
// CPU-Assets dekodieren (Pull über die engine-Decoder). Das Hochladen
// auf die GPU macht später `Gpu` — Decode (CPU) und Upload (GPU) bleiben
// getrennt.
let world = map::load(&assets::path("assets/maps/test.map"));
let tex_names = brush::texture_names(&world);
let images: Vec<Image> = tex_names.iter()
.map(|n| tga::load(&assets::path(&format!("assets/textures/{n}.tga"))))
.collect();
let dims: Vec<(u32, u32)> = images.iter().map(|i| (i.width, i.height)).collect();
let mesh = brush::build(&world, &tex_names, &dims);
report_map(&world, &tex_names, &mesh);
// UI-Texturen, Reihenfolge = die Index-Konstanten in ui (WHITE, FONT_EGA,
// FONT_CGA, CURSORS, ORN). Decode (CPU) bleibt in run(); Fonts, Cursor und
// Ornament sind weiß-auf-schwarz und bekommen ihre Alpha-Maske aus der
// Luminanz.
let load_keyed = |p: &str| ui::key_luminance(&tga::load(&assets::path(p)));
// Font-Atlanten zuerst keyen, daraus die Glyph-Breiten messen (Font),
// dann dieselben Bilder in die GPU-Texturliste übernehmen.
let ega_img = load_keyed("assets/textures/fonts/oldschool-ega-8x14.tga");
let cga_img = load_keyed("assets/textures/fonts/oldschool-cga-8x8.tga");
let fonts = font::Fonts {
ega: font::Font::ega(ui::FONT_EGA, &ega_img),
cga: font::Font::cga(ui::FONT_CGA, &cga_img),
};
let ui_textures: Vec<Image> = vec![
ui::white_pixel(),
ega_img,
cga_img,
load_keyed("assets/textures/ui/cursors.tga"),
load_keyed("assets/textures/ui/panel_ornaments.tga"),
];
// stdin auf einem eigenen Thread: er darf blockieren, der Main-Thread
// (winit) nicht. Es queren nur Strings die Thread-Grenze, kein Zustand
// — der bleibt allein auf dem Main-Thread.
let (tx, rx) = mpsc::channel::<String>();
std::thread::spawn(move || {
let stdin = std::io::stdin();
let mut buf = String::new();
loop {
buf.clear();
match stdin.read_line(&mut buf) {
Ok(0) | Err(_) => break, // EOF (Ctrl-D) → Thread endet
Ok(_) => {
if tx.send(buf.trim_end().to_string()).is_err() { break; }
}
}
}
});
let event_loop = EventLoop::new().expect("winit: Event-Loop");
// Poll statt Wait: wir rendern kontinuierlich (Spiel, kein Editor) und
// pollen nebenbei den Befehls-Channel.
event_loop.set_control_flow(ControlFlow::Poll);
let mut app = App::new(session, rx, mesh, images, ui_textures, fonts);
event_loop.run_app(&mut app).expect("winit: run");
}
/// Kurzer Lade-Report: Map-Inhalt und resultierende Geometriegröße.
fn report_map(world: &map::Map, tex_names: &[String], mesh: &Mesh) {
let brushes: usize = world.entities.iter().map(|e| e.brushes.len()).sum();
let faces: usize = world.entities.iter()
.flat_map(|e| &e.brushes)
.map(|b| b.faces.len())
.sum();
println!(
"[map] {} Entities, {} Brushes, {} Faces, Texturen {:?}{} Vertices, {} Dreiecke",
world.entities.len(), brushes, faces, tex_names,
mesh.verts.len(), mesh.indices.len() / 3,
);
}
/// Aktueller Eingabezustand. Tasten als gehaltene Flags (nicht Events),
/// damit die Bewegung pro Frame mit dt skaliert; Maus-Delta wird zwischen
/// den Frames akkumuliert und nach dem Anwenden genullt.
#[derive(Default)]
struct Input {
fwd: bool,
back: bool,
left: bool,
right: bool,
up: bool,
down: bool,
mouse_dx: f32,
mouse_dy: f32,
/// Cursor gefangen → Maus-Look aktiv.
grabbed: bool,
}
struct App {
window: Option<Arc<Window>>,
gpu: Option<Gpu>,
session: Session,
rx: Receiver<String>,
camera: Camera,
input: Input,
last: Option<Instant>,
/// Letzte Mausposition in Fenster-Pixeln (für den UI-Cursor).
cursor_win: [f32; 2],
/// CPU-seitige Welt-Geometrie + Texturen, in `resumed` einmal auf die
/// GPU geladen.
mesh: Mesh,
images: Vec<Image>,
ui_textures: Vec<Image>,
fonts: font::Fonts,
}
impl App {
fn new(
session: Session,
rx: Receiver<String>,
mesh: Mesh,
images: Vec<Image>,
ui_textures: Vec<Image>,
fonts: font::Fonts,
) -> Self {
Self {
window: None,
gpu: None,
session,
rx,
// Etwas zurück und erhöht, Blick Richtung Welt-Ursprung.
camera: Camera::new([0.0, 1.0, 4.0]),
input: Input::default(),
last: None,
cursor_win: [0.0, 0.0],
mesh,
images,
ui_textures,
fonts,
}
}
// Der OS-Cursor bleibt immer versteckt (in `resumed` einmal gesetzt) —
// wir zeichnen stets ein eigenes Sprite. `set_grab` schaltet nur die
// Greif-Art: Locked (Flycam, relativer Blick) ↔ None (freie Maus, UI).
fn set_grab(&mut self, grab: bool) {
let Some(window) = &self.window else { return; };
if grab {
// Locked (Cursor fixiert) ist am angenehmsten, wird aber nicht
// überall unterstützt → auf Confined zurückfallen.
let ok = window.set_cursor_grab(CursorGrabMode::Locked)
.or_else(|_| window.set_cursor_grab(CursorGrabMode::Confined))
.is_ok();
if ok { self.input.grabbed = true; }
} else {
let _ = window.set_cursor_grab(CursorGrabMode::None);
self.input.grabbed = false;
}
}
}
impl ApplicationHandler for App {
/// winit liefert das Fenster erst hier, nicht beim Loop-Start —
/// deshalb sind `window`/`gpu` Options statt Konstruktor-Felder.
