refactor view/scene to separate modules

This commit is contained in:
2016-09-21 19:38:27 -07:00
parent b8b5bf8ab7
commit 7a9f65115c
10 changed files with 311 additions and 224 deletions

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@@ -1,218 +0,0 @@
extern crate vrtue;
use vrtue::{tile, vr};
use vrtue::vr::AsMatrix4;
extern crate env_logger;
#[macro_use] extern crate gfx;
extern crate gl;
#[macro_use] extern crate log;
extern crate nalgebra as na;
extern crate num_traits;
extern crate piston_window;
use gfx::{tex, Device, Factory};
use gfx::traits::FactoryExt;
use na::Inverse;
use num_traits::identities::One;
use piston_window::{PistonWindow, Window, WindowSettings};
pub type ColorFormat = gfx::format::Srgba8;
pub type DepthFormat = gfx::format::DepthStencil;
const NEAR: f32 = 0.01;
const FAR: f32 = 1000.0;
gfx_defines!{
vertex Vertex {
pos: [f32; 3] = "a_pos",
uv: [f32; 2] = "a_uv",
}
constant Trans {
matrix: [[f32; 4]; 4] = "u_matrix",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<Vertex> = (),
trans: gfx::ConstantBuffer<Trans> = "b_trans",
tiles: gfx::TextureSampler<[f32; 4]> = "t_tiles",
pixcolor: gfx::RenderTarget<ColorFormat> = "pixcolor",
depth: gfx::DepthTarget<DepthFormat> = gfx::preset::depth::LESS_EQUAL_WRITE,
}
}
const POLYGON: [Vertex; 4] = [
Vertex { pos: [ -0.25, -0.25, 0. ], uv: [0., 0.] },
Vertex { pos: [ 0.25, -0.25, 0. ], uv: [1., 0.] },
Vertex { pos: [ 0.25, 0.25, 0. ], uv: [1., 1.] },
Vertex { pos: [ -0.25, 0.25, 0. ], uv: [0., 1.] }
];
const POLYGON_IDX: &'static [u16] = &[ 0, 1, 2,
2, 3, 0 ];
fn main() {
env_logger::init().expect("env logger");
let mut vr = vr::VR::new().expect("VR init");
let render_size = vr.recommended_render_target_size();
let mut window: PistonWindow =
WindowSettings::new("Hello Virtual World!", [512; 2])
.exit_on_esc(true)
.vsync(false)
.build().expect("Building Window");
let pso = window.factory.create_pipeline_simple(VERTEX_SHADER_SRC,
FRAGMENT_SHADER_SRC,
pipe::new())
.expect("create pipeline");
let (tex_left, tgt_left, depth_left) = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create left renderbuffer");
let (tex_right, tgt_right, depth_right) = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create right renderbuffer");
let (vertex_buffer, slice) = window.factory.create_vertex_buffer_with_slice(&POLYGON, POLYGON_IDX);
let tiles = tile::get_tiles::<_, _, ColorFormat>(&mut window.factory);
let nn_sampler = window.factory.create_sampler(
tex::SamplerInfo::new(tex::FilterMethod::Scale,
tex::WrapMode::Clamp));
let pipe_monitor = pipe::Data {
vbuf: vertex_buffer.clone(),
trans: window.factory.create_constant_buffer(1),
tiles: (tiles.clone(), nn_sampler.clone()),
pixcolor: window.output_color.clone(),
depth: window.output_stencil.clone(),
};
let pipe_left = pipe::Data {
vbuf: vertex_buffer.clone(),
trans: window.factory.create_constant_buffer(1),
tiles: (tiles.clone(), nn_sampler.clone()),
pixcolor: tgt_left,
depth: depth_left,
};
