use std::time::Duration; use cgmath::{InnerSpace, Point3, Rad, Vector2, Vector3, Vector4, Zero, perspective}; use winit::{event::ElementState, keyboard::KeyCode}; use crate::{solar_system::BodyId, wgpuctx::WgpuCtx}; pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4 = cgmath::Matrix4::from_cols( Vector4::new(1.0, 0.0, 0.0, 0.0), Vector4::new(0.0, 1.0, 0.0, 0.0), Vector4::new(0.0, 0.0, 0.5, 0.0), Vector4::new(0.0, 0.0, 0.5, 1.0) ); pub struct Camera { position: Point3, pitch: Rad, yaw: Rad, scale: f32, target: Option, buffer: wgpu::Buffer, staging_buffer: wgpu::Buffer, bindgroup: wgpu::BindGroup } pub struct CameraController { position_pos_delta: Vector3, position_neg_delta: Vector3, rotation_pos_delta: Vector2, rotation_neg_delta: Vector2, scale_delta: Vector2, } #[repr(C)] #[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] pub struct CameraUniform { view: [[f32;4];4], proj: [[f32;4];4], scale: f32 } pub struct Projection { aspect: f32, fovy: Rad, clip: (f32, f32) } impl Camera { pub fn new< V: Into>, Y: Into>, P: Into> >( wgpuctx: &WgpuCtx, position: V, yaw: Y, pitch: P) -> Self { use wgpu::BufferUsages; let buffer = wgpuctx.create_buffer( &wgpu::BufferDescriptor { label: Some("Camera buffer"), size: 144, usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST, mapped_at_creation: false } ); let staging_buffer = wgpuctx.create_buffer( &wgpu::wgt::BufferDescriptor { label: Some("Camera staging buffer"), size: 144, usage: BufferUsages::COPY_SRC | BufferUsages::COPY_DST, mapped_at_creation: false } ); let bind_group_layout = Camera::bindgroup_layout(wgpuctx); let bind_group = wgpuctx.device().create_bind_group( &wgpu::BindGroupDescriptor { label: Some("Camera bind group"), layout: &bind_group_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: buffer.as_entire_binding() } ] } ); Self { position: position.into(), yaw: yaw.into(), pitch: pitch.into(), scale: 1.0, target: None, buffer: buffer, staging_buffer: staging_buffer, bindgroup: bind_group } } pub fn get_scale(&self) -> f32 { self.scale } pub fn bindgroup_layout(wgpuctx: &WgpuCtx) -> wgpu::BindGroupLayout { wgpuctx.device().create_bind_group_layout( &wgpu::BindGroupLayoutDescriptor { label: Some("Camera bind group layout"), 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 } ] } ) } pub fn bindgroup(&self) -> &wgpu::BindGroup { &self.bindgroup } pub fn stage_changes( &self, encoder: &mut wgpu::CommandEncoder) { let buffer_size = size_of::(); encoder.copy_buffer_to_buffer(&self.staging_buffer, 0, &self.buffer, 0, Some(buffer_size as u64)); } pub fn update_buffer( &self, wgpuctx: &WgpuCtx, projection: &Projection) { wgpuctx.queue().write_buffer(&self.staging_buffer, 0, bytemuck::cast_slice(&[self.uniform(projection)])); } pub fn view_matrix( &self) -> cgmath::Matrix4 { let (yaw_sin, yaw_cos) = self.yaw.0.sin_cos(); let (pitch_sin, pitch_cos) = self.pitch.0.sin_cos(); cgmath::Matrix4::look_to_rh( self.position, Vector3::new( pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin ).normalize(), Vector3::unit_y() ) } pub fn uniform( &self, projection: &Projection) -> CameraUniform { CameraUniform { view: (self.view_matrix()).into(), proj: (OPENGL_TO_WGPU_MATRIX * projection.projection_matrix()).into(), scale: self.scale } } } //impl Camera impl CameraController { pub fn new() -> Self { Self { position_pos_delta: Vector3::new(0.0, 0.0, 0.0), position_neg_delta: Vector3::new(0.0, 0.0, 0.0), rotation_pos_delta: Vector2::new(0.0, 0.0), rotation_neg_delta: Vector2::new(0.0, 0.0), scale_delta: Vector2::new(0.0, 0.0), } } pub fn keyboard_input( &mut self, key_code: KeyCode, key_state: ElementState) { let press_q = if key_state == ElementState::Pressed { 1.0 } else { 0.0 }; match key_code { KeyCode::KeyW => { self.position_pos_delta.z = press_q; }, KeyCode::KeyS => { self.position_neg_delta.z = press_q; }, KeyCode::KeyA => { self.position_neg_delta.x = press_q; }, KeyCode::KeyD => { self.position_pos_delta.x = press_q; }, KeyCode::Space => { self.position_pos_delta.y = press_q; }, KeyCode::ShiftLeft => { self.position_neg_delta.y = press_q; }, KeyCode::KeyQ => { self.scale_delta.x = press_q; }, KeyCode::KeyE => { self.scale_delta.y = press_q; }, _ => {} } } pub fn update( &mut self, camera: &mut Camera, dt: Duration) { let dt = dt.as_secs_f32(); let speed = 1.0; camera.pitch.0 += (self.rotation_pos_delta.x - self.rotation_neg_delta.x) * speed * dt; camera.yaw.0 += (self.rotation_pos_delta.y - self.rotation_neg_delta.y) * speed * dt; let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos(); let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize(); let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize(); let up = Vector3::new(0.0, 1.0, 0.0); camera.position += forward * (self.position_pos_delta.z - self.position_neg_delta.z) * speed * dt; camera.position += right * (self.position_pos_delta.x - self.position_neg_delta.x) * speed * dt; camera.position += up * (self.position_pos_delta.y - self.position_neg_delta.y) * speed * dt; camera.scale *= 1.0 + ((self.scale_delta.y - self.scale_delta.x) * 0.1); camera.scale = f32::max(1e-16, f32::min(1.0, camera.scale)); } } impl Projection { pub fn new< F: Into> >( width: u32, height: u32, fovy: F, clip: (f32, f32)) -> Self { Self { aspect: width as f32 / height as f32, fovy: fovy.into(), clip: clip } } pub fn resize( &mut self, width: u32, height: u32) { self.aspect = width as f32 / height as f32; } pub fn projection_matrix( &self) -> cgmath::Matrix4 { perspective(self.fovy, self.aspect, self.clip.0, self.clip.1) } }