[CAMERA] Begin refactor
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parent
8bd4ae11e9
commit
67cd53b91e
5 changed files with 147 additions and 124 deletions
82
src/state.rs
82
src/state.rs
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@ -1,9 +1,8 @@
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use crate::{meshs::DefaultMesh, render::{Renderable, TextureManager}};
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use crate::{meshs::DefaultMesh, render::{Renderable, TextureManager}, input::Controllable};
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use super::render::{
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Vertex, Camera, CameraUniform, CameraController, Texture, InstanceRaw
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Vertex, Camera, Texture, InstanceRaw
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};
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use wgpu::util::DeviceExt;
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use winit::{
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event::{KeyboardInput, VirtualKeyCode, WindowEvent, ElementState},
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window::Window,
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@ -17,10 +16,6 @@ pub struct State {
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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camera: Camera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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camera_controller: CameraController,
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depth_texture: Texture,
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mesh: DefaultMesh,
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#[allow(dead_code)]
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@ -88,54 +83,8 @@ impl State {
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source: wgpu::ShaderSource::Wgsl(include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/shaders/main.wgsl")).into()),
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});
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let camera = Camera {
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// position the camera one unit up and 2 units back
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// +z is out of the screen
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eye: (0.0, 1.0, 2.0).into(),
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// have it look at the origin
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target: (0.0, 0.0, 0.0).into(),
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// which way is "up"
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up: cgmath::Vector3::unit_y(),
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aspect: config.width as f32 / config.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let camera_controller = CameraController::new(0.2);
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let mut camera = Camera::new(config.width as f32, config.height as f32, 0.2);
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camera.prepare(&device);
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let depth_texture =
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Texture::create_depth_texture(&device, &config, "depth_texture");
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@ -143,7 +92,7 @@ impl State {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_manager.get_texture_bind_group_layout(), &camera_bind_group_layout],
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bind_group_layouts: &[&texture_manager.get_texture_bind_group_layout(), camera.get_bind_group_layout()],
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push_constant_ranges: &[],
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});
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@ -216,10 +165,6 @@ impl State {
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size,
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render_pipeline,
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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camera_controller,
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depth_texture,
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mesh,
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texture_manager
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@ -257,22 +202,15 @@ impl State {
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self.mesh.toggle(is_pressed);
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true
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}
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_ => self.camera_controller.process_events(event),
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_ => self.camera.process_events(event),
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}
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}
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_ => self.camera_controller.process_events(event),
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_ => self.camera.process_events(event),
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}
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}
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pub fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.camera_uniform.update_view_proj(&self.camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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self.camera.update_instances(&self.queue);
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self.mesh.update_instances(&self.queue);
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}
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@ -317,9 +255,7 @@ impl State {
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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self.camera.render(&mut render_pass);
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self.mesh.render(&mut render_pass);
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}
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