let pipe_right = pipe::Data {
vbuf: vertex_buffer.clone(),
trans: window.factory.create_constant_buffer(1),
tiles: (tiles.clone(), nn_sampler.clone()),
pixcolor: tgt_right,
depth: depth_right,
};
window.encoder.update_constant_buffer(
&pipe_monitor.trans,
&Trans { matrix: *na::Matrix4::one().as_ref() });
let mut frame = 0u32;
window.window.swap_buffers(); frame += 1; // To contain setup calls to Frame 0 in apitrace
'main:
//while let Some(_) = window.next() {
loop {
info!("Frame #{}", frame);
let _now = std::time::SystemTime::now();
// Get the current sensor state
let poses = vr.poses();
trace!("\t{:?} got pose", _now.elapsed());
if frame % 90 == 0 {
debug!("\t#{}: poses:", frame);
let mut devnum = 0;
for track in (0..poses.count).map(|pose| poses.poses[pose]) {
match track.device_class() {
vr::TrackedDeviceClass::Invalid => (),
_ => debug!("\t\t#{}: {:?} = valid? {}, connected? {}\n\t\t\t{:?}\n\t\t\t{:?}",
devnum,
track.device_class(),
track.is_valid,
track.is_connected,
track.to_device,
track.velocity)
}
devnum += 1;
}
debug!("");
}
frame += 1;
let mut hmd_mat = poses.poses[0].to_device.as_matrix4();
hmd_mat.inverse_mut();
for pass in [(Some((vr::Eye::Left, &tex_left)), &pipe_left),
(Some((vr::Eye::Right, &tex_right)), &pipe_right),
(None, &pipe_monitor),]
.into_iter() {
info!("\tpass for eye: {:?}", pass.0);
window.encoder.clear(&pass.1.pixcolor, [0.1, 0.2, 0.3, 1.0]);
window.encoder.clear_depth(&pass.1.depth, 1.0);
// Submit eye textures
if let Some((eye, tex)) = pass.0 {
let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
let eye_mat = vr.head_to_eye_transform(eye);
for track in (0..poses.count).map(|pose| poses.poses[pose]) {
match track.device_class() {
vr::TrackedDeviceClass::Controller |
vr::TrackedDeviceClass::TrackingReference => {
let model_mat = track.to_device.as_matrix4();
let trans = Trans { matrix: *(proj_mat * eye_mat * hmd_mat * model_mat).as_ref() };
window.encoder.update_constant_buffer(&pass.1.trans, &trans);
window.encoder.draw(&slice, &pso, pass.1);
window.encoder.flush(&mut window.device);
},
_ => ()
}
}
vr.submit(eye, tex);
trace!("\t\t{:?} submit {:?}", _now.elapsed(), eye);
} else {
window.encoder.draw(&slice, &pso, pass.1);
window.encoder.flush(&mut window.device);
window.window.swap_buffers();
}
}
window.device.cleanup();
// handle window events
while let Some(ev) = window.poll_event() {
match ev {
piston_window::Input::Text(_) => break 'main,
_ => debug!("\t{:?}", ev)
}
}
}
debug!("shutting down");
}
const VERTEX_SHADER_SRC: &'static [u8] = br#"
#version 140
in vec3 a_pos;
in vec2 a_uv;
out vec3 v_color;
out vec2 v_uv;
uniform b_trans {
mat4 u_matrix;
};
void main() {
v_uv = a_uv;
gl_Position = u_matrix * vec4(a_pos, 1.0);
}
"#;
const FRAGMENT_SHADER_SRC: &'static [u8] = br#"
#version 140
in vec3 v_color;
in vec2 v_uv;
out vec4 pixcolor;
uniform sampler2D t_tiles;
void main() {
vec2 uv = vec2(v_uv.x, 31.0 / 256 + (1.0 - v_uv.y) / 256.0);
pixcolor = texture(t_tiles, uv);
}
"#;

