Extract camera
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123
src/bin/wireframe/camera.rs
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123
src/bin/wireframe/camera.rs
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@ -0,0 +1,123 @@
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use std::mem;
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use glam::{mat4, vec3, vec4, Mat4, Vec2, Vec3};
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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mvp: [[f32; 4]; 4],
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scale: [f32; 2],
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pad: [u32; 2],
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}
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pub struct Camera {
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buf: wgpu::Buffer,
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bind: wgpu::BindGroup,
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layout: wgpu::BindGroupLayout,
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}
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impl Camera {
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pub fn new(device: &wgpu::Device) -> Camera {
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let buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Camera Buffer"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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size: mem::size_of::<CameraUniform>() as u64,
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mapped_at_creation: false,
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});
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let layout = device.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::VERTEX,
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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 BindGroupLayout"),
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});
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let bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buf.as_entire_binding(),
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}],
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label: Some("Camera BindGroup"),
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});
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Camera { buf, bind, layout }
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}
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pub fn bind_group_layout(&self) -> &wgpu::BindGroupLayout {
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&self.layout
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}
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pub fn bind_group(&self) -> &wgpu::BindGroup {
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&self.bind
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}
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fn uniform(view_mtx: Mat4, view_size: Vec2) -> CameraUniform {
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const M: Mat4 = mat4(
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vec4(0., 0., 1., 0.),
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vec4(-1., 0., 0., 0.),
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vec4(0., 1., 0., 0.),
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vec4(0., 0., 0., 1.),
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);
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let size = view_size.normalize() * std::f32::consts::SQRT_2;
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.)) * M;
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let mvp = proj * view_mtx;
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CameraUniform {
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mvp: mvp.to_cols_array_2d(),
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scale: (1. / size).to_array(),
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pad: [0; 2],
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}
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}
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pub fn set(&self, queue: &wgpu::Queue, view_mtx: Mat4, view_size: Vec2) {
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let uniform = Self::uniform(view_mtx, view_size);
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queue.write_buffer(&self.buf, 0, bytemuck::bytes_of(&uniform));
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}
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}
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/// Make a projection matrix, assuming input coordinates are (right, up, forward).
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///
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/// `corner` is a vector that will be mapped to (x=1, y=1) after the perspective division.
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/// `zrange` is the Z range that will be mapped to z∈[-1, 1]. It has no other effect. Both ends have to be positive though.
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fn make_proj_matrix(corner: Vec3, zrange: (f32, f32)) -> Mat4 {
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let scale = 1.0 / corner;
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let zspan = zrange.1 - zrange.0;
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mat4(
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scale.x * vec4(1., 0., 0., 0.),
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scale.y * vec4(0., 1., 0., 0.),
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scale.z * vec4(0., 0., (zrange.0 + zrange.1) / zspan, 1.),
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scale.z * vec4(0., 0., -2. * zrange.0 * zrange.1 / zspan, 0.),
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)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use approx::assert_abs_diff_eq;
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use glam::vec3;
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#[test]
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fn test_proj_matrix() {
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let m = make_proj_matrix(vec3(2., 3., 4.), (0.5, 20.0));
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let v = m * vec4(2., 3., 4., 1.);
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assert_abs_diff_eq!(v.x / v.w, 1.0);
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assert_abs_diff_eq!(v.y / v.w, 1.0);
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assert!(-v.w < v.z && v.z < v.w, "z out of range in {v}");
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let v = m * vec4(2., 3., 0.5, 1.);
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assert_abs_diff_eq!(v.x / v.w, 8.0);
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assert_abs_diff_eq!(v.y / v.w, 8.0);
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assert_abs_diff_eq!(v.z / v.w, -1.0);
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let v = m * vec4(2., 3., 20.0, 1.);
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assert_abs_diff_eq!(v.x / v.w, 0.2);
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assert_abs_diff_eq!(v.y / v.w, 0.2);
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assert_abs_diff_eq!(v.z / v.w, 1.0);
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}
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}
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@ -1,6 +1,6 @@
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use std::{iter, mem, time::Instant};
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use glam::{mat4, vec2, vec3, vec4, Mat4, Vec3};
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use glam::{vec2, vec3, Vec3};
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use wgpu::{util::DeviceExt, ShaderStages};
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use winit::{
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event::*,
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@ -9,6 +9,7 @@ use winit::{
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window::{Window, WindowBuilder},
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};
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mod camera;
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mod scene;
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// The coordinate system:
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@ -140,14 +141,6 @@ static KEYS_ROTATE: &'static [(PhysicalKey, Vec3)] = &[
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(PhysicalKey::Code(KeyCode::Numpad6), vec3(0., 0., -1.)),
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];
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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mvp: [[f32; 4]; 4],
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scale: [f32; 2],
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pad: [u32; 2],
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct LineUniform {
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@ -164,11 +157,10 @@ struct State<'a> {
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render_pipeline: wgpu::RenderPipeline,
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kbd: keyctl::Keyboard,
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cam: camctl::CameraLocation,
