game/src/state.rs

450 lines
13 KiB
Rust

use cgmath::{Deg, Rad, Point3};
use winit::window::Window;
use crate::{camera::*, Input, player::Player, obj::{self, Vertex}};
pub struct State {
pub input: Input,
window: Window,
size: winit::dpi::PhysicalSize<u32>,
fullscreen: bool,
focused: bool,
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
player: Player,
pub camera: Camera,
camera_uniform: CameraUniform,
camera_bind_group: wgpu::BindGroup,
depth_view: wgpu::TextureView,
skin: obj::Model,
}
fn depth_view(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> wgpu::TextureView {
let desc = wgpu::TextureDescriptor {
label: Some("texture_descriptor"),
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&(desc));
return texture.create_view(&(wgpu::TextureViewDescriptor::default()));
}
impl State {
pub fn new(window: Window, input: Input) -> Result<Self, &'static str> {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let surface = unsafe { instance.create_surface(&(window)) }.map_err(|_| "create_surface failed")?;
// details about gpu
let adapter = futures::executor::block_on(instance.request_adapter(
&(wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&(surface)),
force_fallback_adapter: false,
}),
)).ok_or("request_adapter failed")?;
// gpu connection instance + queue
let (device, queue) = futures::executor::block_on(adapter.request_device(
&(wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
}),
None,
)).map_err(|_| "request_device failed")?;
let config = {
let caps = surface.get_capabilities(&(adapter));
println!("{caps:?}");
wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: caps
.formats
.into_iter()
.find(|f| f.is_srgb())
.ok_or("no srgb surface")?,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::AutoNoVsync, // caps.present_modes[0],
alpha_mode: caps.alpha_modes[0],
view_formats: vec![],
}
};
surface.configure(&(device), &(config));
let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
/*let plane_buffer = device.create_buffer_init(
&(wgpu::util::BufferInitDescriptor {
label: Some("plane_buffer"),
usage: wgpu::BufferUsages::VERTEX,
contents: bytemuck::cast_slice(&[
Vertex { position: [0.0, 0.0, 0.0], color: [0.0, 1.0, 1.0] }, // top
Vertex { position: [5.0, 0.0, -5.0], color: [0.0, 1.0, 0.0] }, // left
Vertex { position: [0.0, 0.0, -5.0], color: [0.0, 1.0, 0.0] }, // right
Vertex { position: [0.0, 0.0, 0.0], color: [0.0, 1.0, 0.0] }, // top
Vertex { position: [5.0, 0.0, -0.0], color: [0.0, 1.0, 0.0] }, // left
Vertex { position: [5.0, 0.0, -5.0], color: [0.0, 1.0, 0.0] }, // right
]),
})
);
let build_buffer = device.create_buffer(&(wgpu::BufferDescriptor {
label: Some("build_buffer"),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
size: std::mem::size_of::<Vertex>() as u64 * 6,
mapped_at_creation: false,
}));*/
let player = Player {
position: (-0.275, 1.25, -1.0).into(),
rot_x: Deg(90.0),
};
let mut camera = Camera::new(size);
camera.set_pos(player.adapt_pos_for_camera());
let camera_bind_group_layout = &(device.create_bind_group_layout(&(wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
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 depth_view = depth_view(&(device), &(config));
let camera_uniform = CameraUniform::new(&(device));
camera_uniform.set_view_projection_matrix(&(queue), &(camera));
let camera_bind_group = device.create_bind_group(&(wgpu::BindGroupDescriptor {
layout: camera_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: camera_uniform.as_entire_binding(),
}
],
label: Some("camera_bind_group"),
}));
let texture_bind_group_layout = &(device.create_bind_group_layout(&(wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
})));
let skin = obj::load_obj("models/skin.obj", &(device), &(queue), &(texture_bind_group_layout));
let render_pipeline_layout = device.create_pipeline_layout(&(wgpu::PipelineLayoutDescriptor {
label: Some("render_pipeline_layout"),
bind_group_layouts: &[camera_bind_group_layout, texture_bind_group_layout],
push_constant_ranges: &[],
}));
let render_pipeline = device.create_render_pipeline(&(wgpu::RenderPipelineDescriptor {
label: Some("render_pipeline"),
layout: Some(&(render_pipeline_layout)),
vertex: wgpu::VertexState {
module: &(shader),
entry_point: "vs_main",
buffers: &[
// index 0
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &(wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2]),
},
],
},
fragment: Some(wgpu::FragmentState {
module: &(shader),
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
}));
return Ok(Self {
input,
fullscreen: false,
focused: false,
window,
size,
surface,
device,
queue,
config,
render_pipeline,
player,
camera,
camera_uniform,
