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use std::collections::HashSet;
use std::f32::consts::PI;
use std::sync::Arc;
use bytemuck::bytes_of;
use egui_wgpu::ScreenDescriptor;
use gpu_shared::ChunkPushConstants;
use wgpu::ExperimentalFeatures;
use wgpu::Extent3d;
use wgpu::Features;
use wgpu::FeaturesWGPU;
use wgpu::FeaturesWebGPU;
use wgpu::RenderPipeline;
use wgpu::ShaderStages;
use wgpu::TextureDescriptor;
use wgpu::TextureFormat;
use wgpu::TextureUsages;
use wgpu::TextureView;
use wgpu::include_spirv;
use wgpu::include_spirv_raw;
use winit::event::MouseScrollDelta;
use winit::event::WindowEvent;
use winit::keyboard::KeyCode;
use winit::window::Window;
use crate::egui_renderer::EguiState;
pub struct State
{
window: Arc<Window>,
device: wgpu::Device,
queue: wgpu::Queue,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface<'static>,
surface_format: wgpu::TextureFormat,
egui_state: EguiState,
// Camera
camera: Camera,
// pressed events
pressed_set: HashSet<KeyCode>,
pipeline: RenderPipeline,
depth_buffer: TextureView,
}
impl State
{
pub async fn new(window: Arc<Window>) -> State
{
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor::default());
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions::default())
.await
.unwrap();
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
required_features: Features {
features_wgpu: FeaturesWGPU::PUSH_CONSTANTS
| FeaturesWGPU::EXPERIMENTAL_PASSTHROUGH_SHADERS,
features_webgpu: FeaturesWebGPU::empty(),
},
experimental_features: unsafe { ExperimentalFeatures::enabled() },
required_limits: wgpu::Limits {
max_push_constant_size: size_of::<ChunkPushConstants>() as u32,
..Default::default()
},
..Default::default()
})
.await
.unwrap();
let size = window.inner_size();
let surface = instance.create_surface(window.clone()).unwrap();
let cap = surface.get_capabilities(&adapter);
let surface_format = cap.formats[0];
// let shaders = include_spirv!(env!("shaders.spv"));
// let shader_module = device.create_shader_module(shaders);
let shaders = include_spirv_raw!(env!("shaders.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("chunk_pipeline"),
layout: Some(
&device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[wgpu::PushConstantRange {
stages: wgpu::ShaderStages::VERTEX,
range: 0..(size_of::<ChunkPushConstants>() as u32),
}],
}),
),
vertex: wgpu::VertexState {
module: &shader_module,
entry_point: Some("main_vs"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader_module,
entry_point: Some("main_fs"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: TextureFormat::Depth24PlusStencil8,
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 state = State {
egui_state: EguiState::new(&device, surface_format, &window),
camera: Camera {
eye: glam::Vec3::new(0., 0., 0.),
up: glam::Vec3::ZERO.with_y(1.),
aspect: size.width as f32 / size.height as f32,
fovy: 90.,
znear: 0.001,
zfar: 1000.,
radius: 2.,
yaw: 1.,
pitch: 0.,
rotation_speed: 0.005,
speed: 0.005,
},
window,
queue,
size,
surface,
surface_format,
pipeline,
pressed_set: HashSet::new(),
depth_buffer: device
.create_texture(&TextureDescriptor {
label: Some("Depth buffer"),
size: Extent3d {
width: size.width,
height: size.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Depth24PlusStencil8,
usage: TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
.create_view(&Default::default()),
device,
};
// Configure surface for the first time
state.configure_surface();
state
}
pub fn get_window(&self) -> &Window
{
&self.window
}
pub fn configure_surface(&self)
{
let surface_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: self.surface_format,
// Request compatibility with the sRGB-format texture view were going to create later.
view_formats: vec![self.surface_format.add_srgb_suffix()],
alpha_mode: wgpu::CompositeAlphaMode::Auto,
width: self.size.width,
height: self.size.height,
desired_maximum_frame_latency: 2,
present_mode: wgpu::PresentMode::AutoVsync,
};
self.surface.configure(&self.device, &surface_config);
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>)
{
self.size = new_size;
// reconfigure the surface
self.configure_surface();
self.depth_buffer = self
.device
.create_texture(&TextureDescriptor {
label: Some("Depth buffer"),
size: Extent3d {
width: new_size.width,
height: new_size.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Depth24PlusStencil8,
usage: TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
.create_view(&Default::default());
}
pub fn render(&mut self)
{
self.update_camera();
// Create texture view
let surface_texture = self
.surface
.get_current_texture()
.expect("failed to acquire next swapchain texture");
let texture_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor {
// Without add_srgb_suffix() the image we will be working with
// might not be "gamma correct".
