[CAMERA] Begin refactor
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8bd4ae11e9
commit
67cd53b91e
5 changed files with 147 additions and 124 deletions
5
src/input/mod.rs
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5
src/input/mod.rs
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@ -0,0 +1,5 @@
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use winit::event::WindowEvent;
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pub trait Controllable {
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fn process_events(&mut self, event: &WindowEvent) -> bool;
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}
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@ -6,6 +6,7 @@ pub use state::State;
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pub mod render;
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pub mod meshs;
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pub mod input;
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use simplelog::{TermLogger, LevelFilter, Config, TerminalMode, ColorChoice};
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@ -1,4 +1,9 @@
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use winit::event::{WindowEvent, KeyboardInput, ElementState, VirtualKeyCode};
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use wgpu::util::DeviceExt;
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use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
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use crate::input::Controllable;
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use super::Renderable;
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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@ -16,41 +21,129 @@ pub struct Camera {
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pub fovy: f32,
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pub znear: f32,
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pub zfar: f32,
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controller: CameraController,
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uniform: Option<CameraUniform>,
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bind_group: Option<wgpu::BindGroup>,
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bind_group_layout: Option<wgpu::BindGroupLayout>,
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buffer: Option<wgpu::Buffer>,
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}
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impl Camera {
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pub fn new(width: f32, height: f32, speed: f32) -> Self {
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Self {
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eye: (0.0, 1.0, 2.0).into(),
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target: (0.0, 0.0, 0.0).into(),
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up: cgmath::Vector3::unit_y(),
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aspect: width / height,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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controller: CameraController::new(speed),
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bind_group: None,
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bind_group_layout: None,
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uniform: None,
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buffer: None,
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}
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}
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fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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return OPENGL_TO_WGPU_MATRIX * proj * view;
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}
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}
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// We need this for Rust to store our data correctly for the shaders
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#[repr(C)]
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// This is so we can store this in a buffer
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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// We can't use cgmath with bytemuck directly so we'll have
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// to convert the Matrix4 into a 4x4 f32 array
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view_proj: [[f32; 4]; 4],
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}
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pub fn get_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
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&self.bind_group_layout.as_ref().unwrap()
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}
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impl CameraUniform {
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pub fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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view_proj: cgmath::Matrix4::identity().into(),
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pub fn update_camera(&mut self) {
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use cgmath::InnerSpace;
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let forward = self.target - self.eye;
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let forward_norm = forward.normalize();
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let forward_mag = forward.magnitude();
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if self.controller.is_forward_pressed && forward_mag > self.controller.speed {
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self.eye += forward_norm * self.controller.speed;
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}
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if self.controller.is_backward_pressed {
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self.eye -= forward_norm * self.controller.speed;
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}
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let right = forward_norm.cross(self.up);
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let forward = self.target - self.eye;
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let forward_mag = forward.magnitude();
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if self.controller.is_right_pressed {
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self.eye = self.target - (forward + right * self.controller.speed).normalize() * forward_mag;
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}
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if self.controller.is_left_pressed {
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self.eye = self.target - (forward - right * self.controller.speed).normalize() * forward_mag;
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}
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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impl Renderable for Camera {
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fn prepare(&mut self, device: &wgpu::Device) {
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self.uniform = Some(CameraUniform::from(self));
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self.buffer = Some(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[self.uniform.unwrap()]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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}),
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);
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self.bind_group_layout = Some(device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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},
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));
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self.bind_group = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.bind_group_layout.as_ref().unwrap(),
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: self.buffer.as_ref().unwrap().as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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}));
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}
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fn update_instances(&mut self, queue: &wgpu::Queue) {
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self.update_camera();
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self.uniform.unwrap().update_view_proj(self);
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queue.write_buffer(
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&self.buffer.as_ref().unwrap(),
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0,
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bytemuck::cast_slice(&[self.uniform.unwrap()]),
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);
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}
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fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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render_pass.set_bind_group(1, &self.bind_group.as_ref().unwrap(), &[]);
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}
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}
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pub struct CameraController {
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impl Controllable for Camera {
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fn process_events(&mut self, event: &WindowEvent) -> bool {
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self.controller.process_events(event)
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}
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}
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struct CameraController {
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speed: f32,
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is_forward_pressed: bool,
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is_backward_pressed: bool,
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@ -104,36 +197,26 @@ impl CameraController {
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_ => false,
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}
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}
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}
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pub fn update_camera(&self, camera: &mut Camera) {
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use cgmath::InnerSpace;
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let forward = camera.target - camera.eye;
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let forward_norm = forward.normalize();
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let forward_mag = forward.magnitude();
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// We need this for Rust to store our data correctly for the shaders
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#[repr(C)]
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// This is so we can store this in a buffer
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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// We can't use cgmath with bytemuck directly so we'll have
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// to convert the Matrix4 into a 4x4 f32 array
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view_proj: [[f32; 4]; 4],
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}
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// Prevents glitching when camera gets too close to the
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// center of the scene.
