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https://github.com/maplibre/maplibre-rs.git
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Upgrade camera again
This commit is contained in:
parent
7d62e966da
commit
1bff627401
@ -1,7 +1,6 @@
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use std::f32::consts::FRAC_PI_2;
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use cgmath::prelude::*;
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use winit::event::{ElementState, VirtualKeyCode};
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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@ -11,133 +10,225 @@ pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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0.0, 0.0, 0.5, 1.0,
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);
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pub(crate) struct Camera {
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pub eye: cgmath::Point3<f32>,
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pub target: cgmath::Point3<f32>,
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pub up: cgmath::Vector3<f32>,
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pub aspect: f32,
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pub fovy: f32,
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pub znear: f32,
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pub zfar: f32,
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const SAFE_FRAC_PI_2: f32 = FRAC_PI_2 - 0.0001;
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#[derive(Debug)]
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pub struct Camera {
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pub position: cgmath::Point3<f32>,
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yaw: cgmath::Rad<f32>,
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pitch: cgmath::Rad<f32>,
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}
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impl Camera {
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fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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proj * view
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pub fn new<
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V: Into<cgmath::Point3<f32>>,
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Y: Into<cgmath::Rad<f32>>,
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P: Into<cgmath::Rad<f32>>,
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>(
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position: V,
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yaw: Y,
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pitch: P,
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) -> Self {
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Self {
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position: position.into(),
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yaw: yaw.into(),
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pitch: pitch.into(),
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}
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}
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pub fn calc_matrix(&self) -> cgmath::Matrix4<f32> {
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cgmath::Matrix4::look_to_rh(
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self.position,
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cgmath::Vector3::new(self.yaw.0.cos(), self.pitch.0.sin(), self.yaw.0.sin())
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.normalize(),
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cgmath::Vector3::unit_y(),
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)
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}
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}
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pub struct Projection {
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aspect: f32,
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fovy: cgmath::Rad<f32>,
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znear: f32,
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zfar: f32,
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}
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impl Projection {
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pub fn new<F: Into<cgmath::Rad<f32>>>(
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width: u32,
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height: u32,
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fovy: F,
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znear: f32,
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zfar: f32,
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) -> Self {
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Self {
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aspect: width as f32 / height as f32,
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fovy: fovy.into(),
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znear,
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zfar,
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}
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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self.aspect = width as f32 / height as f32;
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}
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pub fn calc_matrix(&self) -> cgmath::Matrix4<f32> {
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OPENGL_TO_WGPU_MATRIX * cgmath::perspective(self.fovy, self.aspect, self.znear, self.zfar)
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}
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}
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#[derive(Debug)]
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pub struct CameraController {
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amount_left: f32,
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amount_right: f32,
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amount_forward: f32,
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amount_backward: f32,
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amount_up: f32,
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amount_down: f32,
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rotate_horizontal: f32,
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rotate_vertical: f32,
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scroll: f32,
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speed: f32,
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sensitivity: f32,
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}
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impl CameraController {
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pub fn new(speed: f32, sensitivity: f32) -> Self {
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Self {
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amount_left: 0.0,
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amount_right: 0.0,
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amount_forward: 0.0,
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amount_backward: 0.0,
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amount_up: 0.0,
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amount_down: 0.0,
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rotate_horizontal: 0.0,
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rotate_vertical: 0.0,
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scroll: 0.0,
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speed,
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sensitivity,
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}
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}
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pub fn process_keyboard(
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&mut self,
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key: winit::event::VirtualKeyCode,
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state: winit::event::ElementState,
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) -> bool {
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let amount = if state == winit::event::ElementState::Pressed {
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1.0
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} else {
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0.0
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};
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match key {
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winit::event::VirtualKeyCode::W | winit::event::VirtualKeyCode::Up => {
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self.amount_forward = amount;
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true
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}
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winit::event::VirtualKeyCode::S | winit::event::VirtualKeyCode::Down => {
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self.amount_backward = amount;
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true
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}
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winit::event::VirtualKeyCode::A | winit::event::VirtualKeyCode::Left => {
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self.amount_left = amount;
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true
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}
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winit::event::VirtualKeyCode::D | winit::event::VirtualKeyCode::Right => {
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self.amount_right = amount;
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true
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}
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winit::event::VirtualKeyCode::Space => {
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self.amount_up = amount;
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true
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}
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winit::event::VirtualKeyCode::LShift => {
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self.amount_down = amount;
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true
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}
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_ => false,
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}
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}
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pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
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self.rotate_horizontal = mouse_dx as f32;
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self.rotate_vertical = mouse_dy as f32;
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}
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pub fn process_scroll(&mut self, delta: &winit::event::MouseScrollDelta) {
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self.scroll = -match delta {
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// I'm assuming a line is about 100 pixels
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winit::event::MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
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winit::event::MouseScrollDelta::PixelDelta(winit::dpi::PhysicalPosition {
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y: scroll,
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..