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.window.is_some() { return; }
let attrs = Window::default_attributes()
.with_title("wds")
// 2× interne Auflösung als Startgröße; frei resizebar.
.with_inner_size(winit::dpi::LogicalSize::new(
gpu::INTERNAL_W * 2, gpu::INTERNAL_H * 2));
let window = Arc::new(event_loop.create_window(attrs).expect("winit: Fenster"));
// OS-Cursor dauerhaft aus — das Overlay zeichnet immer einen eigenen.
window.set_cursor_visible(false);
self.gpu = Some(Gpu::new(
window.clone(),
event_loop.owned_display_handle(),
&self.mesh,
&self.images,
&self.ui_textures,
));
self.window = Some(window);
}
/// Rohe Maus-Bewegung (unabhängig von Cursor-Position) — nur sinnvoll,
/// solange der Cursor gefangen ist.
fn device_event(&mut self, _el: &ActiveEventLoop, _id: DeviceId, event: DeviceEvent) {
if let DeviceEvent::MouseMotion { delta } = event {
if self.input.grabbed {
self.input.mouse_dx += delta.0 as f32;
self.input.mouse_dy += delta.1 as f32;
}
}
}
/// Läuft einmal pro Loop-Durchlauf, nachdem die Events abgearbeitet
/// sind: Konsolen-Befehle einspielen und den nächsten Frame anfordern.
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
while let Ok(line) = self.rx.try_recv() {
let r = self.session.exec(&line);
for out in r.output { println!("{out}"); }
if r.quit { event_loop.exit(); }
}
if let Some(w) = &self.window { w.request_redraw(); }
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::CursorMoved { position, .. } => {
self.cursor_win = [position.x as f32, position.y as f32];
}
WindowEvent::MouseInput { state: ElementState::Pressed, button: MouseButton::Left, .. } => {
// Nur im freien Modus greift der Klick die Maus (Flycam). Im
// UI-/Dialog-Modus bleibt die Maus frei (für Klicks aufs UI).
if matches!(self.session.mode, Mode::Free) { self.set_grab(true); }
}
WindowEvent::KeyboardInput { event: key, .. } => self.on_key(event_loop, key),
WindowEvent::Resized(size) => {
if let Some(gpu) = &mut self.gpu {
gpu.resize(size.width, size.height);
}
}
WindowEvent::RedrawRequested => self.redraw(),
_ => {}
}
}
}
impl App {
fn on_key(&mut self, event_loop: &ActiveEventLoop, key: KeyEvent) {
let PhysicalKey::Code(code) = key.physical_key else { return; };
let down = key.state == ElementState::Pressed;
// Escape: erst den Cursor freigeben, sonst beenden.
if code == KeyCode::Escape && down {
if self.input.grabbed { self.set_grab(false); } else { event_loop.exit(); }
return;
}
match code {
KeyCode::KeyW => self.input.fwd = down,
KeyCode::KeyS => self.input.back = down,
KeyCode::KeyA => self.input.left = down,
KeyCode::KeyD => self.input.right = down,
KeyCode::Space => self.input.up = down,
KeyCode::ShiftLeft => self.input.down = down,
_ => {}
}
}
fn redraw(&mut self) {
// dt messen; im Dialog Kamera und Sim anhalten → Welt pausiert,
// während die Konsole den Dialog treibt.
let now = Instant::now();
let dt = self.last.replace(now).map_or(0.0, |prev| (now - prev).as_secs_f32());
if matches!(self.session.mode, Mode::Free) {
self.camera.apply_mouse(self.input.mouse_dx, self.input.mouse_dy, MOUSE_SENS);
let fwd = axis(self.input.fwd, self.input.back);
let right = axis(self.input.right, self.input.left);
let up = axis(self.input.up, self.input.down);
self.camera.translate(fwd, right, up, MOVE_SPEED * dt);
} else if self.input.grabbed {
// Nicht-Free (Dialog/Menü) → Maus freigeben, damit das UI klickbar
// ist und der Maus-Cursor statt des HUD-Pointers erscheint.
self.set_grab(false);
}
// Delta immer verwerfen, auch im Dialog — sonst springt der Blick
// beim Fortsetzen um die aufgestaute Bewegung.
self.input.mouse_dx = 0.0;
self.input.mouse_dy = 0.0;
let view = self.camera.view();
// Mausposition über die Letterbox in interne Pixel mappen.
let cursor = ui::Cursor {
pos: self.gpu.as_ref()
.map(|g| g.map_cursor(self.cursor_win))
.unwrap_or([0.0, 0.0]),
grabbed: self.input.grabbed,
};
// Overlay state-driven bauen (Stage 3: Demo-Panel + Cursor).
let overlay = ui::layout(
[gpu::INTERNAL_W as f32, gpu::INTERNAL_H as f32], &self.fonts, &cursor,
);
if let Some(gpu) = &mut self.gpu { gpu.frame(&view, &overlay); }
}
}
/// Zwei gegensätzliche Tasten zu einer Achse in {-1, 0, 1}.
fn axis(positive: bool, negative: bool) -> f32 {
(positive as i32 - negative as i32) as f32
}
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//! Szenen-Pass: zeichnet die 3D-Welt ins interne Target.
//!
//! Stand Schritt 5: Geometrie + Texturen kommen vom Aufrufer (Brush-Welt
//! aus der `.map`, siehe render::brush; Bilder aus engine::tga). Pro Textur
//! eine Bind-Group + ein Draw-Batch (Material-Batching „pro Textur ein
//! Draw" wie im Plan). Die Shader (scene.wgsl) sind die echten PS1-Shader.
use wgpu::util::DeviceExt;
use crate::engine::tga::Image;
use crate::render::math::Mat4;
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub(crate) struct Vertex {
pub(crate) pos: [f32; 3],
pub(crate) uv: [f32; 2],
}
/// Ein Draw-Batch: ein zusammenhängender Index-Bereich, der mit *einer*
/// Textur gezeichnet wird.
