Move camera out of renderer

This commit is contained in:
Jarrod Doyle 2023-04-21 12:53:42 +01:00
parent c6932e6646
commit 4f8602c48e
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 53 additions and 66 deletions

View File

@ -5,13 +5,12 @@ use winit::{
event_loop::{ControlFlow, EventLoop},
};
use crate::{render::Context, renderer};
use crate::{camera, render, renderer};
pub(crate) struct App {
window: winit::window::Window,
event_loop: EventLoop<()>,
render_ctx: Context,
renderer: renderer::Renderer,
render_ctx: render::Context,
}
impl App {
@ -25,18 +24,58 @@ impl App {
.build(&event_loop)
.unwrap();
let render_ctx = Context::new(&window).await;
let renderer = renderer::Renderer::new(&render_ctx);
let render_ctx = render::Context::new(&window).await;
Self {
window,
event_loop,
render_ctx,
renderer,
}
}
pub fn run(mut self) {
pub fn run(self) {
let mut camera_controller = camera::CameraController::new(
&self.render_ctx,
camera::Camera::new(
glam::Vec3 {
x: 4.01,
y: 4.01,
z: 20.0,
},
-90.0_f32.to_radians(),
0.0_f32.to_radians(),
),
camera::Projection::new(
self.render_ctx.size.width,
self.render_ctx.size.height,
90.0_f32.to_radians(),
0.01,
100.0,
),
10.0,
0.25,
);
let camera_bind_group_layout = render::BindGroupLayoutBuilder::new()
.with_label("camera_bind_group_layout")
.with_entry(
wgpu::ShaderStages::COMPUTE,
wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
None,
)
.build(&self.render_ctx);
let camera_bind_group = render::BindGroupBuilder::new()
.with_label("camera_bind_group")
.with_layout(&camera_bind_group_layout)
.with_entry(camera_controller.get_buffer().as_entire_binding())
.build(&self.render_ctx);
let renderer = renderer::Renderer::new(&self.render_ctx, &camera_bind_group_layout);
let mut last_render_time = Instant::now();
self.event_loop
.run(move |event, _, control_flow| match event {
@ -46,7 +85,7 @@ impl App {
} if window_id == self.window.id() => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
_ => {
self.renderer.input(&event);
camera_controller.process_events(&event);
}
},
Event::MainEventsCleared => {
@ -56,8 +95,9 @@ impl App {
let now = Instant::now();
let dt = now - last_render_time;
last_render_time = now;
self.renderer.update(dt, &self.render_ctx);
self.renderer.render(&self.render_ctx);
camera_controller.update(dt);
camera_controller.update_buffer(&self.render_ctx);
renderer.render(&self.render_ctx, &camera_bind_group);
}
_ => {}
});

View File

@ -13,12 +13,10 @@ pub(crate) struct Renderer {
render_pipeline: wgpu::RenderPipeline,
render_texture: Texture,
voxel_texture: Texture,
camera_controller: camera::CameraController,
camera_bind_group: wgpu::BindGroup,
}
impl Renderer {
pub fn new(context: &Context) -> Self {
pub fn new(context: &Context, camera_bind_group_layout: &wgpu::BindGroupLayout) -> Self {
log::info!("Creating render shader...");
let shader_descriptor = wgpu::include_wgsl!("../assets/shaders/shader.wgsl");
let shader = context.device.create_shader_module(shader_descriptor);
@ -71,45 +69,6 @@ impl Renderer {
voxel_texture.update(&context, &data);
log::info!("Creating camera...");
let camera_controller = camera::CameraController::new(
context,
camera::Camera::new(
glam::Vec3 {
x: 4.01,
y: 4.01,
z: 20.0,
},
-90.0_f32.to_radians(),
0.0_f32.to_radians(),
),
camera::Projection::new(
context.size.width,
context.size.height,
90.0_f32.to_radians(),
0.01,
100.0,
),
10.0,
0.25,
);
let camera_bind_group_layout = BindGroupLayoutBuilder::new()
.with_label("camera_bind_group_layout")
.with_entry(
wgpu::ShaderStages::COMPUTE,
wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
None,
)
.build(context);
let camera_bind_group = BindGroupBuilder::new()
.with_label("camera_bind_group")
.with_layout(&camera_bind_group_layout)
.with_entry(camera_controller.get_buffer().as_entire_binding())
.build(context);
log::info!("Creating render pipeline...");
let render_pipeline =
@ -192,13 +151,10 @@ impl Renderer {
render_pipeline,
render_texture,
voxel_texture,
camera_controller,
camera_bind_group,
}
}
// pub fn render(&mut self, context: &Context, encoders: &[wgpu::CommandEncoder]) {
pub fn render(&mut self, context: &Context) {
pub fn render(&self, context: &Context, camera_bind_group: &wgpu::BindGroup) {
let frame = context.surface.get_current_texture().unwrap();
let view = frame
.texture
@ -213,7 +169,7 @@ impl Renderer {
compute_pass.set_pipeline(&self.compute_pipeline);
compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
compute_pass.set_bind_group(1, &self.voxel_texture.bind_group, &[]);
compute_pass.set_bind_group(2, &self.camera_bind_group, &[]);
compute_pass.set_bind_group(2, camera_bind_group, &[]);
compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
drop(compute_pass);
@ -246,13 +202,4 @@ impl Renderer {
// context.queue.submit(command_buffers);
// frame.present();
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
self.camera_controller.process_events(event)
}
pub fn update(&mut self, dt: Duration, render_ctx: &Context) {
self.camera_controller.update(dt);
self.camera_controller.update_buffer(render_ctx)
}
}