use crate::ecs::Entity;
use crate::ecs::EntityId;
use crate::wgpu::texture;
use cgmath::prelude::*;
use cgmath::SquareMatrix;
use std::f32::consts::PI;
use std::mem;
use std::{iter, sync::Arc};
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
use wgpu::util::DeviceExt;
use winit::{event_loop::ActiveEventLoop, keyboard::KeyCode, window::Window};
#[derive(Default, Copy, Clone)]
pub enum CameraStrategy {
#[default]
AllEntities,
CameraFollow(EntityId),
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
position: [f32; 3],
}
fn gen_shape_buffer(points: u16, rotation_deg: f32, size: f32) -> (Vec<Vertex>, Vec<u16>) {
if points < 3 {
return (
vec![
Vertex {
position: [-0.0868241, 0.49240386, 0.0],
},
Vertex {
position: [-0.49513406, 0.06958647, 0.0],
},
Vertex {
position: [-0.21918549, -0.44939706, 0.0],
},
Vertex {
position: [0.35966998, -0.3473291, 0.0],
},
Vertex {
position: [0.44147372, 0.2347359, 0.0],
},
],
vec![0, 1, 4, 1, 2, 4, 2, 3, 4],
);
}
let mut vertices = Vec::with_capacity(points as usize);
let rotation_rad = rotation_deg.to_radians();
for i in 0..points {
let theta = 2.0 * PI * (i as f32) / (points as f32) + rotation_rad;
let x = size * theta.cos();
let y = size * theta.sin();
vertices.push(Vertex {
position: [x, y, 0.0],
});
}
let mut indices = Vec::with_capacity((points as usize - 2) * 3);
for i in 1..(points - 1) {
indices.push(0u16);
indices.push(i);
indices.push(i + 1);
}
(vertices, indices)
}
impl Vertex {
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::from_cols(
cgmath::Vector4::new(1.0, 0.0, 0.0, 0.0),
cgmath::Vector4::new(0.0, 1.0, 0.0, 0.0),
cgmath::Vector4::new(0.0, 0.0, 0.5, 0.0),
cgmath::Vector4::new(0.0, 0.0, 0.5, 1.0),
);
pub(crate) struct Camera {
pub(crate) eye: cgmath::Point3<f32>,
pub(crate) target: cgmath::Point3<f32>,
pub(crate) up: cgmath::Vector3<f32>,
pub(crate) aspect: f32,
pub(crate) fovy: f32,
pub(crate) znear: f32,
pub(crate) zfar: f32,
}
impl Camera {
pub(crate) fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
proj * view
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub(crate) struct CameraUniform {
pub(crate) view_proj: [[f32; 4]; 4],
}
impl CameraUniform {
pub(crate) fn new() -> Self {
Self {
view_proj: cgmath::Matrix4::identity().into(),
}
}
pub(crate) fn update_view_proj(&mut self, camera: &Camera) {
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
}
}
pub(crate) struct InstancePosition {
pub(crate) position: cgmath::Vector3<f32>,
pub(crate) rotation: cgmath::Quaternion<f32>,
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub(crate) struct InstancePositionRaw {
pub(crate) model: [[f32; 4]; 4],
}
impl InstancePositionRaw {
pub(crate) fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstancePositionRaw>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
impl InstancePosition {
pub(crate) fn to_raw(&self) -> InstancePositionRaw {
InstancePositionRaw {
model: (cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation))
.into(),
}
}
}
pub(crate) struct InstanceColor {
pub(crate) color: cgmath::Vector3<f32>,
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub(crate) struct InstanceColorRaw {
pub(crate) model: [f32; 3],
}
impl InstanceColorRaw {
pub(crate) fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceColorRaw>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 9,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
impl InstanceColor {
pub(crate) fn to_raw(&self) -> InstanceColorRaw {
InstanceColorRaw {
model: self.color.into(),
}
}
}
pub struct State {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
is_surface_configured: bool,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
#[allow(dead_code)]
diffuse_texture: texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
instance_positions: Vec<InstancePosition>,
instance_colors: Vec<InstanceColor>,
instance_positions_buffer: wgpu::Buffer,
instance_colors_buffer: wgpu::Buffer,
camera_strategy: CameraStrategy,
vertices: Vec<Vertex>,
indices: Vec<u16>,
camera: Camera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
pub(crate) window: Arc<Window>,
renderable_entities: Vec<Entity>,
}
impl State {
pub(crate) async fn new(
window: Arc<Window>,
renderable_entities: Vec<Entity>,
camera_strategy: CameraStrategy,
) -> anyhow::Result<State> {
let size = window.inner_size();
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
#[cfg(not(target_arch = "wasm32"))]
backends: wgpu::Backends::PRIMARY,
#[cfg(target_arch = "wasm32")]
backends: wgpu::Backends::GL,
..Default::default()
});
let surface = instance.create_surface(window.clone()).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
memory_hints: Default::default(),
trace: wgpu::Trace::Off,
})
.await
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let diffuse_bytes = include_bytes!("happy-tree.png");
let diffuse_texture =
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let camera = Camera {
eye: (0.0, 1.0, 10.0).into(),
target: (0.0, 0.0, 0.0).into(),
up: cgmath::Vector3::unit_y(),
aspect: config.width as f32 / config.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 100.0,
};
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera);
let camera_buffer = 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,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[
Vertex::desc(),
InstancePositionRaw::desc(),
InstanceColorRaw::desc(),
],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let (vertices, indices) = gen_shape_buffer(4, 45.0, 0.08);
