Add some UI, major cleanup
This commit is contained in:
parent
4c27d26882
commit
3674f1020f
7 changed files with 701 additions and 475 deletions
14
src/chunk.rs
14
src/chunk.rs
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@ -36,20 +36,10 @@ impl Chunk {
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for (z, z_blocks) in y_blocks.iter().enumerate() {
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for (x, block) in z_blocks.iter().enumerate() {
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if let Some(block) = block {
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let position = Vector3 {
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x: x as f32,
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y: y as f32,
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z: z as f32,
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};
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let rotation = Quaternion::from_axis_angle(Vector3::unit_z(), Deg(0.0));
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let position = Vector3::new(x as f32, y as f32, z as f32);
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let instances = map.entry(block.block_type).or_default();
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instances.push(Instance {
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position,
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rotation,
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block_type: block.block_type,
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position: position.into(),
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});
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}
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}
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@ -1,64 +1,20 @@
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use crate::chunk::BlockType;
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#[derive(Debug)]
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pub struct Instance {
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pub position: cgmath::Vector3<f32>,
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pub rotation: cgmath::Quaternion<f32>,
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pub block_type: BlockType,
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct InstanceRaw {
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model: [[f32; 4]; 4],
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texture_index: u32,
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pub struct Instance {
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pub position: [f32; 3],
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}
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impl Instance {
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pub fn to_raw(&self) -> InstanceRaw {
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let position = cgmath::Matrix4::from_translation(self.position);
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let rotation = cgmath::Matrix4::from(self.rotation);
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InstanceRaw {
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model: (position * rotation).into(),
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texture_index: self.block_type.texture_index(),
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}
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}
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}
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impl InstanceRaw {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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array_stride: mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
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shader_location: 9,
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format: wgpu::VertexFormat::Uint32,
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},
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],
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x3,
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}],
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}
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}
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}
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@ -8,6 +8,7 @@ mod state;
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mod texture;
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mod uniforms;
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mod vertex;
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mod world_state;
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use std::time::Instant;
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use winit::{
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@ -95,7 +96,7 @@ fn main() {
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match state.render() {
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Ok(_) => {}
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// Recreate the swap_chain if lost
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Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
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Err(wgpu::SwapChainError::Lost) => state.resize(state.window_size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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26
src/shaders/ui.wgsl
Normal file
26
src/shaders/ui.wgsl
Normal file
