Added skybox to renderer and reflections to shader. Builds and runs. Flickering with many objects in scene, assuming swap chain issue.
This commit is contained in:
parent
efe98454d9
commit
3231ed9190
10 changed files with 1829 additions and 1449 deletions
12
Cargo.lock
generated
12
Cargo.lock
generated
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@ -349,6 +349,15 @@ version = "1.0.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "1d07550c9036bf2ae0c684c4297d503f838287c83c53686d05370d0e139ae570"
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[[package]]
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name = "colored"
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version = "3.1.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "faf9468729b8cbcea668e36183cb69d317348c2e08e994829fb56ebfdfbaac34"
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dependencies = [
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"windows-sys 0.61.2",
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]
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[[package]]
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name = "combine"
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version = "4.6.7"
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@ -1096,6 +1105,9 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
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[[package]]
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name = "mars"
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version = "0.1.0"
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dependencies = [
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"colored",
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]
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[[package]]
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name = "memchr"
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BIN
game.core
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BIN
game.core
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533
src/app.rs
533
src/app.rs
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@ -1,312 +1,345 @@
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use std::collections::HashMap;
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// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu
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use crate::render::Renderer;
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use crate::world::{SimpleObject, World};
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use glam::{Affine3A, EulerRot, Mat4, Quat, Vec2, Vec3, Vec4};
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use std::sync::Arc;
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use glam::{Vec2, Affine3A, Vec3, Vec4, Mat4, EulerRot, Quat};
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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use winit::dpi::PhysicalPosition;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::EventLoopExtWebSys;
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use winit::{
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application::ApplicationHandler,
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event::*,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::Window,
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application::ApplicationHandler,
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event::*,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::Window,
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};
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use crate::render;
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use crate::render::{Renderer, SimpleTexture};
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use crate::world::{SimpleObject, World};
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struct Controller {
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buttons: HashMap<MouseButton,bool>,
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keys: HashMap<KeyCode,bool>,
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mouse: Vec2,
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buttons: HashMap<MouseButton, bool>,
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keys: HashMap<KeyCode, bool>,
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mouse: Vec2,
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}
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impl Controller {
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fn new() -> Controller {
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Controller {
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buttons: Default::default(),
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keys: HashMap::new(),
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mouse: Vec2::new(0.0,0.0),
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fn new() -> Controller {
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Controller {
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buttons: Default::default(),
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keys: HashMap::new(),
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mouse: Vec2::new(0.0, 0.0),
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}
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}
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}
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}
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pub struct AppState {
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world: World,
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controller: Controller,
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window: Arc<Window>,
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clients: Vec<SimpleObject>,
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world: World,
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controller: Controller,
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window: Arc<Window>,
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clients: Vec<SimpleObject>,
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}
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const BLOCKS: i32 = 50;
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const BLOCKS: i32 = 1;
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impl AppState {
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// We don't need this to be async right now,
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// but we will in the next tutorial
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pub async fn new(window: Arc<Window>) -> Result<AppState,Box<dyn std::error::Error>> {
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let size = window.inner_size();
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let mut world = World::new();
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world.add_renderer(Renderer::new(&window).await?);
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let mut clients = Vec::new();
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{
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let file = world.renderer.as_mut().unwrap().load_from_gltf( include_bytes!("assets/cube.glb"));
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let block = file.first_object().unwrap();
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//let color = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/color.png"));
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//let normal = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/normal.png"));
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//let roughness = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/roughness.png"));
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//let mat = renderer.new_material(color,normal,roughness);
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for x in -BLOCKS..BLOCKS {
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for y in -BLOCKS..BLOCKS {
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let block = block.hard_clone();
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world.add_object(block.clone());
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{
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let mut model = block.0.borrow_mut();
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model.model.as_mut().unwrap().instance.transform = Mat4::from_translation(Vec3::new(-x as f32 * 3.0,0.0,-y as f32 * 3.0))
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* Mat4::from_rotation_z((x * y) as f32 / 1.23);
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model.model.as_mut().unwrap().instance.color = Vec4::new(0.3,(x + BLOCKS) as f32 / BLOCKS as f32,(y + BLOCKS) as f32 / BLOCKS as f32,1.0);
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}
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clients.push(block)
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// We don't need this to be async right now,
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// but we will in the next tutorial
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pub async fn new(window: Arc<Window>) -> Result<AppState, Box<dyn std::error::Error>> {
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let mut world = World::new();
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world.add_renderer(Renderer::new(&window).await?);
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let mut clients = Vec::new();
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{
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let file = world
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.renderer
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.as_mut()
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.unwrap()
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.load_from_gltf(include_bytes!("assets/cube.glb"));
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let block = file.first_object().unwrap();
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let skybox = world.renderer.as_mut().unwrap().load_texture_from_bytes(
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include_bytes!("assets/skybox1.png"),
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Some(image::ImageFormat::Png),
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);
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world.renderer.as_mut().unwrap().set_skybox(skybox);
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//let color = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/color.png"));
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//let normal = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/normal.png"));
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//let roughness = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/roughness.png"));
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//let mat = renderer.new_material(color,normal,roughness);
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for x in -BLOCKS..BLOCKS {
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for y in -BLOCKS..BLOCKS {
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let block = block.hard_clone();
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world.add_object(block.clone());
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{
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let mut model = block.0.borrow_mut();
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model.model.as_mut().unwrap().instance.transform = Mat4::from_translation(
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Vec3::new(-x as f32 * 3.0, -8.0, -y as f32 * 3.0),
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)
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* Mat4::from_rotation_z((x * y) as f32 / 1.23);
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model.model.as_mut().unwrap().instance.color = Vec4::new(
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0.3,
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(x + BLOCKS) as f32 / BLOCKS as f32,
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(y + BLOCKS) as f32 / BLOCKS as f32,
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1.0,
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);
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}
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clients.push(block)
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}
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}
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}
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}
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Ok(Self {
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world,
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clients,
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controller: Controller::new(),
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window,
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})
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}
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Ok(Self {
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world,
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clients,
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controller: Controller::new(),
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window,
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})
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}
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pub fn bounds(&self) -> (u32,u32) {
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let size = self.window.inner_size();
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(size.width,size.height)
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 {
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let max = 2048;
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self.world.renderer.as_mut().unwrap().resize(width,height);
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pub fn bounds(&self) -> (u32, u32) {
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let size = self.window.inner_size();
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(size.width, size.height)
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}
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}
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fn update(&mut self) {
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// ...
