Bam! Camera movement, pure jank implementation but on the right track
This commit is contained in:
@@ -3,6 +3,7 @@ use winit::event::{MouseScrollDelta, VirtualKeyCode, ElementState};
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use winit::dpi::{PhysicalPosition, LogicalPosition};
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use std::time::{Duration, Instant};
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use std::f32::consts::FRAC_PI_2;
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Camera {
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@@ -28,8 +29,8 @@ impl Camera {
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}
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}
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pub fn calc_matrix(&self) -> Matrix4<f32> {
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Matrix4::look_at_dir(
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pub fn calc_matrix(&self, projection: cgmath::Matrix4<f32>) -> Matrix4<f32> {
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let mx_view = Matrix4::look_at_dir(
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self.position,
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Vector3::new(
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self.yaw.0.cos(),
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@@ -37,7 +38,9 @@ impl Camera {
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self.yaw.0.sin(),
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).normalize(),
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Vector3::unit_y(),
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)
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);
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let mx_correction = OPENGL_TO_WGPU_MATRIX;
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mx_correction * projection * mx_view
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}
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}
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@@ -123,10 +126,7 @@ impl CameraController {
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};
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}
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pub fn update_camera(&mut self, camera: &mut Camera, dt: Duration) {
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let dt = dt.as_secs_f32();
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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// Move forward/backward and left/right
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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@@ -3,8 +3,17 @@ use std::sync::Arc;
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use rapier3d::dynamics::{RigidBody, RigidBodyHandle};
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use rapier3d::geometry::ColliderHandle;
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use rapier3d::geometry::Collider as r3dCollider;
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use std::time::{Duration, Instant};
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// a component is any type that is 'static, sized, send and sync
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct LoopState {
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pub delta_time: Duration,
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pub start_time: Instant,
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pub step_size: f32,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Position {
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pub x: f32,
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120
src/main.rs
120
src/main.rs
@@ -30,10 +30,10 @@ use winit::{
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use gilrs::Event as GilEvent;
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use crate::camera::{CameraController, Camera};
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use crate::components::{Collider, Color, Physics, Position};
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use crate::components::{Collider, Color, Physics, Position, LoopState};
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use crate::physics::PhysicsState;
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use crate::render::Renderer;
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use crate::owned_event::TrEventExtension;
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use crate::owned_event::{OwnedEventExtension, OwnedEvent};
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use gilrs::{Gamepad, Gilrs};
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use rapier3d::counters::Timer;
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@@ -85,12 +85,10 @@ fn main() {
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(local_pool, spawner)
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};
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// Schedule for the render systen
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.build();
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// TODO schedule for the update system and others
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let mut update_schedule = Schedule::builder()
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.add_system(physics::update_camera_system())
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.add_system(physics::run_physics_system())
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@@ -98,7 +96,11 @@ fn main() {
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// next system here, gamelogic update system?
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.build();