camera_bind_group,
depth_view,
skin,
});
}
pub fn window(&self) -> &Window {
return &(self.window);
}
pub fn set_focus(&mut self, to: bool) {
assert!((!self.fullscreen && !to) || self.fullscreen);
assert!(to != self.focused);
let window = self.window();
if to {
drop(window
.set_cursor_grab(winit::window::CursorGrabMode::Confined)
.or_else(|_| window.set_cursor_grab(winit::window::CursorGrabMode::Locked)));
window.set_cursor_visible(false);
} else {
window.set_cursor_grab(winit::window::CursorGrabMode::None).expect("failed to unlock cursor");
window.set_cursor_visible(true);
}
self.focused = to;
return;
}
pub fn is_focused(&self) -> bool {
return self.focused;
}
pub fn set_fullscreen(&mut self, to: bool) {
assert!(to != self.fullscreen);
use std::cmp::Ordering;
self.fullscreen = to;
let window = self.window();
if to {
fn area(size: winit::dpi::PhysicalSize<u32>) -> u32 {
size.width * size.height
}
let video_modes = window.current_monitor().expect("no monitor detected").video_modes();
let video_mode = video_modes.max_by(|x, y| {
if area(x.size()) > area(y.size()) {
return Ordering::Greater;
} else if area(x.size()) < area(y.size()) {
return Ordering::Less;
}
if x.refresh_rate_millihertz() > y.refresh_rate_millihertz() {
return Ordering::Greater;
} else {
return Ordering::Less;
}
}).expect("no video modes");
window.set_fullscreen(
Some(winit::window::Fullscreen::Exclusive(video_mode.clone()))
);
self.set_focus(true);
} else {
window.set_fullscreen(None);
if self.focused {
self.set_focus(false);
}
}
return;
}
pub fn is_fullscreen(&self) -> bool {
return self.fullscreen;
}
pub fn reconfigure(&mut self, new_size: Option<winit::dpi::PhysicalSize<u32>>) {
let new_size = new_size.unwrap_or(self.size);
assert!(new_size.width > 0 && new_size.height > 0);
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&(self.device), &(self.config));
self.depth_view = depth_view(&(self.device), &(self.config));
self.camera.reconfigure(new_size);
return;
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
self.camera_uniform.set_view_projection_matrix(&(self.queue), &(self.camera));
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&(wgpu::TextureViewDescriptor::default()));
let mut encoder = self.device.create_command_encoder(&(wgpu::CommandEncoderDescriptor {
label: Some("encoder"),
}));
let mut render_pass = encoder.begin_render_pass(&(wgpu::RenderPassDescriptor {
label: Some("render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &(view),
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(Default::default()),
store: true,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &(self.depth_view),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
}));
render_pass.set_pipeline(&(self.render_pipeline));
// camera
render_pass.set_bind_group(0, &(self.camera_bind_group), &[]);
// player
let skin = &(self.skin);
fn _rot_rect(w: f32, h: f32, r: Rad<f32>) -> [Point3<f32>; 6] {
use cgmath::Transform;
let hw = w / 2.0;
let hh = h / 2.0;
let mut vertices: [Point3<f32>; 4] = [
[0.0, -hh, -hw].into(),
[0.0, -hh, hw].into(),
[0.0, hh, hw].into(),
[0.0, hh, -hw].into(),
];
// create the rotation matrix around the y-axis
let rotation_matrix = cgmath::Matrix4::from_axis_angle(cgmath::Vector3::unit_y(), -r);
// apply the rotation to each vertex
for v in vertices.iter_mut() {
*v = rotation_matrix.transform_point(*v);
}
return [
vertices[0],
vertices[1],
vertices[2],
vertices[2],
vertices[3],
vertices[0],
];
}
// the camera should be placed behind the player,
// and it should be affected by collision to prevent
// it going inside of walls, etc.
// (the camera should rotate around the player,
// and the player should also rotate so that
// its back is facing the camera.)
for mesh in &(skin.meshes) {
if skin.materials.len() > mesh.material {
render_pass.set_bind_group(1, &(skin.materials[mesh.material].bind_group), &[]);
}
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
}
drop(render_pass);
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
return Ok(());
}
pub fn update_camera(&mut self, dt: f32, sf: f32) {
self.player.update_pos(&(self.input), dt);
self.player.update_rot(&(self.input), sf);
self.camera.update_rot(&(self.input), sf);
self.camera.set_pos(self.player.adapt_pos_for_camera());
return;
}
pub fn process_key(&mut self, key: winit::keyboard::KeyCode, state: winit::event::ElementState) {
return self.input.process_key(key, state);
}
pub fn add_mouse_motion(&mut self, delta: (f64, f64)) {
self.input.mouse_moved.0 += delta.0 as f32;
self.input.mouse_moved.1 += delta.1 as f32;
return;
}
pub fn set_mouse_motion(&mut self, delta: (f64, f64)) {
return self.input.set_mouse_motion(delta);
}
}