Integrate camera system

This commit is contained in:
Jarrod Doyle 2023-04-18 17:06:59 +01:00
parent 1d26c78b3e
commit 9554f3ba7f
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
3 changed files with 85 additions and 16 deletions

View File

@ -1,13 +1,14 @@
@group(0) @binding(0) var output: texture_storage_2d<rgba8unorm, write>; @group(0) @binding(0) var output: texture_storage_2d<rgba8unorm, write>;
@group(1) @binding(0) var voxels_t: texture_3d<f32>; @group(1) @binding(0) var voxels_t: texture_3d<f32>;
@group(1) @binding(1) var voxels_s: sampler; @group(1) @binding(1) var voxels_s: sampler;
// @group(2) @binding(0) var<uniform> camera: Camera; @group(2) @binding(0) var<uniform> camera: Camera;
// struct Camera { struct Camera {
// projection: mat4x4<f32>, projection: mat4x4<f32>,
// view: mat4x4<f32>, view: mat4x4<f32>,
// pos: vec3<f32>, pos: vec3<f32>,
// }; _pad: f32,
};
struct HitInfo { struct HitInfo {
hit: bool, hit: bool,
@ -115,15 +116,10 @@ fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
// Construct ray // Construct ray
let img_coord_frac = vec2<f32>(img_coord) / vec2<f32>(img_dims); let img_coord_frac = vec2<f32>(img_coord) / vec2<f32>(img_dims);
let screen_pos = img_coord_frac * 2.0 - vec2<f32>(1.0); let screen_pos = img_coord_frac * 2.0 - vec2<f32>(1.0);
// var ray_eye = camera.projection * vec4<f32>(screen_pos, -1.0, 0.0); var ray_eye = camera.projection * vec4<f32>(screen_pos, -1.0, 0.0);
// ray_eye = vec4<f32>(ray_eye.xy, -1.0, 0.0); ray_eye = vec4<f32>(ray_eye.xy, -1.0, 0.0);
// let ray_dir = normalize((camera.view * ray_eye).xyz); let ray_dir = normalize((camera.view * ray_eye).xyz);
// let ray_pos = camera.pos; let ray_pos = camera.pos;
let camera_dir = vec3<f32>(0.01, 0.0, 0.8);
let camera_plane_u = vec3<f32>(1.0, 0.0, 0.0);
let camera_plane_v = vec3<f32>(0.0, 1.0, 0.0) * f32(img_dims.y) / f32(img_dims.x);
let ray_dir = camera_dir + screen_pos.x * camera_plane_u + screen_pos.y * camera_plane_v;
let ray_pos = vec3<f32>(-4.01, 5.0, -10.0);
// Cast the ray // Cast the ray
var hit_info = cast_ray(ray_pos, ray_dir); var hit_info = cast_ray(ray_pos, ray_dir);

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@ -45,7 +45,9 @@ impl App {
window_id, window_id,
} if window_id == self.window.id() => match event { } if window_id == self.window.id() => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit, WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
_ => {} _ => {
self.renderer.input(&event);
}
}, },
Event::MainEventsCleared => { Event::MainEventsCleared => {
self.window.request_redraw(); self.window.request_redraw();
@ -54,6 +56,7 @@ impl App {
let now = Instant::now(); let now = Instant::now();
let dt = now - last_render_time; let dt = now - last_render_time;
last_render_time = now; last_render_time = now;
self.renderer.update(dt, &self.render_ctx);
self.renderer.render(&self.render_ctx); self.renderer.render(&self.render_ctx);
} }
_ => {} _ => {}

View File

@ -1,5 +1,10 @@
use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::event::WindowEvent;
use winit::{dpi::PhysicalSize, window::Window}; use winit::{dpi::PhysicalSize, window::Window};
use crate::camera;
use crate::texture::{Texture, TextureBuilder}; use crate::texture::{Texture, TextureBuilder};
pub(crate) struct RenderContext { pub(crate) struct RenderContext {
@ -77,6 +82,8 @@ pub(crate) struct Renderer {
render_pipeline: wgpu::RenderPipeline, render_pipeline: wgpu::RenderPipeline,
render_texture: Texture, render_texture: Texture,
voxel_texture: Texture, voxel_texture: Texture,
camera_controller: camera::CameraController,
camera_bind_group: wgpu::BindGroup,
} }
impl Renderer { impl Renderer {
@ -132,6 +139,56 @@ impl Renderer {
} }
voxel_texture.update(&context, &data); 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 =
context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
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 = context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_controller.get_buffer().as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
log::info!("Creating render pipeline..."); log::info!("Creating render pipeline...");
let render_pipeline = let render_pipeline =
context context
@ -201,6 +258,7 @@ impl Renderer {
bind_group_layouts: &[ bind_group_layouts: &[
&compute_layout, &compute_layout,
&voxel_texture.bind_group_layout, &voxel_texture.bind_group_layout,
&camera_bind_group_layout,
], ],
push_constant_ranges: &[], push_constant_ranges: &[],
}, },
@ -223,6 +281,8 @@ impl Renderer {
render_pipeline, render_pipeline,
render_texture, render_texture,
voxel_texture, voxel_texture,
camera_controller,
camera_bind_group,
} }
} }
@ -241,6 +301,7 @@ impl Renderer {
compute_pass.set_pipeline(&self.compute_pipeline); compute_pass.set_pipeline(&self.compute_pipeline);
compute_pass.set_bind_group(0, &self.compute_bind_group, &[]); 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(1, &self.voxel_texture.bind_group, &[]);
compute_pass.set_bind_group(2, &self.camera_bind_group, &[]);
compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1); compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
drop(compute_pass); drop(compute_pass);
@ -265,4 +326,13 @@ impl Renderer {
context.queue.submit(Some(encoder.finish())); context.queue.submit(Some(encoder.finish()));
frame.present(); 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: &RenderContext) {
self.camera_controller.update(dt);
self.camera_controller.update_buffer(render_ctx)
}
} }