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let event_loop = EventLoop::<TrEventExtension>::with_user_event();
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let mut event_schedule = Schedule::builder()
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.add_system(owned_event::event_dispatch_system())
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.build();
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let event_loop = EventLoop::<OwnedEventExtension>::with_user_event();
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title("MVGE");
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@@ -126,10 +128,15 @@ fn main() {
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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resources.insert(CameraController::new(1.0, 1.0));
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resources.insert(Instant::now());
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resources.insert(LoopState {
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delta_time: Default::default(),
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start_time: Instant::now(),
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step_size: 0.005,
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});
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resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
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let event_loop_proxy = event_loop.create_proxy();
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std::thread::spawn(move || {
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@@ -148,7 +155,7 @@ fn main() {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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println!("{:?} New event from {}: {:?}", time, id, event);
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active_gamepad = Some(id);
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event_loop_proxy.send_event(TrEventExtension::GamepadEvent {
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event_loop_proxy.send_event(OwnedEventExtension::GamepadEvent {
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gil_event: GilEvent { id, event, time }
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}).ok();
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}
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@@ -164,19 +171,15 @@ fn main() {
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}
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});
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32 = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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let loop_state = resources.get::<LoopState>().unwrap();
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loop_state.start_time.elapsed()
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}.as_secs_f32();
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let mut delta_time: f32 = 0.0;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = elapsed_time;
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event_loop.run(move |event, _, control_flow| {
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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@@ -184,12 +187,17 @@ fn main() {
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*control_flow = ControlFlow::Poll;
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match event {
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event::Event::NewEvents(cause) => {
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event_schedule.execute(&mut world, &mut resources);
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resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap().clear();
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}
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event::Event::MainEventsCleared => {
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elapsed_time = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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}.as_secs_f32();
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let (step_size, elapsed_time) = { // deltatime since last frame
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let loop_state = resources.get::<LoopState>().unwrap();
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(loop_state.step_size, loop_state.start_time.elapsed().as_secs_f32())
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};
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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@@ -197,35 +205,15 @@ fn main() {
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}
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accumulator_time += delta_time;
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let dt = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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};
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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update_schedule.execute(&mut world, &mut resources);
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// ask for a redraw every 20 millis
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if dt > Duration::from_millis(20) {
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}
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// update the world time here for next update
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resources.insert(Instant::now());
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// ==== FPS LOCKED ====
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render_schedule.execute(&mut world, &mut resources);
