use bytemuck::{Pod, Zeroable}; use std::{borrow::Cow, time::Instant}; use wgpu::{util::DeviceExt, AstcBlock, AstcChannel}; const IMAGE_SIZE: u32 = 128; #[derive(Clone, Copy, Pod, Zeroable)] #[repr(C)] struct Vertex { pos: [f32; 3], texture: [f32; 2], normal: [f32; 3], } struct Entity { index_count: u32, index_buf: wgpu::Buffer, } //temp? struct ModelData { transform: glam::Mat4, vertex_buf: wgpu::Buffer, entities: Vec, } struct Model { transform: glam::Mat4, vertex_buf: wgpu::Buffer, entities: Vec, bind_group: wgpu::BindGroup, model_buf: wgpu::Buffer, } // Note: we use the Y=up coordinate space in this example. struct Camera { screen_size: (u32, u32), offset: glam::Vec3, fov: f32, yaw: f32, pitch: f32, controls: u32, } const CONTROL_MOVEFORWARD:u32 = 0b00000001; const CONTROL_MOVEBACK:u32 = 0b00000010; const CONTROL_MOVERIGHT:u32 = 0b00000100; const CONTROL_MOVELEFT:u32 = 0b00001000; const CONTROL_MOVEUP:u32 = 0b00010000; const CONTROL_MOVEDOWN:u32 = 0b00100000; const CONTROL_JUMP:u32 = 0b01000000; const CONTROL_ZOOM:u32 = 0b10000000; const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0); const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0); const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0); fn get_control_dir(controls: u32) -> glam::Vec3{ //don't get fancy just do it let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0); if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD { control_dir+=FORWARD_DIR; } if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK { control_dir+=-FORWARD_DIR; } if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT { control_dir+=-RIGHT_DIR; } if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT { control_dir+=RIGHT_DIR; } if controls & CONTROL_MOVEUP == CONTROL_MOVEUP { control_dir+=UP_DIR; } if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN { control_dir+=-UP_DIR; } return control_dir } #[inline] fn perspective_rh(fov_y_slope: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> glam::Mat4 { //glam_assert!(z_near > 0.0 && z_far > 0.0); let r = z_far / (z_near - z_far); glam::Mat4::from_cols( glam::Vec4::new(1.0/(fov_y_slope * aspect_ratio), 0.0, 0.0, 0.0), glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0), glam::Vec4::new(0.0, 0.0, r, -1.0), glam::Vec4::new(0.0, 0.0, r * z_near, 0.0), ) } impl Camera { fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] { let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32; let fov = if self.controls&CONTROL_ZOOM==0 { self.fov }else{ self.fov/5.0 }; let proj = perspective_rh(fov, aspect, 0.5, 1000.0); let proj_inv = proj.inverse(); let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32); let view_inv = view.inverse(); let mut raw = [0f32; 16 * 3 + 4]; raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]); raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]); raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]); raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3))); raw } } pub struct Skybox { start_time: std::time::Instant, camera: Camera, physics: strafe_client::body::PhysicsState, sky_pipeline: wgpu::RenderPipeline, entity_pipeline: wgpu::RenderPipeline, ground_pipeline: wgpu::RenderPipeline, main_bind_group: wgpu::BindGroup, camera_buf: wgpu::Buffer, models: Vec, depth_view: wgpu::TextureView, staging_belt: wgpu::util::StagingBelt, } impl Skybox { const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus; fn create_depth_texture( config: &wgpu::SurfaceConfiguration, device: &wgpu::Device, ) -> wgpu::TextureView { let depth_texture = device.create_texture(&wgpu::TextureDescriptor { size: wgpu::Extent3d { width: config.width, height: config.height, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: Self::DEPTH_FORMAT, usage: wgpu::TextureUsages::RENDER_ATTACHMENT, label: None, view_formats: &[], }); depth_texture.create_view(&wgpu::TextureViewDescriptor::default()) } } fn get_transform_uniform_data(transform:&glam::Mat4) -> [f32; 4*4] { let mut raw = [0f32; 4*4]; raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(transform)[..]); raw } fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec,source:&[u8]){ let data = obj::ObjData::load_buf(&source[..]).unwrap(); let mut vertices = Vec::new(); let mut vertex_index = std::collections::HashMap::::new(); for object in data.objects { let mut entities = Vec::::new(); for group in object.groups { let mut indices = Vec::new(); for poly in group.polys { for end_index in 2..poly.0.len() { for &index in &[0, end_index - 1, end_index] { let vert = poly.0[index]; if let Some(&i)=vertex_index.get(&vert){ indices.push(i as u16); }else{ let i=vertices.len() as u16; vertices.push(Vertex { pos: data.position[vert.0], texture: data.texture[vert.1.unwrap()], normal: data.normal[vert.2.unwrap()], }); vertex_index.insert(vert,i); indices.push(i); } } } } let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Index"), contents: bytemuck::cast_slice(&indices), usage: wgpu::BufferUsages::INDEX, }); entities.push(Entity { index_buf, index_count: indices.len() as u32, }); } let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Vertex"), contents: bytemuck::cast_slice(&vertices), usage: wgpu::BufferUsages::VERTEX, }); modeldatas.push(ModelData { transform: glam::Mat4::default(), vertex_buf, entities, }) } } impl strafe_client::framework::Example for Skybox { fn optional_features() -> wgpu::Features { wgpu::Features::TEXTURE_COMPRESSION_ASTC | wgpu::Features::TEXTURE_COMPRESSION_ETC2 | wgpu::Features::TEXTURE_COMPRESSION_BC } fn init( config: &wgpu::SurfaceConfiguration, _adapter: &wgpu::Adapter, device: &wgpu::Device, queue: &wgpu::Queue, ) -> Self { let mut modeldatas = Vec::::new(); add_obj(device,& mut modeldatas,include_bytes!