use anyhow::Context;
use log::error;
use std::collections::HashMap;
use std::sync::Arc;
use winit::application::ApplicationHandler;
use winit::event::{ElementState, KeyEvent, MouseButton, WindowEvent};
use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
use winit::keyboard::{KeyCode, ModifiersState, PhysicalKey};
use winit::window::Window;
use wgpu::util::DeviceExt;
use cgmath::{Deg, EuclideanSpace as _, Matrix4, Point3, SquareMatrix as _, Vector3, perspective};
pub struct App {
pub state: Option<State>,
}
impl Default for App {
fn default() -> Self {
Self::new()
}
}
impl App {
pub fn new() -> Self {
Self { state: None }
}
}
pub type EntityId = u32;
pub trait Component: 'static {}
pub struct World {
next_entity_id: EntityId,
entities: Vec<EntityId>,
components: HashMap<std::any::TypeId, Box<dyn std::any::Any>>,
}
impl Default for World {
fn default() -> Self {
Self::new()
}
}
impl World {
pub fn new() -> Self {
Self {
next_entity_id: 0,
entities: Vec::new(),
components: HashMap::new(),
}
}
pub fn create_entity(&mut self) -> EntityId {
let id = self.next_entity_id;
self.next_entity_id += 1;
self.entities.push(id);
id
}
pub fn add_component<T: Component>(&mut self, entity: EntityId, component: T) {
let type_id = std::any::TypeId::of::<T>();
let storage = self
.components
.entry(type_id)
.or_insert_with(|| Box::new(HashMap::<EntityId, T>::new()));
if let Some(storage) = storage.downcast_mut::<HashMap<EntityId, T>>() {
storage.insert(entity, component);
}
}
pub fn get_component<T: Component>(&self, entity: EntityId) -> Option<&T> {
let type_id = std::any::TypeId::of::<T>();
self.components
.get(&type_id)?
.downcast_ref::<HashMap<EntityId, T>>()?
.get(&entity)
}
pub fn get_component_mut<T: Component>(&mut self, entity: EntityId) -> Option<&mut T> {
let type_id = std::any::TypeId::of::<T>();
self.components
.get_mut(&type_id)?
.downcast_mut::<HashMap<EntityId, T>>()?
.get_mut(&entity)
}
pub fn query<T: Component>(&self) -> impl Iterator<Item = (EntityId, &T)> {
let type_id = std::any::TypeId::of::<T>();
self.components
.get(&type_id)
.and_then(|storage| storage.downcast_ref::<HashMap<EntityId, T>>())
.map(|storage| storage.iter().map(|(&id, component)| (id, component)))
.into_iter()
.flatten()
}
pub fn query_mut<T: Component>(&mut self) -> impl Iterator<Item = (EntityId, &mut T)> {
let type_id = std::any::TypeId::of::<T>();
self.components
.get_mut(&type_id)
.and_then(|storage| storage.downcast_mut::<HashMap<EntityId, T>>())
.map(|storage| storage.iter_mut().map(|(&id, component)| (id, component)))
.into_iter()
.flatten()
}
}
#[derive(Debug, Clone)]
pub struct Transform {
pub position: Vector3<f32>,
pub rotation: Vector3<f32>, pub scale: Vector3<f32>,
}
impl Component for Transform {}
impl Default for Transform {
fn default() -> Self {
Self {
position: Vector3::new(0.0, 0.0, 0.0),
rotation: Vector3::new(0.0, 0.0, 0.0),
scale: Vector3::new(1.0, 1.0, 1.0),
}
}
}
impl Transform {
pub fn matrix(&self) -> Matrix4<f32> {
Matrix4::from_translation(self.position)
* Matrix4::from_angle_y(Deg(self.rotation.y))
* Matrix4::from_angle_x(Deg(self.rotation.x))
* Matrix4::from_angle_z(Deg(self.rotation.z))
* Matrix4::from_nonuniform_scale(self.scale.x, self.scale.y, self.scale.z)
}
}
#[derive(Debug)]
pub struct Mesh {
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub num_indices: u32,
}
impl Component for Mesh {}
#[derive(Debug, Clone)]
pub struct Velocity {
pub linear: Vector3<f32>,
pub angular: Vector3<f32>, }
impl Component for Velocity {}
impl Default for Velocity {
fn default() -> Self {
Self {
linear: Vector3::new(0.0, 0.0, 0.0),
angular: Vector3::new(0.0, 0.0, 0.0),
}
}
}
#[derive(Debug)]
pub struct Camera {
pub is_active: bool,
pub fov: f32,
pub near: f32,
pub far: f32,
}
impl Component for Camera {}