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@ -0,0 +1,26 @@
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] texture_coordinates: vec2<f32>;
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[[location(2)]] normal: vec3<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] texture_coordinates: vec2<f32>;
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};
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[[stage(vertex)]]
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fn main(model: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.texture_coordinates = model.texture_coordinates;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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[[group(0), binding(0)]] var sampler: sampler;
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[[group(0), binding(1)]] var texture: texture_2d<f32>;
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(texture, sampler, in.texture_coordinates);
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}
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@ -30,32 +30,17 @@ struct VertexOutput {
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};
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struct InstanceInput {
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[[location(5)]] model_matrix_0: vec4<f32>;
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[[location(6)]] model_matrix_1: vec4<f32>;
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[[location(7)]] model_matrix_2: vec4<f32>;
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[[location(8)]] model_matrix_3: vec4<f32>;
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[[location(9)]] texture_index: u32;
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[[location(5)]] position: vec3<f32>;
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};
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[[stage(vertex)]]
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fn main(model: VertexInput, instance: InstanceInput) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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out.texture_coordinates = model.texture_coordinates;
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out.world_normal = model.normal;
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var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.clip_position = uniforms.view_projection * model_matrix * vec4<f32>(model.position, 1.0);
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out.world_position = model.position + instance.position;
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out.clip_position = uniforms.view_projection * vec4<f32>(out.world_position, 1.0);
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return out;
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}
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632
src/state.rs
632
src/state.rs
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@ -1,92 +1,189 @@
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use std::{
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collections::HashMap,
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time::{Duration, Instant},
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};
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use std::time::Duration;
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use cgmath::{EuclideanSpace, InnerSpace, Rad};
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use cgmath::{InnerSpace, Rad};
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use wgpu::util::{BufferInitDescriptor, DeviceExt};
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use winit::{
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event::{DeviceEvent, ElementState, KeyboardInput, VirtualKeyCode},
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window::Window,
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};
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use crate::{
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camera::{Camera, Projection},
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chunk::{Block, BlockType, Chunk},
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cube,
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instance::{Instance, InstanceRaw},
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light::Light,
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texture::Texture,
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uniforms::Uniforms,
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vertex::Vertex,
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};
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use crate::{cube, texture::Texture, vertex::Vertex, world_state::WorldState};
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const UI_SCALE_X: f32 = 0.0045;
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const UI_SCALE_Y: f32 = 0.008;
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pub const CROSSHAIR_VERTICES: &[Vertex] = &[
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// Crosshair
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Vertex {
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position: [-UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [240.0 / 256.0, 0.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [256.0 / 256.0, 0.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [256.0 / 256.0, 16.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [-UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [240.0 / 256.0, 16.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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// Hotbar