#[derive(Clone, Copy)]
pub(crate) struct Batch {
pub(crate) texture: usize,
pub(crate) start: u32,
pub(crate) count: u32,
}
/// CPU-seitige Welt-Geometrie, fertig zum Hochladen. Die Indizes sind nach
/// Textur gruppiert; `batches` zeigt in diese Reihenfolge.
pub(crate) struct Mesh {
pub(crate) verts: Vec<Vertex>,
pub(crate) indices: Vec<u32>,
pub(crate) batches: Vec<Batch>,
}
/// Spiegelt das `Uniforms`-Struct in scene.wgsl. `_pad` rundet die Größe
/// auf 80 Byte (16er-Vielfaches), wie es die Uniform-Adressraum-Regeln
/// von WGSL verlangen.
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
mvp: [[f32; 4]; 4],
half_res: [f32; 2],
_pad: [f32; 2],
}
const VERTEX_LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2],
};
pub struct ScenePass {
pipeline: wgpu::RenderPipeline,
vbuf: wgpu::Buffer,
ibuf: wgpu::Buffer,
ubuf: wgpu::Buffer,
uniform_bind: wgpu::BindGroup, // group 0
tex_binds: Vec<wgpu::BindGroup>, // group 1, pro Textur
batches: Vec<Batch>,
}
impl ScenePass {
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
color_format: wgpu::TextureFormat,
depth_format: wgpu::TextureFormat,
mesh: &Mesh,
images: &[Image],
) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("scene"),
source: wgpu::ShaderSource::Wgsl(include_str!("scene.wgsl").into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("scene"),
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[VERTEX_LAYOUT],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(color_format.into())],
}),
// Back-face Culling: Brush-Polygone werden CCW um ihre nach
// außen zeigende Normale gewickelt (siehe render::brush), und
// die Z-up→Y-up-Drehung erhält die Orientierung (det +1). Also
// sind die Außenflächen front-facing — Rückseiten und alle
// verdeckten Innenflächen zwischen Brushes fallen weg.
// (Front-Face bleibt der wgpu-Default CCW.)
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: depth_format,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::Less),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let vbuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("scene vertices"),
contents: bytemuck::cast_slice(&mesh.verts),
usage: wgpu::BufferUsages::VERTEX,
});
let ibuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("scene indices"),
contents: bytemuck::cast_slice(&mesh.indices),
usage: wgpu::BufferUsages::INDEX,
});
let ubuf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("scene uniforms"),
size: size_of::<Uniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let uniform_bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("scene uniforms"),
layout: &pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: ubuf.as_entire_binding(),
}],
});
// Nearest-Sampler: harte Texel, kein Filtering — PS1.
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("scene nearest"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let tex_layout = pipeline.get_bind_group_layout(1);
let tex_binds = images.iter()
.map(|img| upload_texture(device, queue, &tex_layout, &sampler, img))
.collect();
Self {
pipeline, vbuf, ibuf, ubuf, uniform_bind, tex_binds,
batches: mesh.batches.clone(),
}
}
/// Uniforms für diesen Frame hochladen — vor dem Render-Pass rufen.
/// `half_res` = halbe interne Auflösung (fürs Pixel-Snap im Shader).
pub fn prepare(&self, queue: &wgpu::Queue, mvp: &Mat4, half_res: [f32; 2]) {
let u = Uniforms { mvp: mvp.0, half_res, _pad: [0.0; 2] };
queue.write_buffer(&self.ubuf, 0, bytemuck::bytes_of(&u));
}
pub fn draw(&self, pass: &mut wgpu::RenderPass) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.uniform_bind, &[]);
pass.set_vertex_buffer(0, self.vbuf.slice(..));
pass.set_index_buffer(self.ibuf.slice(..), wgpu::IndexFormat::Uint32);
for b in &self.batches {
pass.set_bind_group(1, &self.tex_binds[b.texture], &[]);
pass.draw_indexed(b.start..b.start + b.count, 0, 0..1);
}
}
}
/// Ein RGBA8-`Image` als GPU-Textur hochladen und die zugehörige
/// Bind-Group (Textur + Sampler, group 1) bauen.
fn upload_texture(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
sampler: &wgpu::Sampler,
img: &Image,
) -> wgpu::BindGroup {
let size = wgpu::Extent3d {
width: img.width,
height: img.height,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("scene texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
// Nicht-sRGB: die Quantisierung im Shader erwartet rohe Werte.
format: wgpu::TextureFormat::Rgba8Unorm,
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,
},
&img.rgba,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(img.width * 4),
rows_per_image: Some(img.height),
},
size,
);
let view = texture.create_view(&Default::default());
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("scene texture"),
layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(sampler) },
],
})
}
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// Szenen-Pipeline: die PS1-Eigenheiten aus dem Renderer-Plan, authentisch
// gerechnet statt nachgestellt:
// - Pixel-Snap im Vertex-Shader → Vertex-Jitter
// - @interpolate(linear) → affine (nicht perspektivkorrigierte) UVs
// - RGB555-Quantisierung + 4×4-Bayer-Dither im Fragment-Shader
// - 1-Bit-Alpha-Test (Cutouts), kein Blending
struct Uniforms {
mvp: mat4x4f,
// Halbe interne Auflösung (NDC läuft -1..1, Spanne 2 → Skalierung mit
// der halben Auflösung trifft das Pixelraster). Kommt aus dem Renderer.
half_res: vec2f,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(1) @binding(0) var tex: texture_2d<f32>;
@group(1) @binding(1) var smp: sampler;
struct VsOut {
@builtin(position) pos: vec4f,
// linear = affin interpoliert → das Textur-Wobbeln der PS1.
