Selection Box

This commit is contained in:
griffi-gh 2024-05-07 20:12:07 +02:00
parent 75cb0ead6b
commit 18e35b3ea4
9 changed files with 247 additions and 13 deletions

View file

@ -0,0 +1,27 @@
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct SboxUniform {
position: vec3<f32>,
};
@group(1) @binding(0)
var<uniform> sbox: SboxUniform;
@vertex
fn vs_main(
@location(0) position: vec3<f32>,
) -> @builtin(position) vec4<f32> {
return camera.view_proj * vec4<f32>(position + sbox.position, 1.0);
}
@fragment
fn fs_main(
@builtin(position) in: vec4<f32>,
) -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.5);
}

View file

@ -1,15 +1,16 @@
use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator}; use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, SystemModificator, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
use winit::dpi::PhysicalSize; use winit::dpi::PhysicalSize;
use glam::Vec3; use glam::Vec3;
use crate::{events::WindowResizedEvent, state::is_ingame}; use crate::{events::WindowResizedEvent, state::is_ingame};
mod renderer; mod renderer;
mod primitives; mod primitives;
mod selection_box;
pub use renderer::Renderer; pub use renderer::Renderer;
pub mod background; pub mod background;
pub mod world; pub mod world;
pub mod camera; pub mod camera_uniform;
pub mod depth; pub mod depth;
pub struct BufferPair { pub struct BufferPair {
@ -28,14 +29,15 @@ pub struct RenderCtx<'a> {
pub surface_view: &'a wgpu::TextureView, pub surface_view: &'a wgpu::TextureView,
} }
//TODO run init_world_render_state only once ingame? //TODO run init_world_render_state, init_selection_box_state, etc. only once ingame?
pub fn init_rendering() -> Workload { pub fn init_rendering() -> Workload {
( (
depth::init_depth_texture, depth::init_depth_texture,
camera::init_camera_uniform_buffer, camera_uniform::init_camera_uniform_buffer,
world::init_world_render_state, //requires depth and camera buffers world::init_world_render_state, //req: depth, camera
primitives::init_primitives, primitives::init_primitives,
selection_box::init_selection_box_render_state, //req: depth, camera, primitives
).into_sequential_workload() ).into_sequential_workload()
} }
@ -48,7 +50,8 @@ pub fn update_rendering_early() -> Workload {
pub fn update_rendering_late() -> Workload { pub fn update_rendering_late() -> Workload {
( (
camera::update_camera_uniform_buffer, camera_uniform::update_camera_uniform_buffer,
selection_box::update_selection_box_render_state.run_if(is_ingame),
).into_workload() ).into_workload()
} }
@ -70,6 +73,7 @@ pub fn render_master(storages: AllStoragesViewMut) {
storages.run_with_data(background::clear_bg, &mut data); storages.run_with_data(background::clear_bg, &mut data);
if storages.run(is_ingame) { if storages.run(is_ingame) {
storages.run_with_data(world::draw_world, &mut data); storages.run_with_data(world::draw_world, &mut data);
storages.run_with_data(selection_box::draw_selection_box, &mut data);
} }
renderer.queue().submit([encoder.finish()]); renderer.queue().submit([encoder.finish()]);

View file

@ -11,7 +11,6 @@ pub struct CameraUniformData {
pub view_proj: [f32; 4 * 4], pub view_proj: [f32; 4 * 4],
} }
//TODO if multiple cameras, buffer per camera //TODO if multiple cameras, buffer per camera
#[derive(Unique)] #[derive(Unique)]
pub struct CameraUniformBuffer { pub struct CameraUniformBuffer {

View file

@ -2,6 +2,7 @@ use bytemuck::{Pod, Zeroable};
use shipyard::{IntoWorkload, Workload}; use shipyard::{IntoWorkload, Workload};
mod cube; mod cube;
pub use cube::CubePrimitive;
pub fn init_primitives() -> Workload { pub fn init_primitives() -> Workload {
( (

View file

@ -1,9 +1,65 @@
use shipyard::{AllStoragesView, IntoIter, Unique, UniqueView, View};
use wgpu::RenderPassDescriptor;
use crate::{player::MainPlayer, world::raycast::LookingAtBlock};
use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, primitives::CubePrimitive, RenderCtx};
mod pipeline; mod pipeline;
mod uniform;
use uniform::SelectionBoxUniform;
#[derive(Unique)]
pub struct SboxRenderState {
pipeline: wgpu::RenderPipeline,
uniform: SelectionBoxUniform,
}
pub fn init_selection_box_render_state(storages: AllStoragesView) {
let uniform = storages.run(uniform::init_selection_box_uniform);
let pipeline = storages.run_with_data(pipeline::init_selection_box_pipeline, &uniform);
storages.add_unique(SboxRenderState { pipeline, uniform });
}
pub use uniform::update_selection_box_uniform
as update_selection_box_render_state;
pub fn draw_selection_box( pub fn draw_selection_box(
ctx: &mut RenderCtx, ctx: &mut RenderCtx,
state: UniqueView<SboxRenderState>,
depth: UniqueView<DepthTexture>,
cube: UniqueView<CubePrimitive>,
camera_ubo: UniqueView<CameraUniformBuffer>,
lookat: View<LookingAtBlock>, lookat: View<LookingAtBlock>,
camera: View<Camera>, player: View<MainPlayer>,
) { ) {
//TODO let Some((LookingAtBlock(Some(_)), _)) = (&lookat, &player).iter().next() else {
return
};
let mut rpass = ctx.encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("rpass_selection_box"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: ctx.surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth.depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
..Default::default()
});
rpass.set_pipeline(&state.pipeline);
rpass.set_bind_group(0, &camera_ubo.camera_bind_group, &[]);
rpass.set_bind_group(1, &state.uniform.bind_group, &[]);
rpass.set_index_buffer(cube.0.index.slice(..), wgpu::IndexFormat::Uint16);
rpass.set_vertex_buffer(0, cube.0.vertex.slice(..));
rpass.draw_indexed(0..cube.0.index_len, 0, 0..1);
} }