40
src/bin/vrtue.rs Normal file
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@@ -0,0 +1,40 @@
extern crate vrtue;
use vrtue::{view, vr};
extern crate env_logger;
extern crate gfx_device_gl;
#[macro_use] extern crate log;
extern crate piston_window;
use self::piston_window::{PistonWindow, Window, WindowSettings};
pub fn main() {
env_logger::init().expect("env logger");
let mut vr = vr::VR::new().expect("VR init");
let mut window: PistonWindow =
WindowSettings::new("Hello Virtual World!", [512; 2])
.exit_on_esc(true)
.vsync(false)
.build().expect("Building Window");
let view = view::ViewRoot::<gfx_device_gl::Device,
view::ColorFormat,
view::DepthFormat>::create_view(&mut window, &mut vr);
'main:
//while let Some(_) = window.next() {
loop {
view.draw(&mut window, &mut vr);
// handle window events
while let Some(ev) = window.poll_event() {
match ev {
piston_window::Input::Text(_) => break 'main,
_ => debug!("\t{:?}", ev)
}
}
}
debug!("shutting down");
}

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@@ -1,11 +1,15 @@
#![feature(conservative_impl_trait)]
#[macro_use] extern crate gfx;
#[macro_use] extern crate log;
pub mod arena;
pub mod ega;
pub mod scene;
pub mod scenes;
pub mod tile;
pub mod town;
pub mod view;
pub mod vr;
pub mod world;

15
src/scene.rs Normal file
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@@ -0,0 +1,15 @@
use view;
extern crate gfx;
extern crate gfx_device_gl;
extern crate piston_window;
pub trait Scene<D: gfx::Device,
F: gfx::Factory<D::Resources>> {
fn update(&mut self);
fn render(&self,
factory: &mut F,
encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>,
target: &gfx::handle::RenderTargetView<D::Resources, view::ColorFormat>,
depth: &gfx::handle::DepthStencilView<D::Resources, view::DepthFormat>);
}

1
src/scenes/mod.rs Normal file
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@@ -0,0 +1 @@
pub mod world;

123
src/scenes/world.rs Normal file
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@@ -0,0 +1,123 @@
use scene;
use tile;
use view;
extern crate gfx;
extern crate piston_window;
use std::marker::PhantomData;
use gfx::tex;
use gfx::traits::FactoryExt;
gfx_defines! {
vertex Vertex {
pos: [f32; 3] = "a_pos",
uv: [f32; 2] = "a_uv",
tileidx: u32 = "a_tileidx",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<Vertex> = (),
trans: gfx::ConstantBuffer<::view::Trans> = "b_trans",
atlas: gfx::TextureSampler<[f32; 4]> = "t_atlas",
pixcolor: gfx::RenderTarget<::view::ColorFormat> = "pixcolor",
depth: gfx::DepthTarget<::view::DepthFormat> = gfx::preset::depth::LESS_EQUAL_WRITE,
}
}
fn get_model(/*x: u16, y: u16,*/ tile: &tile::Tile) -> ([Vertex; 4], [u16; 6]) {
let tileidx = tile.val as u32;
([Vertex { pos: [ 0., 0., 0. ], uv: [0., 0.], tileidx: tileidx },
Vertex { pos: [ 1., 0., 0. ], uv: [1., 0.], tileidx: tileidx },
Vertex { pos: [ 1., 0., 1. ], uv: [1., 1.], tileidx: tileidx },
Vertex { pos: [ 0., 0., 1. ], uv: [0., 1.], tileidx: tileidx },],
[ 0, 1, 2,
2, 3, 0 ])
}
pub struct WorldScene<D: gfx::Device,
F: gfx::Factory<D::Resources>> {
pso: gfx::PipelineState<D::Resources, pipe::Meta>,
trans: gfx::handle::Buffer<D::Resources, view::Trans>,
atlas: gfx::handle::ShaderResourceView<D::Resources,
<view::ColorFormat as gfx::format::Formatted>::View>,
sampler: gfx::handle::Sampler<D::Resources>,
f: PhantomData<F>
}
impl<D: gfx::Device, F: gfx::Factory<D::Resources>> WorldScene<D, F> {
pub fn new(factory: &mut F, trans: &gfx::handle::Buffer<D::Resources, view::Trans>) -> WorldScene<D, F> {
WorldScene {
pso: factory.create_pipeline_simple(VERTEX_SHADER_SRC,
FRAGMENT_SHADER_SRC,
pipe::new())
.expect("create pipeline"),
trans: trans.clone(),
atlas: tile::get_tiles::<_, _, view::ColorFormat>(factory),
sampler: factory.create_sampler(tex::SamplerInfo::new(tex::FilterMethod::Scale,
tex::WrapMode::Clamp)),
f: PhantomData,
}
}
}
impl<D: gfx::Device,
F: gfx::Factory<D::Resources>> scene::Scene<D, F> for WorldScene<D, F> {
fn update(&mut self) {
}
fn render(&self,
factory: &mut F,
encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>,
target: &gfx::handle::RenderTargetView<D::Resources, view::ColorFormat>,
depth: &gfx::handle::DepthStencilView<D::Resources, view::DepthFormat>) {
let (model, model_idx) = get_model(&tile::Tile { val: 31 });
let (vertex_buffer, slice) =
factory.create_vertex_buffer_with_slice(&model, &model_idx[..]);
let pipe = pipe::Data {
vbuf: vertex_buffer.clone(),
trans: self.trans.clone(),
atlas: (self.atlas.clone(), self.sampler.clone()),
pixcolor: target.clone(),
depth: depth.clone(),
};
encoder.draw(&slice, &self.pso, &pipe);
}
}
const VERTEX_SHADER_SRC: &'static [u8] = br#"
#version 150
in vec3 a_pos;
in vec2 a_uv;
in uint a_tileidx;
out vec2 v_uv;
flat out uint v_tileidx;
uniform b_trans {
mat4 u_matrix;
};
void main() {
v_uv = a_uv;
v_tileidx = a_tileidx;
gl_Position = u_matrix * vec4(a_pos, 1.0);
}
"#;
const FRAGMENT_SHADER_SRC: &'static [u8] = br#"
#version 150
in vec2 v_uv;
flat in uint v_tileidx;
out vec4 pixcolor;
uniform sampler2D t_atlas;
void main() {
vec2 uv = vec2(v_uv.x, float(v_tileidx) / 256.0 + (1.0 - v_uv.y) / 256.0);
pixcolor = texture(t_atlas, uv);
}
"#;

