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:
Christian Lincoln 2026-09-03 22:18:48 +01:00
parent efe98454d9
commit 3231ed9190
10 changed files with 1829 additions and 1449 deletions

View file

@ -1,312 +1,345 @@
use std::collections::HashMap;
// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu
use crate::render::Renderer;
use crate::world::{SimpleObject, World};
use glam::{Affine3A, EulerRot, Mat4, Quat, Vec2, Vec3, Vec4};
use std::sync::Arc;
use glam::{Vec2, Affine3A, Vec3, Vec4, Mat4, EulerRot, Quat};
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
use winit::dpi::PhysicalPosition;
#[cfg(target_arch = "wasm32")]
use winit::platform::web::EventLoopExtWebSys;
use winit::{
application::ApplicationHandler,
event::*,
event_loop::{ActiveEventLoop, EventLoop},
keyboard::{KeyCode, PhysicalKey},
window::Window,
application::ApplicationHandler,
event::*,
event_loop::{ActiveEventLoop, EventLoop},
keyboard::{KeyCode, PhysicalKey},
window::Window,
};
use crate::render;
use crate::render::{Renderer, SimpleTexture};
use crate::world::{SimpleObject, World};
struct Controller {
buttons: HashMap<MouseButton,bool>,
keys: HashMap<KeyCode,bool>,
mouse: Vec2,
buttons: HashMap<MouseButton, bool>,
keys: HashMap<KeyCode, bool>,
mouse: Vec2,
}
impl Controller {
fn new() -> Controller {
Controller {
buttons: Default::default(),
keys: HashMap::new(),
mouse: Vec2::new(0.0,0.0),
fn new() -> Controller {
Controller {
buttons: Default::default(),
keys: HashMap::new(),
mouse: Vec2::new(0.0, 0.0),
}
}
}
}
pub struct AppState {
world: World,
controller: Controller,
window: Arc<Window>,
clients: Vec<SimpleObject>,
world: World,
controller: Controller,
window: Arc<Window>,
clients: Vec<SimpleObject>,
}
const BLOCKS: i32 = 50;
const BLOCKS: i32 = 1;
impl AppState {
// We don't need this to be async right now,
// but we will in the next tutorial
pub async fn new(window: Arc<Window>) -> Result<AppState,Box<dyn std::error::Error>> {
let size = window.inner_size();
let mut world = World::new();
world.add_renderer(Renderer::new(&window).await?);
let mut clients = Vec::new();
{
let file = world.renderer.as_mut().unwrap().load_from_gltf( include_bytes!("assets/cube.glb"));
let block = file.first_object().unwrap();
//let color = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/color.png"));
//let normal = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/normal.png"));
//let roughness = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/roughness.png"));
//let mat = renderer.new_material(color,normal,roughness);
for x in -BLOCKS..BLOCKS {
for y in -BLOCKS..BLOCKS {
let block = block.hard_clone();
world.add_object(block.clone());
{
let mut model = block.0.borrow_mut();
model.model.as_mut().unwrap().instance.transform = Mat4::from_translation(Vec3::new(-x as f32 * 3.0,0.0,-y as f32 * 3.0))
* Mat4::from_rotation_z((x * y) as f32 / 1.23);
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);
}
clients.push(block)
// We don't need this to be async right now,
// but we will in the next tutorial
pub async fn new(window: Arc<Window>) -> Result<AppState, Box<dyn std::error::Error>> {
let mut world = World::new();
world.add_renderer(Renderer::new(&window).await?);
let mut clients = Vec::new();
{
let file = world
.renderer
.as_mut()
.unwrap()
.load_from_gltf(include_bytes!("assets/cube.glb"));
let block = file.first_object().unwrap();
let skybox = world.renderer.as_mut().unwrap().load_texture_from_bytes(
include_bytes!("assets/skybox1.png"),
Some(image::ImageFormat::Png),
);
world.renderer.as_mut().unwrap().set_skybox(skybox);
//let color = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/color.png"));
//let normal = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/normal.png"));
//let roughness = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/roughness.png"));
//let mat = renderer.new_material(color,normal,roughness);
for x in -BLOCKS..BLOCKS {
for y in -BLOCKS..BLOCKS {
let block = block.hard_clone();
world.add_object(block.clone());
{
let mut model = block.0.borrow_mut();
model.model.as_mut().unwrap().instance.transform = Mat4::from_translation(
Vec3::new(-x as f32 * 3.0, -8.0, -y as f32 * 3.0),
)
* Mat4::from_rotation_z((x * y) as f32 / 1.23);
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,
);
}
clients.push(block)
}
}
}
}
Ok(Self {
world,
clients,
controller: Controller::new(),
window,
})
}
Ok(Self {
world,
clients,
controller: Controller::new(),
window,
})
}
pub fn bounds(&self) -> (u32,u32) {
let size = self.window.inner_size();
(size.width,size.height)
}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
let max = 2048;
self.world.renderer.as_mut().unwrap().resize(width,height);
pub fn bounds(&self) -> (u32, u32) {
let size = self.window.inner_size();
(size.width, size.height)
}
}
fn update(&mut self) {
// ...
}
fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
match (code, is_pressed) {
(KeyCode::Escape, true) => event_loop.exit(),
(KeyCode::Space, true) => {},
(KeyCode::KeyR, true) => {
self.world.renderer.as_mut().unwrap().eye.frame = Affine3A::IDENTITY
}
_ => {}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
