Add a camera which is not used yet

This commit is contained in:
Maximilian Ammann 2021-12-05 14:14:58 +01:00
parent daeabb4d77
commit 80c840007f
8 changed files with 355 additions and 40 deletions

11
Cargo.lock generated
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@ -200,6 +200,16 @@ version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fd16c4719339c4530435d38e511904438d07cce7950afa3718a84ac36c10e89e"
[[package]]
name = "cgmath"
version = "0.18.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1a98d30140e3296250832bbaaff83b27dcd6fa3cc70fb6f1f3e5c9c0023b5317"
dependencies = [
"approx",
"num-traits",
]
[[package]]
name = "clap"
version = "2.33.3"
@ -1168,6 +1178,7 @@ name = "mapr"
version = "0.1.0"
dependencies = [
"bytemuck",
"cgmath",
"console_error_panic_hook",
"console_log",
"criterion",

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@ -28,6 +28,7 @@ geo = "0.18.0"
geo-types = "0.7"
# proj = "0.24" FIXME: Incompatible with wasm
# mbutiles = "0.1.1" FIXME: Incompatible with wasm
cgmath = "0.18"
# Rendering
winit = { version = "0.25" }

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@ -23,13 +23,20 @@ async fn setup(window: Window, event_loop: EventLoop<()>) {
// Important: This kick-starts the rendering loop
// window.request_redraw();
let mut last_render_time = std::time::Instant::now();
event_loop.run(move |event, _, control_flow| {
match event {
Event::DeviceEvent {
ref event,
.. // We're not using device_id currently
} => {
state.input(event);
}
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
@ -50,10 +57,13 @@ async fn setup(window: Window, event_loop: EventLoop<()>) {
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
state.update();
let now = std::time::Instant::now();
let dt = now - last_render_time;
last_render_time = now;
state.update(dt);
match state.render() {
Ok(_) => {}
// Reconfigure the surface if lost