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Vertex {
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position: [-UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
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texture_coordinates: [0.0 / 256.0, 0.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
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texture_coordinates: [182.0 / 256.0, 0.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 91.0, -1.0, 0.0],
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texture_coordinates: [182.0 / 256.0, 22.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [-UI_SCALE_X * 91.0, -1.0, 0.0],
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texture_coordinates: [0.0 / 256.0, 22.0 / 256.0],
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normal: [0.0, 0.0, 0.0],
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},
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];
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#[rustfmt::skip]
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pub const CROSSHAIR_INDICES: &[u16] = &[
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1, 0, 3,
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1, 3, 2,
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5, 4, 7,
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5, 7, 6,
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];
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pub struct State {
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pub window_size: winit::dpi::PhysicalSize<u32>,
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render_surface: wgpu::Surface,
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render_device: wgpu::Device,
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queue: wgpu::Queue,
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render_queue: wgpu::Queue,
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swap_chain_descriptor: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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texture_bind_groups: HashMap<BlockType, wgpu::BindGroup>,
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uniform_bind_group: wgpu::BindGroup,
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instance_lists: Vec<(BlockType, Vec<Instance>)>,
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instance_buffers: Vec<(BlockType, wgpu::Buffer)>,
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depth_texture: Texture,
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_light: Light,
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_light_buffer: wgpu::Buffer,
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light_bind_group: wgpu::BindGroup,
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world_state: WorldState,
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ui_texture_bind_group_layout: wgpu::BindGroupLayout,
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ui_texture_bind_group: wgpu::BindGroup,
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ui_render_pipeline: wgpu::RenderPipeline,
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ui_crosshair_vertex_buffer: wgpu::Buffer,
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ui_crosshair_index_buffer: wgpu::Buffer,
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right_speed: f32,
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forward_speed: f32,
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up_speed: f32,
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camera: Camera,
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uniforms: Uniforms,
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projection: Projection,
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uniform_buffer: wgpu::Buffer,
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pub mouse_grabbed: bool,
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}
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impl State {
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fn create_render_pipeline(
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fn create_ui_textures(
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render_device: &wgpu::Device,
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render_queue: &wgpu::Queue,
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) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
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let texture = Texture::from_bytes(
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render_device,
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render_queue,
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include_bytes!("../assets/gui/widgets.png"),
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"Texture GUI widgets",
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)
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.unwrap();
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let sampler = render_device.create_sampler(&wgpu::SamplerDescriptor {
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Linear,
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..wgpu::SamplerDescriptor::default()
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});
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let bind_group_layout =