@location(0) @interpolate(linear) uv: vec2f,
};
@vertex
fn vs_main(@location(0) pos: vec3f, @location(1) uv: vec2f) -> VsOut {
var clip = u.mvp * vec4f(pos, 1.0);
// Pixel-Snap: xy nach der Projektion aufs interne Raster runden und
// zurück in den Clip-Raum. Nur vor der Kamera (w>0) — dahinter würde
// die Division Unsinn liefern, das Hardware-Clipping übernimmt.
if clip.w > 0.0 {
let ndc = clip.xy / clip.w;
clip = vec4f(round(ndc * u.half_res) / u.half_res * clip.w, clip.zw);
}
var out: VsOut;
out.pos = clip;
out.uv = uv;
return out;
}
// 4×4-Bayer-Matrix (Werte 0..15) für Ordered Dithering.
fn bayer4(px: vec2u) -> f32 {
var m = array<u32, 16>(
0u, 8u, 2u, 10u,
12u, 4u, 14u, 6u,
3u, 11u, 1u, 9u,
15u, 7u, 13u, 5u,
);
return f32(m[(px.y % 4u) * 4u + (px.x % 4u)]);
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4f {
let texel = textureSample(tex, smp, in.uv);
if texel.a < 0.5 { discard; } // 1-Bit-Alpha (Cutouts), noch ungenutzt
// RGB555: 31 Stufen pro Kanal. Bayer-Schwelle vor dem Abrunden →
// Verläufe zerfallen ins typische Dither-Muster.
let t = (bayer4(vec2u(in.pos.xy)) + 0.5) / 16.0;
let c = clamp(texel.rgb, vec3f(0.0), vec3f(1.0));
return vec4f(floor(c * 31.0 + t) / 31.0, 1.0);
}
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//! Sprite-Pass: das 2D-Overlay (UI) als getintete Textur-Quads.
//!
//! Immediate-Mode: der Vertex-Buffer wird jeden Frame neu befüllt (kleine
//! Datenmenge). Geometrie kommt von [`crate::render::ui`] als fertige
//! [`SpriteVertex`]-Liste + [`SpriteBatch`]es (ein Batch je Textur). Die
//! Texturen (weißer Pixel, Font-Atlas, …) werden einmal beim Bau
//! hochgeladen — wie beim Szenen-Pass: Decode (CPU) ≠ Upload (GPU).
use crate::engine::tga::Image;
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub(crate) struct SpriteVertex {
/// Interne Pixel, Ursprung oben-links.
pub(crate) pos: [f32; 2],
pub(crate) uv: [f32; 2],
/// Tint, mit dem Texel multipliziert (RGBA, 0..1).
pub(crate) color: [f32; 4],
}
/// Ein zusammenhängender Vertex-Bereich, der mit *einer* Textur gezeichnet
/// wird (zwei Dreiecke je Quad, also Vielfache von 6).
#[derive(Clone, Copy)]
pub(crate) struct SpriteBatch {
pub(crate) texture: usize,
pub(crate) start: u32,
pub(crate) count: u32,
}
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
inv_res: [f32; 2],
_pad: [f32; 2],
}
/// Obergrenze des dynamischen Vertex-Buffers. 8192 Verts = ~1365 Quads pro
/// Frame — reichlich für Dialog-Panels, Text und Cursor.
const MAX_VERTS: u64 = 8192;
const VERTEX_LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: size_of::<SpriteVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2, 2 => Float32x4],
};
pub struct SpritePass {
pipeline: wgpu::RenderPipeline,
vbuf: wgpu::Buffer,
uniform_bind: wgpu::BindGroup, // group 0
tex_binds: Vec<wgpu::BindGroup>, // group 1, pro Textur
/// Im aktuellen Frame hochgeladene Vertex-Anzahl (für `draw`-Schutz).
loaded: u32,
}
impl SpritePass {
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
color_format: wgpu::TextureFormat,
depth_format: wgpu::TextureFormat,
internal: [f32; 2],
textures: &[Image],
) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("sprite"),
source: wgpu::ShaderSource::Wgsl(include_str!("sprite.wgsl").into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("sprite"),
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
compilation_options: Default::default(),
buffers: &[VERTEX_LAYOUT],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
// Standard-Alpha-Blending fürs Overlay.
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState::default(),
// Der interne Pass hat ein Tiefen-Attachment → die Pipeline muss
// ein kompatibles Format deklarieren. UI testet/schreibt aber
// keine Tiefe (Always, kein Write) → liegt immer obenauf.
depth_stencil: Some(wgpu::DepthStencilState {
format: depth_format,
depth_write_enabled: Some(false),
depth_compare: Some(wgpu::CompareFunction::Always),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let vbuf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sprite vertices"),
size: MAX_VERTS * size_of::<SpriteVertex>() as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let ubuf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sprite uniforms"),
size: size_of::<Uniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let u = Uniforms { inv_res: [1.0 / internal[0], 1.0 / internal[1]], _pad: [0.0; 2] };
queue.write_buffer(&ubuf, 0, bytemuck::bytes_of(&u));
let uniform_bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("sprite uniforms"),
layout: &pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry { binding: 0, resource: ubuf.as_entire_binding() }],
});
// Nearest + Clamp: harte Pixel, kein Wrap an den Atlas-Rändern.
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("sprite nearest"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let tex_layout = pipeline.get_bind_group_layout(1);
let tex_binds = textures.iter()
.map(|img| upload_texture(device, queue, &tex_layout, &sampler, img))
.collect();
Self { pipeline, vbuf, uniform_bind, tex_binds, loaded: 0 }
}
/// Vertex-Daten dieses Frames hochladen — vor dem Render-Pass rufen.
pub fn prepare(&mut self, queue: &wgpu::Queue, verts: &[SpriteVertex]) {
let n = (verts.len() as u64).min(MAX_VERTS) as usize;
queue.write_buffer(&self.vbuf, 0, bytemuck::cast_slice(&verts[..n]));
self.loaded = n as u32;
}
pub fn draw(&self, pass: &mut wgpu::RenderPass, batches: &[SpriteBatch]) {
if self.loaded == 0 { return; }
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.uniform_bind, &[]);
pass.set_vertex_buffer(0, self.vbuf.slice(..));
for b in batches {
if b.start + b.count > self.loaded { continue; }
pass.set_bind_group(1, &self.tex_binds[b.texture], &[]);
pass.draw(b.start..b.start + b.count, 0..1);
}
}
}
/// Ein RGBA8-`Image` als GPU-Textur hochladen und die Bind-Group (Textur +
/// Sampler, group 1) bauen.
