Move HUD-related code to its own file

This commit is contained in:
Sijmen 2021-05-31 18:31:20 +02:00
parent 1740b80bf0
commit bf22190ccd
Signed by: vijfhoek
GPG key ID: 82D05C89B28B0DAE
3 changed files with 277 additions and 244 deletions

252
src/hud_state.rs Normal file
View file

@ -0,0 +1,252 @@
use wgpu::{
util::{BufferInitDescriptor, DeviceExt},
CommandEncoder, Device, Queue, SwapChainDescriptor, SwapChainTexture,
};
use crate::{texture::Texture, vertex::Vertex};
const UI_SCALE_X: f32 = 0.0045;
const UI_SCALE_Y: f32 = 0.008;
pub struct HudState {
texture_bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
crosshair_vertex_buffer: wgpu::Buffer,
crosshair_index_buffer: wgpu::Buffer,
}
impl HudState {
pub fn new(
render_device: &Device,
render_queue: &Queue,
swap_chain_descriptor: &SwapChainDescriptor,
) -> Self {
let (texture_bind_group_layout, texture_bind_group) =
Self::create_textures(render_device, render_queue);
let render_pipeline = Self::create_render_pipeline(
&render_device,
&swap_chain_descriptor,
&[&texture_bind_group_layout],
);
let crosshair_vertex_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
label: Some("HUD crosshair vertex buffer"),
contents: bytemuck::cast_slice(&CROSSHAIR_VERTICES),
usage: wgpu::BufferUsage::VERTEX,
});
let crosshair_index_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
label: Some("HUD crosshair index buffer"),
contents: bytemuck::cast_slice(CROSSHAIR_INDICES),
usage: wgpu::BufferUsage::INDEX,
});
Self {
texture_bind_group,
render_pipeline,
crosshair_vertex_buffer,
crosshair_index_buffer,
}
}
pub fn render(
&self,
frame: &SwapChainTexture,
render_encoder: &mut CommandEncoder,
) -> anyhow::Result<usize> {
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.render_pipeline);
render_pass.set_vertex_buffer(0, self.crosshair_vertex_buffer.slice(..));
render_pass.set_index_buffer(
self.crosshair_index_buffer.slice(..),
wgpu::IndexFormat::Uint16,
);
render_pass.set_bind_group(0, &self.texture_bind_group, &[]);
render_pass.draw_indexed(0..CROSSHAIR_INDICES.len() as u32, 0, 0..1);
Ok(CROSSHAIR_INDICES.len() / 3)
}
fn create_textures(
render_device: &wgpu::Device,
render_queue: &wgpu::Queue,
) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
let texture = Texture::from_bytes(
render_device,
render_queue,
include_bytes!("../assets/gui/widgets.png"),
"Texture GUI widgets",
)
.unwrap();
let sampler = render_device.create_sampler(&wgpu::SamplerDescriptor {
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Linear,
..wgpu::SamplerDescriptor::default()
});
let bind_group_layout =
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("GUI 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_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("GUI 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),
},
],
});
(bind_group_layout, bind_group)
}
fn create_render_pipeline(
render_device: &wgpu::Device,
swap_chain_descriptor: &SwapChainDescriptor,
bind_group_layouts: &[&wgpu::BindGroupLayout],
) -> wgpu::RenderPipeline {
let module = &render_device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("UI shader"),
flags: wgpu::ShaderFlags::all(),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/ui.wgsl").into()),
});
let pipeline_layout =
render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("UI render pipeline layout"),
bind_group_layouts,
push_constant_ranges: &[],
});
render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("UI render pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module,
entry_point: "main",
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: swap_chain_descriptor.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
clamp_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
}
}
pub const CROSSHAIR_VERTICES: &[Vertex] = &[
// Crosshair
Vertex {
position: [-UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [240.0 / 256.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [1.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [1.0, 16.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [-UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [240.0 / 256.0, 16.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
// Hotbar
Vertex {
position: [-UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
texture_coordinates: [0.0 / 256.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
texture_coordinates: [182.0 / 256.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 91.0, -1.0, 0.0],
texture_coordinates: [182.0 / 256.0, 22.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [-UI_SCALE_X * 91.0, -1.0, 0.0],
texture_coordinates: [0.0 / 256.0, 22.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
];
#[rustfmt::skip]
pub const CROSSHAIR_INDICES: &[u16] = &[
1, 0, 3,
1, 3, 2,
5, 4, 7,
5, 7, 6,
];

View file

@ -1,6 +1,7 @@
mod camera;
mod chunk;
mod cube;
mod hud_state;
mod light;
mod quad;
mod state;
@ -11,6 +12,7 @@ mod world;
mod world_state;
use std::time::{Duration, Instant};
use wgpu::SwapChainError;
use winit::{
dpi::{PhysicalSize, Size},
event::{ElementState, Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent},
@ -42,6 +44,7 @@ fn main() {
let mut frametime_max = Duration::from_secs(0);
let mut last_render_time = Instant::now();
let mut triangle_count = 0;
event_loop.run(move |event, _, control_flow| {
match event {
@ -99,8 +102,8 @@ fn main() {
let fps_min = 1_000_000 / frametime_max.as_micros();
println!(
"{} frames | frametime avg={:?} min={:?} max={:?} | fps avg={} min={} max={}",
frames, frametime, frametime_min, frametime_max, fps, fps_min, fps_max,
"{} frames | frametime avg={:?} min={:?} max={:?} | fps avg={} min={} max={} | {} tris",
frames, frametime, frametime_min, frametime_max, fps, fps_min, fps_max, triangle_count,
);
elapsed = Duration::from_secs(0);
@ -115,13 +118,17 @@ fn main() {
state.update(dt);
match state.render() {
Ok(_) => {}
// Recreate the swap_chain if lost
Err(wgpu::SwapChainError::Lost) => state.resize(state.window_size),
// The system is out of memory, we should probably quit
Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
Err(root_cause) =>
match root_cause.downcast_ref::<SwapChainError>() {
// Recreate the swap_chain if lost
Some(wgpu::SwapChainError::Lost) => state.resize(state.window_size),
// The system is out of memory, we should probably quit
Some(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Some(_) | None => eprintln!("{:?}", root_cause),
}
Ok(v) => triangle_count = v
}
}
Event::MainEventsCleared => {

