bevy/src/application.rs
2019-12-02 10:48:08 -08:00

345 lines
12 KiB
Rust

use winit::{
event,
event::WindowEvent,
event_loop::{ControlFlow, EventLoop},
};
use zerocopy::AsBytes;
use legion::prelude::*;
use std::sync::Arc;
use std::mem;
use crate::{vertex::*, render::*, math, LocalToWorld, ApplicationStage};
pub struct Application
{
pub universe: Universe,
pub world: World,
pub scheduler: SystemScheduler<ApplicationStage>,
pub shadow_pass: ShadowPass,
pub forward_pass: ForwardPass,
camera_position: math::Vec3,
camera_fov: f32,
}
impl Application {
pub const MAX_LIGHTS: usize = 10;
fn init(
universe: Universe,
mut world: World,
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> (Self, Option<wgpu::CommandBuffer>)
{
let vertex_size = mem::size_of::<Vertex>();
let local_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let mut entities = <Write<Material>>::query();
for mut entity in entities.iter(&mut world) {
let entity_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. entity_uniform_size,
},
}],
});
entity.bind_group = Some(bind_group);
entity.uniform_buf = Some(uniform_buf);
}
let camera_position = math::vec3(3.0f32, -10.0, 6.0);
let camera_fov = math::quarter_pi();
let vb_desc = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Char4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Char4,
offset: 4 * 1,
shader_location: 1,
},
],
};
let light_uniform_size =
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buffer = Arc::new(UniformBuffer {
buffer: device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
}),
size: light_uniform_size,
});
let shadow_pass = ShadowPass::new(device, light_uniform_buffer.clone(), vb_desc.clone(), &local_bind_group_layout, Self::MAX_LIGHTS as u32);
let mut shadow_target_views = (0 .. 2)
.map(|i| {
Some(shadow_pass.shadow_texture.create_view(&wgpu::TextureViewDescriptor {
format: ShadowPass::SHADOW_FORMAT,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_layer_count: 1,
}))
})
.collect::<Vec<_>>();
let lights = vec![
(Light {
pos: math::vec3(7.0, -5.0, 10.0),
color: wgpu::Color {
r: 0.5,
g: 1.0,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 1.0 .. 20.0,
target_view: shadow_target_views[0].take().unwrap(),
},),
(Light {
pos: math::vec3(-5.0, 7.0, 10.0),
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(45.0),
depth: 1.0 .. 20.0,
target_view: shadow_target_views[1].take().unwrap(),
},),
];
let light_count = lights.len();
world.insert((), lights);
let matrix = camera::get_projection_view_matrix(&camera_position, camera_fov, sc_desc.width as f32 / sc_desc.height as f32, 1.0, 20.0);
let forward_uniforms = ForwardUniforms {
proj: *matrix.as_ref(),
num_lights: [light_count as u32, 0, 0, 0],
};
let forward_pass = ForwardPass::new(device, forward_uniforms, light_uniform_buffer.clone(), &shadow_pass, vb_desc, &local_bind_group_layout, sc_desc);
let this = Application {
universe,
world,
scheduler: SystemScheduler::new(),
shadow_pass,
forward_pass,
camera_position,
camera_fov
};
(this, None)
}
fn resize(
&mut self,
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> Option<wgpu::CommandBuffer>
{
let command_buf = {
let mx_total = camera::get_projection_view_matrix(&self.camera_position, self.camera_fov, sc_desc.width as f32 / sc_desc.height as f32, 1.0, 20.0);
let mx_ref: [[f32; 4]; 4] = mx_total.into();
let temp_buf =
device.create_buffer_with_data(mx_ref.as_bytes(), wgpu::BufferUsage::COPY_SRC);
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.forward_uniform_buffer, 0, 64);
encoder.finish()
};
self.forward_pass.update_swap_chain_descriptor(device, sc_desc);
Some(command_buf)
}
fn update(&mut self, _: WindowEvent)
{
}
fn render(
&mut self,
frame: &wgpu::SwapChainOutput,
device: &wgpu::Device,
) -> wgpu::CommandBuffer
{
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
{
let mut entities = <(Read<Material>, Read<LocalToWorld>)>::query();
let entities_count = entities.iter(&mut self.world).count();
let size = mem::size_of::<MaterialUniforms>();
let temp_buf_data = device
.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC);
for ((entity, transform), slot) in entities.iter(&mut self.world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(
MaterialUniforms {
model: transform.0.into(),
color: [
entity.color.x as f32,
entity.color.y as f32,
entity.color.z as f32,
entity.color.w as f32,
],
}
.as_bytes(),
);
}
let temp_buf = temp_buf_data.finish();
for (i, (entity, _)) in entities.iter(&mut self.world).enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
(i * size) as wgpu::BufferAddress,
entity.uniform_buf.as_ref().unwrap(),
0,
size as wgpu::BufferAddress,
);
}
}
self.shadow_pass.render(device, frame, &mut encoder, &mut self.world);
self.forward_pass.render(device, frame, &mut encoder, &mut self.world);
encoder.finish()
}
#[allow(dead_code)]
pub fn run(universe: Universe, world: World) {
env_logger::init();
let event_loop = EventLoop::new();
log::info!("Initializing the window...");
let adapter = wgpu::Adapter::request(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
},
wgpu::BackendBit::PRIMARY,
)
.unwrap();
let (device, mut queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits::default(),
});
let (_window, hidpi_factor, size, surface) = {
let window = winit::window::Window::new(&event_loop).unwrap();
window.set_title("bevy");
let hidpi_factor = window.hidpi_factor();
let size = window.inner_size().to_physical(hidpi_factor);
let surface = wgpu::Surface::create(&window);
(window, hidpi_factor, size, surface)
};
let mut sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width.round() as u32,
height: size.height.round() as u32,
present_mode: wgpu::PresentMode::Vsync,
};
let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
log::info!("Initializing the example...");
let (mut example, init_command_buf) = Application::init(universe, world, &sc_desc, &device);
if let Some(command_buf) = init_command_buf {
queue.submit(&[command_buf]);
}
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
};
match event {
event::Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
let physical = size.to_physical(hidpi_factor);
log::info!("Resizing to {:?}", physical);
sc_desc.width = physical.width.round() as u32;
sc_desc.height = physical.height.round() as u32;
swap_chain = device.create_swap_chain(&surface, &sc_desc);
let command_buf = example.resize(&sc_desc, &device);
if let Some(command_buf) = command_buf {
queue.submit(&[command_buf]);
}
}
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
_ => {
example.update(event);
}
},
event::Event::EventsCleared => {
let frame = swap_chain
.get_next_texture()
.expect("Timeout when acquiring next swap chain texture");
example.scheduler.execute(&mut example.world);
let command_buf = example.render(&frame, &device);
queue.submit(&[command_buf]);
}
_ => (),
}
});
}
}