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}
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fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
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match (code, is_pressed) {
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(KeyCode::Escape, true) => event_loop.exit(),
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(KeyCode::Space, true) => {},
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(KeyCode::KeyR, true) => {
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self.world.renderer.as_mut().unwrap().eye.frame = Affine3A::IDENTITY
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}
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_ => {}
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pub fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 {
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self.world.renderer.as_mut().unwrap().resize(width, height);
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}
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}
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self.controller.keys.insert(code, is_pressed);
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}
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fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
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if let Some(true) = self.controller.buttons.get(&MouseButton::Right) {
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self.world.renderer.as_mut().unwrap().eye.rotate(position.x as f32 - self.controller.mouse.x, position.y as f32 - self.controller.mouse.y);
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fn update(&mut self) {
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// ...
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}
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self.controller.mouse = Vec2::new(position.x as f32, position.y as f32);
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}
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fn handle_mouse_button(&mut self, button: MouseButton, state: ElementState ) {
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self.controller.buttons.insert(button,state.is_pressed());
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}
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fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
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match (code, is_pressed) {
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(KeyCode::Escape, true) => event_loop.exit(),
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(KeyCode::Space, true) => {}
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(KeyCode::KeyR, true) => {
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self.world.renderer.as_mut().unwrap().eye.frame = Affine3A::IDENTITY
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}
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_ => {}
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}
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self.controller.keys.insert(code, is_pressed);
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}
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fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
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if let Some(true) = self.controller.buttons.get(&MouseButton::Right) {
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self.world.renderer.as_mut().unwrap().eye.rotate(
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position.x as f32 - self.controller.mouse.x,
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position.y as f32 - self.controller.mouse.y,
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);
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}
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self.controller.mouse = Vec2::new(position.x as f32, position.y as f32);
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}
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fn handle_mouse_button(&mut self, button: MouseButton, state: ElementState) {
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self.controller.buttons.insert(button, state.is_pressed());
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}
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}
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pub struct App {
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#[cfg(target_arch = "wasm32")]
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proxy: Option<winit::event_loop::EventLoopProxy<AppState>>,
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state: Option<AppState>,
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#[cfg(target_arch = "wasm32")]
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proxy: Option<winit::event_loop::EventLoopProxy<AppState>>,
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state: Option<AppState>,
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}
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impl App {
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pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<AppState>) -> Self {
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#[cfg(target_arch = "wasm32")]
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let proxy = Some(event_loop.create_proxy());
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Self {
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state: None,
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#[cfg(target_arch = "wasm32")]
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proxy,
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pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<AppState>) -> Self {
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#[cfg(target_arch = "wasm32")]
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let proxy = Some(event_loop.create_proxy());
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Self {
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state: None,
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#[cfg(target_arch = "wasm32")]
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proxy,
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}
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}
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}
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}
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impl ApplicationHandler<AppState> for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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#[allow(unused_mut)]
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let mut window_attributes = Window::default_attributes();
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#[cfg(target_arch = "wasm32")]
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{
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use wasm_bindgen::JsCast;
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use winit::platform::web::WindowAttributesExtWebSys;
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const CANVAS_ID: &str = "canvas";
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let window = wgpu::web_sys::window().unwrap_throw();
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let document = window.document().unwrap_throw();
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let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
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let html_canvas_element = canvas.unchecked_into();
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window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
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}
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let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
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#[cfg(not(target_arch = "wasm32"))]
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{
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// If we are not on web we can use pollster to
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// await the window creation
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self.state = Some(pollster::block_on(AppState::new(window)).unwrap());
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}
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#[cfg(target_arch = "wasm32")]
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{
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// Run the future asynchronously and use the
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// proxy to send the results to the event loop
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if let Some(proxy) = self.proxy.take() {
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wasm_bindgen_futures::spawn_local(async move {
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assert!(
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proxy
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.send_event(
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AppState::new(window)
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.await
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.expect("Unable to create canvas!!!")
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)
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.is_ok()
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)
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});
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}
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}
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}
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#[allow(unused_mut)]
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let mut window_attributes = Window::default_attributes();
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#[cfg(target_arch = "wasm32")]
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{
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use wasm_bindgen::JsCast;
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use winit::platform::web::WindowAttributesExtWebSys;
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const CANVAS_ID: &str = "canvas";
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let window = wgpu::web_sys::window().unwrap_throw();
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let document = window.document().unwrap_throw();
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let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
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let html_canvas_element = canvas.unchecked_into();
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window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
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fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: AppState) {
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// This is where proxy.send_event() ends up
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#[cfg(target_arch = "wasm32")]
|
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{
|
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event.window.request_redraw();
|
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event.resize(
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event.window.inner_size().width,
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event.window.inner_size().height,
|
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);
|
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}
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self.state = Some(event);
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}
|
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|
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let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
|
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|
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#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
// If we are not on web we can use pollster to
|
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// await the window creation
|
||||
self.state = Some(pollster::block_on(AppState::new(window)).unwrap());
|
||||
}
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
// Run the future asynchronously and use the
|
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// proxy to send the results to the event loop
|
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if let Some(proxy) = self.proxy.take() {
|
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wasm_bindgen_futures::spawn_local(async move {
|
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assert!(
|
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proxy
|
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.send_event(
|
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AppState::new(window)
|
||||
.await
|
||||
.expect("Unable to create canvas!!!")