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}) => *scroll as f32,
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};
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}
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pub fn update_camera(&mut self, camera: &mut Camera, dt: std::time::Duration) {
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let dt = dt.as_secs_f32();
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// Move forward/backward and left/right
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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let forward = cgmath::Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
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let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
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// Move in/out (aka. "zoom")
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// Note: this isn't an actual zoom. The camera's position
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// changes when zooming. I've added this to make it easier
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// to get closer to an object you want to focus on.
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let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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let scrollward =
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cgmath::Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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self.scroll = 0.0;
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// Move up/down. Since we don't use roll, we can just
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// modify the y coordinate directly.
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camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
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// Rotate
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camera.yaw += cgmath::Rad(self.rotate_horizontal) * self.sensitivity * dt;
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camera.pitch += cgmath::Rad(-self.rotate_vertical) * self.sensitivity * dt;
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// If process_mouse isn't called every frame, these values
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// will not get set to zero, and the camera will rotate
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// when moving in a non cardinal direction.
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self.rotate_horizontal = 0.0;
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self.rotate_vertical = 0.0;
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// Keep the camera's angle from going too high/low.
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if camera.pitch < -cgmath::Rad(SAFE_FRAC_PI_2) {
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camera.pitch = -cgmath::Rad(SAFE_FRAC_PI_2);
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} else if camera.pitch > cgmath::Rad(SAFE_FRAC_PI_2) {
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camera.pitch = cgmath::Rad(SAFE_FRAC_PI_2);
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub(crate) struct CameraUniform {
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pub(crate) view_proj: [[f32; 4]; 4],
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#[derive(Copy, Clone)]
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pub struct CameraUniform {
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pub view_position: [f32; 4],
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pub view_proj: [[f32; 4]; 4],
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}
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unsafe impl bytemuck::Pod for CameraUniform {}
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unsafe impl bytemuck::Zeroable for CameraUniform {}
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impl CameraUniform {
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pub(crate) fn new() -> Self {
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use cgmath::SquareMatrix;
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pub fn new() -> Self {
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Self {
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view_position: [0.0; 4],
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view_proj: cgmath::Matrix4::identity().into(),
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}
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}
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pub(crate) fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
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// UPDATED!
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pub(crate) fn update_view_proj(&mut self, camera: &Camera, projection: &Projection) {
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self.view_position = camera.position.to_homogeneous().into();
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self.view_proj = (projection.calc_matrix() * camera.calc_matrix()).into()
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}
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}
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pub(crate) struct CameraController {
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speed: f32,
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is_up_pressed: bool,
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is_down_pressed: bool,
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is_forward_pressed: bool,
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is_backward_pressed: bool,
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is_left_pressed: bool,
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is_right_pressed: bool,
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}
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impl CameraController {
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pub(crate) fn new(speed: f32) -> Self {
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Self {
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speed,
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is_up_pressed: false,
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is_down_pressed: false,
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is_forward_pressed: false,
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is_backward_pressed: false,
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is_left_pressed: false,
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is_right_pressed: false,
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}
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}
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pub(crate) fn process_events(&mut self, key: winit::event::VirtualKeyCode,
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state: winit::event::ElementState,) -> bool {
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println!("process_events");
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let is_pressed = state == ElementState::Pressed;
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match key {
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VirtualKeyCode::Space => {
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self.is_up_pressed = is_pressed;
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true
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}
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VirtualKeyCode::LShift => {
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self.is_down_pressed = is_pressed;
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true
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}
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.is_forward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.is_left_pressed = is_pressed;
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true
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.is_backward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.is_right_pressed = is_pressed;
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true
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}
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_ => false,
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}
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}
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pub(crate) fn update_camera(&self, camera: &mut Camera) {
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use cgmath::InnerSpace;
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let forward = camera.target - camera.eye;
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let forward_norm = forward.normalize();
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let forward_mag = forward.magnitude();
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// Prevents glitching when camera gets too close to the
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// center of the scene.