self.world.renderer.as_mut().unwrap().resize(width, height);
}
}
self.controller.keys.insert(code, is_pressed);
}
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
if let Some(true) = self.controller.buttons.get(&MouseButton::Right) {
self.world.renderer.as_mut().unwrap().eye.rotate(position.x as f32 - self.controller.mouse.x, position.y as f32 - self.controller.mouse.y);
fn update(&mut self) {
// ...
}
self.controller.mouse = Vec2::new(position.x as f32, position.y as f32);
}
fn handle_mouse_button(&mut self, button: MouseButton, state: ElementState ) {
self.controller.buttons.insert(button,state.is_pressed());
}
fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
match (code, is_pressed) {
(KeyCode::Escape, true) => event_loop.exit(),
(KeyCode::Space, true) => {}
(KeyCode::KeyR, true) => {
self.world.renderer.as_mut().unwrap().eye.frame = Affine3A::IDENTITY
}
_ => {}
}
self.controller.keys.insert(code, is_pressed);
}
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
if let Some(true) = self.controller.buttons.get(&MouseButton::Right) {
self.world.renderer.as_mut().unwrap().eye.rotate(
position.x as f32 - self.controller.mouse.x,
position.y as f32 - self.controller.mouse.y,
);
}
self.controller.mouse = Vec2::new(position.x as f32, position.y as f32);
}
fn handle_mouse_button(&mut self, button: MouseButton, state: ElementState) {
self.controller.buttons.insert(button, state.is_pressed());
}
}
pub struct App {
#[cfg(target_arch = "wasm32")]
proxy: Option<winit::event_loop::EventLoopProxy<AppState>>,
state: Option<AppState>,
#[cfg(target_arch = "wasm32")]
proxy: Option<winit::event_loop::EventLoopProxy<AppState>>,
state: Option<AppState>,
}
impl App {
pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<AppState>) -> Self {
#[cfg(target_arch = "wasm32")]
let proxy = Some(event_loop.create_proxy());
Self {
state: None,
#[cfg(target_arch = "wasm32")]
proxy,
pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<AppState>) -> Self {
#[cfg(target_arch = "wasm32")]
let proxy = Some(event_loop.create_proxy());
Self {
state: None,
#[cfg(target_arch = "wasm32")]
proxy,
}
}
}
}
impl ApplicationHandler<AppState> for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
#[allow(unused_mut)]
let mut window_attributes = Window::default_attributes();
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use winit::platform::web::WindowAttributesExtWebSys;
const CANVAS_ID: &str = "canvas";
let window = wgpu::web_sys::window().unwrap_throw();
let document = window.document().unwrap_throw();
let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
let html_canvas_element = canvas.unchecked_into();
window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
}
let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
#[cfg(not(target_arch = "wasm32"))]
{
// If we are not on web we can use pollster to
// 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
// proxy to send the results to the event loop
if let Some(proxy) = self.proxy.take() {
wasm_bindgen_futures::spawn_local(async move {
assert!(
proxy
.send_event(
AppState::new(window)
.await
.expect("Unable to create canvas!!!")
)
.is_ok()
)
});
}
}
}
#[allow(unused_mut)]
let mut window_attributes = Window::default_attributes();
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use winit::platform::web::WindowAttributesExtWebSys;
const CANVAS_ID: &str = "canvas";
let window = wgpu::web_sys::window().unwrap_throw();
let document = window.document().unwrap_throw();
let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
let html_canvas_element = canvas.unchecked_into();
window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: AppState) {
// This is where proxy.send_event() ends up
#[cfg(target_arch = "wasm32")]
{
event.window.request_redraw();
event.resize(
event.window.inner_size().width,
event.window.inner_size().height,
);
}
self.state = Some(event);
}
let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
#[cfg(not(target_arch = "wasm32"))]
{
// If we are not on web we can use pollster to
// 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
// proxy to send the results to the event loop
if let Some(proxy) = self.proxy.take() {
wasm_bindgen_futures::spawn_local(async move {
assert!(
proxy
.send_event(
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) {
// This is where proxy.send_event() ends up
#[cfg(target_arch = "wasm32")]
{
event.window.request_redraw();
event.resize(
event.window.inner_size().width,
event.window.inner_size().height,
);
}
self.state = Some(event);
}
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,
};
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);
let pressed = |keycode: KeyCode| {
if let Some(true) = state.controller.keys.get(&keycode) {
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(())
}

View file

@ -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);
}

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@ -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);
}
}

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@ -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);
}
}