|
||||
)
|
||||
.is_ok()
|
||||
)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unused_mut)]
|
||||
fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: AppState) {
|
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// This is where proxy.send_event() ends up
|
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#[cfg(target_arch = "wasm32")]
|
||||
{
|
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event.window.request_redraw();
|
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event.resize(
|
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event.window.inner_size().width,
|
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event.window.inner_size().height,
|
||||
);
|
||||
}
|
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self.state = Some(event);
|
||||
}
|
||||
|
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fn window_event(
|
||||
&mut self,
|
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event_loop: &ActiveEventLoop,
|
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_window_id: winit::window::WindowId,
|
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event: WindowEvent,
|
||||
) {
|
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let state = match &mut self.state {
|
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Some(canvas) => canvas,
|
||||
None => return,
|
||||
};
|
||||
|
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match event {
|
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WindowEvent::CloseRequested => event_loop.exit(),
|
||||
WindowEvent::Resized(size) => state.resize(size.width, size.height),
|
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WindowEvent::RedrawRequested => {
|
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state.update();
|
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let mut movement = Vec3::new(0.0,0.0,0.0);
|
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|
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let pressed = |keycode: KeyCode| {
|
||||
if let Some(true) = state.controller.keys.get(&keycode) {
|
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true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
fn window_event(
|
||||
&mut self,
|
||||
event_loop: &ActiveEventLoop,
|
||||
_window_id: winit::window::WindowId,
|
||||
event: WindowEvent,
|
||||
) {
|
||||
let state = match &mut self.state {
|
||||
Some(canvas) => canvas,
|
||||
None => return,
|
||||
};
|
||||
|
||||
if pressed(KeyCode::KeyA) {
|
||||
movement.x -= 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyD) {
|
||||
movement.x += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyW) {
|
||||
movement.z += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyS) {
|
||||
movement.z -= 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyE) {
|
||||
movement.y += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyQ) {
|
||||
movement.y -= 1.0;
|
||||
}
|
||||
match event {
|
||||
WindowEvent::CloseRequested => event_loop.exit(),
|
||||
WindowEvent::Resized(size) => state.resize(size.width, size.height),
|
||||
WindowEvent::RedrawRequested => {
|
||||
state.update();
|
||||
let mut movement = Vec3::new(0.0, 0.0, 0.0);
|
||||
|
||||
state.world.renderer.as_mut().unwrap().eye.control(movement * 0.1);
|
||||
match state.world.renderer.as_mut().unwrap().render(&state.window) {
|
||||
Ok(_) => {}
|
||||
Err(e) => {
|
||||
// Log the error and exit gracefully
|
||||
log::error!("{e}");
|
||||
event_loop.exit();
|
||||
}
|
||||
let pressed = |keycode: KeyCode| {
|
||||
if let Some(true) = state.controller.keys.get(&keycode) {
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
};
|
||||
|
||||
if pressed(KeyCode::KeyA) {
|
||||
movement.x -= 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyD) {
|
||||
movement.x += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyW) {
|
||||
movement.z += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyS) {
|
||||
movement.z -= 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyE) {
|
||||
movement.y += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyQ) {
|
||||
movement.y -= 1.0;
|
||||
}
|
||||
|
||||
state
|
||||
.world
|
||||
.renderer
|
||||
.as_mut()
|
||||
.unwrap()
|
||||
.eye
|
||||
.control(movement * 0.1);
|
||||
match state.world.renderer.as_mut().unwrap().render(&state.window) {
|
||||
Ok(_) => {}
|
||||
Err(e) => {
|
||||
// Log the error and exit gracefully
|
||||
log::error!("{e}");
|
||||
event_loop.exit();
|
||||
}
|
||||
}
|
||||
for object in state.clients.iter() {
|
||||
object
|
||||
.0
|
||||
.borrow_mut()
|
||||
.model
|
||||
.as_mut()
|
||||
.unwrap()
|
||||
.instance
|
||||
.transform *= Mat4::from_rotation_translation(
|
||||
Quat::from_euler(EulerRot::XYZ, 0.001, -0.001, 0.001),
|
||||
Vec3::new(0.0, 0.0, 0.0),
|
||||
);
|
||||
}
|
||||
}
|
||||
WindowEvent::MouseInput {
|
||||
button,
|
||||
state: element,
|
||||
..
|
||||
} => state.handle_mouse_button(button, element),
|
||||
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
|
||||
WindowEvent::KeyboardInput {
|
||||
event:
|
||||
KeyEvent {
|
||||
physical_key: PhysicalKey::Code(code),
|
||||
state: key_state,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => state.handle_key(event_loop, code, key_state.is_pressed()),
|
||||
_ => {}
|
||||
}
|
||||
for object in state.clients.iter() {
|
||||
object.0.borrow_mut().model.as_mut().unwrap().instance.transform *= Mat4::from_rotation_translation(
|
||||
Quat::from_euler(EulerRot::XYZ,0.001,-0.001,0.001),
|
||||
Vec3::new(0.0,0.0,0.0)
|
||||
);
|
||||
}
|
||||
}
|
||||
WindowEvent::MouseInput { button, state: element, .. } => state.handle_mouse_button(button,element),
|
||||
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
|
||||
WindowEvent::KeyboardInput {
|
||||
event:
|
||||
KeyEvent {
|
||||
physical_key: PhysicalKey::Code(code),
|
||||
state: key_state,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => state.handle_key(event_loop, code, key_state.is_pressed()),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() -> anyhow::Result<()> {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
