voxel-rs/src/core/camera.rs

260 lines
7.3 KiB
Rust

use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::{
event::{ElementState, KeyEvent, WindowEvent},
keyboard::{KeyCode, PhysicalKey},
};
use crate::gfx::Context;
#[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 Default for CameraUniform {
fn default() -> Self {
Self::new()
}
}
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 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: &Context,
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 {
let mut handled = true;
match event {
WindowEvent::Resized(physical_size) => {
self.projection
.resize(physical_size.width, physical_size.height);
}
WindowEvent::KeyboardInput {
event:
KeyEvent {
state,
physical_key: PhysicalKey::Code(keycode),
..
},
..
} => {
let val = match state {
ElementState::Pressed => 1,
ElementState::Released => 0,
};
match keycode {
KeyCode::KeyW => {
self.move_dirs_pressed.z = val;
}
KeyCode::KeyS => {
self.move_dirs_pressed.z = -val;
}
KeyCode::KeyA => {
self.move_dirs_pressed.x = -val;
}
KeyCode::KeyD => {
self.move_dirs_pressed.x = val;
}
KeyCode::KeyQ => {
self.move_dirs_pressed.y = val;
}
KeyCode::KeyE => {
self.move_dirs_pressed.y = -val;
}
KeyCode::ArrowUp => {
self.rot_dirs_pressed.y = val;
}
KeyCode::ArrowDown => {
self.rot_dirs_pressed.y = -val;
}
KeyCode::ArrowLeft => {
self.rot_dirs_pressed.x = -val;
}
KeyCode::ArrowRight => {
self.rot_dirs_pressed.x = val;
}
_ => handled = false,
}
}
_ => handled = false,
}
handled
}
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;
let max_pitch = 85_f32.to_radians();
self.camera.yaw += cam_ms * self.rot_dirs_pressed.x as f32;
self.camera.pitch += cam_ms * self.rot_dirs_pressed.y as f32;
self.camera.pitch = self.camera.pitch.clamp(-max_pitch, max_pitch);
// 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: &Context) {
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
}
}