Make the cube rotate

This commit is contained in:
Matthew Gordon 2024-11-14 22:08:23 -04:00
parent 35785dbf01
commit e89c1e4c3d
1 changed files with 64 additions and 20 deletions

View File

@ -12,6 +12,8 @@ pub struct DemRenderer {
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
index_count: usize,
uniforms: Uniforms,
animation_start: std::time::Instant,
}
#[repr(C)]
@ -20,6 +22,51 @@ struct Vertex {
position: [f32; 4],
}
struct Uniforms {
projection_matrix: glam::Mat4,
view_matrix: glam::Mat4,
buffer: wgpu::Buffer,
}
impl Uniforms {
fn new(device: &wgpu::Device, aspect_ratio: f32) -> Self {
let projection_matrix =
glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_4, aspect_ratio, 1.0, 10.0);
let view_matrix = glam::Mat4::look_at_rh(glam::Vec3::ZERO, glam::Vec3::ZERO, glam::Vec3::Z);
let camera_matrix = projection_matrix * view_matrix;
let camera_matrix_ref: &[f32; 16] = camera_matrix.as_ref();
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(camera_matrix_ref),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
Self {
projection_matrix,
view_matrix,
buffer,
}
}
fn set_camera_position(&mut self, position: glam::Vec3) {
self.view_matrix = glam::Mat4::look_at_rh(position, glam::Vec3::ZERO, glam::Vec3::Z);
}
fn set_aspect_ratio(&mut self, ratio: f32) {
self.projection_matrix =
glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_4, ratio, 1.0, 10.0);
}
fn update_buffer(&self, queue: &wgpu::Queue) {
let camera_matrix = self.projection_matrix * self.view_matrix;
let camera_matrix_ref: &[f32; 16] = camera_matrix.as_ref();
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(camera_matrix_ref))
}
fn binding(&self) -> wgpu::BindingResource<'_> {
self.buffer.as_entire_binding()
}
}
impl DemRenderer {
pub fn new(
source: Rc<Dem>,
@ -42,16 +89,10 @@ impl DemRenderer {
let index_count = index_data.len();
let uniform_buf = {
let mx_total =
generate_matrix(surface_config.width as f32 / surface_config.height as f32);
let mx_ref: &[f32; 16] = mx_total.as_ref();
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(mx_ref),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
})
};
let uniforms = Uniforms::new(
device,
surface_config.width as f32 / surface_config.height as f32,
);
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
@ -83,7 +124,7 @@ impl DemRenderer {
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buf.as_entire_binding(),
resource: uniforms.binding(),
}],
label: Some("DemRendererBindGroup"),
});
@ -140,6 +181,8 @@ impl DemRenderer {
vertex_buffer,
index_buffer,
index_count,
animation_start: std::time::Instant::now(),
uniforms,
}
}
@ -147,6 +190,9 @@ impl DemRenderer {
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("DemRendererCommandEncoder"),
});
self.uniforms
.set_camera_position(get_animated_camera_position(self.animation_start.elapsed()));
self.uniforms.update_buffer(queue);
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("DemRendererRenderPass"),
@ -224,13 +270,11 @@ fn create_vertices() -> (Vec<Vertex>, Vec<u16>) {
(vertex_data.to_vec(), index_data.to_vec())
}
fn generate_matrix(aspect_ratio: f32) -> glam::Mat4 {
let projection =
glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_4, aspect_ratio, 1.0, 10.0);
let view = glam::Mat4::look_at_rh(
glam::Vec3::new(1.5f32, -5.0, 3.0),
glam::Vec3::ZERO,
glam::Vec3::Z,
);
projection * view
fn get_animated_camera_position(animation_time: std::time::Duration) -> glam::Vec3 {
let animation_phase = 2.0 * std::f32::consts::PI * (animation_time.as_secs_f32() % 10.0) / 10.0;
glam::Vec3::new(
5.0 * f32::sin(animation_phase),
5.0 * f32::cos(animation_phase),
3.0,
)
}