env_logger::init();
|
||||
}
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
console_log::init_with_level(log::Level::Info).unwrap_throw();
|
||||
}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
env_logger::init();
|
||||
}
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
console_log::init_with_level(log::Level::Info).unwrap_throw();
|
||||
}
|
||||
|
||||
let event_loop = EventLoop::with_user_event().build()?;
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
let mut app = App::new();
|
||||
event_loop.run_app(&mut app)?;
|
||||
}
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
let app = App::new(&event_loop);
|
||||
event_loop.spawn_app(app);
|
||||
}
|
||||
let event_loop = EventLoop::with_user_event().build()?;
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
let mut app = App::new();
|
||||
event_loop.run_app(&mut app)?;
|
||||
}
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
let app = App::new(&event_loop);
|
||||
event_loop.spawn_app(app);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
#[wasm_bindgen(start)]
|
||||
pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
|
||||
console_error_panic_hook::set_once();
|
||||
run().unwrap_throw();
|
||||
console_error_panic_hook::set_once();
|
||||
run().unwrap_throw();
|
||||
|
||||
Ok(())
|
||||
Ok(())
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,16 +4,26 @@ struct Environment {
|
|||
dir: vec4<f32>,
|
||||
}
|
||||
|
||||
struct View {
|
||||
struct Eye {
|
||||
// from camera to screen
|
||||
proj: mat4x4<f32>,
|
||||
// from screen to camera
|
||||
inv: mat4x4<f32>,
|
||||
// world to camera
|
||||
view: mat4x4<f32>,
|
||||
// camera transform
|
||||
frame: mat4x4<f32>,
|
||||
}
|
||||
|
||||
// Vertex shader
|
||||
@group(0) @binding(0)
|
||||
var<uniform> view: View;
|
||||
var<uniform> eye: Eye;
|
||||
@group(0) @binding(1)
|
||||
var<uniform> environment: Environment;
|
||||
@group(0) @binding(2)
|
||||
var sky_sampler: sampler;
|
||||
@group(0) @binding(3)
|
||||
var sky_texture: texture_2d<f32>;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
|
|
@ -60,7 +70,7 @@ fn vs_main(
|
|||
out.world_normal = model_rot_matrix * model.normal;
|
||||
var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
|
||||
out.world_position = world_position.xyz;
|
||||
out.clip_position = view.view * world_position;
|
||||
out.clip_position = eye.proj * eye.view * world_position;
|
||||
return out;
|
||||
}
|
||||
|
||||
|
|
@ -75,23 +85,79 @@ var t_normal: texture_2d<f32>;
|
|||
@group(1) @binding(3)
|
||||
var t_rough: texture_2d<f32>;
|
||||
|
||||
fn sky_aspect(look: vec3<f32>) -> vec4<f32> {
|
||||
var pi = 3.14159;
|
||||
let u_angle = atan2(look.x,look.z);
|
||||
let u = (u_angle/pi) + 0.5; // from -pi/2 -> pi/2 into 0 -> 1
|
||||
let v_angle = atan2(-look.y,sqrt(look.x * look.x + look.z * look.z));
|
||||
let v = (v_angle/pi) + 0.5;//(v_angle/pi) + 0.5; // from -pi/2 -> pi/2 into 0 -> 1
|
||||
let uv = vec2<f32>(u,v); // Get UV on skybox
|
||||
return textureSample(sky_texture, sky_sampler, uv);
|
||||
}
|
||||
|
||||
fn rotation(mat: mat4x4<f32>) -> mat3x3<f32> {
|
||||
return mat3x3<f32>(
|
||||
mat[0].xyz,
|
||||
mat[1].xyz,
|
||||
mat[2].xyz,
|
||||
);
|
||||
}
|
||||
|
||||
fn translation(mat: mat4x4<f32>) -> vec4<f32> {
|
||||
//return vec4<f32>(mat[0][3],mat[1][3],mat[2][3],mat[3][3]);
|
||||
return mat[3];
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||
let object_normal: vec4<f32> = textureSample(t_normal, s_diffuse, in.tex_coords);
|
||||
|
||||
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
|
||||
let light_dir = normalize(environment.dir.xyz);
|
||||
let view_dir = normalize(view.frame[3].xyz - in.world_position);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
let diffuse_color = object_color.xyz;
|
||||
let specular_color = vec3<f32>(0.0,0.0,0.0);
|
||||
let reflection = sky_aspect(reflect(normalize(in.world_position-translation(eye.frame).xyz),normalize(in.world_normal)));
|
||||
|
||||
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||
let diffuse_color = environment.light.xyz * diffuse_strength;
|
||||
//let result = (environment.ambient.xyz + diffuse_color + specular_color) * object_color.xyz;
|
||||
|
||||
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
||||
let specular_color = specular_strength * environment.light.xyz;
|
||||
//let light_dir = normalize(environment.dir.xyz);
|
||||
//let view_dir = normalize(eye.frame[3].xyz - in.world_position);
|
||||
//let half_dir = normalize(view_dir + light_dir);
|
||||
|
||||
//let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||
//let diffuse_color = environment.light.xyz * diffuse_strength;
|
||||
|
||||
//let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
||||
//let specular_color = specular_strength * environment.light.xyz;
|
||||
|
||||
let result = (environment.ambient.xyz + diffuse_color.xyz + specular_color.xyz) * object_color.xyz;
|
||||
|
||||
return vec4<f32>(result.xyz,object_color.a);
|
||||
}
|
||||
return vec4<f32>(reflection.xyz,object_color.a);
|
||||
}
|
||||
|
||||
struct SkyOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) pos: vec4<f32> // unadulterated by WGSL
|
||||
}
|
||||
|
||||
const TRI_VERTICES = array(
|
||||
vec4(-1.0, -1.0, 1.0, 1.0),
|
||||
vec4(-1.0, 1.0, 1.0, 1.0),
|
||||
vec4( 1.0, -1.0, 1.0, 1.0),
|
||||
vec4( 1.0, 1.0, 1.0, 1.0),
|
||||
vec4(-1.0, 1.0, 1.0, 1.0),
|
||||
vec4( 1.0, -1.0, 1.0, 1.0),
|
||||
);
|
||||
|
||||
@vertex
|
||||
fn vs_sky(@builtin(vertex_index) index: u32) -> SkyOutput {
|
||||
var out: SkyOutput;
|
||||
out.position = TRI_VERTICES[index];
|
||||
out.pos = out.position;
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_sky(in: SkyOutput) -> @location(0) vec4<f32> {
|
||||
let look = rotation(eye.frame) * in.pos.xyz;
|
||||
return sky_aspect(look);
|
||||
}
|
||||
|
|
|
|||
BIN
src/assets/cube.glb
Normal file
BIN
src/assets/cube.glb
Normal file
Binary file not shown.