format: Some(self.surface_format.add_srgb_suffix()),
..Default::default()
});
// Renders a GREEN screen
let mut encoder = self.device.create_command_encoder(&Default::default());
{
let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &texture_view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.01,
g: 0.01,
b: 0.01,
a: 1.,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_buffer,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.),
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
renderpass.set_pipeline(&self.pipeline);
renderpass.set_push_constants(
ShaderStages::VERTEX,
0,
bytes_of(&ChunkPushConstants {
view_projection: self.camera.view_proj(),
transform: glam::Mat4::IDENTITY,
eye_position: self.camera.eye,
_zero_pad: 0.,
}),
);
renderpass.draw(0..36, 0..1);
// End the renderpass.
}
// Egui
{
let screen_descriptor = ScreenDescriptor {
size_in_pixels: [self.size.width, self.size.height],
pixels_per_point: 1.,
};
self.egui_state.begin_frame(&self.window);
egui::Window::new("Hello Window").resizable(true).show(
self.egui_state.context(),
|ui| {
ui.label("Hello, world.");
},
);
self.egui_state.end_frame_and_draw(
&self.device,
&self.queue,
&mut encoder,
&self.window,
&texture_view,
screen_descriptor,
);
}
// Submit the command in the queue to execute
self.queue.submit([encoder.finish()]);
self.window.pre_present_notify();
surface_texture.present();
}
// ------------------------------
// MOVEMENT
// ------------------------------
pub fn handle_event(&mut self, event: &WindowEvent)
{
self.egui_state.handle_event(&self.window, event);
if let WindowEvent::KeyboardInput { event, .. } = event
{
match (event.state, event.physical_key)
{
(winit::event::ElementState::Pressed, winit::keyboard::PhysicalKey::Code(c)) =>
{
self.pressed_set.insert(c);
}
(winit::event::ElementState::Released, winit::keyboard::PhysicalKey::Code(c)) =>
{
self.pressed_set.remove(&c);
}
_ =>
{}
}
}
}
fn update_camera(&mut self)
{
let mut movement = glam::Vec3::new(0., 0., 0.);
if self.pressed_set.contains(&KeyCode::KeyW)
{
movement.z += self.camera.speed;
}
if self.pressed_set.contains(&KeyCode::KeyS)
{
movement.z -= self.camera.speed;
}
// Left rigth
if self.pressed_set.contains(&KeyCode::KeyA)
{
movement.x += self.camera.speed;
}
if self.pressed_set.contains(&KeyCode::KeyD)
{
movement.x -= self.camera.speed;
}
let rot_movement = glam::Mat3::from_rotation_y(-self.camera.yaw)
* glam::Mat3::from_rotation_x(-self.camera.pitch)
* movement;
self.camera.eye -= rot_movement;
}
pub fn cursor_moved(&mut self, x: f32, y: f32)
{
const SENSIBILITY: f32 = 0.0004;
let position = glam::Vec2::new(x, y);
let offset = position * SENSIBILITY;
self.camera.yaw += offset.x;
self.camera.pitch += offset.y;
}
pub fn mouse_wheel(&mut self, delta: MouseScrollDelta)
{
if let MouseScrollDelta::LineDelta(_, y) = delta
{
self.camera.speed += y * (self.camera.speed * 0.05);
}
}
}
#[derive(Clone, Copy)]
pub struct Camera
{
pub eye: glam::Vec3,
pub up: glam::Vec3,
pub aspect: f32,
pub fovy: f32,
pub znear: f32,
pub zfar: f32,
pub radius: f32,
pub yaw: f32,
pub pitch: f32,
pub rotation_speed: f32,
pub speed: f32,
}
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: glam::Mat4 = glam::Mat4::from_cols(
glam::Vec4::new(1.0, 0.0, 0.0, 0.0),
glam::Vec4::new(0.0, 1.0, 0.0, 0.0),
glam::Vec4::new(0.0, 0.0, 0.5, 0.0),
glam::Vec4::new(0.0, 0.0, 0.5, 1.0),
);
impl Camera
{
pub fn view_proj(&self) -> glam::Mat4
{
let view = glam::Mat4::from_translation(self.eye)
* glam::Mat4::from_rotation_y(-self.yaw)
* glam::Mat4::from_rotation_x(-self.pitch);
let proj =
glam::Mat4::perspective_rh(PI * self.fovy / 180., self.aspect, self.znear, self.zfar);
proj * view.inverse()
}
}