use std::collections::HashMap; // Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu 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, }; use crate::render; use crate::render::{Renderer, SimpleTexture}; use crate::world::{SimpleObject, World}; struct Controller { buttons: HashMap, keys: HashMap, mouse: Vec2, } impl Controller { 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, clients: Vec, } const BLOCKS: i32 = 50; 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) -> Result> { 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) } } } 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); } } 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 } _ => {} } self.controller.keys.insert(code, is_pressed); } fn handle_mouse_moved(&mut self, position: PhysicalPosition) { 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>, state: Option, } impl App { pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop) -> Self { #[cfg(target_arch = "wasm32")] let proxy = Some(event_loop.create_proxy()); Self { state: None, #[cfg(target_arch = "wasm32")] proxy, } } } impl ApplicationHandler for App { 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)] 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 } }; 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()), _ => {} } } } 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(); } 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(()) } #[cfg(target_arch = "wasm32")] #[wasm_bindgen(start)] pub fn run_web() -> Result<(), wasm_bindgen::JsValue> { console_error_panic_hook::set_once(); run().unwrap_throw(); Ok(()) }