BIN
src/assets/skybox1.png
Normal file
BIN
src/assets/skybox1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.2 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 254 KiB |
|
|
@ -1,131 +1,187 @@
|
|||
use crate::render::{MaterialProperties, SimpleTexture};
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use env_logger::Env;
|
||||
use glam::{Affine3A, EulerRot, Mat3A, Mat4, Vec3, Vec4};
|
||||
use glam::camera::lh::proj::directx::perspective;
|
||||
use wgpu::{Device, Queue};
|
||||
use glam::{Affine3A, EulerRot, Mat3A, Mat4, Vec3, Vec4};
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::{Device, Queue};
|
||||
|
||||
pub(crate) struct Eye {
|
||||
pub(crate) frame: Affine3A,
|
||||
pub(crate) environment: Environment,
|
||||
aspect_ratio: f32,
|
||||
z_near: f32,
|
||||
z_far: f32,
|
||||
fov_y: f32,
|
||||
pub(crate) environment_buffer: wgpu::Buffer,
|
||||
pub(crate) buffer: wgpu::Buffer,
|
||||
pub(crate) layout: wgpu::BindGroupLayout,
|
||||
pub(crate) group: wgpu::BindGroup,
|
||||
pub(crate) frame: Affine3A,
|
||||
pub(crate) environment: Environment,
|
||||
aspect_ratio: f32,
|
||||
z_near: f32,
|
||||
z_far: f32,
|
||||
fov_y: f32,
|
||||
pub(crate) environment_buffer: wgpu::Buffer,
|
||||
pub(crate) camera_buffer: wgpu::Buffer,
|
||||
pub(crate) layout: wgpu::BindGroupLayout,
|
||||
pub(crate) group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Pod, Copy, Clone, Zeroable)]
|
||||
struct Environment {
|
||||
ambient: Vec4,
|
||||
light: Vec4,
|
||||
dir: Vec4,
|
||||
pub struct Environment {
|
||||
ambient: Vec4,
|
||||
light: Vec4,
|
||||
dir: Vec4,
|
||||
}
|
||||
|
||||
impl Eye {
|
||||
pub(crate) fn view(&self) -> Mat4 {
|
||||
let projection = perspective(self.fov_y, self.aspect_ratio, self.z_near, self.z_far);
|
||||
projection * self.frame.inverse()
|
||||
}
|
||||
pub(crate) fn write(&mut self, queue: &Queue) {
|
||||
queue.write_buffer(&self.buffer,0,bytemuck::cast_slice(&[
|
||||
self.view(),
|
||||
Mat4::from_mat3_translation(self.frame.matrix3.into(), Vec3::from(self.frame.translation))
|
||||
]));
|
||||
queue.write_buffer(&self.environment_buffer,0,bytemuck::cast_slice(&[self.environment]));
|
||||
}
|
||||
pub(crate) fn new(device: &Device, width: u32, height: u32) -> Eye {
|
||||
let buffer = device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
contents: bytemuck::cast_slice(&[Mat4::from_translation(Vec3::new(0.0,2.0,-8.0)),Mat4::IDENTITY]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
}
|
||||
);
|
||||
|
||||
let dir = Vec3::new(1.0,0.5,1.0).normalize();
|
||||
let environment = Environment {
|
||||
ambient: Vec4::new(0.15,0.15,0.15, 0.0),
|
||||
light: Vec4::new(1.0,1.0,1.0, 0.0),
|
||||
dir: Vec4::new(dir.x,dir.y,dir.z,0.0),
|
||||
};
|
||||
|
||||
let environment_buffer = device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(""),
|
||||
contents: bytemuck::cast_slice(&[environment]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
}
|
||||
);
|
||||
|
||||
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}
|
||||
],
|
||||
label: Some("eye_bind_group_layout"),
|
||||
});
|
||||
|
||||
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: buffer.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: environment_buffer.as_entire_binding(),
|
||||
}
|
||||
],
|
||||
label: Some("eye_bind_group"),
|
||||
});
|
||||
|
||||
Eye {
|
||||
aspect_ratio: width as f32 / height as f32,
|
||||
frame: Affine3A::IDENTITY,
|
||||
fov_y: 90.0,
|
||||
z_near: 0.1,
|
||||
z_far: 1000.0,
|
||||
buffer,
|
||||
group,
|
||||
layout,
|
||||
environment,
|
||||
environment_buffer,
|
||||
pub(crate) fn write(&mut self, queue: &Queue) {
|
||||
let camera = Mat4::from_mat3_translation(
|
||||
self.frame.matrix3.into(),
|
||||
Vec3::from(self.frame.translation),
|
||||
);
|
||||
let projection = perspective(self.fov_y, self.aspect_ratio, self.z_near, self.z_far);
|
||||
queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[
|
||||
projection,
|
||||
camera * projection.inverse(),
|
||||
camera.inverse(),
|
||||
camera,
|
||||
]),
|
||||
);
|
||||
queue.write_buffer(
|
||||
&self.environment_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.environment]),
|
||||
);
|
||||
}
|
||||
}
|
||||
pub(crate) fn resize(&mut self, width: u32, height: u32) {
|
||||
self.aspect_ratio = width as f32 / height as f32
|
||||
}
|
||||
pub(crate) fn control(&mut self, delta: Vec3) {
|
||||
self.frame *= Affine3A::from_translation(delta);
|
||||
}
|
||||
pub(crate) fn rotate(&mut self, yaw: f32, pitch: f32) {
|
||||
let (mut y,mut x,z) = self.frame.matrix3.to_euler(EulerRot::YXZ);
|
||||
x = (x + pitch * 0.005).clamp(-1.4,1.4);
|
||||
y += yaw * 0.005;
|
||||
self.frame.matrix3 = Mat3A::from_euler(EulerRot::YXZ,y,x,z);
|
||||
}
|
||||
}
|
||||
pub(crate) fn new(device: &Device, width: u32, height: u32, skybox: SimpleTexture) -> Eye {
|
||||