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = indices.len() as u32;
let (instance_positions, instance_colors): (Vec<InstancePosition>, Vec<InstanceColor>) =
renderable_entities
.iter()
.map(|e| {
let position = e.components.position.unwrap();
let rotation = cgmath::Quaternion::from_axis_angle(
cgmath::Vector3::unit_z(),
cgmath::Deg(0.0),
);
let color = e.components.render.unwrap().rgb;
let position_3d = cgmath::Vector3 {
x: position.x as f32 * 0.1,
y: position.y as f32 * 0.1,
z: 0.0,
};
(
InstancePosition {
position: position_3d,
rotation,
},
InstanceColor { color },
)
})
.unzip();
let instance_positions_raw = instance_positions
.iter()
.map(InstancePosition::to_raw)
.collect::<Vec<_>>();
let instance_colors_raw = instance_colors
.iter()
.map(InstanceColor::to_raw)
.collect::<Vec<_>>();
let instance_positions_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Position Buffer"),
contents: bytemuck::cast_slice(&instance_positions_raw),
usage: wgpu::BufferUsages::VERTEX,
});
let instance_colors_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Color Buffer"),
contents: bytemuck::cast_slice(&instance_colors_raw),
usage: wgpu::BufferUsages::VERTEX,
});
Ok(Self {
surface,
device,
queue,
config,
is_surface_configured: false,
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
diffuse_texture,
diffuse_bind_group,
vertices,
indices,
camera,
camera_buffer,
camera_bind_group,
camera_uniform,
instance_positions,
instance_colors,
instance_positions_buffer,
instance_colors_buffer,
window,
renderable_entities,
camera_strategy,
})
}
pub fn window(&self) -> &Window {
&self.window
}
pub(crate) fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
self.is_surface_configured = true;
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.device, &self.config);
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
}
}
pub(crate) fn handle_key(&mut self, event_loop: &ActiveEventLoop, key: KeyCode, pressed: bool) {
if key == KeyCode::Escape && pressed {
event_loop.exit();
}
}
pub(crate) fn update(&mut self, renderable_entities: Vec<Entity>) {
self.renderable_entities = renderable_entities;
let (instance_positions, instance_colors): (Vec<InstancePosition>, Vec<InstanceColor>) =
self.renderable_entities
.iter()
.map(|e| {
let position = e.components.position.unwrap();
let render = e.components.render.unwrap();
let rotation = cgmath::Quaternion::from_axis_angle(
cgmath::Vector3::unit_z(),
cgmath::Deg(0.0),
);
let position_3d = cgmath::Vector3 {
x: position.x as f32 * 0.1,
y: position.y as f32 * 0.1,
z: 0.0,
};
(
InstancePosition {
position: position_3d,
rotation,
},
InstanceColor { color: render.rgb },
)
})
.unzip();
self.instance_positions = instance_positions;
self.instance_colors = instance_colors;
let instance_position_data = self
.instance_positions
.iter()
.map(InstancePosition::to_raw)
.collect::<Vec<_>>();
let instance_positions_buffer =
self.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Position Buffer"),
contents: bytemuck::cast_slice(&instance_position_data),
usage: wgpu::BufferUsages::VERTEX,
});
let instance_colors_data = self
.instance_colors
.iter()
.map(InstanceColor::to_raw)
.collect::<Vec<_>>();
let instance_colors_buffer =
self.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Position Buffer"),
contents: bytemuck::cast_slice(&instance_colors_data),
usage: wgpu::BufferUsages::VERTEX,
});
self.instance_positions_buffer = instance_positions_buffer;
self.instance_colors_buffer = instance_colors_buffer;
let camera_points =
self.renderable_entities
.iter()
.fold((0.0, 0.0, 0.0, 0.0), |mut acc, e| {
if let Some(position) = e.components.position {
if position.x < acc.0 {
acc.0 = position.x;
}
if position.x > acc.1 {
acc.1 = position.x;
}
if position.y < acc.2 {
acc.2 = position.y;
}
if position.y > acc.3 {
acc.3 = position.y;
}
}
acc
});
let camera_x_position = (camera_points.0 + camera_points.1) / 2.0;
let camera_y_position = (1.0 - camera_points.2 + camera_points.3) / 2.0;
match self.camera_strategy {
CameraStrategy::CameraFollow(entity_id) => {
let entity = self
.renderable_entities
.iter()
.find(|e| e.id == entity_id)
.unwrap(); let camera_follow_position = entity.components.position.unwrap();
self.camera.eye = cgmath::Point3::new(
camera_follow_position.x as f32 * 0.1,
camera_follow_position.y as f32 * 0.1,
4.0,
);
self.camera.target = cgmath::Point3::new(
camera_follow_position.x as f32 * 0.1,
camera_follow_position.y as f32 * 0.1,
0.0,
);
self.camera_uniform.update_view_proj(&self.camera);
}
CameraStrategy::AllEntities => {
let game_width = camera_points.1 - camera_points.0;
let z_depth = game_width as f32 / 8.1;
self.camera.eye =
cgmath::Point3::new(camera_x_position * 0.1, camera_y_position * 0.1, z_depth);
self.camera.target =
cgmath::Point3::new(camera_x_position * 0.1, camera_y_position * 0.1, 0.0);
self.camera_uniform.update_view_proj(&self.camera);
}
}
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
}
pub(crate) fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
self.window.request_redraw();
if !self.is_surface_configured {
return Ok(());
}
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 1.0,
g: 1.0,
b: 1.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.instance_positions_buffer.slice(..));
render_pass.set_vertex_buffer(2, self.instance_colors_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(
0..self.num_indices,
0,
0..self.instance_positions.len() as _,
);
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}