Uniform buffers and a 3d camera

This commit is contained in:
Guilherme Werner
2024-02-16 20:57:34 -03:00
parent 5ab47964e7
commit b48cdbfff5
4 changed files with 226 additions and 5 deletions

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@ -20,6 +20,7 @@ path = "src/main.rs"
anyhow = "1.0"
bytemuck = { version = "1.12", features = ["derive"] }
cfg-if = "1"
cgmath = "0.18"
env_logger = "0.10"
log = "0.4"
wgpu = "0.18"

142
src/camera.rs Normal file
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@ -0,0 +1,142 @@
use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
pub struct Camera {
pub eye: cgmath::Point3<f32>,
pub target: cgmath::Point3<f32>,
pub up: cgmath::Vector3<f32>,
pub aspect: f32,
pub fovy: f32,
pub znear: f32,
pub zfar: f32,
}
impl Camera {
pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
// 1.
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
// 2.
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
// 3.
return OPENGL_TO_WGPU_MATRIX * proj * view;
}
}
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0,
);
// We need this for Rust to store our data correctly for the shaders
#[repr(C)]
// This is so we can store this in a buffer
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct CameraUniform {
// We can't use cgmath with bytemuck directly, so we'll have
// to convert the Matrix4 into a 4x4 f32 array
pub view_proj: [[f32; 4]; 4],
}
impl CameraUniform {
pub fn new() -> Self {
use cgmath::SquareMatrix;
Self {
view_proj: cgmath::Matrix4::identity().into(),
}
}
pub fn update_view_proj(&mut self, camera: &Camera) {
self.view_proj = camera.build_view_projection_matrix().into();
}
}
pub struct CameraController {
pub speed: f32,
pub is_forward_pressed: bool,
pub is_backward_pressed: bool,
pub is_left_pressed: bool,
pub is_right_pressed: bool,
}
impl CameraController {
pub fn new(speed: f32) -> Self {
Self {
speed,
is_forward_pressed: false,
is_backward_pressed: false,
is_left_pressed: false,
is_right_pressed: false,
}
}
pub fn process_events(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state,
virtual_keycode: Some(keycode),
..
},
..
} => {
let is_pressed = *state == ElementState::Pressed;
match keycode {
VirtualKeyCode::W | VirtualKeyCode::Up => {
self.is_forward_pressed = is_pressed;
true
}
VirtualKeyCode::A | VirtualKeyCode::Left => {
self.is_left_pressed = is_pressed;
true
}
VirtualKeyCode::S | VirtualKeyCode::Down => {
self.is_backward_pressed = is_pressed;
true
}
VirtualKeyCode::D | VirtualKeyCode::Right => {
self.is_right_pressed = is_pressed;
true
}
_ => false,
}
}
_ => false,
}
}
pub fn update_camera(&self, camera: &mut Camera) {
use cgmath::InnerSpace;
let forward = camera.target - camera.eye;
let forward_norm = forward.normalize();
let forward_mag = forward.magnitude();
// Prevents glitching when the camera gets too close to the
// center of the scene.
if self.is_forward_pressed && forward_mag > self.speed {
camera.eye += forward_norm * self.speed;
}
if self.is_backward_pressed {
camera.eye -= forward_norm * self.speed;
}
let right = forward_norm.cross(camera.up);
// Redo radius calc in case the forward/backward is pressed.
let forward = camera.target - camera.eye;
let forward_mag = forward.magnitude();
if self.is_right_pressed {
// Rescale the distance between the target and the eye so
// that it doesn't change. The eye, therefore, still
// lies on the circle made by the target and eye.
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
}
if self.is_left_pressed {
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
}
}
}

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@ -9,7 +9,9 @@ use winit::{
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
mod camera;
mod texture;
pub use camera::*;
pub use texture::*;
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
@ -114,6 +116,11 @@ pub struct State {
num_indices: u32,
diffuse_bind_group: wgpu::BindGroup,
diffuse_texture: texture::Texture, // NEW
camera: Camera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
camera_controller: CameraController,
}
impl State {
@ -179,7 +186,7 @@ impl State {
format: surface_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::AutoNoVsync, //surface_caps.present_modes[0],
present_mode: wgpu::PresentMode::AutoVsync, //surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
};
@ -251,10 +258,59 @@ impl State {
label: Some("diffuse_bind_group"),
});
let camera_controller = CameraController::new(0.2);
let camera = Camera {
// position the camera 1 unit up and 2 units back
// +z is out of the screen
eye: (0.0, 1.0, 2.0).into(),
// have it look at the origin
target: (0.0, 0.0, 0.0).into(),
// which way is "up"
up: cgmath::Vector3::unit_y(),
aspect: config.width as f32 / config.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 100.0,
};
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout], // NEW!
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[],
});
@ -311,6 +367,11 @@ impl State {
num_indices,
diffuse_bind_group,
diffuse_texture, // NEW
camera,
camera_uniform,
camera_buffer,
camera_bind_group,
camera_controller,
}
}
@ -328,10 +389,18 @@ impl State {
}
fn input(&mut self, event: &WindowEvent) -> bool {
false
self.camera_controller.process_events(event)
}
fn update(&mut self) {}
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.camera_uniform.update_view_proj(&self.camera);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
@ -369,6 +438,7 @@ impl State {
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.camera_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.draw_indexed(0..self.num_indices, 0, 0..1);

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@ -1,5 +1,12 @@
// Vertex shader
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(1) @binding(0) // 1.
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@ -16,7 +23,7 @@ fn vs_main(
) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 1.0);
out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 2.
return out;
}
@ -24,6 +31,7 @@ fn vs_main(
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var s_diffuse: sampler;