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
contents: bytemuck::cast_slice(&[
|
||||
Mat4::from_translation(Vec3::new(0.0, 2.0, -8.0)),
|
||||
Mat4::IDENTITY,
|
||||
Mat4::IDENTITY,
|
||||
Mat4::IDENTITY,
|
||||
]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let dir = Vec3::new(1.0, 0.5, 1.0).normalize();
|
||||
let environment = Environment {
|
||||
ambient: Vec4::new(0.15, 0.15, 0.15, 0.0),
|
||||
light: Vec4::new(1.0, 1.0, 1.0, 0.0),
|
||||
dir: Vec4::new(dir.x, dir.y, dir.z, 0.0),
|
||||
};
|
||||
|
||||
let environment_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(""),
|
||||
contents: bytemuck::cast_slice(&[environment]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("eye_bind_group_layout"),
|
||||
});
|
||||
|
||||
let group = Eye::bind_group(&layout, device, &camera_buffer, &environment_buffer, skybox);
|
||||
|
||||
Eye {
|
||||
aspect_ratio: width as f32 / height as f32,
|
||||
frame: Affine3A::IDENTITY,
|
||||
fov_y: 90.0,
|
||||
z_near: 0.1,
|
||||
z_far: 1000.0,
|
||||
camera_buffer,
|
||||
group,
|
||||
layout,
|
||||
environment,
|
||||
environment_buffer,
|
||||
}
|
||||
}
|
||||
fn bind_group(
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
device: &wgpu::Device,
|
||||
camera: &wgpu::Buffer,
|
||||
environment: &wgpu::Buffer,
|
||||
skybox: SimpleTexture,
|
||||
) -> wgpu::BindGroup {
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: environment.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(
|
||||
&MaterialProperties::default().sampler(device),
|
||||
),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 3,
|
||||
resource: wgpu::BindingResource::TextureView(&skybox.view),
|
||||
},
|
||||
],
|
||||
label: Some("eye_bind_group"),
|
||||
})
|
||||
}
|
||||
pub fn skybox(&mut self, device: &wgpu::Device, texture: SimpleTexture) {
|
||||
self.group = Eye::bind_group(
|
||||
&self.layout,
|
||||
device,
|
||||
&self.camera_buffer,
|
||||
&self.environment_buffer,
|
||||
texture,
|
||||
)
|
||||
}
|
||||
pub(crate) fn resize(&mut self, width: u32, height: u32) {
|
||||
self.aspect_ratio = width as f32 / height as f32
|
||||
}
|
||||
pub(crate) fn control(&mut self, delta: Vec3) {
|
||||
self.frame *= Affine3A::from_translation(delta);
|
||||
}
|
||||
pub(crate) fn rotate(&mut self, yaw: f32, pitch: f32) {
|
||||
let (mut y, mut x, z) = self.frame.matrix3.to_euler(EulerRot::YXZ);
|
||||
x = (x + pitch * 0.005).clamp(-1.4, 1.4);
|
||||
y += yaw * 0.005;
|
||||
self.frame.matrix3 = Mat3A::from_euler(EulerRot::YXZ, y, x, z);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
2032
src/render/mod.rs
2032
src/render/mod.rs
File diff suppressed because it is too large
Load diff
317
src/world/mod.rs
317
src/world/mod.rs
|
|
@ -1,223 +1,228 @@
|
|||
use crate::render::{Renderer, SimpleLightData, SimpleModelData};
|
||||
use glam::{DVec3, IVec3, Mat4, UVec3, Vec3, Vec4Swizzles};
|
||||
use std::cell::RefCell;
|
||||
use std::hash::{BuildHasherDefault, Hash, Hasher};
|
||||
use std::ops::{Div, Mul};
|
||||
use std::rc::Rc;
|
||||
use glam::{DVec3, IVec3, Mat4, UVec3, Vec3, Vec4Swizzles};
|
||||
use wgpu::naga::{FastHashMap, FastHashSet};
|
||||
use crate::render::{SimpleModelData, SimpleLightData, Renderer};
|
||||
|
||||
#[derive(Clone)]
|
||||
pub enum Shape {
|
||||
Block(Vec3),
|
||||
Sphere(f32),
|
||||
None,
|
||||
Block(Vec3),
|
||||
Sphere(f32),
|
||||
None,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct SimpleColliderData {
|
||||
pub transform: Mat4,
|
||||
pub shape: Shape,
|
||||
pub radius: f32,
|
||||
pub transform: Mat4,
|
||||
pub shape: Shape,
|
||||
pub radius: f32,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct SimpleObjectData {
|
||||
pub model: Option<SimpleModelData>,
|
||||
pub collider: SimpleColliderData,
|
||||
pub model: Option<SimpleModelData>,
|
||||
pub collider: SimpleColliderData,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct SimpleLight(pub Rc<RefCell<SimpleLightData>>);
|
||||
|
||||
impl PartialEq for SimpleLight {
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
Rc::ptr_eq(&self.0, &other.0)
|
||||
}
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
Rc::ptr_eq(&self.0, &other.0)
|
||||
}
|
||||
}
|
||||
|
||||
impl Eq for SimpleLight {}
|
||||
|
||||
impl Hash for SimpleLight {
|
||||
fn hash<H: Hasher>(&self, state: &mut H) {
|
||||
(self.0.as_ptr() as *const RefCell<SimpleLight>).hash(state)
|
||||
}
|
||||
fn hash<H: Hasher>(&self, state: &mut H) {
|
||||
(self.0.as_ptr() as *const RefCell<SimpleLight>).hash(state)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct SimpleObject(pub Rc<RefCell<SimpleObjectData>>);
|
||||
|
||||
impl SimpleObject {
|
||||
pub(crate) fn hard_clone(&self) -> SimpleObject {
|
||||
SimpleObject {
|
||||
0: Rc::new(RefCell::new(SimpleObjectData {
|
||||
model: self.0.borrow().model.clone(),
|
||||
collider: self.0.borrow().collider.clone(),
|