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if self.is_forward_pressed && forward_mag > self.speed {
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camera.eye += forward_norm * self.speed;
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}
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if self.is_backward_pressed {
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camera.eye -= forward_norm * self.speed;
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}
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let right = forward_norm.cross(camera.up);
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// Redo radius calc in case the fowrard/backward is pressed.
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let forward = camera.target - camera.eye;
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let forward_mag = forward.magnitude();
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if self.is_right_pressed {
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// Rescale the distance between the target and eye so
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// that it doesn't change. The eye therefore still
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// lies on the circle made by the target and eye.
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camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
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}
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if self.is_left_pressed {
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camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
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impl CameraUniform {
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pub fn from(camera: &Camera) -> Self {
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Self {
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view_proj: camera.build_view_projection_matrix().into(),
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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}
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}
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@ -2,9 +2,7 @@ mod vertex;
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pub use vertex::Vertex;
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mod camera;
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pub use camera::{
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Camera, CameraUniform, CameraController
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};
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pub use camera::Camera;
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mod texture;
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pub use texture::{Texture, TextureManager};
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@ -20,6 +18,6 @@ pub use mesh::Mesh;
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pub trait Renderable {
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fn prepare(&mut self, device: &Device);
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fn update_instances(&mut self, device: &Queue);
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fn update_instances(&mut self, queue: &Queue);
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fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>);
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}
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82
src/state.rs
82
src/state.rs
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@ -1,9 +1,8 @@
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use crate::{meshs::DefaultMesh, render::{Renderable, TextureManager}};
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use crate::{meshs::DefaultMesh, render::{Renderable, TextureManager}, input::Controllable};
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use super::render::{
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Vertex, Camera, CameraUniform, CameraController, Texture, InstanceRaw
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Vertex, Camera, Texture, InstanceRaw
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};
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use wgpu::util::DeviceExt;
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use winit::{
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event::{KeyboardInput, VirtualKeyCode, WindowEvent, ElementState},
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window::Window,
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@ -17,10 +16,6 @@ pub struct State {
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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camera: Camera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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camera_controller: CameraController,
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depth_texture: Texture,
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mesh: DefaultMesh,
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#[allow(dead_code)]
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source: wgpu::ShaderSource::Wgsl(include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/shaders/main.wgsl")).into()),
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});
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let camera = Camera {
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// position the camera one unit up and 2 units back
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// +z is out of the screen
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eye: (0.0, 1.0, 2.0).into(),
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// have it look at the origin
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target: (0.0, 0.0, 0.0).into(),
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// which way is "up"
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up: cgmath::Vector3::unit_y(),
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aspect: config.width as f32 / config.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let camera_controller = CameraController::new(0.2);
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let mut camera = Camera::new(config.width as f32, config.height as f32, 0.2);
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camera.prepare(&device);
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let depth_texture =
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Texture::create_depth_texture(&device, &config, "depth_texture");
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@ -143,7 +92,7 @@ impl State {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_manager.get_texture_bind_group_layout(), &camera_bind_group_layout],
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bind_group_layouts: &[&texture_manager.get_texture_bind_group_layout(), camera.get_bind_group_layout()],
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push_constant_ranges: &[],
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});
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@ -216,10 +165,6 @@ impl State {
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size,
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render_pipeline,
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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camera_controller,
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depth_texture,
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mesh,
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texture_manager
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@ -257,22 +202,15 @@ impl State {
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self.mesh.toggle(is_pressed);
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true
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}
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_ => self.camera_controller.process_events(event),
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_ => self.camera.process_events(event),
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}
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}
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_ => self.camera_controller.process_events(event),
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_ => self.camera.process_events(event),
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}
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}
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pub fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.camera_uniform.update_view_proj(&self.camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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self.camera.update_instances(&self.queue);
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self.mesh.update_instances(&self.queue);
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}
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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self.camera.render(&mut render_pass);
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self.mesh.render(&mut render_pass);
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}
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