rendering is back, now to render the entities

master
mitchellhansen 4 years ago
parent df13db5270
commit 60a950abe2

@ -14,7 +14,7 @@ use winit::{
use crate::render::Renderer; use crate::render::Renderer;
use bytemuck::__core::ops::Range; use bytemuck::__core::ops::Range;
use cgmath::Point3; use cgmath::{Point3, Matrix4};
use std::rc::Rc; use std::rc::Rc;
use wgpu::Buffer; use wgpu::Buffer;
use winit::platform::unix::x11::ffi::Time; use winit::platform::unix::x11::ffi::Time;
@ -96,12 +96,23 @@ pub enum ShaderStage {
pub struct Position { pub struct Position {
x: f32, x: f32,
y: f32, y: f32,
z: f32,
mx: Matrix4<f32>,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Color {
r: f32,
g: f32,
b: f32,
a: f32,
} }
#[derive(Clone, Copy, Debug, PartialEq)] #[derive(Clone, Copy, Debug, PartialEq)]
pub struct Velocity { pub struct Velocity {
dx: f32, dx: f32,
dy: f32, dy: f32,
rs: f32,
} }
#[derive(Clone, Default, PartialEq, Eq, Hash, Copy, Debug)] #[derive(Clone, Default, PartialEq, Eq, Hash, Copy, Debug)]
@ -121,6 +132,7 @@ struct DirectionalLight {
struct Mesh { struct Mesh {
index_buffer: Arc<Buffer>, index_buffer: Arc<Buffer>,
vertex_buffer: Arc<Buffer>, vertex_buffer: Arc<Buffer>,
uniform_buf: Arc<Buffer>,
} }
fn main() { fn main() {
@ -203,7 +215,7 @@ fn main() {
// Load up the renderer (and the resources) // Load up the renderer (and the resources)
let mut renderer = render::Renderer::init(window); let mut renderer = render::Renderer::init(window);
let (plane_vertex_buffer, plane_index_buffer) = renderer.load_mesh_to_buffer("./resources/untitled.obj"); let (plane_vertex_buffer, plane_index_buffer, plane_uniform_buffer) = renderer.load_mesh_to_buffer("./resources/untitled.obj");
// This could be used for relationships between entities...??? // This could be used for relationships between entities...???
let light_entity: Entity = world.push(( let light_entity: Entity = world.push((
@ -225,21 +237,29 @@ fn main() {
)); ));
let mesh_entity: Entity = world.push(( let mesh_entity: Entity = world.push((
cgmath::Point3 { Position {
x: -5.0, x: -5.0,
y: 7.0, y: 7.0,
z: 10.0, z: 10.0,
mx: OPENGL_TO_WGPU_MATRIX
}, },
Mesh { Mesh {
index_buffer: plane_index_buffer, index_buffer: plane_index_buffer,
vertex_buffer: plane_vertex_buffer, vertex_buffer: plane_vertex_buffer,
} uniform_buf: plane_uniform_buffer,
},
Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
)); ));
let entities: &[Entity] = world.extend(vec![ let entities: &[Entity] = world.extend(vec![
(Position { x: 0.0, y: 0.0 }, Velocity { dx: 0.0, dy: 0.0 }), (Position { x: 0.0, y: 0.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
(Position { x: 1.0, y: 1.0 }, Velocity { dx: 0.0, dy: 0.0 }), (Position { x: 1.0, y: 1.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
(Position { x: 2.0, y: 2.0 }, Velocity { dx: 0.0, dy: 0.0 }), (Position { x: 2.0, y: 2.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
]); ]);
// Init, this wants the references to the buffers... // Init, this wants the references to the buffers...
@ -275,8 +295,8 @@ fn main() {
{ {
// ask for a redraw every 20 millis // ask for a redraw every 20 millis
if last_update_inst.elapsed() > Duration::from_millis(20) { if last_update_inst.elapsed() > Duration::from_millis(20) {
render_schedule.execute(&mut world, &mut resources);
//window.request_redraw(); //window.request_redraw();
resources.get_mut::<Renderer>().unwrap().window.request_redraw();
last_update_inst = Instant::now(); last_update_inst = Instant::now();
} }
@ -319,13 +339,13 @@ fn main() {
}, },
event::Event::RedrawRequested(_) => { event::Event::RedrawRequested(_) => {
render_schedule.execute(&mut world, &mut resources);
//resources.get_mut::<Renderer>().unwrap().render(); //resources.get_mut::<Renderer>().unwrap().render();
} }
_ => {} _ => {}
} }
}); });
//framework::run::<Example>("shadow");
} }