("../models/teslacyberv3.0.obj")); add_obj(device,& mut modeldatas,include_bytes!("../models/suzanne.obj")); add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj")); println!("models.len = {:?}", modeldatas.len()); modeldatas[1].transform=glam::Mat4::from_translation(glam::vec3(10.,5.,10.)); modeldatas[2].transform=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)); let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, 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, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: true }, multisampled: false, view_dimension: wgpu::TextureViewDimension::Cube, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 2, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, }, ], }); let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, 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, }, ], }); // Create the render pipeline let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: None, source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))), }); let camera = Camera { screen_size: (config.width, config.height), offset: glam::Vec3::new(0.0,4.5,0.0), fov: 1.0, //fov_slope = tan(fov_y/2) pitch: 0.0, yaw: 0.0, controls:0, }; let physics = strafe_client::body::PhysicsState { body: strafe_client::body::Body { position: glam::Vec3::new(5.0,0.0,5.0), velocity: glam::Vec3::new(0.0,0.0,0.0), time: 0, }, time: 0, tick: 0, strafe_tick_period: 1_000_000_000/100,//100t gravity: glam::Vec3::new(0.0,-100.0,0.0), friction: 90.0, mv: 2.7, grounded: true, walkspeed: 18.0, }; let camera_uniforms = camera.to_uniform_data(physics.extrapolate_position(0)); let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Camera"), contents: bytemuck::cast_slice(&camera_uniforms), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: None, bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout], push_constant_ranges: &[], }); // Create the render pipelines let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Sky"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_sky", buffers: &[], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_sky", targets: &[Some(config.view_formats[0].into())], }), primitive: wgpu::PrimitiveState { front_face: wgpu::FrontFace::Cw, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: Self::DEPTH_FORMAT, depth_write_enabled: false, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState::default(), multiview: None, }); let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Entity"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_entity", buffers: &[wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3], }], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_entity", targets: &[Some(config.view_formats[0].into())], }), primitive: wgpu::PrimitiveState { front_face: wgpu::FrontFace::Cw, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: Self::DEPTH_FORMAT, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState::default(), multiview: None, }); let ground_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Ground"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_ground", buffers: &[], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_ground", targets: &[Some(config.view_formats[0].into())], }), primitive: wgpu::PrimitiveState { front_face: wgpu::FrontFace::Cw, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: Self::DEPTH_FORMAT, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState::default(), multiview: None, }); let sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: None, address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge, mag_filter: wgpu::FilterMode::Linear, min_filter: wgpu::FilterMode::Linear, mipmap_filter: wgpu::FilterMode::Linear, ..Default::default() }); let device_features = device.features(); let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) { log::info!("Using ASTC"); wgpu::TextureFormat::Astc { block: AstcBlock::B4x4, channel: AstcChannel::UnormSrgb, } } else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) { log::info!("Using ETC2"); wgpu::TextureFormat::Etc2Rgb8UnormSrgb } else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) { log::info!("Using BC"); wgpu::TextureFormat::Bc1RgbaUnormSrgb } else { log::info!("Using plain"); wgpu::TextureFormat::Bgra8UnormSrgb }; let size = wgpu::Extent3d { width: IMAGE_SIZE, height: IMAGE_SIZE, depth_or_array_layers: 6, }; let layer_size = wgpu::Extent3d { depth_or_array_layers: 1, ..size }; let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2); log::debug!( "Copying {:?} skybox images of size {}, {}, 6 with {} mips to gpu", skybox_format, IMAGE_SIZE, IMAGE_SIZE, max_mips, ); let bytes = match skybox_format { wgpu::TextureFormat::Astc { block: AstcBlock::B4x4, channel: AstcChannel::UnormSrgb, } => &include_bytes!("../images/astc.dds")[..], wgpu::TextureFormat::Etc2Rgb8UnormSrgb => &include_bytes!("../images/etc2.dds")[..], wgpu::TextureFormat::Bc1RgbaUnormSrgb => &include_bytes!("../images/bc1.dds")[..], wgpu::TextureFormat::Bgra8UnormSrgb => &include_bytes!("../images/bgra.dds")[..], _ => unreachable!