Add simple camera system
This commit is contained in:
parent
64b0c9d308
commit
1d26c78b3e
|
@ -185,6 +185,20 @@ name = "bytemuck"
|
|||
version = "1.13.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "17febce684fd15d89027105661fec94afb475cb995fbc59d2865198446ba2eea"
|
||||
dependencies = [
|
||||
"bytemuck_derive",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "bytemuck_derive"
|
||||
version = "1.4.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "fdde5c9cd29ebd706ce1b35600920a33550e402fc998a2e53ad3b42c3c47a192"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.13",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "byteorder"
|
||||
|
@ -1297,6 +1311,7 @@ checksum = "49874b5167b65d7193b8aba1567f5c7d93d001cafc34600cee003eda787e483f"
|
|||
name = "voxel-rs"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"bytemuck",
|
||||
"env_logger",
|
||||
"glam",
|
||||
"log",
|
||||
|
|
|
@ -6,6 +6,7 @@ edition = "2021"
|
|||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
bytemuck = { version = "1.13.1", features = ["derive"] }
|
||||
env_logger = "0.10.0"
|
||||
glam = "0.23.0"
|
||||
log = "0.4.17"
|
||||
|
|
|
@ -0,0 +1,251 @@
|
|||
use std::time::Duration;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
|
||||
|
||||
use crate::renderer::RenderContext;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct CameraUniform {
|
||||
projection: [[f32; 4]; 4],
|
||||
view: [[f32; 4]; 4],
|
||||
pos: [f32; 3],
|
||||
_pad: f32,
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
projection: glam::Mat4::IDENTITY.to_cols_array_2d(),
|
||||
view: glam::Mat4::IDENTITY.to_cols_array_2d(),
|
||||
pos: glam::Vec3::ZERO.to_array(),
|
||||
_pad: 0.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self, view: glam::Mat4, projection: glam::Mat4, pos: glam::Vec3) {
|
||||
self.view = view.to_cols_array_2d();
|
||||
self.projection = projection.to_cols_array_2d();
|
||||
self.pos = pos.to_array();
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct Camera {
|
||||
pub position: glam::Vec3,
|
||||
pub yaw: f32,
|
||||
pub pitch: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
pub fn new(position: glam::Vec3, yaw: f32, pitch: f32) -> Self {
|
||||
Self {
|
||||
position,
|
||||
yaw,
|
||||
pitch,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_view_matrix(&self) -> glam::Mat4 {
|
||||
glam::Mat4::look_to_rh(
|
||||
self.position,
|
||||
glam::vec3(
|
||||
self.pitch.cos() * self.yaw.cos(),
|
||||
self.pitch.sin(),
|
||||
self.pitch.cos() * self.yaw.sin(),
|
||||
)
|
||||
.normalize(),
|
||||
glam::Vec3::Y,
|
||||
)
|
||||
.transpose()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct Projection {
|
||||
aspect: f32,
|
||||
fov_y: f32,
|
||||
z_near: f32,
|
||||
z_far: f32,
|
||||
}
|
||||
|
||||
impl Projection {
|
||||
pub fn new(width: u32, height: u32, fov_y: f32, z_near: f32, z_far: f32) -> Self {
|
||||
let aspect = height as f32 / width as f32;
|
||||
Self {
|
||||
aspect,
|
||||
fov_y,
|
||||
z_near,
|
||||
z_far,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
self.aspect = height as f32 / width as f32;
|
||||
}
|
||||
|
||||
pub fn get_matrix(&self) -> glam::Mat4 {
|
||||
glam::Mat4::perspective_rh(self.fov_y, self.aspect, self.z_near, self.z_far).transpose()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct CameraController {
|
||||
camera: Camera,
|
||||
projection: Projection,
|
||||
uniform: CameraUniform,
|
||||
buffer: wgpu::Buffer,
|
||||
move_speed: f32,
|
||||
mouse_sensitivity: f32,
|
||||
move_dirs_pressed: glam::IVec3,
|
||||
rot_dirs_pressed: glam::IVec2,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
pub fn new(
|
||||
context: &RenderContext,
|
||||
camera: Camera,
|
||||
projection: Projection,
|
||||
move_speed: f32,
|
||||
mouse_sensitivity: f32,
|
||||
) -> Self {
|
||||
let mut uniform = CameraUniform::new();
|
||||
uniform.update(
|
||||
camera.get_view_matrix(),
|
||||
projection.get_matrix(),
|
||||
camera.position,
|
||||
);
|
||||
|
||||
let buffer = context
|
||||
.device
|
||||
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: None,
|
||||
contents: bytemuck::cast_slice(&[uniform]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
Self {
|
||||
camera,
|
||||
projection,
|
||||
uniform,
|
||||
buffer,
|
||||
move_speed,
|
||||
mouse_sensitivity,
|
||||
move_dirs_pressed: glam::ivec3(0, 0, 0),
|
||||
rot_dirs_pressed: glam::ivec2(0, 0),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let val = match state {
|
||||
ElementState::Pressed => 1,
|
||||
ElementState::Released => 0,
|
||||
};
|
||||
|
||||
match keycode {
|
||||
VirtualKeyCode::W => {
|
||||
self.move_dirs_pressed.z = val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S => {
|
||||
self.move_dirs_pressed.z = -val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A => {
|
||||
self.move_dirs_pressed.x = -val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D => {
|
||||
self.move_dirs_pressed.x = val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Q => {
|
||||
self.move_dirs_pressed.y = val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::E => {
|
||||
self.move_dirs_pressed.y = -val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Up => {
|
||||
self.rot_dirs_pressed.y = val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Down => {
|
||||
self.rot_dirs_pressed.y = -val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Left => {
|
||||
self.rot_dirs_pressed.x = -val;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Right => {
|
||||
self.rot_dirs_pressed.x = val;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self, dt: Duration) {
|
||||
let dt = dt.as_secs_f32();
|
||||
|
||||
// Calculate look vectors
|
||||
let pitch = self.camera.pitch;
|
||||
let yaw = self.camera.yaw;
|
||||
let front = glam::vec3(
|
||||
pitch.cos() * yaw.cos(),
|
||||
pitch.sin(),
|
||||
pitch.cos() * yaw.sin(),
|
||||
)
|
||||
.normalize();
|
||||
let right = front.cross(glam::Vec3::Y).normalize();
|
||||
let up = right.cross(front).normalize();
|
||||
|
||||
// Apply movement
|
||||
let ms = self.move_speed * dt;
|
||||
self.camera.position += front * ms * self.move_dirs_pressed.z as f32;
|
||||
self.camera.position += right * ms * self.move_dirs_pressed.x as f32;
|
||||
self.camera.position += up * ms * self.move_dirs_pressed.y as f32;
|
||||
|
||||
// Apply rotation
|
||||
let cam_ms = (self.move_speed * self.move_speed).to_radians() * dt;
|
||||
self.camera.yaw += cam_ms * self.rot_dirs_pressed.x as f32;
|
||||
self.camera.pitch += cam_ms * self.rot_dirs_pressed.y as f32;
|
||||
|
||||
// Debug log
|
||||
// log::info!("Camera Front: {:?}", front);
|
||||
// log::info!("Move Speed: {:?} {:?} {:?}", self.move_speed, ms, dt);
|
||||
// log::info!("Camera Position: {:?}", self.camera.position);
|
||||
// log::info!("Camera Yaw: {:?}", self.camera.yaw);
|
||||
// log::info!("Camera Pitch: {:?}", self.camera.pitch);
|
||||
}
|
||||
|
||||
pub fn update_buffer(&mut self, context: &RenderContext) {
|
||||
self.uniform.update(
|
||||
self.camera.get_view_matrix(),
|
||||
self.projection.get_matrix(),
|
||||
self.camera.position,
|
||||
);
|
||||
context
|
||||
.queue
|
||||
.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.uniform]));
|
||||
}
|
||||
|
||||
pub fn get_buffer(&self) -> &wgpu::Buffer {
|
||||
&self.buffer
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
mod app;
|
||||
mod camera;
|
||||
mod renderer;
|
||||
mod texture;
|
||||
|
||||
|
|
Loading…
Reference in New Issue