impl Default for Camera {
fn default() -> Self {
Self {
is_active: true,
fov: 45.0,
near: 0.1,
far: 100.0,
}
}
}
pub struct CameraController {
radius: f32,
theta: f32,
phi: f32,
center: Point3<f32>,
is_dragging: bool,
last_mouse_pos: (f32, f32),
cursor_pos: (f32, f32),
pub camera_entity: Option<EntityId>,
}
impl CameraController {
fn new() -> Self {
Self {
radius: 10.0,
theta: 0.0,
phi: std::f32::consts::PI * 0.3, center: Point3::new(0.0, 0.0, 0.0),
is_dragging: false,
last_mouse_pos: (0.0, 0.0),
cursor_pos: (0.0, 0.0),
camera_entity: None,
}
}
fn position(&self) -> Point3<f32> {
let x = self.center.x + self.radius * self.phi.sin() * self.theta.cos();
let y = self.center.y + self.radius * self.phi.cos();
let z = self.center.z + self.radius * self.phi.sin() * self.theta.sin();
Point3::new(x, y, z)
}
fn view_matrix(&self) -> Matrix4<f32> {
let position = self.position();
let target = self.center;
let up = Vector3::new(0.0, 1.0, 0.0);
Matrix4::look_at_rh(position, target, up)
}
fn mouse_button(&mut self, button: MouseButton, state: ElementState) {
if button == MouseButton::Left {
match state {
ElementState::Pressed => {
self.is_dragging = true;
self.last_mouse_pos = self.cursor_pos;
}
ElementState::Released => {
self.is_dragging = false;
}
}
}
}
fn update_cursor_position(&mut self, x: f32, y: f32) {
self.cursor_pos = (x, y);
}
fn mouse_motion(&mut self, x: f32, y: f32) -> bool {
self.update_cursor_position(x, y);
if !self.is_dragging {
return false;
}
let dx = x - self.last_mouse_pos.0;
let dy = y - self.last_mouse_pos.1;
let sensitivity = 0.01;
self.theta += dx * sensitivity;
self.phi -= dy * sensitivity;
self.phi = self.phi.clamp(0.1, std::f32::consts::PI - 0.1);
self.last_mouse_pos = (x, y);
true }
fn mouse_wheel(&mut self, delta: f32) -> bool {
self.radius -= delta * 0.1;
self.radius = self.radius.clamp(2.0, 50.0);
true }
fn update_camera_transform(&self, world: &mut World) {
if let Some(entity) = self.camera_entity
&& let Some(transform) = world.get_component_mut::<Transform>(entity)
{
transform.position = self.position().to_vec();
}
}
}
pub struct GpuResources {
pub config: wgpu::SurfaceConfiguration,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub surface: wgpu::Surface<'static>,
pub window: Arc<Window>,
pub is_surface_configured: bool,
}
pub struct RenderResources {
pub render_pipeline: wgpu::RenderPipeline,
pub uniform_buffer: wgpu::Buffer,
pub uniform_bind_group: wgpu::BindGroup,
}
pub struct InputState {
pub modifiers: ModifiersState,
pub needs_redraw: bool,
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
view_proj: [[f32; 4]; 4],
}
impl Uniforms {
fn new() -> Self {
Self {
view_proj: Matrix4::identity().into(),
}
}
fn update_view_proj(&mut self, view: Matrix4<f32>, proj: Matrix4<f32>) {
self.view_proj = (proj * view).into();
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
color: [f32; 3],
}
impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
pub struct State {
world: World,
gpu: GpuResources,
render: RenderResources,
camera_controller: CameraController,
input: InputState,
uniforms: Uniforms,
}
impl State {
pub async fn new(window: Arc<Window>) -> anyhow::Result<Self> {
let size = window.inner_size();
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(window.clone())?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.context("Failed to find a suitable GPU adapter.")?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
label: Some("Main Device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
trace: Default::default(),
})
.await
.context("Failed to create logical device and command queue.")?;
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.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: wgpu::PresentMode::Fifo,