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t1: Instant,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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cam_loc: camctl::CameraLocation,
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cam_obj: camera::Camera,
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scene: Vec<Wireframe>,
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@ -227,37 +219,10 @@ impl<'a> State<'a> {
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};
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let kbd = keyctl::Keyboard::new();
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let cam = camctl::CameraLocation::new();
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let cam_loc = camctl::CameraLocation::new();
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let t1 = Instant::now();
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let camera_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Camera Buffer"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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size: mem::size_of::<CameraUniform>() as u64,
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mapped_at_creation: false,
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});
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let camera_bind_group_layout =
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device.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::VERTEX,
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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 = device.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_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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let cam_obj = camera::Camera::new(&device);
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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@ -272,7 +237,7 @@ impl<'a> State<'a> {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&camera_bind_group_layout],
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bind_group_layouts: &[cam_obj.bind_group_layout()],
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push_constant_ranges: &[line_push_constant_range],
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});
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@ -349,11 +314,10 @@ impl<'a> State<'a> {
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size,
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render_pipeline,
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kbd,
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cam,
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cam_loc,
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cam_obj,
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t1,
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scene,
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camera_buffer,
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camera_bind_group,
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window,
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}
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}
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@ -378,29 +342,13 @@ impl<'a> State<'a> {
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self.t1 = t2;
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dt.as_secs_f32()
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};
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self.cam.move_rel(100. * dt * self.kbd.control(&KEYS_MOVE));
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self.cam
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.rotate_rel_ypr(2. * dt * self.kbd.control(&KEYS_ROTATE));
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let size = vec2(self.config.width as f32, self.config.height as f32);
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let size = size.normalize() * std::f32::consts::SQRT_2;
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.));
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let my_to_gl = mat4(
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vec4(0., 0., 1., 0.),
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vec4(-1., 0., 0., 0.),
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vec4(0., 1., 0., 0.),
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vec4(0., 0., 0., 1.),
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);
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let view = my_to_gl * self.cam.view_mtx();
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let mvp = proj * view;
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let camera_uniform = CameraUniform {
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mvp: mvp.to_cols_array_2d(),
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scale: (1. / size).to_array(),
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pad: [0; 2],
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};
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self.queue
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.write_buffer(&self.camera_buffer, 0, bytemuck::bytes_of(&camera_uniform));
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self.cam_loc
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.move_rel(100. * dt * self.kbd.control(&KEYS_MOVE));
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self.cam_loc
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.rotate_rel_ypr(2. * dt * self.kbd.control(&KEYS_ROTATE));
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self.cam_obj.set(&self.queue, self.cam_loc.view_mtx(), size);
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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@ -437,7 +385,7 @@ impl<'a> State<'a> {
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
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render_pass.set_bind_group(0, self.cam_obj.bind_group(), &[]);
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for wireframe in &self.scene {
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let line = LineUniform {
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color: wireframe.color.to_array(),
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@ -526,45 +474,3 @@ pub async fn run() {
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fn main() {
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pollster::block_on(run());
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}
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/// Make a projection matrix, assuming input coordinates are (right, up, forward).
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///
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/// `corner` is a vector that will be mapped to (x=1, y=1) after the perspective division.
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/// `zrange` is the Z range that will be mapped to z∈[-1, 1]. It has no other effect. Both ends have to be positive though.
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fn make_proj_matrix(corner: Vec3, zrange: (f32, f32)) -> Mat4 {
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let scale = 1.0 / corner;
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let zspan = zrange.1 - zrange.0;
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mat4(
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scale.x * vec4(1., 0., 0., 0.),
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scale.y * vec4(0., 1., 0., 0.),
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scale.z * vec4(0., 0., (zrange.0 + zrange.1) / zspan, 1.),
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scale.z * vec4(0., 0., -2. * zrange.0 * zrange.1 / zspan, 0.),
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)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use approx::assert_abs_diff_eq;
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use glam::vec3;
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#[test]
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fn test_proj_matrix() {
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let m = make_proj_matrix(vec3(2., 3., 4.), (0.5, 20.0));
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let v = m * vec4(2., 3., 4., 1.);
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assert_abs_diff_eq!(v.x / v.w, 1.0);
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assert_abs_diff_eq!(v.y / v.w, 1.0);
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assert!(-v.w < v.z && v.z < v.w, "z out of range in {v}");
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let v = m * vec4(2., 3., 0.5, 1.);
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assert_abs_diff_eq!(v.x / v.w, 8.0);
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assert_abs_diff_eq!(v.y / v.w, 8.0);
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assert_abs_diff_eq!(v.z / v.w, -1.0);
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let v = m * vec4(2., 3., 20.0, 1.);
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assert_abs_diff_eq!(v.x / v.w, 0.2);
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assert_abs_diff_eq!(v.y / v.w, 0.2);
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assert_abs_diff_eq!(v.z / v.w, 1.0);
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}
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}
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