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}
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event::Event::DeviceEvent {
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event: MouseMotion { delta },
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..
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} => {
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.cam_look_delta((delta.0, delta.1));
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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// Resizing will queue a request_redraw
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event::Event::WindowEvent {
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event: WindowEvent::Resized(size),
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@@ -239,51 +227,37 @@ fn main() {
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.get_mut::<Renderer>()
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.unwrap()
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.resize(width, height);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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..
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event::Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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*control_flow = ControlFlow::Exit
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}
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| WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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_ => {
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//renderer.update(event);
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}
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},
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event::Event::RedrawRequested(_) => {
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// Call the render system
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render_schedule.execute(&mut world, &mut resources);
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}
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_ => {}
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}
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resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap().push(event.into());
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});
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}
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pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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// let camera_ent: Entity = world.push((
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// Camera {
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// position: Point3 {
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// x: 5.0,
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// y: 5.0,
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// z: 5.0
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// },
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// yaw: Rad(45.0),
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// pitch: Rad(45.0)
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// }
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// ));
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let camera_ent: Entity = world.push((
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Camera {
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position: Point3 {
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x: 5.0,
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y: 5.0,
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z: 5.0
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},
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yaw: Rad(0.0),
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pitch: Rad(-75.0)
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},
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CameraController::new(1.0, 1.0),
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));
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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@@ -1,17 +1,25 @@
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use winit::window::{WindowId, Theme};
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use winit::event::{WindowEvent, DeviceId, DeviceEvent, KeyboardInput, ModifiersState, MouseScrollDelta, TouchPhase, ElementState, MouseButton, AxisId, Touch, StartCause, Event};
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use winit::dpi::{PhysicalPosition, PhysicalSize};
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use gilrs::Event as GilEvent;
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use std::path::PathBuf;
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use gilrs::Event as GilEvent;
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use legion::world::SubWorld;
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use legion::*;
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use winit::dpi::{PhysicalPosition, PhysicalSize};
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use winit::event::DeviceEvent::MouseMotion;
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use winit::event::{
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AxisId, DeviceEvent, DeviceId, ElementState, Event, KeyboardInput, ModifiersState, MouseButton,
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MouseScrollDelta, StartCause, Touch, TouchPhase, WindowEvent,
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};
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use winit::window::{Theme, WindowId};