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render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("GUI texture bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: true,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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],
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});
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let bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("GUI texture bind group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&texture.view),
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},
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],
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});
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(bind_group_layout, bind_group)
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}
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fn create_ui_render_pipeline(
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render_device: &wgpu::Device,
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swap_chain_descriptor: &wgpu::SwapChainDescriptor,
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bind_group_layouts: &[&wgpu::BindGroupLayout],
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) -> wgpu::RenderPipeline {
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let shader = render_device.create_shader_module(
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&(wgpu::ShaderModuleDescriptor {
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label: Some("shader"),
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flags: wgpu::ShaderFlags::all(),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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}),
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);
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let module = &render_device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("UI shader"),
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flags: wgpu::ShaderFlags::all(),
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source: wgpu::ShaderSource::Wgsl(include_str!("shaders/ui.wgsl").into()),
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});
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let render_pipeline_layout =
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let pipeline_layout =
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render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("render_pipeline_layout"),
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label: Some("UI render pipeline layout"),
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bind_group_layouts,
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push_constant_ranges: &[],
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});
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render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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label: Some("UI render pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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module,
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entry_point: "main",
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buffers: &[Vertex::desc(), InstanceRaw::desc()],
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: swap_chain_descriptor.format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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@ -94,18 +191,12 @@ impl State {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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clamp_depth: false,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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@ -161,350 +252,75 @@ impl State {
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.unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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present_mode: wgpu::PresentMode::Immediate,
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};
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let swap_chain = render_device.create_swap_chain(&render_surface, &swap_chain_descriptor);
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(swap_chain_descriptor, swap_chain)
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}
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fn create_textures(
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render_device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> (wgpu::BindGroupLayout, HashMap<BlockType, wgpu::BindGroup>) {
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let dirt_texture = Texture::from_bytes(
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render_device,
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queue,
|
||||
include_bytes!("../assets/block/dirt.png"),
|
||||
"dirt",
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let cobblestone_texture = Texture::from_bytes(
|
||||
render_device,
|
||||
queue,
|
||||
include_bytes!("../assets/block/cobblestone.png"),
|
||||
"cobblestone",
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let sampler = render_device.create_sampler(&wgpu::SamplerDescriptor::default());
|
||||
|
||||
let bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("texture_bind_group_layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
filtering: true,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let bind_groups: HashMap<BlockType, wgpu::BindGroup> = [