View file

@ -1,70 +1,12 @@
use std::time::Duration;
use cgmath::{InnerSpace, Rad};
use wgpu::util::{BufferInitDescriptor, DeviceExt};
use winit::{
event::{DeviceEvent, ElementState, KeyboardInput, VirtualKeyCode},
window::Window,
};
use crate::{texture::Texture, vertex::Vertex, world_state::WorldState};
const UI_SCALE_X: f32 = 0.0045;
const UI_SCALE_Y: f32 = 0.008;
pub const CROSSHAIR_VERTICES: &[Vertex] = &[
// Crosshair
Vertex {
position: [-UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [240.0 / 256.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [1.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [1.0, 16.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [-UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
texture_coordinates: [240.0 / 256.0, 16.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
// Hotbar
Vertex {
position: [-UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
texture_coordinates: [0.0 / 256.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
texture_coordinates: [182.0 / 256.0, 0.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [UI_SCALE_X * 91.0, -1.0, 0.0],
texture_coordinates: [182.0 / 256.0, 22.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
Vertex {
position: [-UI_SCALE_X * 91.0, -1.0, 0.0],
texture_coordinates: [0.0 / 256.0, 22.0 / 256.0, 0.0],
normal: [0.0, 0.0, 0.0],
},
];
#[rustfmt::skip]
pub const CROSSHAIR_INDICES: &[u16] = &[
1, 0, 3,
1, 3, 2,
5, 4, 7,
5, 7, 6,
];
use crate::{hud_state::HudState, world_state::WorldState};
pub struct State {
pub window_size: winit::dpi::PhysicalSize<u32>,
@ -76,11 +18,7 @@ pub struct State {
swap_chain: wgpu::SwapChain,
world_state: WorldState,
ui_texture_bind_group: wgpu::BindGroup,
ui_render_pipeline: wgpu::RenderPipeline,
ui_crosshair_vertex_buffer: wgpu::Buffer,
ui_crosshair_index_buffer: wgpu::Buffer,
hud_state: HudState,
right_speed: f32,
forward_speed: f32,
@ -89,121 +27,6 @@ pub struct State {
}
impl State {
fn create_ui_textures(
render_device: &wgpu::Device,
render_queue: &wgpu::Queue,
) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
let texture = Texture::from_bytes(
render_device,
render_queue,
include_bytes!("../assets/gui/widgets.png"),
"Texture GUI widgets",
)
.unwrap();
let sampler = render_device.create_sampler(&wgpu::SamplerDescriptor {
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Linear,
..wgpu::SamplerDescriptor::default()
});
let bind_group_layout =
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("GUI 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_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("GUI 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),
},
],
});
(bind_group_layout, bind_group)
}
fn create_ui_render_pipeline(
render_device: &wgpu::Device,
swap_chain_descriptor: &wgpu::SwapChainDescriptor,
bind_group_layouts: &[&wgpu::BindGroupLayout],
) -> wgpu::RenderPipeline {
let module = &render_device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("UI shader"),
flags: wgpu::ShaderFlags::all(),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/ui.wgsl").into()),
});
let pipeline_layout =
render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("UI render pipeline layout"),
bind_group_layouts,
push_constant_ranges: &[],
});
render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("UI render pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module,
entry_point: "main",
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: swap_chain_descriptor.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
clamp_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
}
async fn create_render_device(
window: &Window,
) -> (wgpu::Surface, wgpu::Adapter, wgpu::Device, wgpu::Queue) {
@ -265,25 +88,7 @@ impl State {
Self::create_swap_chain(window, &render_adapter, &render_device, &render_surface);
let world_state = WorldState::new(&render_device, &render_queue, &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 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 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 hud_state = HudState::new(&render_device, &render_queue, &swap_chain_descriptor);
Self {
window_size,
@ -295,11 +100,7 @@ impl State {
swap_chain,
world_state,
ui_render_pipeline,
ui_texture_bind_group,
ui_crosshair_vertex_buffer,
ui_crosshair_index_buffer,
hud_state,
right_speed: 0.0,
forward_speed: 0.0,
@ -435,14 +236,12 @@ impl State {
);
}
pub fn render(&mut self) -> Result<usize, wgpu::SwapChainError> {
pub fn render(&mut self) -> anyhow::Result<usize> {
let frame = self.swap_chain.get_current_frame()?.output;
let mut render_encoder =
self.render_device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render_encoder"),
});
let mut render_encoder = self
.render_device
.create_command_encoder(&Default::default());
let mut triangle_count = 0;
@ -487,32 +286,7 @@ impl State {
}
}
{
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);
triangle_count += CROSSHAIR_INDICES.len() / 3;
}
triangle_count += self.hud_state.render(&frame, &mut render_encoder)?;
self.render_queue
.submit(std::iter::once(render_encoder.finish()));