234
src/render/camera.rs Normal file
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@ -0,0 +1,234 @@
use std::f32::consts::FRAC_PI_2;
use cgmath::prelude::*;
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
const SAFE_FRAC_PI_2: f32 = FRAC_PI_2 - 0.0001;
#[derive(Debug)]
pub struct Camera {
pub position: cgmath::Point3<f32>,
yaw: cgmath::Rad<f32>,
pitch: cgmath::Rad<f32>,
}
impl Camera {
pub fn new<
V: Into<cgmath::Point3<f32>>,
Y: Into<cgmath::Rad<f32>>,
P: Into<cgmath::Rad<f32>>,
>(
position: V,
yaw: Y,
pitch: P,
) -> Self {
Self {
position: position.into(),
yaw: yaw.into(),
pitch: pitch.into(),
}
}
pub fn calc_matrix(&self) -> cgmath::Matrix4<f32> {
cgmath::Matrix4::look_to_rh(
self.position,
cgmath::Vector3::new(self.yaw.0.cos(), self.pitch.0.sin(), self.yaw.0.sin())
.normalize(),
cgmath::Vector3::unit_y(),
)
}
}
pub struct Projection {
aspect: f32,
fovy: cgmath::Rad<f32>,
znear: f32,
zfar: f32,
}
impl Projection {
pub fn new<F: Into<cgmath::Rad<f32>>>(
width: u32,
height: u32,
fovy: F,
znear: f32,
zfar: f32,
) -> Self {
Self {
aspect: width as f32 / height as f32,
fovy: fovy.into(),
znear,
zfar,
}
}
pub fn resize(&mut self, width: u32, height: u32) {
self.aspect = width as f32 / height as f32;
}
pub fn calc_matrix(&self) -> cgmath::Matrix4<f32> {
OPENGL_TO_WGPU_MATRIX * cgmath::perspective(self.fovy, self.aspect, self.znear, self.zfar)
}
}
#[derive(Debug)]
pub struct CameraController {
amount_left: f32,
amount_right: f32,
amount_forward: f32,
amount_backward: f32,
amount_up: f32,
amount_down: f32,
rotate_horizontal: f32,
rotate_vertical: f32,
scroll: f32,
speed: f32,
sensitivity: f32,
}
impl CameraController {
pub fn new(speed: f32, sensitivity: f32) -> Self {
Self {
amount_left: 0.0,
amount_right: 0.0,
amount_forward: 0.0,
amount_backward: 0.0,
amount_up: 0.0,
amount_down: 0.0,
rotate_horizontal: 0.0,
rotate_vertical: 0.0,
scroll: 0.0,
speed,
sensitivity,
}
}
pub fn process_keyboard(
&mut self,
key: winit::event::VirtualKeyCode,
state: winit::event::ElementState,
) -> bool {
let amount = if state == winit::event::ElementState::Pressed {
1.0
} else {
0.0
};
match key {
winit::event::VirtualKeyCode::W | winit::event::VirtualKeyCode::Up => {
self.amount_forward = amount;
true
}
winit::event::VirtualKeyCode::S | winit::event::VirtualKeyCode::Down => {
self.amount_backward = amount;
true
}
winit::event::VirtualKeyCode::A | winit::event::VirtualKeyCode::Left => {
self.amount_left = amount;
true
}
winit::event::VirtualKeyCode::D | winit::event::VirtualKeyCode::Right => {
self.amount_right = amount;
true
}
winit::event::VirtualKeyCode::Space => {
self.amount_up = amount;
true
}
winit::event::VirtualKeyCode::LShift => {
self.amount_down = amount;
true
}
_ => false,
}
}
pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
self.rotate_horizontal = mouse_dx as f32;
self.rotate_vertical = mouse_dy as f32;
}
pub fn process_scroll(&mut self, delta: &winit::event::MouseScrollDelta) {
self.scroll = -match delta {
// I'm assuming a line is about 100 pixels
winit::event::MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
winit::event::MouseScrollDelta::PixelDelta(winit::dpi::PhysicalPosition {
y: scroll,
..
}) => *scroll as f32,
};
}
pub fn update_camera(&mut self, camera: &mut Camera, dt: std::time::Duration) {
let dt = dt.as_secs_f32();
// Move forward/backward and left/right
let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
let forward = cgmath::Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
// Move in/out (aka. "zoom")
// Note: this isn't an actual zoom. The camera's position
// changes when zooming. I've added this to make it easier
// to get closer to an object you want to focus on.
let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
let scrollward =
cgmath::Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
self.scroll = 0.0;
// Move up/down. Since we don't use roll, we can just
// modify the y coordinate directly.
camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
// Rotate
camera.yaw += cgmath::Rad(self.rotate_horizontal) * self.sensitivity * dt;
camera.pitch += cgmath::Rad(-self.rotate_vertical) * self.sensitivity * dt;
// If process_mouse isn't called every frame, these values
// will not get set to zero, and the camera will rotate
// when moving in a non cardinal direction.
self.rotate_horizontal = 0.0;
self.rotate_vertical = 0.0;
// Keep the camera's angle from going too high/low.
if camera.pitch < -cgmath::Rad(SAFE_FRAC_PI_2) {
camera.pitch = -cgmath::Rad(SAFE_FRAC_PI_2);
} else if camera.pitch > cgmath::Rad(SAFE_FRAC_PI_2) {
camera.pitch = cgmath::Rad(SAFE_FRAC_PI_2);
}
}
}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct CameraUniform {
pub view_position: [f32; 4],
pub view_proj: [[f32; 4]; 4],
}
unsafe impl bytemuck::Pod for CameraUniform {}
unsafe impl bytemuck::Zeroable for CameraUniform {}
impl CameraUniform {
pub fn new() -> Self {
Self {
view_position: [0.0; 4],
view_proj: cgmath::Matrix4::identity().into(),
}
}
// UPDATED!
pub(crate) fn update_view_proj(&mut self, camera: &Camera, projection: &Projection) {
self.view_position = camera.position.to_homogeneous().into();
self.view_proj = (projection.calc_matrix() * camera.calc_matrix()).into()
}
}

