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[STATE] Update

This commit is contained in:
Florian RICHER 2022-06-21 21:32:51 +02:00
parent 2039b4b543
commit 9e24702770
3 changed files with 330 additions and 7 deletions

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@ -0,0 +1,320 @@
use cgmath::prelude::*;
use rayon::prelude::*;
use wgpu::util::DeviceExt;
use winit::event::{ElementState, KeyboardInput, MouseButton, WindowEvent};
use crate::{
camera,
model::{self, DrawLight, DrawModel},
render, resources, texture, CameraUniform, Instance, LightUniform, NUM_INSTANCES_PER_ROW,
};
use super::Renderer;
pub struct DefaultState {
renderer: Box<Renderer>,
obj_model: model::Model,
camera: camera::Camera,
projection: camera::Projection,
camera_controller: camera::CameraController,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
instances: Vec<Instance>,
#[allow(dead_code)]
instance_buffer: wgpu::Buffer,
depth_texture: texture::Texture,
light_uniform: LightUniform,
light_buffer: wgpu::Buffer,
light_bind_group: wgpu::BindGroup,
#[allow(dead_code)]
debug_material: model::Material,
mouse_pressed: bool,
pipelines: render::Pipelines,
}
impl super::State for DefaultState {
fn new(renderer: Box<Renderer>) -> Self
where
Self: Sized,
{
let global_bind_layout = render::GlobalBindLayout::new(&renderer.device);
let pipelines =
render::Pipelines::new(&global_bind_layout, &renderer.device, &renderer.config);
let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
let projection = camera::Projection::new(
renderer.config.width,
renderer.config.height,
cgmath::Deg(45.0),
0.1,
100.0,
);
let camera_controller = camera::CameraController::new(4.0, 0.4);
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera, &projection);
let camera_buffer = renderer
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
const SPACE_BETWEEN: f32 = 3.0;
let iter = {
cfg_if::cfg_if! {
if #[cfg(target_arch = "wasm32")] {
(0..NUM_INSTANCES_PER_ROW)
.into_iter()
} else {
(0..NUM_INSTANCES_PER_ROW)
.into_par_iter()
}
}
};
let instances = iter
.clone()
.flat_map(|z| {
// UPDATED!
iter.clone().map(move |x| {
let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let position = cgmath::Vector3 { x, y: 0.0, z };
let rotation = if position.is_zero() {
cgmath::Quaternion::from_axis_angle(
cgmath::Vector3::unit_z(),
cgmath::Deg(0.0),
)
} else {
cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
};
Instance { position, rotation }
})
})
.collect::<Vec<_>>();
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
let instance_buffer =
(&renderer.device).create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsages::VERTEX,
});
let camera_bind_group = renderer
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: global_bind_layout.get_camera_bind_layout(),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let obj_model = async_std::task::block_on(resources::load_model(
"cube.obj",
&renderer.device,
&renderer.queue,
global_bind_layout.get_texture_bind_layout(),
))
.unwrap();
let light_uniform = LightUniform {
position: [2.0, 2.0, 2.0],
_padding: 0,
color: [1.0, 1.0, 1.0],
_padding2: 0,
};
let light_buffer = renderer
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light VB"),
contents: bytemuck::cast_slice(&[light_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let light_bind_group = renderer
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: global_bind_layout.get_light_bind_layout(),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: light_buffer.as_entire_binding(),
}],
label: None,
});
let depth_texture = texture::Texture::create_depth_texture(
&renderer.device,
&renderer.config,
"depth_texture",
);
let debug_material = {
let diffuse_bytes = include_bytes!("../../../res/cobble-diffuse.png");
let normal_bytes = include_bytes!("../../../res/cobble-normal.png");
let diffuse_texture = texture::Texture::from_bytes(
&renderer.device,
&renderer.queue,
diffuse_bytes,
"res/alt-diffuse.png",
false,
)
.unwrap();
let normal_texture = texture::Texture::from_bytes(
&renderer.device,
&renderer.queue,
normal_bytes,
"res/alt-normal.png",
true,
)
.unwrap();
model::Material::new(
&renderer.device,
"alt-material",
diffuse_texture,
normal_texture,
global_bind_layout.get_texture_bind_layout(),
)
};
Self {
obj_model,
camera,
projection,
camera_controller,
camera_buffer,
camera_bind_group,
camera_uniform,
instances,
instance_buffer,
depth_texture,
light_uniform,
light_buffer,
light_bind_group,
#[allow(dead_code)]
debug_material,
mouse_pressed: false,
pipelines,
renderer,
}
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.projection.resize(new_size.width, new_size.height);
self.depth_texture = texture::Texture::create_depth_texture(
&self.renderer.device,
&self.renderer.config,
"depth_texture",
);
}
fn input(&mut self, event: &winit::event::WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(key),
state,
..
},
..
} => self.camera_controller.process_keyboard(*key, *state),
WindowEvent::MouseWheel { delta, .. } => {
self.camera_controller.process_scroll(delta);
true
}
WindowEvent::MouseInput {
button: MouseButton::Left,
state,
..
} => {
self.mouse_pressed = *state == ElementState::Pressed;
true
}
_ => false,
}
}
fn update(&mut self, dt: instant::Duration) {
self.camera_controller.update_camera(&mut self.camera, dt);
self.camera_uniform
.update_view_proj(&self.camera, &self.projection);
self.renderer.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
// Update the light
let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
self.light_uniform.position =
(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
* old_position)
.into();
self.renderer.queue.write_buffer(
&self.light_buffer,
0,
bytemuck::cast_slice(&[self.light_uniform]),
);
}
fn render(
&mut self,
view: &wgpu::TextureView,
encoder: &mut wgpu::CommandEncoder,
) -> Result<(), wgpu::SurfaceError> {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
render_pass.set_pipeline(self.pipelines.get_light_pipeline());
render_pass.draw_light_model(
&self.obj_model,
&self.camera_bind_group,
&self.light_bind_group,
);
render_pass.set_pipeline(self.pipelines.get_render_pipeline());
render_pass.draw_model_instanced(
&self.obj_model,
0..self.instances.len() as u32,
&self.camera_bind_group,
&self.light_bind_group,
);
Ok(())
}
}

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@ -1,11 +1,14 @@
mod renderer;
pub use renderer::Renderer;
mod default_state;
pub use default_state::DefaultState;
use wgpu::{TextureView, CommandEncoder};
use winit::event::WindowEvent;
pub trait State {
fn new(renderer: &Renderer) -> Self where Self: Sized;
fn new(renderer: Box<Renderer>) -> Self where Self: Sized;
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>);
fn input(&mut self, event: &WindowEvent) -> bool;
fn update(&mut self, dt: instant::Duration);

View file

@ -5,11 +5,11 @@ use winit::{event::WindowEvent, window::Window};
use super::State;
pub struct Renderer {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
size: winit::dpi::PhysicalSize<u32>,
config: wgpu::SurfaceConfiguration,
pub surface: wgpu::Surface,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub size: winit::dpi::PhysicalSize<u32>,
pub config: wgpu::SurfaceConfiguration,
state: Option<Box<dyn State>>
}