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if self.is_forward_pressed && forward_mag > self.speed {
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camera.eye += forward_norm * self.speed;
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}
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if self.is_backward_pressed {
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camera.eye -= forward_norm * self.speed;
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}
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let right = forward_norm.cross(camera.up);
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// Redo radius calc in case the up/ down is pressed.
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let forward = camera.target - camera.eye;
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let forward_mag = forward.magnitude();
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if self.is_right_pressed {
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// Rescale the distance between the target and eye so
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// that it doesn't change. The eye therefore still
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// lies on the circle made by the target and eye.
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camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
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}
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if self.is_left_pressed {
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camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
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}
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}
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}
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@ -37,7 +37,7 @@ pub fn create_map_render_pipeline_description<'a>(
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}
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} else {
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wgpu::StencilFaceState {
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compare: wgpu::CompareFunction::Always,
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compare: wgpu::CompareFunction::Equal,
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fail_op: wgpu::StencilOperation::Keep,
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depth_fail_op: wgpu::StencilOperation::Keep,
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pass_op: wgpu::StencilOperation::Keep,
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@ -53,7 +53,7 @@ pub fn create_map_render_pipeline_description<'a>(
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polygon_mode: wgpu::PolygonMode::Fill,
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front_face: wgpu::FrontFace::Ccw,
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strip_index_format: None,
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cull_mode: None, // Maps look the same from he bottom and above
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cull_mode: None, // TODO Maps look the same from he bottom and above
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clamp_depth: false,
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conservative: false,
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},
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@ -43,7 +43,7 @@ fn main(
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) -> VertexOutput {
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var prim: Primitive = u_primitives.primitives[a_prim_id + instance_idx];
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var z = 0.0;
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var world_pos = a_position;
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var world_pos = a_position + a_normal * prim.width;
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var position = globals.view_proj * vec4<f32>(world_pos, z, 1.0);
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@ -11,7 +11,7 @@ use winit::window::Window;
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use crate::fps_meter::FPSMeter;
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use crate::render::camera;
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use crate::render::camera::Camera;
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use crate::render::camera::{Camera, CameraUniform};
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use crate::render::tesselation::TileMask;
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use super::piplines::*;
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@ -81,9 +81,10 @@ pub struct State {
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tile_mask_indices_uniform_buffer: wgpu::Buffer,
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tile_mask_range: Range<u32>,
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camera: camera::Camera, // UPDATED!
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camera_controller: camera::CameraController, // UPDATED!
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camera_uniform: camera::CameraUniform, // UPDATED!
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camera: camera::Camera, // UPDATED!
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projection: camera::Projection, // NEW!
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camera_controller: camera::CameraController, // UPDAT
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camera_uniform: camera::CameraUniform, // UPDAT
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mouse_pressed: bool,
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scene: SceneParams,
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@ -340,19 +341,12 @@ impl State {
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None
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};
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let camera = Camera {
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eye: (0.0, 1.0, 2.0).into(),
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target: (0.0, 0.0, 0.0).into(),
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up: cgmath::Vector3::unit_y(),
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aspect: surface_config.width as f32 / surface_config.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let camera_controller = camera::CameraController::new(4.0);
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let mut camera_uniform = camera::CameraUniform::new();
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let camera = camera::Camera::new((0.0, 5.0, 5000.0), cgmath::Deg(-90.0), cgmath::Deg(-0.0));
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let projection = camera::Projection::new(surface_config.width, surface_config.height, cgmath::Deg(45.0), 0.1, 10000.0);
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let camera_controller = camera::CameraController::new(4000.0, 0.4);
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camera_uniform.update_view_proj(&camera);
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera, &projection); // UPDATED!