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@ -4,5 +4,6 @@ mod shader_ffi;
mod tesselation;
mod texture;
mod platform_constants;
mod camera;
pub mod state;
pub mod state;

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@ -1,23 +1,41 @@
use crate::render::camera;
use crate::render::camera::Camera;
type Vec2f32 = [f32; 2];
type Vec4f32 = [f32; 4];
type Mat4f32 = [Vec4f32; 4];
#[repr(C)]
#[derive(Copy, Clone)]
pub struct Globals {
pub resolution: Vec2f32,
pub scroll_offset: Vec2f32,
pub zoom: f32,
_pad1: u32, // _padX aligns it to 8 bytes = AlignOf(Vec2f32=vec2<f32>):
// https://gpuweb.github.io/gpuweb/wgsl/#alignment-and-size
pub view_proj: Mat4f32, // 64 bytes
pub view_position: Vec4f32, // 16 bytes
pub resolution: Vec2f32, // 8 bytes
pub scroll_offset: Vec2f32, // 8 bytes
pub zoom: f32, // 4 bytes
_pad1: i32, // _padX aligns it to 8 bytes = AlignOf(Vec2f32=vec2<f32>):
// https://gpuweb.github.io/gpuweb/wgsl/#alignment-and-size
_pad2: i32,
_pad3: i32,
}
impl Globals {
pub fn new(resolution: Vec2f32, scroll_offset: Vec2f32, zoom: f32) -> Self {
pub fn new(
view_proj: Mat4f32,
view_position: Vec4f32,
resolution: Vec2f32,
scroll_offset: Vec2f32,
zoom: f32,
) -> Self {
Self {
view_proj,
view_position,
resolution,
scroll_offset,
zoom,
_pad1: Default::default(),
_pad2: Default::default(),
_pad3: Default::default(),
}
}
}
@ -31,7 +49,7 @@ pub struct GpuVertex {
pub position: Vec2f32,
pub normal: Vec2f32,
pub prim_id: u32,
_pad1: u32, // _padX aligns it to 8 bytes = AlignOf(Vec2f32=vec2<f32>):
_pad1: i32, // _padX aligns it to 8 bytes = AlignOf(Vec2f32=vec2<f32>):
// https://gpuweb.github.io/gpuweb/wgsl/#alignment-and-size
}
@ -41,7 +59,7 @@ impl GpuVertex {
position,
normal,
prim_id,
_pad1: Default::default(),
_pad1: Default::default()
}
}
}
@ -58,8 +76,8 @@ pub struct Primitive {
pub width: f32,
pub angle: f32,
pub scale: f32,
_pad1: u32, // _padX aligns it to 16 bytes = AlignOf(Vec4f32/vec4<f32>):
_pad2: u32, // https://gpuweb.github.io/gpuweb/wgsl/#alignment-and-size
_pad1: i32, // _padX aligns it to 16 bytes = AlignOf(Vec4f32/vec4<f32>):
_pad2: i32, // https://gpuweb.github.io/gpuweb/wgsl/#alignment-and-size
}
impl Default for Primitive {
@ -91,12 +109,3 @@ impl Primitive {
unsafe impl bytemuck::Pod for Primitive {}
unsafe impl bytemuck::Zeroable for Primitive {}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct BgPoint {
pub point: [f32; 2],
}
unsafe impl bytemuck::Pod for BgPoint {}
unsafe impl bytemuck::Zeroable for BgPoint {}