fn upload_texture(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
sampler: &wgpu::Sampler,
img: &Image,
) -> wgpu::BindGroup {
let size = wgpu::Extent3d { width: img.width, height: img.height, depth_or_array_layers: 1 };
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("sprite texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
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,
},
&img.rgba,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(img.width * 4),
rows_per_image: Some(img.height),
},
size,
);
let view = texture.create_view(&Default::default());
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("sprite texture"),
layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(sampler) },
],
})
}
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// 2D-Sprite-Pass für das UI-Overlay: texturierte Quads in internen Pixeln
// (Ursprung oben-links), getintet. Zeichnet ins interne Target *nach* der
// Szene, ohne Tiefentest → liegt immer obenauf. Echtes Alpha-Blending
// (anders als der 1-Bit-Alphatest der Welt), damit Panels und Glyph-Ränder
// weich überblenden.
struct Uniforms {
inv_res: vec2f, // 1/Breite, 1/Höhe des internen Targets
_pad: vec2f,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(1) @binding(0) var tex: texture_2d<f32>;
@group(1) @binding(1) var smp: sampler;
struct VsOut {
@builtin(position) pos: vec4f,
@location(0) uv: vec2f,
@location(1) color: vec4f,
};
@vertex
fn vs_main(
@location(0) pos: vec2f,
@location(1) uv: vec2f,
@location(2) color: vec4f,
) -> VsOut {
var o: VsOut;
// Pixel (oben-links) → NDC (y nach oben).
let ndc = vec2f(
pos.x * u.inv_res.x * 2.0 - 1.0,
1.0 - pos.y * u.inv_res.y * 2.0,
);
o.pos = vec4f(ndc, 0.0, 1.0);
o.uv = uv;
o.color = color;
return o;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4f {
// Textur × Tint. Für Solid-Fills zeigt die UV auf einen weißen Texel,
// dann ist die Farbe rein der Tint.
return textureSample(tex, smp, in.uv) * in.color;
}
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//! UI-Overlay: **state-driven** und **immediate-mode**.
//!
//! [`layout`] ist eine reine Funktion des [`Session`]-Zustands — es hält
//! keinen eigenen mutierbaren Zustand (anders als irl3ds Widget-Bäume, die
//! neben dem Spielzustand desyncen konnten). Jeden Frame wird aus dem
//! aktuellen [`Mode`] neu gebaut: Dialog → Panel + Choice-Buttons, Menü →
//! Menü-Buttons, usw. Klicks erzeugen denselben Eingabe-String, den auch
//! CLI und stdin liefern, und laufen durch dasselbe `Session::exec` — ein
//! einziger Trichter in den State, kein UI-Backdoor.
//!
//! Koordinaten sind interne Pixel (das Overlay wird vor dem Blit gezeichnet,
//! teilt also den Lo-Fi-Look). Gezeichnet wird über [`crate::render::sprite`].
use crate::engine::tga::Image;
use crate::render::font::{self, Font, Fonts};
use crate::render::sprite::{SpriteBatch, SpriteVertex};
/// Feste Textur-Indizes im Sprite-Pass — Reihenfolge = `ui_textures` in
/// render::run. `WHITE` ist ein 1×1-Weiß-Texel für Solid-Fills (Farbe kommt
/// rein aus dem Tint), `FONT_*` die CP437-Glyph-Atlanten, `CURSORS` das
/// 2×2-Raster der 16×16-Cursor, `ORN` der 9-Slice-Ornamentrahmen.
pub(crate) const WHITE: usize = 0;
pub(crate) const FONT_EGA: usize = 1;
pub(crate) const FONT_CGA: usize = 2;
pub(crate) const CURSORS: usize = 3;
pub(crate) const ORN: usize = 4;
/// Cursor-Indizes im 2×2-Raster (Pivot mittig je 16×16-Zelle).
pub(crate) const CUR_MOUSE: usize = 0; // Maus, normal
pub(crate) const CUR_HUD: usize = 2; // First-Person-Pointer, normal
// Die „interagierbar"-Varianten (1, 3) kommen mit dem Hit-Testing in Stage 4.
#[allow(dead_code)] pub(crate) const CUR_MOUSE_INTERACT: usize = 1;
#[allow(dead_code)] pub(crate) const CUR_HUD_INTERACT: usize = 3;
const CURSOR_PX: f32 = 16.0;
const ORN_CORNER: f32 = 8.0; // Eckgröße im Ornament-Atlas (und im Panel)
/// 1×1 weißes RGBA8-`Image` für getintete Solid-Flächen.
pub(crate) fn white_pixel() -> Image {
Image { width: 1, height: 1, rgba: vec![255, 255, 255, 255] }
}
/// Weiß-auf-schwarz-Sprite (Font, Cursor, Ornament) → getintbare Maske:
/// rgb = weiß, alpha = Luminanz. So blendet der Sprite-Pass den schwarzen
/// Hintergrund weg und der Tint setzt die Farbe. Reine CPU-Nachbearbeitung
/// beim Laden.
pub(crate) fn key_luminance(img: &Image) -> Image {
let mut rgba = img.rgba.clone();
for px in rgba.chunks_mut(4) {
let lum = px[0].max(px[1]).max(px[2]);
px[0] = 255; px[1] = 255; px[2] = 255; px[3] = lum;
}
Image { width: img.width, height: img.height, rgba }
}
/// Cursor, wie ihn die App pro Frame an [`layout`] gibt.
pub(crate) struct Cursor {
/// Position in internen Pixeln (über die Letterbox gemappt).
pub(crate) pos: [f32; 2],
/// Maus gefangen (Flycam aktiv) → First-Person-Pointer mittig statt
/// Maus-Cursor an `pos`.
pub(crate) grabbed: bool,
}
/// Akkumulierte Overlay-Geometrie eines Frames, fertig für den Sprite-Pass.