|
||||
(BlockType::Dirt, dirt_texture),
|
||||
(BlockType::Cobblestone, cobblestone_texture),
|
||||
]
|
||||
.iter()
|
||||
.map(|(block_type, texture)| {
|
||||
(
|
||||
*block_type,
|
||||
render_device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("texture_bind_group"),
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&texture.view),
|
||||
},
|
||||
],
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect();
|
||||
|
||||
(bind_group_layout, bind_groups)
|
||||
}
|
||||
|
||||
fn create_camera(swap_chain_descriptor: &wgpu::SwapChainDescriptor) -> (Camera, Projection) {
|
||||
let camera = Camera::new(
|
||||
(0.0, 5.0, 10.0).into(),
|
||||
cgmath::Deg(0.0).into(),
|
||||
cgmath::Deg(-20.0).into(),
|
||||
);
|
||||
|
||||
let projection = Projection::new(
|
||||
swap_chain_descriptor.width,
|
||||
swap_chain_descriptor.height,
|
||||
cgmath::Deg(45.0),
|
||||
0.1,
|
||||
100.0,
|
||||
);
|
||||
|
||||
(camera, projection)
|
||||
}
|
||||
|
||||
fn create_uniforms(
|
||||
camera: &Camera,
|
||||
projection: &Projection,
|
||||
render_device: &wgpu::Device,
|
||||
) -> (
|
||||
Uniforms,
|
||||
wgpu::Buffer,
|
||||
wgpu::BindGroupLayout,
|
||||
wgpu::BindGroup,
|
||||
) {
|
||||
let mut uniforms = Uniforms::new();
|
||||
uniforms.update_view_projection(camera, projection);
|
||||
|
||||
let uniform_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("uniform_buffer"),
|
||||
contents: bytemuck::cast_slice(&[uniforms]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let uniform_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
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 = render_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"),
|
||||
});
|
||||
|
||||
(
|
||||
uniforms,
|
||||
uniform_buffer,
|
||||
uniform_bind_group_layout,
|
||||
uniform_bind_group,
|
||||
)
|
||||
}
|
||||
|
||||
fn create_light(
|
||||
render_device: &wgpu::Device,
|
||||
) -> (Light, wgpu::Buffer, wgpu::BindGroupLayout, wgpu::BindGroup) {
|
||||
let light = Light {
|
||||
position: [5.0, 5.0, 5.0],
|
||||
_padding: 0,
|
||||
color: [1.0, 1.0, 1.0],
|
||||
};
|
||||
|
||||
let light_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("light_buffer"),
|
||||
contents: bytemuck::cast_slice(&[light]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let light_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let light_bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &light_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: light_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
(
|
||||
light,
|
||||
light_buffer,
|
||||
light_bind_group_layout,
|
||||
light_bind_group,
|
||||
)
|
||||
}
|
||||
|
||||
fn create_instances(
|
||||
render_device: &wgpu::Device,
|
||||
chunk: &Chunk,
|
||||
) -> (
|
||||
Vec<(BlockType, Vec<Instance>)>,
|
||||
Vec<(BlockType, wgpu::Buffer)>,
|
||||
) {
|
||||
let instance_lists = chunk.to_instances();
|
||||
|
||||
let instance_buffers = instance_lists
|
||||
.iter()
|
||||
.map(|(block_type, instance_list)| {
|
||||
let instance_data: Vec<InstanceRaw> =
|
||||
instance_list.iter().map(Instance::to_raw).collect();
|
||||
|
||||
(
|
||||
*block_type,
|
||||
render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("instance_buffer"),
|
||||
contents: bytemuck::cast_slice(&instance_data),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect();
|
||||
|
||||
(instance_lists, instance_buffers)
|
||||
}
|
||||
|
||||
pub async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
let window_size = window.inner_size();
|
||||
|
||||
let mut chunk = Chunk {
|
||||
blocks: [
|
||||
[[Some(Block {
|
||||
block_type: BlockType::Cobblestone,
|
||||
}); 16]; 16],
|
||||
[[Some(Block {
|
||||
block_type: BlockType::Dirt,
|
||||
}); 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
],
|
||||
};
|
||||
|
||||
let (render_surface, adapter, render_device, queue) =
|
||||
let (render_surface, render_adapter, render_device, render_queue) =
|
||||
Self::create_render_device(window).await;
|
||||
|
||||
let (swap_chain_descriptor, swap_chain) =
|
||||
Self::create_swap_chain(window, &adapter, &render_device, &render_surface);
|
||||
Self::create_swap_chain(window, &render_adapter, &render_device, &render_surface);
|
||||
|
||||
let (texture_layout, texture_bind_groups) = Self::create_textures(&render_device, &queue);
|
||||
let world_state = WorldState::new(&render_device, &render_queue, &swap_chain_descriptor);
|
||||
|
||||
let (camera, projection) = Self::create_camera(&swap_chain_descriptor);
|
||||
let (ui_texture_bind_group_layout, ui_texture_bind_group) =
|
||||
Self::create_ui_textures(&render_device, &render_queue);
|
||||
let ui_render_pipeline = Self::create_ui_render_pipeline(
|
||||
&render_device,
|
||||
&swap_chain_descriptor,
|
||||
&[&ui_texture_bind_group_layout],
|
||||
);
|
||||
|
||||
let pointy_at = chunk
|
||||
.dda(camera.position.to_vec(), camera.direction())
|
||||
.unwrap();
|
||||
|
||||
chunk.blocks[pointy_at.y][pointy_at.z][pointy_at.x] = Some(Block {
|
||||
block_type: BlockType::Cobblestone,
|
||||
});
|
||||
|
||||
let (uniforms, uniform_buffer, uniform_layout, uniform_bind_group) =
|
||||
Self::create_uniforms(&camera, &projection, &render_device);
|
||||
|
||||
let (light, light_buffer, light_layout, light_bind_group) =
|
||||
Self::create_light(&render_device);
|
||||
|
||||
let layouts = [&texture_layout, &uniform_layout, &light_layout];
|
||||
let render_pipeline =
|
||||
Self::create_render_pipeline(&render_device, &swap_chain_descriptor, &layouts);
|
||||
|
||||