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let gpu = GpuResources {
surface,
device,
queue,
config,
window,
is_surface_configured: false,
};
let mut uniforms = Uniforms::new();
let proj = perspective(
Deg(45.0),
gpu.config.width as f32 / gpu.config.height as f32,
0.1,
100.0,
);
let view = Matrix4::look_at_rh(
Point3::new(10.0, 5.0, 10.0),
Point3::new(0.0, 0.0, 0.0),
Vector3::new(0.0, 1.0, 0.0),
);
uniforms.update_view_proj(view, proj);
let uniform_buffer = gpu
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group_layout =
gpu.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("uniform_bind_group_layout"),
});
let uniform_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
label: Some("uniform_bind_group"),
});
let shader = gpu
.device
.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Grid Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("grid_shader.wgsl").into()),
});
let render_pipeline_layout =
gpu.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&uniform_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = gpu
.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()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: gpu.config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::LineList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let render = RenderResources {
render_pipeline,
uniform_buffer,
uniform_bind_group,
};
let mut world = World::new();
let camera_entity = world.create_entity();
world.add_component(camera_entity, Transform::default());
world.add_component(camera_entity, Camera::default());
let grid_entity = world.create_entity();
world.add_component(grid_entity, Transform::default());
let (vertices, indices) = create_grid(50, 1.0);
let vertex_buffer = gpu
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Grid Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = gpu
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Grid Index Buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
world.add_component(
grid_entity,
Mesh {
vertex_buffer,
index_buffer,
num_indices: indices.len() as u32,
},
);
let mut camera_controller = CameraController::new();
camera_controller.camera_entity = Some(camera_entity);
let input = InputState {
modifiers: ModifiersState::default(),
needs_redraw: true, };
Ok(Self {
world,
gpu,
render,
camera_controller,
input,
uniforms,
})
}
fn handle_key(
&self,
event_loop: &ActiveEventLoop,
code: KeyCode,
is_pressed: bool,
modifiers: ModifiersState,
) {
if let (KeyCode::KeyC, true) = (code, is_pressed)
&& modifiers.control_key()
{
event_loop.exit();
}
}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
self.gpu.config.width = width;
self.gpu.config.height = height;
self.gpu
.surface
.configure(&self.gpu.device, &self.gpu.config);
self.gpu.is_surface_configured = true;
let proj = perspective(Deg(45.0), width as f32 / height as f32, 0.1, 100.0);
self.uniforms
.update_view_proj(self.camera_controller.view_matrix(), proj);
self.gpu.queue.write_buffer(
&self.render.uniform_buffer,
0,
bytemuck::cast_slice(&[self.uniforms]),
);
self.input.needs_redraw = true;
}
}
fn update(&mut self) {
if !self.input.needs_redraw {
return;
}
self.camera_controller
.update_camera_transform(&mut self.world);
let proj = perspective(
Deg(45.0),
self.gpu.config.width as f32 / self.gpu.config.height as f32,
0.1,
100.0,
);
self.uniforms
.update_view_proj(self.camera_controller.view_matrix(), proj);
self.gpu.queue.write_buffer(
&self.render.uniform_buffer,
0,
bytemuck::cast_slice(&[self.uniforms]),
);
self.gpu.window.request_redraw();
self.input.needs_redraw = false;
}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
if !self.gpu.is_surface_configured {
return Ok(());
}