#[derive(Default)]
pub(crate) struct Ui {
pub(crate) verts: Vec<SpriteVertex>,
pub(crate) batches: Vec<SpriteBatch>,
}
impl Ui {
/// Ein getintetes Quad. `rect` = (x, y, w, h) in internen Pixeln
/// (oben-links), `uv` = (u0, v0, u1, v1) in 0..1. Aufeinanderfolgende
/// Quads derselben Textur landen im selben Batch.
pub(crate) fn quad(&mut self, tex: usize, rect: [f32; 4], uv: [f32; 4], color: [f32; 4]) {
let [x, y, w, h] = rect;
let [u0, v0, u1, v1] = uv;
let base = self.verts.len() as u32;
// Zwei Dreiecke (TL, BL, BR / TL, BR, TR).
let tl = SpriteVertex { pos: [x, y ], uv: [u0, v0], color };
let bl = SpriteVertex { pos: [x, y + h], uv: [u0, v1], color };
let br = SpriteVertex { pos: [x + w, y + h], uv: [u1, v1], color };
let tr = SpriteVertex { pos: [x + w, y ], uv: [u1, v0], color };
self.verts.extend([tl, bl, br, tl, br, tr]);
// An letzten Batch anhängen, wenn gleiche Textur, sonst neuen öffnen.
match self.batches.last_mut() {
Some(b) if b.texture == tex => b.count += 6,
_ => self.batches.push(SpriteBatch { texture: tex, start: base, count: 6 }),
}
}
/// Getintetes Solid-Rechteck (weißer Texel).
pub(crate) fn fill(&mut self, rect: [f32; 4], color: [f32; 4]) {
self.quad(WHITE, rect, [0.0, 0.0, 1.0, 1.0], color);
}
/// Eine Textzeile ab (x, y) oben-links in `font`, proportional gesetzt
/// (variable Laufweite, leere Glyphen werden übersprungen). `\n` springt
/// eine Zeile weiter. Gibt die x-Endposition zurück.
pub(crate) fn text(&mut self, font: &Font, x: f32, y: f32, s: &str, color: [f32; 4]) -> f32 {
let (mut cx, mut cy) = (x, y);
for ch in s.chars() {
if ch == '\n' { cx = x; cy += font.glyph_h; continue; }
let code = font::cp437(ch);
if let Some((uv, w)) = font.glyph_quad(code) {
self.quad(font.tex(), [cx, cy, w, font.glyph_h], uv, color);
}
cx += font.advance(code);
}
cx
}
/// Ein Cursor-Sprite (16×16, Pivot mittig) an `pos`, getintet.
pub(crate) fn cursor(&mut self, idx: usize, pos: [f32; 2], color: [f32; 4]) {
let rect = [pos[0] - CURSOR_PX * 0.5, pos[1] - CURSOR_PX * 0.5, CURSOR_PX, CURSOR_PX];
self.quad(CURSORS, rect, cursor_uv(idx), color);
}
/// Opakes Panel mit Ornamentrahmen. `rect` = Außenbounds. Erst der
/// Hintergrund (Solid, getintet), dann der 9-Slice-Rahmen darüber: feste
/// 8×8-Ecken, die Kanten dazwischen gekachelt bis zur nächsten Ecke.
pub(crate) fn panel(&mut self, rect: [f32; 4], bg: [f32; 4], frame: [f32; 4]) {
self.fill(rect, bg);
self.ornament_frame(rect, frame);
}
fn ornament_frame(&mut self, rect: [f32; 4], color: [f32; 4]) {
let [x, y, w, h] = rect;
let c = ORN_CORNER;
let a = ORN_ATLAS;
// Vier Ecken (1:1 aus dem Atlas).
self.quad(ORN, [x, y, c, c], orn_uv(0.0, 0.0, c, c), color);
self.quad(ORN, [x + w - c, y, c, c], orn_uv(a - c, 0.0, c, c), color);
self.quad(ORN, [x, y + h - c, c, c], orn_uv(0.0, a - c, c, c), color);
self.quad(ORN, [x + w - c, y + h - c, c, c], orn_uv(a - c, a - c, c, c), color);
// Kanten zwischen den Ecken kacheln.
self.tile_h(x + c, x + w - c, y, c, [c, 0.0], color); // oben
self.tile_h(x + c, x + w - c, y + h - c, c, [c, a - c], color); // unten
self.tile_v(y + c, y + h - c, x, c, [0.0, c], color); // links
self.tile_v(y + c, y + h - c, x + w - c, c, [a - c, c], color); // rechts
}
/// Horizontale Kante von `x0` bis `x1` bei `y` (Höhe `c`) mit dem
/// `c`-breiten Atlas-Sample ab `src` (Pixel) kacheln; letzte Kachel wird
/// passend beschnitten.
fn tile_h(&mut self, x0: f32, x1: f32, y: f32, c: f32, src: [f32; 2], color: [f32; 4]) {
let mut cx = x0;
while cx < x1 - 0.5 {
let seg = (x1 - cx).min(ORN_EDGE);
self.quad(ORN, [cx, y, seg, c], orn_uv(src[0], src[1], seg, c), color);
cx += seg;
}
}
fn tile_v(&mut self, y0: f32, y1: f32, x: f32, c: f32, src: [f32; 2], color: [f32; 4]) {
let mut cy = y0;
while cy < y1 - 0.5 {
let seg = (y1 - cy).min(ORN_EDGE);
self.quad(ORN, [x, cy, c, seg], orn_uv(src[0], src[1], c, seg), color);
cy += seg;
}
}
}
const ORN_ATLAS: f32 = 32.0; // Ornament-Atlasgröße (32×32)
const ORN_EDGE: f32 = 16.0; // Kanten-Sample-Länge (zwischen den 8px-Ecken)
/// Atlas-Pixel-Rechteck → UV (0..1) im 32×32-Ornamentatlas.
fn orn_uv(x: f32, y: f32, w: f32, h: f32) -> [f32; 4] {
[x / ORN_ATLAS, y / ORN_ATLAS, (x + w) / ORN_ATLAS, (y + h) / ORN_ATLAS]
}
/// UV-Rechteck einer Cursor-Zelle im 2×2-Raster (16×16 je Zelle, Atlas 32×32).
fn cursor_uv(idx: usize) -> [f32; 4] {
let col = (idx % 2) as f32;
let row = (idx / 2) as f32;
let (x0, y0) = (col * CURSOR_PX, row * CURSOR_PX);
[x0 / 32.0, y0 / 32.0, (x0 + CURSOR_PX) / 32.0, (y0 + CURSOR_PX) / 32.0]
}
/// Das Overlay für den aktuellen Frame bauen.