let vertex_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("vertex_buffer"),
|
||||
contents: bytemuck::cast_slice(cube::VERTICES),
|
||||
let ui_crosshair_vertex_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("GUI crosshair vertex buffer"),
|
||||
contents: bytemuck::cast_slice(CROSSHAIR_VERTICES),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
let index_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("index_buffer"),
|
||||
contents: bytemuck::cast_slice(cube::INDICES),
|
||||
let ui_crosshair_index_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("GUI crosshair index buffer"),
|
||||
contents: bytemuck::cast_slice(CROSSHAIR_INDICES),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
});
|
||||
|
||||
let (instance_lists, instance_buffers) = Self::create_instances(&render_device, &chunk);
|
||||
|
||||
let depth_texture =
|
||||
Texture::create_depth_texture(&render_device, &swap_chain_descriptor, "depth_texture");
|
||||
|
||||
Self {
|
||||
window_size,
|
||||
render_surface,
|
||||
render_device,
|
||||
queue,
|
||||
render_queue,
|
||||
|
||||
swap_chain_descriptor,
|
||||
swap_chain,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
uniforms,
|
||||
uniform_buffer,
|
||||
uniform_bind_group,
|
||||
texture_bind_groups,
|
||||
camera,
|
||||
projection,
|
||||
instance_lists,
|
||||
instance_buffers,
|
||||
depth_texture,
|
||||
_light: light,
|
||||
_light_buffer: light_buffer,
|
||||
light_bind_group,
|
||||
mouse_grabbed: false,
|
||||
|
||||
world_state,
|
||||
|
||||
ui_render_pipeline,
|
||||
ui_texture_bind_group,
|
||||
ui_texture_bind_group_layout,
|
||||
ui_crosshair_vertex_buffer,
|
||||
ui_crosshair_index_buffer,
|
||||
|
||||
right_speed: 0.0,
|
||||
forward_speed: 0.0,
|
||||
up_speed: 0.0,
|
||||
mouse_grabbed: false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
println!("resizing to {:?}", new_size);
|
||||
self.size = new_size;
|
||||
self.window_size = new_size;
|
||||
self.swap_chain_descriptor.width = new_size.width;
|
||||
self.swap_chain_descriptor.height = new_size.height;
|
||||
|
||||
self.projection.resize(new_size.width, new_size.height);
|
||||
|
||||
self.depth_texture = Texture::create_depth_texture(
|
||||
&self.render_device,
|
||||
&self.swap_chain_descriptor,
|
||||
"depth_texture",
|
||||
);
|
||||
self.world_state
|
||||
.resize(&self.render_device, &self.swap_chain_descriptor, new_size);
|
||||
|
||||
self.swap_chain = self
|
||||
.render_device
|
||||
|
@ -530,13 +346,13 @@ impl State {
|
|||
}
|
||||
|
||||
fn update_camera(&mut self, dx: f64, dy: f64) {
|
||||
self.camera.yaw += Rad(dx as f32 * 0.005);
|
||||
self.camera.pitch -= Rad(dy as f32 * 0.005);
|
||||
self.world_state.camera.yaw += Rad(dx as f32 * 0.003);
|
||||
self.world_state.camera.pitch -= Rad(dy as f32 * 0.003);
|
||||
|
||||
if self.camera.pitch < Rad::from(cgmath::Deg(-80.0)) {
|
||||
self.camera.pitch = Rad::from(cgmath::Deg(-80.0));
|
||||
} else if self.camera.pitch > Rad::from(cgmath::Deg(89.0)) {
|
||||
self.camera.pitch = Rad::from(cgmath::Deg(89.0));
|
||||
if self.world_state.camera.pitch < Rad::from(cgmath::Deg(-80.0)) {
|
||||
self.world_state.camera.pitch = Rad::from(cgmath::Deg(-80.0));
|
||||
} else if self.world_state.camera.pitch > Rad::from(cgmath::Deg(89.9)) {
|
||||
self.world_state.camera.pitch = Rad::from(cgmath::Deg(89.9));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -565,23 +381,24 @@ impl State {
|
|||
let dt_secs = dt.as_secs_f32();
|
||||
|
||||
// Move forward/backward and left/right
|
||||
let (yaw_sin, yaw_cos) = self.camera.yaw.0.sin_cos();
|
||||
let (yaw_sin, yaw_cos) = self.world_state.camera.yaw.0.sin_cos();
|
||||
|
||||
let forward = cgmath::Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
|
||||
self.camera.position += forward * self.forward_speed * 6.0 * dt_secs;
|
||||
self.world_state.camera.position += forward * self.forward_speed * 6.0 * dt_secs;
|
||||
|
||||
let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
|
||||
self.camera.position += right * self.right_speed * 6.0 * dt_secs;
|
||||
self.world_state.camera.position += right * self.right_speed * 6.0 * dt_secs;
|
||||
|
||||
let up = cgmath::Vector3::new(0.0, 1.0, 0.0).normalize();
|
||||
self.camera.position += up * self.up_speed * 6.0 * dt_secs;
|
||||
self.world_state.camera.position += up * self.up_speed * 6.0 * dt_secs;
|
||||
|
||||
self.uniforms
|
||||
.update_view_projection(&self.camera, &self.projection);
|
||||
self.queue.write_buffer(
|
||||
&self.uniform_buffer,
|
||||
self.world_state
|
||||
.uniforms
|
||||
.update_view_projection(&self.world_state.camera, &self.world_state.projection);
|
||||
self.render_queue.write_buffer(
|
||||
&self.world_state.uniform_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.uniforms]),
|
||||
bytemuck::cast_slice(&[self.world_state.uniforms]),
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -606,7 +423,7 @@ impl State {
|
|||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_texture.view,
|
||||
view: &self.world_state.depth_texture.view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
|
@ -615,18 +432,23 @@ impl State {
|
|||
}),
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_pipeline(&self.world_state.render_pipeline);
|
||||
|
||||
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &self.light_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.world_state.uniform_bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &self.world_state.light_bind_group, &[]);
|
||||