@ -6,14 +6,16 @@ use bytemuck::{Pod, Zeroable};
use legion::*; use legion::*;
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
use wgpu::{Buffer, Device, SwapChain, Queue, SwapChainFrame, Surface, SwapChainDescriptor, Instance}; use wgpu::{Buffer, Device, SwapChain, Queue, SwapChainFrame, Surface, SwapChainDescriptor, Instance};
use winit::dpi::{Position, PhysicalSize}; use winit::dpi::{PhysicalSize};
use winit::platform::unix::x11::ffi::Time; use winit::platform::unix::x11::ffi::Time;
use winit::window::Window; use winit::window::Window;
use crate::geometry::{create_plane, import_mesh, Vertex}; use crate::geometry::{create_plane, import_mesh, Vertex};
use crate::light::LightRaw; use crate::light::LightRaw;
use crate::{Velocity, OPENGL_TO_WGPU_MATRIX}; use crate::{Velocity, OPENGL_TO_WGPU_MATRIX, Color, Mesh, Position};
use futures::executor::LocalPool; use futures::executor::LocalPool;
use legion::world::SubWorld;
use cgmath::Point3;
#[repr(C)] #[repr(C)]
#[derive(Clone, Copy)] #[derive(Clone, Copy)]
@ -49,7 +51,7 @@ pub struct Pass {
} }
pub struct Renderer { pub struct Renderer {
window: Window, pub window: Window,
swapchain: SwapChain, swapchain: SwapChain,
swapchain_description: Arc<SwapChainDescriptor>, swapchain_description: Arc<SwapChainDescriptor>,
instance: Arc<Instance>, instance: Arc<Instance>,
@ -80,7 +82,7 @@ impl Renderer {
}; };
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> { pub(crate) fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0); let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
let mx_view = cgmath::Matrix4::look_at( let mx_view = cgmath::Matrix4::look_at(
cgmath::Point3::new(3.0f32, -10.0, 6.0), cgmath::Point3::new(3.0f32, -10.0, 6.0),
@ -92,39 +94,37 @@ impl Renderer {
} }
} }
#[system(for_each)] //#[system(for_each)]
pub fn render_test(pos: &mut Position, vel: &Velocity, #[resource] renderer: &mut Renderer) { #[system]
#[write_component(Position)]
#[write_component(Mesh)]
#[write_component(Color)]
pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
let frame = renderer.get_current_frame(); let frame = renderer.get_current_frame();
//pos.x += vel.dx * time.elapsed_seconds;
//pos.y += vel.dy * time.elapsed_seconds; let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
// frame: &wgpu::SwapChainTexture,
// device: &wgpu::Device,
// queue: &wgpu::Queue,
// _spawner: &impl futures::task::LocalSpawn,
// )
// {
// update uniforms // update uniforms
// for entity in self.entities.iter_mut() { for (pos, mesh, color) in query.iter_mut(world) {
//
// // Revolve the entity by the rotation speed, only if it is non-zero // Revolve the entity by the rotation speed, only if it is non-zero
// if entity.rotation_speed != 0.0 { // if vel.rs != 0.0 {
// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed)); // let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(vel.rs));
// entity.mx_world = entity.mx_world * rotation; // pos.mx = pos.mx * rotation;
// } // }
//
// let data = EntityUniforms { let data = EntityUniforms {
// model: entity.mx_world.into(), model: pos.mx.into(),
// color: [ color: [
// entity.color.r as f32, color.r as f32,
// entity.color.g as f32, color.g as f32,
// entity.color.b as f32, color.b as f32,
// entity.color.a as f32, color.a as f32,
// ], ],
// }; };
// queue.write_buffer(&entity.uniform_buf, 0, bytemuck::bytes_of(&data)); renderer.queue.write_buffer(&mesh.uniform_buf, 0, bytemuck::bytes_of(&data));
// } }
// if self.lights_are_dirty { // if self.lights_are_dirty {
// self.lights_are_dirty = false; // self.lights_are_dirty = false;
@ -223,7 +223,6 @@ pub fn render_test(pos: &mut Position, vel: &Velocity, #[resource] renderer: &mu
renderer.queue.submit(iter::once(encoder.finish())); renderer.queue.submit(iter::once(encoder.finish()));
renderer.window.request_redraw();
} }
impl Renderer { impl Renderer {
@ -285,9 +284,17 @@ impl Renderer {
(vertex_buf, index_buf) (vertex_buf, index_buf)
} }
pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc<Buffer>, Arc<Buffer>) { pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc<Buffer>, Arc<Buffer>, Arc<Buffer>) {
let (vertices, indices) = import_mesh(filepath); let (vertices, indices) = import_mesh(filepath);
Renderer::create_buffer(&self.device, indices, vertices) let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: mem::size_of::<EntityUniforms>() as wgpu::BufferAddress,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
}));
(vertex_buf, index_buf, uniform_buf)
} }
pub fn init(window: Window) -> Renderer { pub fn init(window: Window) -> Renderer {

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