||||
})),
|
||||
pub(crate) fn hard_clone(&self) -> SimpleObject {
|
||||
SimpleObject {
|
||||
0: Rc::new(RefCell::new(SimpleObjectData {
|
||||
model: self.0.borrow().model.clone(),
|
||||
collider: self.0.borrow().collider.clone(),
|
||||
})),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialEq for SimpleObject {
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
Rc::ptr_eq(&self.0,&other.0)
|
||||
}
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
Rc::ptr_eq(&self.0, &other.0)
|
||||
}
|
||||
}
|
||||
|
||||
impl Eq for SimpleObject {}
|
||||
|
||||
impl Hash for SimpleObject {
|
||||
fn hash<H: Hasher>(&self, state: &mut H) {
|
||||
(self.0.as_ptr() as *const RefCell<SimpleModelData>).hash(state);
|
||||
}
|
||||
fn hash<H: Hasher>(&self, state: &mut H) {
|
||||
(self.0.as_ptr() as *const RefCell<SimpleModelData>).hash(state);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Eq, Hash, PartialEq, Clone)]
|
||||
enum Interest {
|
||||
Light(SimpleLight),
|
||||
Object(SimpleObject),
|
||||
Light(SimpleLight),
|
||||
Object(SimpleObject),
|
||||
}
|
||||
|
||||
struct Block {
|
||||
debug: Option<SimpleObject>,
|
||||
volume: u8,
|
||||
velocity: Vec3,
|
||||
material: u8,
|
||||
interests: FastHashSet<Interest>,
|
||||
blocks: [Option<Box<Block>>;64],
|
||||
debug: Option<SimpleObject>,
|
||||
volume: u8,
|
||||
velocity: Vec3,
|
||||
material: u8,
|
||||
interests: FastHashSet<Interest>,
|
||||
blocks: [Option<Box<Block>>; 64],
|
||||
}
|
||||
|
||||
const TREE_ATTACK: usize = 4;
|
||||
const TREE_FLOOR: usize = 4;
|
||||
impl Block {
|
||||
fn new() -> Block {
|
||||
Block {
|
||||
debug: None,
|
||||
volume: 0,
|
||||
velocity: Vec3::ZERO,
|
||||
material: 0,
|
||||
interests: FastHashSet::with_hasher(BuildHasherDefault::default()),
|
||||
blocks: [const { None }; const { TREE_ATTACK * TREE_ATTACK * TREE_ATTACK }],
|
||||
}
|
||||
}
|
||||
fn place_pos(&mut self, interest: Interest, pos: Vec3, rad: f32, block_size: f32) {
|
||||
let cs = block_size / const { TREE_ATTACK as f32 };
|
||||
if rad < cs || block_size >= TREE_FLOOR as f32 {
|
||||
let rel = ((pos + block_size / 2.0) / cs).round().as_uvec3();
|
||||
let new_pos = pos - (rel.as_vec3() + cs / 2.0);
|
||||
let index = (rel.x + rel.y * 4 + rel.z * 16) as usize;
|
||||
match self.blocks[index] {
|
||||
Some(ref mut block) => {
|
||||
block.place_pos(interest,new_pos,rad,cs);
|
||||
},
|
||||
None => {
|
||||
let mut block = Box::new(Block::new());
|
||||
block.place_pos(interest,new_pos,rad,cs);
|
||||
self.blocks[index] = Some(block);
|
||||
fn new() -> Block {
|
||||
Block {
|
||||
debug: None,
|
||||
volume: 0,
|
||||
velocity: Vec3::ZERO,
|
||||
material: 0,
|
||||
interests: FastHashSet::with_hasher(BuildHasherDefault::default()),
|
||||
blocks: [const { None }; const { TREE_ATTACK * TREE_ATTACK * TREE_ATTACK }],
|
||||
}
|
||||
}
|
||||
} else {
|
||||
self.interests.insert(interest);
|
||||
}
|
||||
}
|
||||
fn debug_step(&mut self, value: bool) {
|
||||
match self.debug {
|
||||
Some(ref mut debug) => {
|
||||
if value {
|
||||
|
||||
fn place_pos(&mut self, interest: Interest, pos: Vec3, rad: f32, block_size: f32) {
|
||||
let cs = block_size / const { TREE_ATTACK as f32 };
|
||||
if rad < cs || block_size >= TREE_FLOOR as f32 {
|
||||
let rel = ((pos + block_size / 2.0) / cs).round().as_uvec3();
|
||||
let new_pos = pos - (rel.as_vec3() + cs / 2.0);
|
||||
let index = (rel.x + rel.y * 4 + rel.z * 16) as usize;
|
||||
match self.blocks[index] {
|
||||
Some(ref mut block) => {
|
||||
block.place_pos(interest, new_pos, rad, cs);
|
||||
}
|
||||
None => {
|
||||
let mut block = Box::new(Block::new());
|
||||
block.place_pos(interest, new_pos, rad, cs);
|
||||
self.blocks[index] = Some(block);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
||||
self.interests.insert(interest);
|
||||
}
|
||||
}
|
||||
fn debug_step(&mut self, value: bool) {
|
||||
match self.debug {
|
||||
Some(ref mut debug) => {
|
||||
if value {
|
||||
} else {
|
||||
}
|
||||
}
|
||||
None => {
|
||||
if value {
|
||||
} else {
|
||||
}
|
||||
}
|
||||
}
|
||||
for maybe_block in self.blocks.iter_mut() {
|
||||
if let Some(block) = maybe_block {
|
||||
block.debug_step(value)
|
||||
}
|
||||
}
|
||||
},
|
||||
None => {
|
||||
if value {
|
||||
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct World {
|
||||
chunk_size: u32,
|
||||
map: FastHashMap<IVec3,Block>,
|
||||
pub renderer: Option<Renderer>,
|
||||
debug_world_map: bool,
|
||||
debug_world_map_object: Option<SimpleObject>,
|
||||
chunk_size: u32,
|
||||
map: FastHashMap<IVec3, Block>,
|
||||
pub renderer: Option<Renderer>,
|
||||
debug_world_map: bool,
|
||||
debug_world_map_object: Option<SimpleObject>,
|
||||
}
|
||||
|
||||
impl World {
|
||||
pub fn new() -> World {
|
||||
World {
|
||||
chunk_size: 512,
|
||||
map: FastHashMap::with_hasher(BuildHasherDefault::default()),
