Files
yawn/level-editor/src/lib.rs
T

237 lines
6.8 KiB
Rust

use std::sync::mpsc::Receiver;
use std::{cell::RefCell, rc::Rc};
use ultraviolet::Mat4;
use wasm_bindgen::prelude::*;
use renderer::app_setup::WebApp;
use renderer::camera::Camera;
use renderer::message::WindowEvent;
use renderer::render_data::{MeshCreateInfo, RenderData, RenderFlags};
use renderer::renderer as gpu_renderer;
use renderer::renderer::gpu_scene::vertex_layouts;
use renderer::renderer::scene::FrameMetadata;
/// Simple vertex format.
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
pos: [f32; 3],
}
pub struct EditorScene {
uniform_buffers: [wgpu::Buffer; 2],
bind_groups: [wgpu::BindGroup; 2],
bind_group_layouts: [wgpu::BindGroupLayout; 2],
frame_metadata: FrameMetadata,
cam: Camera,
}
impl renderer::renderer::scene::Scene for EditorScene {
fn setup(
renderer_context: &gpu_renderer::RendererContext,
resources: &mut gpu_renderer::PipelineLibrary,
render_data: &mut RenderData,
) -> Self {
let dimension = ultraviolet::Vec2::new(
renderer_context.surface_config.width as f32,
renderer_context.surface_config.height as f32,
);
let mut frame_metadata = FrameMetadata::new(dimension);
let camera = Camera::new(dimension.x / dimension.y);
frame_metadata.set_camera_position(camera.position());
let uniform_resource = frame_metadata.create_uniform_resource(&renderer_context.device);
let camera_resource = camera.create_uniform_resource(&renderer_context.device);
let bind_group_layouts = [
uniform_resource.bind_group_layout,
camera_resource.bind_group_layout,
];
resources.set_bind_group_layouts(&bind_group_layouts);
let mut scene = EditorScene {
uniform_buffers: [uniform_resource.buffer, camera_resource.buffer],
bind_groups: [uniform_resource.bind_group, camera_resource.bind_group],
bind_group_layouts,
frame_metadata,
cam: camera,
};
scene.create_default_scene(
&renderer_context.device,
resources,
render_data,
renderer_context.surface_config.format,
);
scene
}
fn frame_metadata_mut(&mut self) -> Option<&mut FrameMetadata> {
Some(&mut self.frame_metadata)
}
fn camera_mut(&mut self) -> Option<&mut Camera> {
Some(&mut self.cam)
}
fn uniform_buffers(&self) -> Option<[&wgpu::Buffer; 2]> {
Some([&self.uniform_buffers[0], &self.uniform_buffers[1]])
}
fn bind_groups(&self) -> &[wgpu::BindGroup] {
&self.bind_groups
}
fn handle_mouse_click(&mut self, x: f32, y: f32) {
self.frame_metadata.mouse_click = [x, y];
}
fn handle_zoom(&mut self, delta_y: f32) {
self.cam.zoom(delta_y);
}
fn handle_orbit(&mut self, delta_x: f32, delta_y: f32) {
self.cam.orbit(delta_x, delta_y);
}
fn handle_pan(&mut self, delta_x: f32, delta_y: f32, viewport_height: f32) {
self.cam.pan(delta_x, delta_y, viewport_height);
}
fn set_camera_depth_range(&mut self, near: f32, far: f32) {
self.cam.set_depth_range(near, far);
}
fn set_camera_look_at(&mut self, eye: ultraviolet::Vec3, center: ultraviolet::Vec3) {
self.cam.look_at(eye, center);
}
}
#[cfg(target_arch = "wasm32")]
pub struct LevelEditor {
#[allow(dead_code)]
scene: EditorScene,
}
#[cfg(target_arch = "wasm32")]
impl WebApp for LevelEditor {
type Scene = EditorScene;
}
impl EditorScene {
/// Ground plane vertex data.
const VERTICES: &[Vertex] = &[
// First triangle of quad
Vertex {
pos: [-5.0, 0.0, -5.0],
},
Vertex {
pos: [5.0, 0.0, -5.0],
},
Vertex {
pos: [-5.0, 0.0, 5.0],
},
// Second triangle of quad
Vertex {
pos: [5.0, 0.0, -5.0],
},
Vertex {
pos: [5.0, 0.0, 5.0],
},
Vertex {
pos: [-5.0, 0.0, 5.0],
},
];
// Wind the ground plane so the upward-facing side is front-facing (CCW from
// above) to avoid being culled by the default back-face culling.
const INDICES: &[u32] = &[0, 2, 1, 3, 5, 4];
fn create_default_scene(
&mut self,
device: &wgpu::Device,
resources: &mut gpu_renderer::PipelineLibrary,
render_data: &mut RenderData,
surface_format: wgpu::TextureFormat,
) {
let positions: Vec<[f32; 3]> = Self::VERTICES.iter().map(|v| v.pos).collect();
// Ground plane normals point upward (Y+)
let normals: Vec<[f32; 3]> = vec![[0.0, 1.0, 0.0]; positions.len()];
let tangents: Vec<[f32; 4]> = vec![[1.0, 0.0, 0.0, 1.0]; positions.len()];
let uvs: &[[f32; 2]] = &[
[0.0, 0.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 0.0],
[1.0, 1.0],
[0.0, 1.0],
];
let vertex_layout = vertex_layouts();
let pipeline_index = resources.get_or_create_pipeline(
device,
"ground_plane",
&vertex_layout,
include_str!("./program.wgsl"),
surface_format,
);
let scale_factor = 100.0;
let scale_matrix = Mat4::from_scale(scale_factor);
let transform: [[f32; 4]; 4] = scale_matrix.into();
render_data
.create_mesh(MeshCreateInfo {
positions: &positions,
normals: &normals,
tangents: &tangents,
uvs,
indices: Self::INDICES,
pipeline: pipeline_index,
material: renderer::render_data::MaterialKey::DEFAULT,
flags: RenderFlags::VISIBLE,
default_instance_flags: RenderFlags::VISIBLE,
default_transform: transform,
})
.expect("ground plane geometry is valid");
}
}
/// Entrypoint for the level editor
#[wasm_bindgen]
pub fn main(profile: bool) -> Result<RendererBridge, JsValue> {
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
wasm_logger::init(wasm_logger::Config::default());
let runtime = LevelEditor::setup_runtime(profile)?;
Ok(RendererBridge { runtime })
}
/// Opaque owner of the worker, event listeners, and pinned command ring.
#[wasm_bindgen]
pub struct RendererBridge {
runtime: renderer::app_setup::WebAppRuntime,
}
#[wasm_bindgen]
impl RendererBridge {
#[wasm_bindgen(getter)]
pub fn worker(&self) -> web_sys::Worker {
web_sys::Worker::clone(&*self.runtime.worker())
}
#[wasm_bindgen(getter, js_name = ringPtr)]
pub fn ring_ptr(&self) -> u32 {
self.runtime.ring_ptr()
}
#[wasm_bindgen(getter)]
pub fn memory(&self) -> JsValue {
wasm_bindgen::memory()
}
}
renderer::export_worker_entrypoint!();