//
// Stage 3: Demo-Panel mit Ornamentrahmen + Text, plus der Cursor. Ab Stage 4
// verzweigt das hier nach `session.mode` (Dialog-Panel, Menü, HUD).
pub(crate) fn layout(internal: [f32; 2], fonts: &Fonts, cur: &Cursor) -> Ui {
let mut ui = Ui::default();
// Demo-Panel (opak) mit Ornamentrahmen + beide Fonts zum Vergleich.
ui.panel([8.0, 8.0, 216.0, 58.0], [0.06, 0.05, 0.10, 1.0], [0.85, 0.75, 0.95, 1.0]);
ui.text(&fonts.ega, 16.0, 16.0, "EGA 8x14 — Schöne Grüße!", [0.9, 0.9, 1.0, 1.0]);
ui.text(&fonts.cga, 16.0, 34.0, "CGA 8x8 — abcABC 0123 äöüß", [0.6, 1.0, 0.7, 1.0]);
// Cursor zuletzt → liegt über allem. Gefangen (Flycam) → HUD-Pointer
// mittig; sonst Maus-Cursor an der Mausposition.
if cur.grabbed {
ui.cursor(CUR_HUD, [internal[0] * 0.5, internal[1] * 0.5], [1.0; 4]);
} else {
ui.cursor(CUR_MOUSE, cur.pos, [1.0; 4]);
}
ui
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn same_texture_quads_merge_into_one_batch() {
let mut ui = Ui::default();
ui.fill([0.0, 0.0, 10.0, 10.0], [1.0; 4]);
ui.fill([20.0, 0.0, 10.0, 10.0], [1.0; 4]);
assert_eq!(ui.verts.len(), 12); // 2 Quads · 6 Verts
assert_eq!(ui.batches.len(), 1); // gleiche Textur → ein Batch
assert_eq!(ui.batches[0].count, 12);
}
#[test]
fn different_textures_split_batches() {
let mut ui = Ui::default();
ui.fill([0.0, 0.0, 10.0, 10.0], [1.0; 4]); // WHITE
ui.quad(1, [0.0, 0.0, 10.0, 10.0], [0.0, 0.0, 1.0, 1.0], [1.0; 4]); // Textur 1
ui.fill([0.0, 0.0, 10.0, 10.0], [1.0; 4]); // WHITE wieder
assert_eq!(ui.batches.len(), 3);
assert_eq!((ui.batches[0].start, ui.batches[1].start, ui.batches[2].start), (0, 6, 12));
}
#[test]
fn key_luminance_white_opaque_black_transparent() {
let img = Image { width: 2, height: 1, rgba: vec![255, 255, 255, 255, 0, 0, 0, 255] };
let k = key_luminance(&img);
assert_eq!(&k.rgba[0..4], &[255, 255, 255, 255]); // weiß → opak
assert_eq!(&k.rgba[4..8], &[255, 255, 255, 0]); // schwarz → transparent
}
#[test]
fn cursor_uv_picks_quadrant() {
// idx 3 = (col 1, row 1) → rechte untere 16×16-Zelle.
assert_eq!(cursor_uv(3), [0.5, 0.5, 1.0, 1.0]);
assert_eq!(cursor_uv(0), [0.0, 0.0, 0.5, 0.5]);
}
#[test]
fn ornament_frame_tiles_edges_and_places_corners() {
let mut ui = Ui::default();
// 48×48-Panel: Kanten je 48-16=32 px → 32/16 = 2 Kacheln pro Seite.
// Erwartung: 4 Ecken + 4·2 Kanten = 12 Ornament-Quads (nach dem fill).
ui.panel([0.0, 0.0, 48.0, 48.0], [0.0; 4], [1.0; 4]);
let orn_quads = ui.verts.len() / 6 - 1; // minus das Hintergrund-fill
assert_eq!(orn_quads, 12);
}
}
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//! Session: der geteilte Anwendungszustand über allen Frontends.
//!
//! Es existiert genau eine `Session` pro Lauf. CLI und Fenster steuern
//! dieselbe — das Fenster besitzt sie, die Terminal-Eingabe schickt nur
//! Befehlszeilen hinein. Dadurch kann es keinen Mismatch geben: ein
//! `Game`-Zustand, ein `Mode`, beide Frontends stellen ihn nur dar.
//!
//! Schicht: `engine ← session ← { cli, render }`. Die Session kennt kein
//! Frontend — `exec` nimmt eine Befehlszeile und *gibt* Ausgabezeilen
//! zurück (statt zu drucken), damit jedes Frontend sie frei darstellt
//! (Terminal jetzt, In-Fenster-Konsole später).
use crate::engine::game::{Action, Game};
use crate::engine::ink::StoryState;
use crate::engine::{kv, signals, story_ctrl};
/// Was die Frontends gerade darstellen sollen. Geteilt, damit CLI und GUI
/// nie uneins sind, ob ein Dialog läuft.
pub enum Mode {
/// Freie Welt — das Fenster rendert die Szene, die Konsole nimmt
/// Engine-Befehle.
Free,
/// Ein Dialog läuft — das Fenster pausiert die Welt und zeigt (sobald
/// Text-Rendering existiert) Panels; Eingaben treiben den Dialog statt
/// Befehle.
Dialog(Dialog),
}
/// Aktueller Dialogschritt, frontend-neutral. `choices` leer = reiner Text,
/// der auf „weiter" (Leerzeile/Enter) wartet.
pub struct Dialog {
// Wird vom Panel-Renderer der UI-Phase gelesen; bis dahin läuft der
// Dialogtext über die Konsolen-Ausgabe (siehe `step`).
#[allow(dead_code)]
pub text: String,
pub choices: Vec<String>,
}
pub struct Session {
pub game: Game,
pub mode: Mode,
signals_path: String,
}
/// Ergebnis einer Eingabezeile: Ausgabezeilen plus, ob das Frontend
/// beenden soll (`quit`/`exit`).
pub struct ExecResult {
pub output: Vec<String>,
pub quit: bool,
}
impl ExecResult {
fn lines(output: Vec<String>) -> Self { Self { output, quit: false } }
fn empty() -> Self { Self { output: Vec::new(), quit: false } }
}
impl Session {
pub fn new(signals_path: String) -> Self {
let game = Game::new(signals::load_signals(&signals_path));
Self { game, mode: Mode::Free, signals_path }
}
/// Reserviertes `[init]`-Signal feuern (KV-Defaults, bevor etwas läuft).