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use crate::camera::{Camera, CameraController};
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#[derive(Clone)]
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pub enum TrUIEvent<T> {
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UIEvent(T)
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pub enum OwnedUIEvent<T> {
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UIEvent(T),
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}
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#[derive(Clone)]
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pub enum TrEventExtension {
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pub enum OwnedEventExtension {
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/// Custom events here
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MouseHeldEvent {},
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KeyHeldEvent {},
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@@ -21,8 +29,7 @@ pub enum TrEventExtension {
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}
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#[derive(Clone, Debug)]
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pub enum TrEvent<T> {
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pub enum OwnedEvent<T> {
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/// Custom events here
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MouseHeldEvent {},
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KeyHeldEvent {},
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@@ -34,7 +41,7 @@ pub enum TrEvent<T> {
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NewEvents(StartCause),
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WindowEvent {
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window_id: WindowId,
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event: TrWindowEvent,
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event: OwnedWindowEvent,
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},
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DeviceEvent {
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device_id: DeviceId,
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@@ -49,114 +56,127 @@ pub enum TrEvent<T> {
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LoopDestroyed,
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}
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impl<T> From<Event<'_, T>> for TrEvent<T> {
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impl<T> From<Event<'_, T>> for OwnedEvent<T> {
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fn from(event: Event<T>) -> Self {
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match event {
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Event::NewEvents(cause) => {
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TrEvent::NewEvents(cause)
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},
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Event::WindowEvent { window_id: window_id, event: event } => {
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TrEvent::WindowEvent {
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Event::NewEvents(cause) => OwnedEvent::NewEvents(cause),
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Event::WindowEvent {
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window_id: window_id,
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event: event,
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} => OwnedEvent::WindowEvent {
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window_id: window_id,
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event: match event {
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WindowEvent::AxisMotion { device_id, axis, value } => {
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TrWindowEvent::AxisMotion { device_id, axis, value }
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WindowEvent::AxisMotion {
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device_id,
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axis,
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value,
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} => OwnedWindowEvent::AxisMotion {
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device_id,
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axis,
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value,
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},
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WindowEvent::Resized(physical_size) => {
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TrWindowEvent::Resized(physical_size)
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}
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WindowEvent::Resized(physical_size) => OwnedWindowEvent::Resized(physical_size),
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WindowEvent::Moved(physical_position) => {
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TrWindowEvent::Moved(physical_position)
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}
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WindowEvent::CloseRequested => {
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TrWindowEvent::CloseRequested
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}
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WindowEvent::Destroyed => {
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TrWindowEvent::Destroyed
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}
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WindowEvent::DroppedFile(path_buf) => {
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TrWindowEvent::DroppedFile(path_buf)