(), }; let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap(); let texture = device.create_texture_with_data( queue, &wgpu::TextureDescriptor { size, mip_level_count: max_mips, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: skybox_format, usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, label: None, view_formats: &[], }, &image.data, ); let texture_view = texture.create_view(&wgpu::TextureViewDescriptor { label: None, dimension: Some(wgpu::TextureViewDimension::Cube), ..wgpu::TextureViewDescriptor::default() }); let main_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &main_bind_group_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: camera_buf.as_entire_binding(), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&texture_view), }, wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&sampler), }, ], label: Some("Camera"), }); //drain the modeldata vec so entities can be /moved/ to models.entities let mut models = Vec::::with_capacity(modeldatas.len()); for (i,modeldata) in modeldatas.drain(..).enumerate() { let model_uniforms = get_transform_uniform_data(&modeldata.transform); let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some(format!("Model{}",i).as_str()), contents: bytemuck::cast_slice(&model_uniforms), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &model_bind_group_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: model_buf.as_entire_binding(), }, ], label: Some(format!("Model{}",i).as_str()), }); //all of these are being moved here models.push(Model{ transform: modeldata.transform, vertex_buf:modeldata.vertex_buf, entities: modeldata.entities, bind_group: model_bind_group, model_buf, }) } let depth_view = Self::create_depth_texture(config, device); Skybox { start_time: Instant::now(), camera, physics, sky_pipeline, entity_pipeline, ground_pipeline, main_bind_group, camera_buf, models, depth_view, staging_belt: wgpu::util::StagingBelt::new(0x100), } } #[allow(clippy::single_match)] fn update(&mut self, event: winit::event::WindowEvent) { match event { winit::event::WindowEvent::KeyboardInput { input: winit::event::KeyboardInput { state, virtual_keycode: Some(keycode), .. }, .. } => { match (state,keycode) { (k,winit::event::VirtualKeyCode::W) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEFORWARD, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEFORWARD, } (k,winit::event::VirtualKeyCode::A) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVELEFT, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVELEFT, } (k,winit::event::VirtualKeyCode::S) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEBACK, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEBACK, } (k,winit::event::VirtualKeyCode::D) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVERIGHT, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVERIGHT, } (k,winit::event::VirtualKeyCode::E) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEUP, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEUP, } (k,winit::event::VirtualKeyCode::Q) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEDOWN, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEDOWN, } (k,winit::event::VirtualKeyCode::Space) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_JUMP, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_JUMP, } (k,winit::event::VirtualKeyCode::Z) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_ZOOM, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_ZOOM, } _ => (), } } _ => {} } } fn move_mouse(&mut self, delta: (f64,f64)) { self.camera.pitch=(self.camera.pitch as f64+delta.1/-2048.) as f32; self.camera.yaw=(self.camera.yaw as f64+delta.0/-2048.) as f32; } fn resize( &mut self, config: &wgpu::SurfaceConfiguration, device: &wgpu::Device, _queue: &wgpu::Queue, ) { self.depth_view = Self::create_depth_texture(config, device); self.camera.screen_size = (config.width, config.height); } fn render( &mut self, view: &wgpu::TextureView, device: &wgpu::Device, queue: &wgpu::Queue, _spawner: &strafe_client::framework::Spawner, ) { let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32); let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero(); let time=self.start_time.elapsed().as_nanos() as i64; self.physics.run(time,control_dir,self.camera.controls); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); // update rotation let camera_uniforms = self.camera.to_uniform_data(self.physics.extrapolate_position(time)); self.staging_belt .write_buffer( &mut encoder, &self.camera_buf, 0, wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(), device, ) .copy_from_slice(bytemuck::cast_slice(&camera_uniforms)); //This code only needs to run when the uniforms change for model in self.models.iter() { let model_uniforms = get_transform_uniform_data(&model.transform); self.staging_belt .write_buffer( &mut encoder, &model.model_buf,//description of where data will be written when command is executed 0,//offset in staging belt? wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(), device, ) .copy_from_slice(bytemuck::cast_slice(&model_uniforms)); } self.staging_belt.finish(); { let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: None, color_attachments: &[Some(wgpu::RenderPassColorAttachment { view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.1, g: 0.2, b: 0.3, a: 1.0, }), store: true, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: false, }), stencil_ops: None, }), }); rpass.set_bind_group(0, &self.main_bind_group, &[]); rpass.set_pipeline(&self.entity_pipeline); for model in self.models.iter() { rpass.set_bind_group(1, &model.bind_group, &[]); rpass.set_vertex_buffer(0, model.vertex_buf.slice(..)); for entity in model.entities.iter() { rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16); rpass.draw_indexed(0..entity.index_count, 0, 0..1); } } rpass.set_pipeline(&self.ground_pipeline); //rpass.set_index_buffer(&[0u16,1,2,1,2,3][..] as wgpu::BufferSlice, wgpu::IndexFormat::Uint16); //rpass.draw_indexed(0..4, 0, 0..1); rpass.draw(0..6, 0..1); rpass.set_pipeline(&self.sky_pipeline); rpass.draw(0..3, 0..1); } queue.submit(std::iter::once(encoder.finish())); self.staging_belt.recall(); } } fn main() { strafe_client::framework::run::( format!("Strafe Client v{}", env!("CARGO_PKG_VERSION") ).as_str() ); }