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Self {
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surface,
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@ -378,6 +372,7 @@ impl State {
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tile_mask_indices_uniform_buffer,
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tile_mask_range,
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camera,
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projection,
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camera_controller,
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camera_uniform,
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mouse_pressed: false
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@ -391,7 +386,7 @@ impl State {
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self.surface_config.height = new_size.height;
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self.surface.configure(&self.device, &self.surface_config);
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self.camera.aspect = self.surface_config.width as f32 / self.surface_config.height as f32;
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self.projection.resize(new_size.width, new_size.height);
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// Re-configure depth buffer
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self.depth_texture = Texture::create_depth_texture(
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@ -421,9 +416,9 @@ impl State {
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virtual_keycode: Some(key),
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state,
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..
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}) => self.camera_controller.process_events(*key, *state),
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}) => self.camera_controller.process_keyboard(*key, *state),
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DeviceEvent::MouseWheel { delta, .. } => {
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self.camera_controller.process_scroll(delta);
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true
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}
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DeviceEvent::Button {
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@ -435,7 +430,7 @@ impl State {
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}
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DeviceEvent::MouseMotion { delta } => {
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if self.mouse_pressed {
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//self.camera_controller.process_mouse(delta.0, delta.1);
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self.camera_controller.process_mouse(delta.0, delta.1);
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}
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true
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}
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@ -463,7 +458,6 @@ impl State {
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scene.zoom,
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)]),
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);
|
||||
println!("{:?}", &self.camera_uniform.view_proj);
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.prims_uniform_buffer,
|
||||
@ -517,7 +511,7 @@ impl State {
|
||||
|
||||
pass.set_bind_group(0, &self.bind_group, &[]);
|
||||
|
||||
/* {
|
||||
{
|
||||
// Increment stencil
|
||||
pass.set_pipeline(&self.mask_pipeline);
|
||||
//pass.set_stencil_reference(0);
|
||||
@ -527,23 +521,17 @@ impl State {
|
||||
);
|
||||
pass.set_vertex_buffer(0, self.tile_mask_vertex_uniform_buffer.slice(..));
|
||||
pass.draw_indexed(self.tile_mask_range.clone(), 0, 0..1);
|
||||
}*/
|
||||
}
|
||||
{
|
||||
pass.set_pipeline(&self.render_pipeline);
|
||||
//pass.set_stencil_reference(1);
|
||||
/*pass.set_index_buffer(
|
||||
pass.set_stencil_reference(1);
|
||||
pass.set_index_buffer(
|
||||
self.indices_uniform_buffer.slice(..),
|
||||
wgpu::IndexFormat::Uint16,
|
||||
);
|
||||
pass.set_vertex_buffer(0, self.vertex_uniform_buffer.slice(..));
|
||||
//pass.draw_indexed(self.fill_range.clone(), 0, 0..(self.num_instances as u32));
|
||||
pass.draw_indexed(self.tile_stroke_range.clone(), 0, 0..1);*/
|
||||
pass.set_index_buffer(
|
||||
self.tile_mask_indices_uniform_buffer.slice(..),
|
||||
wgpu::IndexFormat::Uint16,
|
||||
);
|
||||
pass.set_vertex_buffer(0, self.tile_mask_vertex_uniform_buffer.slice(..));
|
||||
pass.draw_indexed(self.tile_mask_range.clone(), 0, 0..1);
|
||||
pass.draw_indexed(self.tile_stroke_range.clone(), 0, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -557,11 +545,8 @@ impl State {
|
||||
let scene = &mut self.scene;
|
||||
let time_secs = self.fps_meter.time_secs as f32;
|
||||
|
||||
//self.camera_controller.update_camera(&mut self.camera, dt);
|
||||
//self.camera_uniform.update_view_proj(&self.camera, &self.projection);
|
||||
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.camera_controller.update_camera(&mut self.camera, dt);
|
||||
self.camera_uniform.update_view_proj(&self.camera, &self.projection);
|
||||
|
||||
|
||||
// Animate the zoom to match target_zoom
|
||||
|
||||
@ -194,7 +194,7 @@ impl Tesselated for TileMask {
|
||||
GpuVertex::new([EXTENT, EXTENT], [0.0, 0.0], prim_id),
|
||||
];
|
||||
|
||||
buffer.indices = vec![0, 2, 1, 1, 2, 3];
|
||||
buffer.indices = vec![0, 2, 1, 3,2,1];
|
||||
|
||||
initial_indices_count as u32.. buffer.indices.len() as u32
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user