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}
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WindowEvent::HoveredFile(path_buf) => {
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TrWindowEvent::HoveredFile(path_buf)
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}
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WindowEvent::HoveredFileCancelled => {
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TrWindowEvent::HoveredFileCancelled
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OwnedWindowEvent::Moved(physical_position)
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}
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WindowEvent::CloseRequested => OwnedWindowEvent::CloseRequested,
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WindowEvent::Destroyed => OwnedWindowEvent::Destroyed,
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WindowEvent::DroppedFile(path_buf) => OwnedWindowEvent::DroppedFile(path_buf),
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WindowEvent::HoveredFile(path_buf) => OwnedWindowEvent::HoveredFile(path_buf),
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WindowEvent::HoveredFileCancelled => OwnedWindowEvent::HoveredFileCancelled,
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WindowEvent::ReceivedCharacter(char) => {
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TrWindowEvent::ReceivedCharacter(char)
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}
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WindowEvent::Focused(bool) => {
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TrWindowEvent::Focused(bool)
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}
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WindowEvent::KeyboardInput { device_id: device_id, input: input, is_synthetic: is_synthetic } => {
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TrWindowEvent::KeyboardInput { device_id, input, is_synthetic }
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OwnedWindowEvent::ReceivedCharacter(char)
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}
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WindowEvent::Focused(bool) => OwnedWindowEvent::Focused(bool),
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WindowEvent::KeyboardInput {
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device_id: device_id,
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input: input,
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is_synthetic: is_synthetic,
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} => OwnedWindowEvent::KeyboardInput {
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device_id,
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input,
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is_synthetic,
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},
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WindowEvent::ModifiersChanged(modifiers_state) => {
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TrWindowEvent::ModifiersChanged(modifiers_state)
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}
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WindowEvent::CursorMoved { device_id: device_id, position: position, modifiers: modifiers } => {
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TrWindowEvent::CursorMoved { device_id, position, modifiers }
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}
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WindowEvent::CursorEntered { device_id: device_id } => {
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TrWindowEvent::CursorEntered { device_id }
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}
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WindowEvent::CursorLeft { device_id: device_id } => {
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TrWindowEvent::CursorLeft { device_id }
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}
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WindowEvent::MouseWheel { device_id: device_id, delta: delta, phase: phase, modifiers: modifiers } => {
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TrWindowEvent::MouseWheel { device_id, delta, phase, modifiers }
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}
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WindowEvent::MouseInput { device_id: device_id, state: state, button: button, modifiers: modifiers } => {
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TrWindowEvent::MouseInput { device_id, state, button, modifiers }
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}
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WindowEvent::TouchpadPressure { device_id: device_id, pressure: pressure, stage: stage } => {
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TrWindowEvent::TouchpadPressure { device_id, pressure, stage }
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}
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WindowEvent::Touch(touch) => {
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TrWindowEvent::Touch(touch)
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}
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WindowEvent::ScaleFactorChanged { scale_factor: scale_factor, new_inner_size: new_inner_size } => {
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TrWindowEvent::ScaleFactorChanged { scale_factor, new_inner_size: PhysicalSize { width: new_inner_size.width, height: new_inner_size.height } }
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}
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WindowEvent::ThemeChanged(theme) => {
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TrWindowEvent::ThemeChanged(theme)