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.set_vertex_buffer(0, self.world_state.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(
|
||||
self.world_state.index_buffer.slice(..),
|
||||
wgpu::IndexFormat::Uint16,
|
||||
);
|
||||
|
||||
for (i, (block_type, instance_list)) in self.instance_lists.iter().enumerate() {
|
||||
let (_, instance_buffer) = &self.instance_buffers[i];
|
||||
for (i, (block_type, instance_list)) in
|
||||
self.world_state.instance_lists.iter().enumerate()
|
||||
{
|
||||
let (_, instance_buffer) = &self.world_state.instance_buffers[i];
|
||||
|
||||
let texture_bind_group = &self.texture_bind_groups[block_type];
|
||||
let texture_bind_group = &self.world_state.texture_bind_groups[block_type];
|
||||
render_pass.set_bind_group(0, texture_bind_group, &[]);
|
||||
|
||||
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
|
||||
|
@ -638,7 +460,33 @@ impl State {
|
|||
}
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(render_encoder.finish()));
|
||||
{
|
||||
let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render_pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
||||
view: &frame.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.ui_render_pipeline);
|
||||
render_pass.set_vertex_buffer(0, self.ui_crosshair_vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(
|
||||
self.ui_crosshair_index_buffer.slice(..),
|
||||
wgpu::IndexFormat::Uint16,
|
||||
);
|
||||
|
||||
render_pass.set_bind_group(0, &self.ui_texture_bind_group, &[]);
|
||||
render_pass.draw_indexed(0..CROSSHAIR_INDICES.len() as u32, 0, 0..1);
|
||||
}
|
||||
|
||||
self.render_queue
|
||||
.submit(std::iter::once(render_encoder.finish()));
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
|
420
src/world_state.rs
Normal file
420
src/world_state.rs
Normal file
|
@ -0,0 +1,420 @@
|
|||
use std::collections::HashMap;
|
||||
|
||||
use cgmath::EuclideanSpace;
|
||||
use wgpu::util::{BufferInitDescriptor, DeviceExt};
|
||||
use winit::dpi::PhysicalSize;
|
||||
|
||||
use crate::{
|
||||
camera::{Camera, Projection},
|
||||
chunk::{Block, BlockType, Chunk},
|
||||
cube,
|
||||
instance::Instance,
|
||||
light::Light,
|
||||
texture::Texture,
|
||||
uniforms::Uniforms,
|
||||
vertex::Vertex,
|
||||
};
|
||||
|
||||
pub struct WorldState {
|
||||
pub render_pipeline: wgpu::RenderPipeline,
|
||||
pub uniforms: Uniforms,
|
||||
pub uniform_buffer: wgpu::Buffer,
|
||||
pub uniform_bind_group: wgpu::BindGroup,
|
||||
pub texture_bind_groups: HashMap<BlockType, wgpu::BindGroup>,
|
||||
pub camera: Camera,
|
||||
pub projection: Projection,
|
||||
pub instance_lists: Vec<(BlockType, Vec<Instance>)>,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub instance_buffers: Vec<(BlockType, wgpu::Buffer)>,
|
||||
pub depth_texture: Texture,
|
||||
pub light_bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
impl WorldState {
|
||||
fn create_textures(
|
||||
render_device: &wgpu::Device,
|
||||
render_queue: &wgpu::Queue,
|
||||
) -> (wgpu::BindGroupLayout, HashMap<BlockType, wgpu::BindGroup>) {
|
||||
let dirt_texture = Texture::from_bytes(
|
||||
render_device,
|
||||
render_queue,
|
||||
include_bytes!("../assets/block/dirt.png"),
|
||||
"dirt",
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let cobblestone_texture = Texture::from_bytes(
|
||||
render_device,
|
||||
render_queue,
|
||||
include_bytes!("../assets/block/cobblestone.png"),
|
||||
"cobblestone",
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let sampler = render_device.create_sampler(&wgpu::SamplerDescriptor::default());
|
||||
|
||||
let bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("texture_bind_group_layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
filtering: true,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let bind_groups: HashMap<BlockType, wgpu::BindGroup> = [
|
||||
(BlockType::Dirt, dirt_texture),
|
||||
(BlockType::Cobblestone, cobblestone_texture),
|
||||
]
|
||||
.iter()
|
||||
.map(|(block_type, texture)| {
|
||||
(
|
||||
*block_type,
|
||||
render_device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("texture_bind_group"),
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&texture.view),
|
||||
},
|
||||
],
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect();
|
||||
|
||||
(bind_group_layout, bind_groups)
|
||||
}
|
||||
|
||||
fn create_camera(swap_chain_descriptor: &wgpu::SwapChainDescriptor) -> (Camera, Projection) {
|
||||
let camera = Camera::new(
|
||||
(0.0, 5.0, 10.0).into(),
|
||||
cgmath::Deg(0.0).into(),
|
||||
cgmath::Deg(-20.0).into(),
|
||||
);
|
||||
|
||||
let projection = Projection::new(
|
||||
swap_chain_descriptor.width,
|
||||
swap_chain_descriptor.height,
|
||||
cgmath::Deg(45.0),
|
||||
0.1,
|
||||
100.0,
|
||||
);
|
||||
|
||||
(camera, projection)
|
||||
}
|
||||
|
||||
fn create_uniforms(
|
||||
camera: &Camera,
|
||||
projection: &Projection,
|
||||
render_device: &wgpu::Device,
|
||||
) -> (
|
||||
Uniforms,
|
||||
wgpu::Buffer,
|
||||
wgpu::BindGroupLayout,
|
||||
wgpu::BindGroup,
|
||||
) {
|
||||
let mut uniforms = Uniforms::new();
|
||||
uniforms.update_view_projection(camera, projection);
|
||||
|
||||
let uniform_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("uniform_buffer"),
|
||||
contents: bytemuck::cast_slice(&[uniforms]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let uniform_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
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 = render_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"),
|
||||
});
|
||||
|
||||
(
|
||||
uniforms,
|
||||
