diff --git a/Cargo.toml b/Cargo.toml index 246aadf..3ff16fd 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -28,7 +28,5 @@ ddsfile = "0.4" wgpu-subscriber = "0.1.0" tobj = "2.0.3" legion = "0.3.1" - - - - +nalgebra = "0.20" +ncollide3d = "0.22" diff --git a/src/main.rs b/src/main.rs index 26e9336..c436e84 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,5 +1,6 @@ extern crate tobj; extern crate winit; +extern crate ncollide3d; use std::rc::Rc; use std::sync::Arc; @@ -19,6 +20,7 @@ use winit::{ }; use crate::render::Renderer; +use winit::event::DeviceEvent::MouseMotion; mod framework; mod geometry; @@ -124,66 +126,28 @@ pub struct Mesh { bind_group: Arc, } +//log::info!(""); fn main() { - - - // #[cfg(not(target_arch = "wasm32"))] - // { - // let chrome_tracing_dir = std::env::var("WGPU_CHROME_TRACE"); - // wgpu_subscriber::initialize_default_subscriber( - // chrome_tracing_dir.as_ref().map(std::path::Path::new).ok(), - // ); - // }; - // #[cfg(target_arch = "wasm32")] - // console_log::init().expect("could not initialize logger"); - - use legion::*; let mut world = World::default(); - /* - Querying entities by their handle - - // entries return `None` if the entity does not exist - if let Some(mut entry) = world.entry(entity) { - // access information about the entity's archetype - //println!("{:?} has {:?}", entity, entry.archetype().layout().component_types()); - - // add an extra component - //entry.add_component(12f32); - - // access the entity's components, returns `None` if the entity does not have the component - //assert_eq!(entry.get_component::().unwrap(), &12f32); - - } - */ - - #[cfg(not(target_arch = "wasm32"))] let (mut pool, spawner) = { let local_pool = futures::executor::LocalPool::new(); let spawner = local_pool.spawner(); (local_pool, spawner) }; + // Schedule for the render systen let mut render_schedule = Schedule::builder() .add_system(render::render_test_system()) .build(); - // run our schedule (you should do this each update) - //schedule.execute(&mut world, &mut resources); - - // Querying entities by component is just defining the component type! - let mut query = Read::::query(); - - // you can then iterate through the components found in the world - for position in query.iter(&world) { - //println!("{:?}", position); - } + // TODO schedule for the update system and others let event_loop = EventLoop::new(); let mut builder = winit::window::WindowBuilder::new(); - builder = builder.with_title("title"); + builder = builder.with_title("MVGE"); // I don't know what they are doing here #[cfg(windows_OFF)] // TODO @@ -192,66 +156,48 @@ fn main() { builder = builder.with_no_redirection_bitmap(true); } - // I think right here is where I can start pulling everything into the renderer - let window = builder.build(&event_loop).unwrap(); - // Not sure why this is guarded, maybe we don't handle the event loop timing? - #[cfg(not(target_arch = "wasm32"))] let mut last_update_inst = Instant::now(); - log::info!("Entering render loop..."); - // Load up the renderer (and the resources) - let mut renderer = render::Renderer::init(window); - - entity_loading(&mut world, &mut renderer); + let mut renderer = { + let mut renderer = render::Renderer::init(&window); + entity_loading(&mut world, &mut renderer); + renderer + }; let mut resources = Resources::default(); resources.insert(renderer); - // This is just an winit event loop + event_loop.run(move |event, _, control_flow| { - //let _ = (&instance, &adapter); // force ownership by the closure (wtf??) - - // Override the control flow behaviour based on our system - *control_flow = if cfg!(feature = "metal-auto-capture") { - ControlFlow::Exit - } else { - #[cfg(not(target_arch = "wasm32"))] - { - // Artificially slows the loop rate to 10 millis - // This is called after redraw events cleared - ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10)) - } - #[cfg(target_arch = "wasm32")] - { - ControlFlow::Poll - } - }; + + // Artificially slows the loop rate to 10 millis + // This is called after redraw events cleared + *control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10)); match event { event::Event::MainEventsCleared => { - #[cfg(not(target_arch = "wasm32"))] - { - // ask for a redraw every 20 millis - if last_update_inst.elapsed() > Duration::from_millis(20) { - //window.request_redraw(); - resources - .get_mut::() - .unwrap() - .window - .request_redraw(); - last_update_inst = Instant::now(); - } - - pool.run_until_stalled(); + // ask for a redraw every 20 millis + if last_update_inst.elapsed() > Duration::from_millis(20) { + window.request_redraw(); + last_update_inst = Instant::now(); } - - #[cfg(target_arch = "wasm32")] - window.request_redraw(); + pool.run_until_stalled(); } + event::Event::DeviceEvent { + event: MouseMotion{ delta }, + .. + } => { + resources + .get_mut::() + .unwrap() + .cam_look_delta((delta.0, delta.1)); + + //swap_chain = device.create_swap_chain(&surface, &sc_desc); + }, // Resizing will queue a request_redraw event::Event::WindowEvent { event: WindowEvent::Resized(size), @@ -267,7 +213,7 @@ fn main() { .resize(width, height); //swap_chain = device.create_swap_chain(&surface, &sc_desc); - } + }, event::Event::WindowEvent { event, .. } => match event { WindowEvent::KeyboardInput { input: @@ -286,8 +232,8 @@ fn main() { } }, event::Event::RedrawRequested(_) => { + // Call the render system render_schedule.execute(&mut world, &mut resources); - //resources.get_mut::().unwrap().render(); } _ => {} } diff --git a/src/render.rs b/src/render.rs index 1d4e36b..875f6f4 100644 --- a/src/render.rs +++ b/src/render.rs @@ -3,7 +3,7 @@ use std::{iter, num::NonZeroU32, ops::Range, rc::Rc}; use bytemuck::__core::mem; use bytemuck::{Pod, Zeroable}; -use cgmath::Point3; +use cgmath::{Point3, Matrix4, Transform, vec3}; use futures::executor::LocalPool; use legion::world::SubWorld; use legion::*; @@ -54,9 +54,9 @@ pub struct Pass { } pub struct Renderer { - pub window: Window, + swapchain: SwapChain, - swapchain_description: Arc, + swapchain_description: SwapChainDescriptor, instance: Arc, device: Arc, queue: Arc, @@ -66,14 +66,18 @@ pub struct Renderer { lights_are_dirty: bool, shadow_pass: Pass, + shadow_target_views: Vec>, + views_given: u32, + forward_pass: Pass, forward_depth: wgpu::TextureView, - entity_bind_group_layout: BindGroupLayout, - shadow_target_views: Vec>, - views_given: u32, + entity_bind_group_layout: BindGroupLayout, light_uniform_buf: wgpu::Buffer, + + camera_projection: Matrix4, + } impl Renderer { @@ -87,12 +91,15 @@ impl Renderer { const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; pub(crate) fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4 { + // 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(45f32), aspect_ratio, 1.0, 20.0); let mx_view = cgmath::Matrix4::look_at( - cgmath::Point3::new(3.0f32, -10.0, 6.0), + 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; mx_correction * mx_projection * mx_view } @@ -239,6 +246,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) { } impl Renderer { + pub fn get_current_frame(&mut self) -> SwapChainFrame { // Update the renderers swapchain state match self.swapchain.get_current_frame() { @@ -367,14 +375,14 @@ impl Renderer { } } - pub fn init(window: Window) -> Renderer { + pub fn init(window: &Window) -> Renderer { log::info!("Initializing the surface..."); // Grab the GPU instance, and query its features let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY); let (size, surface) = unsafe { let size = window.inner_size(); - let surface = instance.create_surface(&window); + let surface = instance.create_surface(window); (size, surface) }; let surface = Arc::new(surface); @@ -443,7 +451,7 @@ impl Renderer { log::info!("Done doing the loading part..."); - let mut sc_desc = Arc::new(wgpu::SwapChainDescriptor { + let mut sc_desc = (wgpu::SwapChainDescriptor { // Allows a texture to be a output attachment of a renderpass. usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, format: if cfg!(target_arch = "wasm32") { @@ -624,6 +632,9 @@ impl Renderer { }) .collect::>(); + let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32); + + let forward_pass = { // Create pipeline layout let bind_group_layout = @@ -677,8 +688,6 @@ impl Renderer { push_constant_ranges: &[], }); - let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32); - // I need to know the number of lights... let forward_uniforms = ForwardUniforms { proj: *mx_total.as_ref(), @@ -791,7 +800,6 @@ impl Renderer { }); Renderer { - window, swapchain: swap_chain, queue: queue, size, @@ -807,10 +815,11 @@ impl Renderer { surface, instance: Arc::new(instance), views_given: 0, + camera_projection: mx_total, } } - pub(crate) fn required_features() -> wgpu::Features { + pub fn required_features() -> wgpu::Features { wgpu::Features::empty() } @@ -818,7 +827,36 @@ impl Renderer { wgpu::Features::DEPTH_CLAMPING } + 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 mut mx_total = self.camera_projection.clone(); + let q = vec3(delta.0 as f32, delta.1 as f32, 1.0); + mx_total.transform_vector(q); + + let mx_ref: &[f32; 16] = mx_total.as_ref(); + self.queue.write_buffer( + &self.forward_pass.uniform_buf, + 0, + bytemuck::cast_slice(mx_ref), + ); + } + pub fn resize(&mut self, width: u32, height: u32) { + + self.swapchain_description.width = width; + self.swapchain_description.height = height; + self.swapchain = self.device.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_ref: &[f32; 16] = mx_total.as_ref(); @@ -842,5 +880,8 @@ impl Renderer { label: Some("Depth Texture"), }); self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default()); + self.camera_projection = mx_total; + + } } diff --git a/wgpu-diagram b/wgpu-diagram index 60b11f0..527aa94 100644 --- a/wgpu-diagram +++ b/wgpu-diagram @@ -1 +1 @@ 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