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}
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}
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}
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}
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Event::DeviceEvent { device_id: device_id, event: event } => {
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TrEvent::DeviceEvent { device_id, event }
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}
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Event::UserEvent(user_event) => {
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TrEvent::UserEvent(user_event)
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}
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Event::Suspended => {
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TrEvent::Suspended
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}
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Event::Resumed => {
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TrEvent::Resumed
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}
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Event::MainEventsCleared => {
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TrEvent::MainEventsCleared
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}
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Event::RedrawRequested(window_id) => {
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TrEvent::RedrawRequested(window_id)
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}
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Event::RedrawEventsCleared => {
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TrEvent::RedrawEventsCleared
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}
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Event::LoopDestroyed => {
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TrEvent::LoopDestroyed
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OwnedWindowEvent::ModifiersChanged(modifiers_state)
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}
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WindowEvent::CursorMoved {
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device_id: device_id,
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position: position,
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modifiers: modifiers,
|
||||
} => OwnedWindowEvent::CursorMoved {
|
||||
device_id,
|
||||
position,
|
||||
modifiers,
|
||||
},
|
||||
WindowEvent::CursorEntered {
|
||||
device_id: device_id,
|
||||
} => OwnedWindowEvent::CursorEntered { device_id },
|
||||
WindowEvent::CursorLeft {
|
||||
device_id: device_id,
|
||||
} => OwnedWindowEvent::CursorLeft { device_id },
|
||||
WindowEvent::MouseWheel {
|
||||
device_id: device_id,
|
||||
delta: delta,
|
||||
phase: phase,
|
||||
modifiers: modifiers,
|
||||
} => OwnedWindowEvent::MouseWheel {
|
||||
device_id,
|
||||
delta,
|
||||
phase,
|
||||
modifiers,
|
||||
},
|
||||
WindowEvent::MouseInput {
|
||||
device_id: device_id,
|
||||
state: state,
|
||||
button: button,
|
||||
modifiers: modifiers,
|
||||
} => OwnedWindowEvent::MouseInput {
|
||||
device_id,
|
||||
state,
|
||||
button,
|
||||
modifiers,
|
||||
},
|
||||
WindowEvent::TouchpadPressure {
|
||||
device_id: device_id,
|
||||
pressure: pressure,
|
||||
stage: stage,
|
||||
} => OwnedWindowEvent::TouchpadPressure {
|
||||
device_id,
|
||||
pressure,
|
||||
stage,
|
||||
},
|
||||
WindowEvent::Touch(touch) => OwnedWindowEvent::Touch(touch),
|
||||
WindowEvent::ScaleFactorChanged {
|
||||
scale_factor: scale_factor,
|
||||
new_inner_size: new_inner_size,
|
||||
} => OwnedWindowEvent::ScaleFactorChanged {
|
||||
scale_factor,
|
||||
new_inner_size: PhysicalSize {
|
||||
width: new_inner_size.width,
|
||||
height: new_inner_size.height,
|
||||
},
|
||||
},
|
||||
WindowEvent::ThemeChanged(theme) => OwnedWindowEvent::ThemeChanged(theme),
|
||||
},
|
||||
},
|
||||
Event::DeviceEvent {
|
||||
device_id: device_id,
|
||||
event: event,
|
||||
} => OwnedEvent::DeviceEvent { device_id, event },
|
||||
Event::UserEvent(user_event) => OwnedEvent::UserEvent(user_event),
|
||||
Event::Suspended => OwnedEvent::Suspended,
|
||||
Event::Resumed => OwnedEvent::Resumed,
|
||||
Event::MainEventsCleared => OwnedEvent::MainEventsCleared,
|
||||
Event::RedrawRequested(window_id) => OwnedEvent::RedrawRequested(window_id),
|
||||
Event::RedrawEventsCleared => OwnedEvent::RedrawEventsCleared,
|
||||
Event::LoopDestroyed => OwnedEvent::LoopDestroyed,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, PartialEq, Clone)]
|
||||
pub enum TrWindowEvent {
|
||||
|
||||
pub enum OwnedWindowEvent {
|
||||
Resized(PhysicalSize<u32>),
|
||||
Moved(PhysicalPosition<i32>),
|
||||
CloseRequested,
|
||||
@@ -178,8 +198,12 @@ pub enum TrWindowEvent {
|
||||
#[deprecated = "Deprecated in favor of WindowEvent::ModifiersChanged"]
|
||||
modifiers: ModifiersState,
|
||||
},
|
||||
CursorEntered { device_id: DeviceId },
|
||||
CursorLeft { device_id: DeviceId },
|
||||
CursorEntered {
|
||||
device_id: DeviceId,
|
||||
},
|
||||
CursorLeft {
|
||||
device_id: DeviceId,
|
||||
},
|
||||
MouseWheel {
|
||||
device_id: DeviceId,
|
||||
delta: MouseScrollDelta,
|
||||
@@ -211,3 +235,60 @@ pub enum TrWindowEvent {
|
||||
},
|
||||
ThemeChanged(Theme),
|
||||
}
|
||||
|
||||
/// Because I am a glutton for punishment I am going to just do a mono-event-dispatch-magoooo
|
||||
#[system]
|
||||
#[write_component(Camera)]
|
||||
#[write_component(CameraController)]
|
||||
pub fn event_dispatch(
|
||||
world: &mut SubWorld,
|
||||
#[resource] event_stack: &mut Vec<OwnedEvent<OwnedEventExtension>>,
|
||||
) {
|
||||