|
||||
renderer: None,
|
||||
debug_world_map: false,
|
||||
debug_world_map_object: None,
|
||||
}
|
||||
}
|
||||
pub fn add_renderer(&mut self, renderer: Renderer) {
|
||||
self.renderer = Some(renderer);
|
||||
self.debug_world_map_object = self.renderer.as_mut().unwrap().load_from_gltf(include_bytes!("../assets/debug.glb")).first_object()
|
||||
}
|
||||
pub fn add_object(&mut self, object: SimpleObject) {
|
||||
self.place(Interest::Object(object.clone()));
|
||||
if let Some(ref mut renderer) = self.renderer {
|
||||
renderer.instances.add_object(object)
|
||||
}
|
||||
}
|
||||
pub fn set_debug(&mut self, value: bool) {
|
||||
self.debug_world_map = value;
|
||||
}
|
||||
pub fn light_step(&mut self) {
|
||||
|
||||
}
|
||||
pub fn object_step(&mut self) {
|
||||
|
||||
}
|
||||
pub fn debug_step(&mut self) {
|
||||
self.light_step();
|
||||
self.object_step();
|
||||
for (index, item) in self.map.iter_mut() {
|
||||
item.debug_step(self.debug_world_map);
|
||||
}
|
||||
}
|
||||
fn place_pos(&mut self, interest: Interest, pos: Vec3, rad: f32) {
|
||||
let cs = self.chunk_size as f32;
|
||||
let c_rad = ((cs / 2.0) * (cs / 2.0)) * 3.0;
|
||||
for x in (pos.x - rad).div(cs) as i32..=(pos.x + rad).div(cs).ceil() as i32 {
|
||||
for y in (pos.y - rad).div(cs) as i32..=(pos.y + rad).div(cs).ceil() as i32 {
|
||||
for z in (pos.z - rad).div(cs) as i32..=(pos.z + rad).div(cs).ceil() as i32 {
|
||||
let block_pos = IVec3::new(x,y,z);
|
||||
let block_pos_f32 = block_pos.as_vec3();
|
||||
if block_pos_f32.distance_squared(pos) < rad + c_rad {
|
||||
self.map.entry(block_pos).or_insert_with(|| {
|
||||
let mut block = Block::new();
|
||||
block.place_pos(
|
||||
interest.clone(),
|
||||
pos - block_pos_f32,
|
||||
rad,
|
||||
self.chunk_size as f32,
|
||||
);
|
||||
block
|
||||
});
|
||||
}
|
||||
pub fn new() -> World {
|
||||
World {
|
||||
chunk_size: 512,
|
||||
map: FastHashMap::with_hasher(BuildHasherDefault::default()),
|
||||
renderer: None,
|
||||
debug_world_map: false,
|
||||
debug_world_map_object: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
fn place(&mut self, interest: Interest) {
|
||||
let (pos,rad) = match &interest {
|
||||
Interest::Light(light) => {
|
||||
let light = light.0.borrow();
|
||||
(light.instance.location.xyz(),light.instance.color.length())
|
||||
},
|
||||
Interest::Object(object) => {
|
||||
let collider = &object.0.borrow().collider;
|
||||
(collider.transform.to_scale_rotation_translation().2,collider.radius)
|
||||
},
|
||||
};
|
||||
self.place_pos(interest,pos,rad);
|
||||
}
|
||||
}
|
||||
pub fn add_renderer(&mut self, renderer: Renderer) {
|
||||
self.renderer = Some(renderer);
|
||||
self.debug_world_map_object = self
|
||||
.renderer
|
||||
.as_mut()
|
||||
.unwrap()
|
||||
.load_from_gltf(include_bytes!("../assets/cube.glb"))
|
||||
.first_object()
|
||||
}
|
||||
pub fn add_object(&mut self, object: SimpleObject) {
|
||||
self.place(Interest::Object(object.clone()));
|
||||
if let Some(ref mut renderer) = self.renderer {
|
||||
renderer.instances.add_object(object)
|
||||
}
|
||||
}
|
||||
pub fn set_debug(&mut self, value: bool) {
|
||||
self.debug_world_map = value;
|
||||
}
|
||||
pub fn light_step(&mut self) {}
|
||||
pub fn object_step(&mut self) {}
|
||||
pub fn debug_step(&mut self) {
|
||||
self.light_step();
|
||||
self.object_step();
|
||||
for (index, item) in self.map.iter_mut() {
|
||||
item.debug_step(self.debug_world_map);
|
||||
}
|
||||
}
|
||||
fn place_pos(&mut self, interest: Interest, pos: Vec3, rad: f32) {
|
||||
let cs = self.chunk_size as f32;
|
||||
let c_rad = ((cs / 2.0) * (cs / 2.0)) * 3.0;
|
||||
for x in (pos.x - rad).div(cs) as i32..=(pos.x + rad).div(cs).ceil() as i32 {
|
||||
for y in (pos.y - rad).div(cs) as i32..=(pos.y + rad).div(cs).ceil() as i32 {
|
||||
for z in (pos.z - rad).div(cs) as i32..=(pos.z + rad).div(cs).ceil() as i32 {
|
||||
let block_pos = IVec3::new(x, y, z);
|
||||
let block_pos_f32 = block_pos.as_vec3();
|
||||
if block_pos_f32.distance_squared(pos) < rad + c_rad {
|
||||
self.map.entry(block_pos).or_insert_with(|| {
|
||||
let mut block = Block::new();
|
||||
block.place_pos(
|
||||
interest.clone(),
|
||||
pos - block_pos_f32,
|
||||
rad,
|
||||
self.chunk_size as f32,
|
||||
);
|
||||
block
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
fn place(&mut self, interest: Interest) {
|
||||
let (pos, rad) = match &interest {
|
||||
Interest::Light(light) => {
|
||||
let light = light.0.borrow();
|
||||
(light.instance.location.xyz(), light.instance.color.length())
|
||||
}
|
||||
Interest::Object(object) => {
|
||||
let collider = &object.0.borrow().collider;
|
||||
(
|
||||
collider.transform.to_scale_rotation_translation().2,
|
||||
collider.radius,
|
||||
)
|
||||
}
|
||||
};
|
||||
self.place_pos(interest, pos, rad);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue