Integrate camera system
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@ -1,13 +1,14 @@
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@group(0) @binding(0) var output: texture_storage_2d<rgba8unorm, write>;
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@group(1) @binding(0) var voxels_t: texture_3d<f32>;
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@group(1) @binding(1) var voxels_s: sampler;
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// @group(2) @binding(0) var<uniform> camera: Camera;
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@group(2) @binding(0) var<uniform> camera: Camera;
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// struct Camera {
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// projection: mat4x4<f32>,
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// view: mat4x4<f32>,
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// pos: vec3<f32>,
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// };
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struct Camera {
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projection: mat4x4<f32>,
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view: mat4x4<f32>,
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pos: vec3<f32>,
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_pad: f32,
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};
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struct HitInfo {
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hit: bool,
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@ -115,15 +116,10 @@ fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
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// Construct ray
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let img_coord_frac = vec2<f32>(img_coord) / vec2<f32>(img_dims);
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let screen_pos = img_coord_frac * 2.0 - vec2<f32>(1.0);
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// var ray_eye = camera.projection * vec4<f32>(screen_pos, -1.0, 0.0);
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// ray_eye = vec4<f32>(ray_eye.xy, -1.0, 0.0);
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// let ray_dir = normalize((camera.view * ray_eye).xyz);
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// let ray_pos = camera.pos;
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let camera_dir = vec3<f32>(0.01, 0.0, 0.8);
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let camera_plane_u = vec3<f32>(1.0, 0.0, 0.0);
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let camera_plane_v = vec3<f32>(0.0, 1.0, 0.0) * f32(img_dims.y) / f32(img_dims.x);
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let ray_dir = camera_dir + screen_pos.x * camera_plane_u + screen_pos.y * camera_plane_v;
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let ray_pos = vec3<f32>(-4.01, 5.0, -10.0);
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var ray_eye = camera.projection * vec4<f32>(screen_pos, -1.0, 0.0);
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ray_eye = vec4<f32>(ray_eye.xy, -1.0, 0.0);
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let ray_dir = normalize((camera.view * ray_eye).xyz);
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let ray_pos = camera.pos;
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// Cast the ray
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var hit_info = cast_ray(ray_pos, ray_dir);
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@ -45,7 +45,9 @@ impl App {
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window_id,
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} if window_id == self.window.id() => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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_ => {}
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_ => {
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self.renderer.input(&event);
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}
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},
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Event::MainEventsCleared => {
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self.window.request_redraw();
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@ -54,6 +56,7 @@ impl App {
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let now = Instant::now();
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let dt = now - last_render_time;
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last_render_time = now;
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self.renderer.update(dt, &self.render_ctx);
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self.renderer.render(&self.render_ctx);
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}
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_ => {}
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@ -1,5 +1,10 @@
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use std::time::Duration;
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use wgpu::util::DeviceExt;
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use winit::event::WindowEvent;
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use winit::{dpi::PhysicalSize, window::Window};
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use crate::camera;
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use crate::texture::{Texture, TextureBuilder};
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pub(crate) struct RenderContext {
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@ -77,6 +82,8 @@ pub(crate) struct Renderer {
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render_pipeline: wgpu::RenderPipeline,
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render_texture: Texture,
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voxel_texture: Texture,
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camera_controller: camera::CameraController,
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camera_bind_group: wgpu::BindGroup,
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}
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impl Renderer {
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@ -132,6 +139,56 @@ impl Renderer {
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}
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voxel_texture.update(&context, &data);
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log::info!("Creating camera...");
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let camera_controller = camera::CameraController::new(
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context,
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camera::Camera::new(
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glam::Vec3 {
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x: 4.01,
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y: 4.01,
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z: 20.0,
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},
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-90.0_f32.to_radians(),
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0.0_f32.to_radians(),
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),
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camera::Projection::new(
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context.size.width,
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context.size.height,
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90.0_f32.to_radians(),
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0.01,
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100.0,
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),
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10.0,
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0.25,
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);
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let camera_bind_group_layout =
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context
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = context
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_controller.get_buffer().as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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log::info!("Creating render pipeline...");
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let render_pipeline =
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context
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@ -201,6 +258,7 @@ impl Renderer {
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bind_group_layouts: &[
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&compute_layout,
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&voxel_texture.bind_group_layout,
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&camera_bind_group_layout,
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],
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push_constant_ranges: &[],
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},
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@ -223,6 +281,8 @@ impl Renderer {
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render_pipeline,
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render_texture,
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voxel_texture,
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camera_controller,
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camera_bind_group,
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}
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}
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@ -241,6 +301,7 @@ impl Renderer {
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compute_pass.set_pipeline(&self.compute_pipeline);
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compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
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compute_pass.set_bind_group(1, &self.voxel_texture.bind_group, &[]);
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compute_pass.set_bind_group(2, &self.camera_bind_group, &[]);
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compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
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drop(compute_pass);
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@ -265,4 +326,13 @@ impl Renderer {
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context.queue.submit(Some(encoder.finish()));
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frame.present();
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}
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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self.camera_controller.process_events(event)
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}
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pub fn update(&mut self, dt: Duration, render_ctx: &RenderContext) {
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self.camera_controller.update(dt);
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self.camera_controller.update_buffer(render_ctx)
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}
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}
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