strafe-client/src/main.rs
2023-08-29 18:40:47 -07:00

465 lines
17 KiB
Rust

use bytemuck::{Pod, Zeroable};
use std::{borrow::Cow, f32::consts};
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
const IMAGE_SIZE: u32 = 128;
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
struct Vertex {
pos: [f32; 3],
normal: [f32; 3],
}
struct Entity {
vertex_count: u32,
vertex_buf: wgpu::Buffer,
}
// Note: we use the Y=up coordinate space in this example.
struct Camera {
screen_size: (u32, u32),
angle_y: f32,
angle_xz: f32,
dist: f32,
}
const MODEL_CENTER_Y: f32 = 2.0;
impl Camera {
fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
let proj = glam::Mat4::perspective_rh(consts::FRAC_PI_4, aspect, 1.0, 50.0);
let cam_pos = glam::Vec3::new(
self.angle_xz.cos() * self.angle_y.sin() * self.dist,
self.angle_xz.sin() * self.dist + MODEL_CENTER_Y,
self.angle_xz.cos() * self.angle_y.cos() * self.dist,
);
let view = glam::Mat4::look_at_rh(
cam_pos,
glam::Vec3::new(0f32, MODEL_CENTER_Y, 0.0),
glam::Vec3::Y,
);
let proj_inv = proj.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)[..]);
raw[48..51].copy_from_slice(AsRef::<[f32; 3]>::as_ref(&cam_pos));
raw[51] = 1.0;
raw
}
}
pub struct Skybox {
camera: Camera,
sky_pipeline: wgpu::RenderPipeline,
entity_pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
entities: Vec<Entity>,
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())
}
}
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 entities = Vec::new();
{
let source = include_bytes!("../models/teslacyberv3.0.obj");
let data = obj::ObjData::load_buf(&source[..]).unwrap();
let mut vertices = Vec::new();
for object in data.objects {
for group in object.groups {
vertices.clear();
for poly in group.polys {
for end_index in 2..poly.0.len() {
for &index in &[0, end_index - 1, end_index] {
let obj::IndexTuple(position_id, _texture_id, normal_id) =
poly.0[index];
vertices.push(Vertex {
pos: data.position[position_id],
normal: data.normal[normal_id.unwrap()],
})
}
}
}
let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
entities.push(Entity {
vertex_count: vertices.len() as u32,
vertex_buf,
});
}
}
}
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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,
},
],
});
// 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),
angle_xz: 0.2,
angle_y: 0.2,
dist: 20.0,
};
let raw_uniforms = camera.to_uniform_data();
let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Buffer"),
contents: bytemuck::cast_slice(&raw_uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&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::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => 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 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 bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
label: None,
});
let depth_view = Self::create_depth_texture(config, device);
Skybox {
camera,
sky_pipeline,
entity_pipeline,
bind_group,
uniform_buf,
entities,
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::CursorMoved { position, .. } => {
let norm_x = position.x as f32 / self.camera.screen_size.0 as f32 - 0.5;
let norm_y = position.y as f32 / self.camera.screen_size.1 as f32 - 0.5;
self.camera.angle_y = norm_x * 5.0;
self.camera.angle_xz = norm_y;
}
_ => {}
}
}
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 mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation
let raw_uniforms = self.camera.to_uniform_data();
self.staging_belt
.write_buffer(
&mut encoder,
&self.uniform_buf,
0,
wgpu::BufferSize::new((raw_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&raw_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.bind_group, &[]);
rpass.set_pipeline(&self.entity_pipeline);
for entity in self.entities.iter() {
rpass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
rpass.draw(0..entity.vertex_count, 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::<Skybox>("skybox");
}