use winit::event::Event::DeviceEvent;
|
||||
|
||||
for event in event_stack {
|
||||
match event {
|
||||
OwnedEvent::DeviceEvent {
|
||||
event: MouseMotion { delta },
|
||||
..
|
||||
} => {
|
||||
let mut query = <(&mut CameraController)>::query();
|
||||
for (camera_controller) in query.iter_mut(world) {
|
||||
camera_controller.process_mouse(delta.0, delta.1);
|
||||
}
|
||||
}
|
||||
|
||||
OwnedEvent::DeviceEvent { device_id, event } => {
|
||||
match event {
|
||||
winit::event::DeviceEvent::Key(keyboard_input) => {
|
||||
let mut query = <(&mut CameraController)>::query();
|
||||
for (camera_controller) in query.iter_mut(world) {
|
||||
camera_controller.process_keyboard(
|
||||
keyboard_input.virtual_keycode.unwrap(),
|
||||
keyboard_input.state,
|
||||
);
|
||||
}
|
||||
|
||||
// match keyboard_input.virtual_keycode.unwrap() {
|
||||
// VirtualKeyCode::A => {
|
||||
// if keyboard_input.state == ElementState::Pressed {}
|
||||
// }
|
||||
// VirtualKeyCode::S => {
|
||||
// if keyboard_input.state == ElementState::Pressed {}
|
||||
// }
|
||||
// VirtualKeyCode::P => {
|
||||
// if keyboard_input.state == ElementState::Pressed {
|
||||
// let data = world.write_resource::<VkProcessor>().read_compute_buffer(compute_buffer.clone());
|
||||
// image::save_buffer(&Path::new("image.png"), data.as_slice(), (image_data.1).0, (image_data.1).1, image::RGBA(8));
|
||||
// }
|
||||
// }
|
||||
// _ => ()
|
||||
// }
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@ use legion::*;
|
||||
|
||||
use crate::render::{EntityUniforms, Renderer};
|
||||
use cgmath::Quaternion;
|
||||
use crate::components::{Collider, Physics, Mesh, Position};
|
||||
use crate::components::{Collider, Physics, Mesh, Position, LoopState};
|
||||
use crate::camera::{CameraController, Camera};
|
||||
use std::time::Instant;
|
||||
|
||||
@@ -83,16 +83,15 @@ pub fn run_physics(
|
||||
|
||||
#[system]
|
||||
#[write_component(Camera)]
|
||||
#[write_component(CameraController)]
|
||||
pub fn update_camera(
|
||||
world: &mut SubWorld,
|
||||
#[resource] camera_controller: &mut CameraController,
|
||||
#[resource] last_frame: &mut Instant,
|
||||
#[resource] loop_state: &mut LoopState,
|
||||
) {
|
||||
let mut query = <(&mut Camera)>::query();
|
||||
for (camera) in query.iter_mut(world) {
|
||||
//camera.update_camera()
|
||||
let mut query = <(&mut Camera, &mut CameraController)>::query();
|
||||
for (mut camera, controller) in query.iter_mut(world) {
|
||||
controller.update_camera(&mut camera, loop_state.step_size)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#[system]
|
||||
|
||||
165
src/render.rs
165
src/render.rs
@@ -3,14 +3,17 @@ use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
|
||||
|
||||
use bytemuck::__core::mem;
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use cgmath::{vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rotation3, Transform, Vector3, Rad};
|
||||
use cgmath::{
|
||||
vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
|
||||
Transform, Vector3,
|
||||
};
|
||||
use futures::executor::LocalPool;
|
||||
use legion::world::SubWorld;
|
||||
use legion::*;
|
||||
use rapier3d::parry::motion::RigidMotionComposition;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::{
|
||||
BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain,
|
||||
BackendBit, BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain,
|
||||
SwapChainDescriptor, SwapChainFrame, TextureView,
|
||||
};
|
||||
use winit::dpi::PhysicalSize;
|
||||
@@ -69,43 +72,14 @@ pub struct Pass {
|
||||
uniform_buf: wgpu::Buffer,
|
||||
}
|
||||
|
||||
pub struct Renderer {
|
||||
swapchain: SwapChain,
|
||||
swapchain_description: SwapChainDescriptor,
|
||||
instance: Arc<Instance>,
|
||||
device: Arc<Device>,
|
||||
queue: Arc<Queue>,
|
||||
|
||||
size: PhysicalSize<u32>,
|
||||
surface: Arc<Surface>,
|
||||
|
||||
lights_are_dirty: bool,
|
||||
shadow_pass: Pass,
|
||||
shadow_target_views: Vec<Arc<TextureView>>,
|
||||
views_given: u32,
|
||||
|
||||
forward_pass: Pass,
|
||||
forward_depth: wgpu::TextureView,
|
||||
|
||||
entity_bind_group_layout: BindGroupLayout,
|
||||
|
||||
light_uniform_buf: wgpu::Buffer,
|
||||
|
||||
camera_projection: Matrix4<f32>,
|
||||
}
|
||||
|
||||
#[system]
|
||||
#[write_component(Camera)]
|
||||
#[write_component(Position)]
|
||||
#[write_component(Point3<f32>)]
|
||||
#[write_component(Mesh)]
|
||||
#[write_component(Color)]
|
||||
#[write_component(DirectionalLight)]
|
||||
pub fn render_test(
|
||||
world: &mut SubWorld,
|
||||
#[resource] renderer: &mut Renderer,
|
||||
#[resource] camera_controller: &mut CameraController,
|
||||
) {
|
||||
|
||||
pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
|
||||
let mut encoder = renderer
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
@@ -113,6 +87,17 @@ pub fn render_test(
|
||||
|
||||
let frame = renderer.get_current_frame();
|
||||
|
||||
let mut query = <(&mut Camera)>::query();
|
||||
for (camera) in query.iter_mut(world) {
|
||||
let matrix = camera.calc_matrix(renderer.camera_projection);
|
||||
let mx_ref: &[f32; 16] = matrix.as_ref();
|
||||
renderer.queue.write_buffer(
|
||||
&renderer.forward_pass.uniform_buf,
|
||||
0,
|
||||
bytemuck::cast_slice(mx_ref),
|
||||
);
|
||||
}
|
||||
|
||||
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
|
||||
|
||||
let mut mesh_stack = Vec::new();
|
||||
@@ -240,6 +225,31 @@ pub fn render_test(
|
||||
renderer.queue.submit(iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
pub struct Renderer {
|
||||
swapchain: SwapChain,
|
||||
swapchain_description: SwapChainDescriptor,
|
||||
instance: Arc<Instance>,
|
||||
device: Arc<Device>,
|
||||
queue: Arc<Queue>,
|
||||
|
||||
size: PhysicalSize<u32>,
|
||||