uniform_buffer,
|
||||
uniform_bind_group_layout,
|
||||
uniform_bind_group,
|
||||
)
|
||||
}
|
||||
|
||||
fn create_light(
|
||||
render_device: &wgpu::Device,
|
||||
) -> (Light, wgpu::Buffer, wgpu::BindGroupLayout, wgpu::BindGroup) {
|
||||
let light = Light {
|
||||
position: [5.0, 5.0, 5.0],
|
||||
_padding: 0,
|
||||
color: [1.0, 1.0, 1.0],
|
||||
};
|
||||
|
||||
let light_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("light_buffer"),
|
||||
contents: bytemuck::cast_slice(&[light]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let light_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let light_bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &light_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: light_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
(
|
||||
light,
|
||||
light_buffer,
|
||||
light_bind_group_layout,
|
||||
light_bind_group,
|
||||
)
|
||||
}
|
||||
|
||||
fn create_render_pipeline(
|
||||
render_device: &wgpu::Device,
|
||||
swap_chain_descriptor: &wgpu::SwapChainDescriptor,
|
||||
bind_group_layouts: &[&wgpu::BindGroupLayout],
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = render_device.create_shader_module(
|
||||
&(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("shader"),
|
||||
flags: wgpu::ShaderFlags::all(),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/world.wgsl").into()),
|
||||
}),
|
||||
);
|
||||
|
||||
let render_pipeline_layout =
|
||||
render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("render_pipeline_layout"),
|
||||
bind_group_layouts,
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "main",
|
||||
buffers: &[Vertex::desc(), Instance::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: swap_chain_descriptor.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
alpha: wgpu::BlendComponent::REPLACE,
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
clamp_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: Texture::DEPTH_FORMAT,
|
||||
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,
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
fn create_instances(
|
||||
render_device: &wgpu::Device,
|
||||
chunk: &Chunk,
|
||||
) -> (
|
||||
Vec<(BlockType, Vec<Instance>)>,
|
||||
Vec<(BlockType, wgpu::Buffer)>,
|
||||
) {
|
||||
let instance_lists = chunk.to_instances();
|
||||
|
||||
let instance_buffers = instance_lists
|
||||
.iter()
|
||||
.map(|(block_type, instance_list)| {
|
||||
(
|
||||
*block_type,
|
||||
render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("instance_buffer"),
|
||||
contents: bytemuck::cast_slice(&instance_list),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect();
|
||||
|
||||
(instance_lists, instance_buffers)
|
||||
}
|
||||
|
||||
pub fn new(
|
||||
render_device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
swap_chain_descriptor: &wgpu::SwapChainDescriptor,
|
||||
) -> WorldState {
|
||||
let mut chunk = Chunk {
|
||||
blocks: [
|
||||
[[Some(Block {
|
||||
block_type: BlockType::Cobblestone,
|
||||
}); 16]; 16],
|
||||
[[Some(Block {
|
||||
block_type: BlockType::Dirt,
|
||||
}); 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
[[None; 16]; 16],
|
||||
],
|
||||
};
|
||||
|
||||
let (world_texture_layout, texture_bind_groups) =
|
||||
Self::create_textures(&render_device, &queue);
|
||||
|
||||
let (camera, projection) = Self::create_camera(&swap_chain_descriptor);
|
||||
|
||||
let pointy_at = chunk
|
||||
.dda(camera.position.to_vec(), camera.direction())
|
||||
.unwrap();
|
||||
|
||||
chunk.blocks[pointy_at.y][pointy_at.z][pointy_at.x] = Some(Block {
|
||||
block_type: BlockType::Cobblestone,
|
||||
});
|
||||
|
||||
let (uniforms, uniform_buffer, world_uniform_layout, uniform_bind_group) =
|
||||
Self::create_uniforms(&camera, &projection, &render_device);
|
||||
|
||||
let (_, _, world_light_layout, light_bind_group) = Self::create_light(&render_device);
|
||||
|
||||
let render_pipeline = Self::create_render_pipeline(
|
||||
&render_device,
|
||||
&swap_chain_descriptor,
|
||||
&[
|
||||
&world_texture_layout,
|
||||
&world_uniform_layout,
|
||||
&world_light_layout,
|
||||
],
|
||||
);
|
||||
|
||||
let vertex_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("vertex_buffer"),
|
||||
contents: bytemuck::cast_slice(cube::VERTICES),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
|
||||
let index_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("index_buffer"),
|
||||
contents: bytemuck::cast_slice(cube::INDICES),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
});
|
||||
|
||||
let (instance_lists, instance_buffers) = Self::create_instances(&render_device, &chunk);
|
||||
|
||||
let depth_texture =
|
||||
Texture::create_depth_texture(&render_device, &swap_chain_descriptor, "depth_texture");
|
||||
|
||||
WorldState {
|
||||
render_pipeline,
|
||||
uniforms,
|
||||
uniform_buffer,
|
||||
uniform_bind_group,
|
||||
texture_bind_groups,
|
||||
camera,
|
||||
projection,
|
||||
light_bind_group,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
instance_lists,
|
||||
instance_buffers,
|
||||
depth_texture,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(
|
||||
&mut self,
|
||||
render_device: &wgpu::Device,
|
||||
swap_chain_descriptor: &wgpu::SwapChainDescriptor,
|
||||
new_size: PhysicalSize<u32>,
|
||||
) {
|
||||
self.projection.resize(new_size.width, new_size.height);
|
||||
self.depth_texture =
|
||||
Texture::create_depth_texture(render_device, swap_chain_descriptor, "depth_texture");
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue