cleanup. bringing in ncollider

master
mitchellhansen 4 years ago
parent 9dffd6797c
commit e2c459872f

@ -24,7 +24,6 @@ mod framework;
mod geometry;
mod light;
mod render;
mod runtime;
/*
@ -78,17 +77,6 @@ pub enum ShaderStage {
Compute,
}
/*
window: winit::window::Window,
event_loop: EventLoop<()>,
instance: wgpu::Instance,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
*/
// a component is any type that is 'static, sized, send and sync
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Position {
@ -217,76 +205,9 @@ fn main() {
// Load up the renderer (and the resources)
let mut renderer = render::Renderer::init(window);
let untitled_mesh =
renderer.load_mesh_to_buffer("./resources/monkey.obj");
// This could be used for relationships between entities...???
let light_entity: Entity = world.push((
cgmath::Point3 {
x: 7.0 as f32,
y: -5.0 as f32,
z: 10.0 as f32,
},
renderer.create_light(),
));
let light_entity: Entity = world.push((
cgmath::Point3 {
x: -5.0 as f32,
y: 7.0 as f32,
z: 10.0 as f32,
},
renderer.create_light(),
));
let offset = cgmath::vec3(2.0, 2.0, 2.0);
let transform = Decomposed {
disp: offset.clone(),
rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)),
scale: 1.0,
};
let mesh_entity: Entity = world.push((
Position {
x: 17.0,
y: 15.0,
z: 10.0,
mx: cgmath::Matrix4::from(transform),
},
untitled_mesh,
Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
));
let plane_mesh =
renderer.create_plane(7.0);
// let plane_entity: Entity = world.push((
// Position {
// x: 0.0,
// y: 0.0,
// z: 0.0,
// mx: cgmath::Matrix4::identity(),
// },
// plane_mesh,
// Color {
// r: 1.0,
// g: 0.5,
// b: 0.5,
// a: 1.0,
// },
// ));
// Init, this wants the references to the buffers...
let mut runtime = runtime::Runtime::init();
entity_loading(&mut world, &mut renderer);
let mut resources = Resources::default();
resources.insert(runtime);
resources.insert(renderer);
// This is just an winit event loop
@ -372,3 +293,72 @@ fn main() {
}
});
}
pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
let untitled_mesh =
renderer.load_mesh_to_buffer("./resources/monkey.obj");
// This could be used for relationships between entities...???
let light_entity: Entity = world.push((
cgmath::Point3 {
x: 7.0 as f32,
y: -5.0 as f32,
z: 10.0 as f32,
},
renderer.create_light(),
));
let light_entity: Entity = world.push((
cgmath::Point3 {
x: -5.0 as f32,
y: 7.0 as f32,
z: 10.0 as f32,
},
renderer.create_light(),
));
let offset = cgmath::vec3(2.0, 2.0, 2.0);
let transform = Decomposed {
disp: offset.clone(),
rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)),
scale: 1.0,
};
let mesh_entity: Entity = world.push((
Position {
x: 17.0,
y: 15.0,
z: 10.0,
mx: cgmath::Matrix4::from(transform),
},
untitled_mesh,
Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
));
let plane_mesh =
renderer.create_plane(7.0);
let plane_entity: Entity = world.push((
Position {
x: 0.0,
y: 0.0,
z: 0.0,
mx: cgmath::Matrix4::identity(),
},
plane_mesh,
Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
));
}

@ -118,8 +118,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
// Update the entity uniforms
for (pos, mesh, color) in query.iter_mut(world) {
let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(2.0));
pos.mx = pos.mx * rotation;
// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(2.0));
// pos.mx = pos.mx * rotation;
let data = EntityUniforms {
model: pos.mx.into(),
@ -138,7 +138,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
}
if renderer.lights_are_dirty {
//renderer.lights_are_dirty = false;
renderer.lights_are_dirty = false;
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
renderer.queue.write_buffer(

@ -1,199 +0,0 @@
use std::rc::Rc;
use bytemuck::__core::mem;
use bytemuck::__core::num::NonZeroU32;
use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3, SquareMatrix};
use crate::render::EntityUniforms;
use crate::DirectionalLight;
/*
This will eventually be within an ECS...
So I will probably take the same approach that I did for tracer and have meta-data for rendering
held by the ECS, and a render system which will cycle through them and render
*/
struct Entity {
mx_world: cgmath::Matrix4<f32>,
rotation_speed: f32,
color: wgpu::Color,
index_count: usize,
bind_group: wgpu::BindGroup,
// This is a little weird to have in the entity isn't it?
// uniform buf is tough...
uniform_buf: wgpu::Buffer,
vertex_buf: Rc<wgpu::Buffer>,
index_buf: Rc<wgpu::Buffer>,
}
pub struct Runtime {
entities: Vec<Entity>,
// This is going to be ECS'd
lights: Vec<DirectionalLight>, // ECS
}
impl Runtime {
pub fn init(
// sc_desc: &wgpu::SwapChainDescriptor,
// device: &wgpu::Device,
// _queue: &wgpu::Queue,
) -> Self
{
// https://sotrh.github.io/learn-wgpu/beginner/tutorial5-textures/#the-bindgroup
// It appears like bindgroups are the shader input definitions
/*
But it is defined in multiples places...
` `
one of these in each pass
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
The entities have one
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(plane_uniform_buf.slice(..)),
}],
label: None,
});
*/
// Defines the Uniform buffer for the Vertex and Fragment shaders
// let local_bind_group_layout =
// device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
// entries: &[wgpu::BindGroupLayoutEntry {
// binding: 0,
// visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
// ty: wgpu::BindingType::UniformBuffer {
// dynamic: false,
// min_binding_size: wgpu::BufferSize::new(
// mem::size_of::<EntityUniforms>() as _
// ),
// },
// count: None,
// }],
// label: None,
// });
let mut entities = Vec::default();
// entities.push(Entity {
// mx_world: cgmath::Matrix4::identity(),
// rotation_speed: 0.0,
// color: wgpu::Color::WHITE,
// vertex_buf: Rc::new(plane_vertex_buf),
// index_buf: Rc::new(plane_index_buf),
// index_count: plane_index_data.len(),
// bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
// layout: &local_bind_group_layout,
// entries: &[wgpu::BindGroupEntry {
// binding: 0,
// resource: wgpu::BindingResource::Buffer(plane_uniform_buf.slice(..)),
// }],
// label: None,
// }),
// uniform_buf: plane_uniform_buf,
// });
struct CubeDesc {
offset: cgmath::Vector3<f32>,
angle: f32,
scale: f32,
rotation: f32,
}
let cube_descs = [
CubeDesc {
offset: cgmath::vec3(-2.0, -2.0, 2.0),
angle: 10.0,
scale: 0.7,
rotation: 1.5,
},
];
// for cube in &cube_descs {
// let transform = Decomposed {
// disp: cube.offset.clone(),
// rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
// scale: cube.scale,
// };
// let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
// label: None,
// size: entity_uniform_size,
// usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
// mapped_at_creation: false,
// });
// entities.push(Entity {
// mx_world: cgmath::Matrix4::from(transform),
// rotation_speed: cube.rotation,
// color: wgpu::Color::GREEN,
// vertex_buf: Rc::clone(&cube_vertex_buf),
// index_buf: Rc::clone(&cube_index_buf),
// index_count: cube_index_data.len(),
// bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
// layout: &local_bind_group_layout,
// entries: &[wgpu::BindGroupEntry {
// binding: 0,
// resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
// }],
// label: None,
// }),
// uniform_buf,
// });
//}
// Create other resources
// This is just metadata we hold for the lights. We can hold onto this
let lights = vec![
// Light {
// pos: cgmath::Point3::new(7.0, -5.0, 10.0),
// color: wgpu::Color {
// r: 0.5,
// g: 1.0,
// b: 0.5,
// a: 1.0,
// },
// fov: 60.0,
// depth: 1.0..20.0,
// },
// Light {
// pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
// color: wgpu::Color {
// r: 1.0,
// g: 0.5,
// b: 0.5,
// a: 1.0,
// },
// fov: 45.0,
// depth: 1.0..20.0,
// },
];
Runtime {
entities,
lights,
}
}
pub fn update(&mut self, _event: winit::event::WindowEvent) {
//empty
}
}
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