surface: Arc<Surface>,
|
||||
|
||||
lights_are_dirty: bool,
|
||||
shadow_pass: Pass,
|
||||
shadow_target_views: Vec<Arc<TextureView>>,
|
||||
views_given: u32,
|
||||
|
||||
forward_pass: Pass,
|
||||
forward_depth: wgpu::TextureView,
|
||||
|
||||
entity_bind_group_layout: BindGroupLayout,
|
||||
|
||||
light_uniform_buf: wgpu::Buffer,
|
||||
|
||||
camera_projection: Matrix4<f32>,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
const MAX_LIGHTS: usize = 10;
|
||||
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
@@ -250,71 +260,21 @@ impl Renderer {
|
||||
};
|
||||
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
|
||||
/// Generate a projection matrix with no look-at yet
|
||||
pub fn generate_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
// Specifies the aspect ratio that determines the field of view in the x direction.
|
||||
// The aspect ratio is the ratio of x (width) to y (height).
|
||||
let mx_projection = cgmath::perspective(cgmath::Deg(75f32), aspect_ratio, 1.0, 20.0);
|
||||
let mx_view = cgmath::Matrix4::look_at(
|
||||
cgmath::Point3::new(1.0f32, 1.0, 4.0),
|
||||
cgmath::Point3::new(0.0f32, 0.0, 0.0),
|
||||
cgmath::Vector3::unit_z(),
|
||||
);
|
||||
|
||||
let mx_correction = OPENGL_TO_WGPU_MATRIX;
|
||||
mx_correction * mx_projection * mx_view
|
||||
}
|
||||
|
||||
pub fn cam_look_delta(&mut self, delta: (f64, f64)) {
|
||||
|
||||
// let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
|
||||
// let mx_view = cgmath::Matrix4::look_at(
|
||||
// cgmath::Point3::new(3.0f32, -9.0, 6.0),
|
||||
// cgmath::Point3::new(0f32, 0.0, 0.0),
|
||||
// cgmath::Vector3::unit_z(),
|
||||
// );
|
||||
// let mx_correction = OPENGL_TO_WGPU_MATRIX;
|
||||
// let mx_total = mx_correction * mx_projection * mx_view;
|
||||
//
|
||||
// let rotation = Quaternion::from(Euler {
|
||||
// x: Deg(90.0),
|
||||
// y: Deg(45.0),
|
||||
// z: Deg(15.0),
|
||||
// });
|
||||
//
|
||||
// Euler {
|
||||
// x: (),
|
||||
// y: (),
|
||||
// z: ()
|
||||
// };
|
||||
//
|
||||
// let offset = cgmath::vec3(1.0, 1.0, 4.0);
|
||||
// let transform = Decomposed {
|
||||
// disp: offset.clone(),
|
||||
// rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)),
|
||||
// scale: 1.0,
|
||||
// };
|
||||
//
|
||||
// let mut q = Quaternion::from(self.camera_direction);
|
||||
// q.v.z += delta.0 as f32;
|
||||
// q.v.y += delta.1 as f32;
|
||||
// //let q2 = Quaternion::from_angle_x(Deg(delta.0 as f32));
|
||||
// //let q3 = Quaternion::from_angle_y(Deg(delta.1 as f32));
|
||||
// let w = Matrix4::from(q);
|
||||
// //mx_total = mx_total + w;
|
||||
//
|
||||
// self.camera_projection = transform.into();
|
||||
// let mut mx_total = self.camera_projection.clone();
|
||||
//
|
||||
// let mx_ref: &[f32; 16] = mx_total.as_ref();
|
||||
// self.queue.write_buffer(
|
||||
// &self.forward_pass.uniform_buf,
|
||||
// 0,
|
||||
// bytemuck::cast_slice(mx_ref),
|
||||
// );
|
||||
cgmath::perspective(
|
||||
cgmath::Deg(75f32),
|
||||
self.size.width as f32 / self.size.height as f32,
|
||||
1.0,
|
||||
20.0,
|
||||
)
|
||||
}
|
||||
|
||||
/// Get the next frame from the swapchain
|
||||
/// (recreates if something funky goes on)
|
||||
pub fn get_current_frame(&mut self) -> SwapChainFrame {
|
||||
// Update the renderers swapchain state
|
||||
match self.swapchain.get_current_frame() {
|
||||
Ok(frame) => frame,
|
||||
Err(_) => {
|
||||
@@ -328,6 +288,8 @@ impl Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
/// Create a bare vertex & indices buffer
|
||||
/// TODO I really should remove this / consolidate it
|
||||
pub fn create_buffer(
|
||||
device: &wgpu::Device,
|
||||
indices: Vec<u32>,
|
||||
@@ -352,6 +314,9 @@ impl Renderer {
|
||||
(vertex_buf, index_buf)
|
||||
}
|
||||
|
||||
/// When creating a light we have to give it a target view to render to
|
||||
/// This is major danger scary since we have a 10 light limit, and only
|
||||
/// 2 views created at this moment, need to smarten this up
|
||||
pub fn create_light(&mut self) -> DirectionalLight {
|
||||
let target = self
|
||||
.shadow_target_views
|
||||
@@ -375,6 +340,7 @@ impl Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
/// I don't know why the hell this is still in here
|
||||
pub fn create_plane(&self, size: f32) -> Mesh {
|
||||
let vertices = [
|
||||
vertex([size, -size, 0.0], [0.0, 0.0, 1.0]),
|
||||
@@ -701,7 +667,12 @@ impl Renderer {
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
||||
let mx_projection = cgmath::perspective(
|
||||
cgmath::Deg(75f32), // FOV, might wanna hook this up somewhere
|
||||
sc_desc.width as f32 / sc_desc.height as f32,
|
||||
1.0,
|
||||
20.0,
|
||||
);
|
||||
|
||||
let forward_pass = {
|
||||
// Create pipeline layout
|
||||
@@ -758,7 +729,7 @@ impl Renderer {
|
||||
|
||||
// I need to know the number of lights...
|
||||
let forward_uniforms = ForwardUniforms {
|
||||
proj: *mx_total.as_ref(),
|
||||
proj: *mx_projection.as_ref(),
|
||||
//num_lights: [lights.len() as u32, 0, 0, 0],
|
||||
num_lights: [2 as u32, 0, 0, 0],
|
||||
};
|
||||
@@ -883,7 +854,7 @@ impl Renderer {
|
||||
surface,
|
||||
instance: Arc::new(instance),
|
||||
views_given: 0,
|
||||
camera_projection: mx_total,
|
||||
camera_projection: mx_projection,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -903,7 +874,7 @@ impl Renderer {
|
||||
.create_swap_chain(&self.surface, &self.swapchain_description.clone());
|
||||
|
||||
// update view-projection matrix
|
||||
let mx_total = Self::generate_matrix(width as f32 / height as f32);
|
||||
let mx_total = self.generate_matrix();
|
||||
let mx_ref: &[f32; 16] = mx_total.as_ref();
|
||||
self.queue.write_buffer(
|
||||
&self.forward_pass.uniform_buf,
|
||||
|
||||
Reference in New Issue
Block a user