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@ -1,8 +1,13 @@
[[block]]
struct Globals {
view_position: vec4<f32>;
view_proj: mat4x4<f32>;
resolution: vec2<f32>;
scroll_offset: vec2<f32>;
zoom: f32;
pad1: i32;
pad2: i32;
pad3: i32;
};
struct Primitive {

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@ -6,10 +6,11 @@ use lyon::math::Vector;
use lyon::tessellation::VertexBuffers;
use vector_tile::parse_tile_reader;
use wgpu::util::DeviceExt;
use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
use winit::event::{DeviceEvent, ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
use winit::window::Window;
use crate::fps_meter::FPSMeter;
use crate::render::camera;
use crate::render::tesselation::TileMask;
use super::piplines::*;
@ -79,6 +80,11 @@ pub struct State {
tile_mask_indices_uniform_buffer: wgpu::Buffer,
tile_mask_range: Range<u32>,
camera: camera::Camera, // UPDATED!
projection: camera::Projection, // NEW!
camera_controller: camera::CameraController, // UPDATED!
camera_uniform: camera::CameraUniform, // UPDATED!
scene: SceneParams,
}
@ -333,6 +339,19 @@ impl State {
None
};
let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
let projection = camera::Projection::new(
surface_config.width,
surface_config.height,
cgmath::Deg(45.0),
0.1,
100.0,
);
let camera_controller = camera::CameraController::new(4.0, 0.4);
let mut camera_uniform = camera::CameraUniform::new();
camera_uniform.update_view_proj(&camera, &projection);
Self {
surface,
device,
@ -356,6 +375,10 @@ impl State {
tile_stroke_range,
tile_mask_indices_uniform_buffer,
tile_mask_range,
camera,
projection,
camera_controller,
camera_uniform,
}
}
@ -366,6 +389,8 @@ impl State {
self.surface_config.height = new_size.height;
self.surface.configure(&self.device, &self.surface_config);
self.projection.resize(new_size.width, new_size.height);
// Re-configure depth buffer
self.depth_texture = Texture::create_depth_texture(
&self.device,
@ -387,23 +412,21 @@ impl State {
}
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
pub fn input(&mut self, event: &DeviceEvent) -> bool {
let scene = &mut self.scene;
let found = match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(key),
..
},
match event {
DeviceEvent::Key(KeyboardInput {
virtual_keycode: Some(key),
state,
..
} => match key {
}) => match key {
VirtualKeyCode::PageDown => {
println!("PageDown");
scene.target_zoom *= 0.8;
true
}
VirtualKeyCode::PageUp => {
println!("PageUp");
scene.target_zoom *= 1.25;
true
}
@ -431,12 +454,27 @@ impl State {
scene.target_stroke_width *= 0.8;
true
}
_key => false,
_key => self.camera_controller.process_keyboard(*key, *state),
},
_evt => false,
};
found
DeviceEvent::MouseWheel { delta, .. } => {
self.camera_controller.process_scroll(delta);
true
}
DeviceEvent::Button {
button: 1, // Left Mouse Button
state,
} => {
//self.mouse_pressed = *state == ElementState::Pressed;
true
}
DeviceEvent::MouseMotion { delta } => {
//if self.mouse_pressed {
// self.camera_controller.process_mouse(delta.0, delta.1);
//}
true
}
_ => false,
}
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
@ -451,6 +489,8 @@ impl State {
&self.globals_uniform_buffer,
0,
bytemuck::cast_slice(&[Globals::new(
self.camera_uniform.view_proj,
self.camera_uniform.view_position,
[self.size.width as f32, self.size.height as f32],
scene.scroll.to_array(),
scene.zoom,
@ -539,10 +579,14 @@ impl State {
Ok(())
}
pub fn update(&mut self) {
pub fn update(&mut self, dt: std::time::Duration) {
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);
// Animate the zoom to match target_zoom
scene.zoom += (scene.target_zoom - scene.zoom) / 3.0;
scene.scroll = scene.scroll + (scene.target_scroll - scene.scroll) / 3.0;