/// Eigene Methode statt im Konstruktor, damit das Frontend die Ausgabe
/// darstellen kann — und damit `init` bereits einen Dialog öffnen darf.
pub fn start(&mut self) -> Vec<String> {
self.fire("init", None)
}
/// Eine Eingabezeile verarbeiten. Im Dialog treibt sie den Dialog,
/// sonst ist sie ein Engine-Befehl. Dieselbe Eingabequelle, je nach
/// `mode` unterschiedlich gedeutet — so steuert Terminal *und* (später)
/// Klick denselben Dialog ohne Sonderpfad.
pub fn exec(&mut self, line: &str) -> ExecResult {
match self.mode {
Mode::Dialog(_) => self.dialog_input(line),
Mode::Free => self.command(line),
}
}
fn command(&mut self, line: &str) -> ExecResult {
let line = line.trim();
match line {
"" => ExecResult::empty(),
"quit" | "exit" => ExecResult { output: Vec::new(), quit: true },
"help" => ExecResult::lines(help()),
"kv" => ExecResult::lines(self.dump_kv()),
"reload" => {
self.game.signals = signals::load_signals(&self.signals_path);
ExecResult::lines(vec![
format!("{} Signale geladen.", self.game.signals.len()),
])
}
_ => {
if let Some(sig) = line.strip_prefix("signal ") {
ExecResult::lines(self.fire(sig.trim(), None))
} else if let Some(name) = line.strip_prefix("use ") {
// Objekt-Interaktion simulieren: Signal ist der gestrippte
// Name, $self der volle — wie der LMB-Klick-Pfad in irl3d.
let name = name.trim();
let key = signals::signal_key(name).to_string();
ExecResult::lines(self.fire(&key, Some(name.to_string())))
} else {
ExecResult::lines(vec![
format!("unbekannter Befehl: {line:?} — `help` für Befehle"),
])
}
}
}
}
fn dialog_input(&mut self, line: &str) -> ExecResult {
let Mode::Dialog(d) = &self.mode else { return ExecResult::empty(); };
let sel = if d.choices.is_empty() {
None // reiner Text → Leerzeile/Enter blättert weiter
} else {
match line.trim().parse::<usize>() {
Ok(n) if (1..=d.choices.len()).contains(&n) => Some(n - 1),
_ => return ExecResult::lines(vec![format!(" (1..{})", d.choices.len())]),
}
};
ExecResult::lines(self.step(sel))
}
/// Signal dispatchen, deferred Actions einsammeln und — falls dadurch
/// eine Story startete — den ersten Dialogschritt ziehen.
fn fire(&mut self, signal: &str, instance: Option<String>) -> Vec<String> {
{
let mut ctx = self.game.action_ctx(instance);
signals::dispatch(signal, &mut ctx);
}
let mut out = self.drain_actions();
if self.game.story.is_some() {
out.extend(self.step(None));
}
out
}
/// Einen Story-Schritt treiben und `mode` daran anpassen. `sel` ist die
/// Choice-Auswahl bzw. `None` für ersten Schritt / Text-Weiterblättern.
/// Tags gehen wie gehabt zurück in den Dispatcher (siehe story_ctrl).
fn step(&mut self, sel: Option<usize>) -> Vec<String> {
let state = {
let mut ctx = self.game.action_ctx(None);
let (state, tags) = story_ctrl::advance(sel, &mut ctx);
for t in &tags { signals::dispatch(t, &mut ctx); }
state
};
let mut out = self.drain_actions();
match state {
None | Some(StoryState::End) => {
self.mode = Mode::Free;
}
Some(StoryState::Text(text)) => {
out.push(text.clone());
self.mode = Mode::Dialog(Dialog { text, choices: Vec::new() });
}
Some(StoryState::Choice { prompt, options }) => {
if !prompt.is_empty() { out.push(prompt.clone()); }
for (i, o) in options.iter().enumerate() {
out.push(format!(" {}) {o}", i + 1));
}
self.mode = Mode::Dialog(Dialog { text: prompt, choices: options });
}
}
out
}
fn drain_actions(&mut self) -> Vec<String> {
self.game.actions.drain(..).map(|a| match a {
Action::HideObject(n) => format!("[action] hide_object {n}"),
Action::PlaySound(n) => format!("[action] play_sound {n}"),
}).collect()
}
fn dump_kv(&self) -> Vec<String> {
let mut keys: Vec<&String> = self.game.kv.keys().collect();
keys.sort();
keys.into_iter()
.map(|k| format!(" {k} = {}", kv::format_value(&self.game.kv[k])))
.collect()
}
}
fn help() -> Vec<String> {
vec![
" signal <s> Signal feuern oder Action direkt ausführen".into(),
" (z.B. `signal Cube`, `signal set has_key true`)".into(),
" use <instance> Objekt-Interaktion simulieren — `use Mushroom.005`".into(),
" feuert Signal `Mushroom` mit $self = Mushroom.005".into(),
" kv KV-Store anzeigen".into(),
" reload signals.toml neu laden".into(),
" quit beenden".into(),
]
}
#[cfg(test)]
mod tests {
use super::*;
// Fehlender Pfad → leere Signal-Table (load_signals schluckt den Fehler),
// also keine Asset-Abhängigkeit für diese Tests.
fn empty_session() -> Session { Session::new("/nonexistent/signals.toml".into()) }
#[test]
fn quit_sets_flag() {
let mut s = empty_session();
assert!(s.exec("quit").quit);
}
#[test]
fn builtin_command_mutates_kv_and_stays_free() {
let mut s = empty_session();
// Unbekanntes Signal fällt auf den Builtin-Pfad durch → `set`.
let r = s.exec("signal set has_key true");
assert!(!r.quit);
assert!(s.game.kv["has_key"].coerce_to_bool().unwrap());
assert!(matches!(s.mode, Mode::Free));
}
#[test]
fn unknown_command_reports_and_stays_free() {
let mut s = empty_session();
let r = s.exec("frobnicate");
assert_eq!(r.output.len(), 1);
assert!(matches!(s.mode, Mode::Free));
}
}