View file

@ -0,0 +1,68 @@
use shipyard::UniqueView;
use crate::rendering::{
camera_uniform::CameraUniformBuffer,
depth::DepthTexture,
primitives::PrimitiveVertex,
Renderer
};
pub fn init_selection_box_pipeline(
uniform: &super::uniform::SelectionBoxUniform,
ren: UniqueView<Renderer>,
depth: UniqueView<DepthTexture>,
camera_ubo: UniqueView<CameraUniformBuffer>,
) -> wgpu::RenderPipeline {
let shader = ren.device().create_shader_module(
wgpu::include_wgsl!("../../../shaders/selection_box.wgsl")
);
let selection_box_pipeline_layout = ren.device().create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("selection_box_pipeline_layout"),
bind_group_layouts: &[
&camera_ubo.camera_bind_group_layout,
&uniform.bind_group_layout,
],
push_constant_ranges: &[],
});
ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("selection_box_pipeline"),
layout: Some(&selection_box_pipeline_layout),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: ren.surface_config().format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::COLOR,
})],
}),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[
PrimitiveVertex::LAYOUT,
],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
cull_mode: Some(wgpu::Face::Back),
front_face: wgpu::FrontFace::Ccw,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: depth.depth_texture.format(),
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
})
}

View file

@ -0,0 +1,79 @@
use glam::Vec3;
use shipyard::{IntoIter, UniqueView, View};
use bytemuck::{Pod, Zeroable};
use crate::{
player::MainPlayer,
rendering::Renderer,
world::raycast::LookingAtBlock,
};
use super::SboxRenderState;
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C, packed)]
pub struct SelectionBoxUniformData {
pub position: [f32; 3],
pub _padding: u32,
}
pub struct SelectionBoxUniform {
pub buffer: wgpu::Buffer,
pub bind_group_layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup,
}
pub fn init_selection_box_uniform(renderer: UniqueView<Renderer>) -> SelectionBoxUniform {
let buffer = renderer.device().create_buffer(&wgpu::BufferDescriptor {
label: Some("selection_box_uniform"),
size: std::mem::size_of::<SelectionBoxUniformData>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group_layout = renderer.device().create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("selection_box_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,
}],
});
let bind_group = renderer.device().create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("selection_box_bind_group"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
});
SelectionBoxUniform {
buffer,
bind_group_layout,
bind_group,
}
}
pub fn update_selection_box_uniform(
renderer: UniqueView<Renderer>,
state: UniqueView<SboxRenderState>,
lookat: View<LookingAtBlock>,
player: View<MainPlayer>,
) {
//TODO: only update if changed
if let Some((LookingAtBlock(Some(lookat)), _)) = (&lookat, &player).iter().next() {
renderer.queue().write_buffer(
&state.uniform.buffer,
0,
bytemuck::cast_slice(&[SelectionBoxUniformData {
position: (lookat.position.floor() + Vec3::splat(0.5)).to_array(),
_padding: 0,
}]),
);
};
}

View file

@ -6,7 +6,7 @@ use crate::{
prefabs::TexturePrefabs, prefabs::TexturePrefabs,
world::{ChunkMeshStorage, ChunkStorage}, world::{ChunkMeshStorage, ChunkStorage},
}; };
use super::{camera::CameraUniformBuffer, depth::DepthTexture, RenderCtx}; use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
mod pipeline; mod pipeline;
mod vertex; mod vertex;
@ -39,7 +39,7 @@ pub fn draw_world(
let camera = camera.iter().next().expect("No cameras in the scene"); let camera = camera.iter().next().expect("No cameras in the scene");
let mut render_pass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut render_pass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("draw_world"), label: Some("rpass_draw_world"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment { color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: ctx.surface_view, view: ctx.surface_view,
resolve_target: None, resolve_target: None,

View file

@ -1,7 +1,7 @@
use shipyard::UniqueView; use shipyard::UniqueView;
use crate::{ use crate::{
prefabs::TexturePrefabs, prefabs::TexturePrefabs,
rendering::{camera::CameraUniformBuffer, depth::DepthTexture, world::ChunkVertex, Renderer} rendering::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, world::ChunkVertex, Renderer}
}; };
pub fn init_world_pipeline( pub fn init_world_pipeline(
@ -33,7 +33,7 @@ pub fn init_world_pipeline(
targets: &[Some(wgpu::ColorTargetState { targets: &[Some(wgpu::ColorTargetState {
format: ren.surface_config().format, format: ren.surface_config().format,
blend: Some(wgpu::BlendState::REPLACE), blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL, write_mask: wgpu::ColorWrites::COLOR,
})], })],
}), }),
vertex: wgpu::VertexState { vertex: wgpu::VertexState {