let output = self.gpu.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let depth_texture = self.gpu.device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: self.gpu.config.width,
height: self.gpu.config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
label: Some("depth_texture"),
view_formats: &[],
});
let depth_view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.gpu
.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: 0.05,
g: 0.05,
b: 0.1,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render.render_pipeline);
render_pass.set_bind_group(0, &self.render.uniform_bind_group, &[]);
for (_entity_id, mesh) in self.world.query::<Mesh>() {
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
render_pass
.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
}
}
self.gpu.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let window = Arc::new(
event_loop
.create_window(Window::default_attributes().with_title("3D ECS Grid Template"))
.expect("Failed to create window"),
);
self.state =
Some(pollster::block_on(State::new(window)).expect("Failed to create wgpu state"));
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: winit::window::WindowId,
event: WindowEvent,
) {
let state = match &mut self.state {
Some(state) => state,
None => return,
};
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => {
state.resize(size.width, size.height);
}
WindowEvent::RedrawRequested => {
state.update();
match state.render() {
Ok(_) => {}
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
let size = state.gpu.window.inner_size();
state.resize(size.width, size.height);
}
Err(wgpu::SurfaceError::OutOfMemory) => event_loop.exit(),
Err(e) => error!("Error during render: {e}"),
}
}
WindowEvent::MouseInput {
button,
state: button_state,
..
} => {
state.camera_controller.mouse_button(button, button_state);
state.input.needs_redraw = true;
}
WindowEvent::CursorMoved { position, .. } => {
if state
.camera_controller
.mouse_motion(position.x as f32, position.y as f32)
{
state.input.needs_redraw = true;
}
}
WindowEvent::MouseWheel { delta, .. } => {
let scroll_delta = match delta {
winit::event::MouseScrollDelta::LineDelta(_, y) => y,
winit::event::MouseScrollDelta::PixelDelta(pos) => pos.y as f32 * 0.1,
};
if state.camera_controller.mouse_wheel(scroll_delta) {
state.input.needs_redraw = true;
}
}
WindowEvent::ModifiersChanged(new_modifiers) => {
state.input.modifiers = new_modifiers.state();
}
WindowEvent::KeyboardInput {
event:
KeyEvent {
physical_key: PhysicalKey::Code(code),
state: key_state,
..
},
..
} => state.handle_key(
event_loop,
code,
key_state == ElementState::Pressed,
state.input.modifiers,
),
_ => {}
}
}
}
fn create_grid(size: u32, spacing: f32) -> (Vec<Vertex>, Vec<u16>) {
let mut vertices = Vec::new();
let mut indices = Vec::new();
let half_size = size as f32 * spacing * 0.5;
let grid_color = [0.3, 0.3, 0.3]; let axis_color = [0.6, 0.6, 0.6];
for i in 0..=size {
let z = i as f32 * spacing - half_size;
let color = if i == size / 2 {
axis_color
} else {
grid_color
};
vertices.push(Vertex {
position: [-half_size, 0.0, z],
color,
});
vertices.push(Vertex {
position: [half_size, 0.0, z],
color,
});
}
for i in 0..=size {
let x = i as f32 * spacing - half_size;
let color = if i == size / 2 {
axis_color
} else {
grid_color
};
vertices.push(Vertex {
position: [x, 0.0, -half_size],
color,
});
vertices.push(Vertex {
position: [x, 0.0, half_size],
color,
});
}
for i in 0..vertices.len() {
if i % 2 == 0 {
indices.push(i as u16);
indices.push((i + 1) as u16);
}
}
(vertices, indices)
}
pub fn run() -> anyhow::Result<()> {
env_logger::init();
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Wait); let mut app = App::new();
event_loop.run_app(&mut app)?;
Ok(())
}
fn main() {
if let Err(error) = run() {
eprintln!("Error: {error:?}");
std::process::exit(1);
}
}