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@@ -8,9 +8,10 @@ use std::path::Path;
use self::gfx::tex;
#[repr(C)]
#[derive(Clone, Copy)]
pub struct Tile {
val: u8,
pub val: u8,
}
pub fn get_tiles<R, F, T>(factory: &mut F) -> (//gfx::handle::Texture<R, T::Surface>,
@@ -31,6 +32,8 @@ pub fn get_tiles<R, F, T>(factory: &mut F) -> (//gfx::handle::Texture<R, T::Surf
tex.1
}
impl Tile {
pub fn as_char(&self) -> char {
match self.val {

111
src/view.rs Normal file
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@@ -0,0 +1,111 @@
use scenes;
use vr;
use vr::{AsMatrix4, VR};
extern crate gfx_device_gl;
extern crate nalgebra as na;
extern crate num_traits;
extern crate piston_window;
use gfx;
use gfx::Device;
use gfx::traits::FactoryExt;
use self::na::Inverse;
use self::num_traits::identities::One;
use self::piston_window::{PistonWindow, Window};
pub type ColorFormat = gfx::format::Srgba8;
pub type DepthFormat = gfx::format::DepthStencil;
const NEAR: f32 = 0.01;
const FAR: f32 = 1000.0;
gfx_constant_struct! {
Trans {
matrix: [[f32; 4]; 4] = "u_matrix",
}
}
pub struct ViewRoot<Dev, T, D>
where Dev: gfx::Device,
T: gfx::format::RenderFormat + gfx::format::TextureFormat,
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
left: vr::EyeBuffer<T, D>,
right: vr::EyeBuffer<T, D>,
trans: gfx::handle::Buffer<Dev::Resources, Trans>,
scene: Box<::scene::Scene<Dev, gfx_device_gl::Factory>>,
}
impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
pub fn create_view(window: &mut PistonWindow, vr: &VR)
-> ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
let render_size = vr.recommended_render_target_size();
let left = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create left renderbuffer");
let right = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create right renderbuffer");
let trans = window.factory.create_constant_buffer(1);
window.window.swap_buffers(); // To contain setup calls to Frame 0 in apitrace
ViewRoot::<gfx_device_gl::Device, ColorFormat, DepthFormat> {
left: left,
right: right,
trans: trans.clone(),
scene: Box::new(scenes::world::WorldScene::new(&mut window.factory, &trans)),
}
}
pub fn draw(&self,
window: &mut PistonWindow,
vr: &mut vr::VR) {
// Get the current sensor state
let poses = vr.poses();
let mut hmd_mat = poses.poses[0].to_device.as_matrix4();
hmd_mat.inverse_mut();
for &(eye, buffers) in [(vr::Eye::Left, &self.left),
(vr::Eye::Right, &self.right)].into_iter() {
window.encoder.clear(&buffers.target, [0.1, 0.2, 0.3, 1.0]);
window.encoder.clear_depth(&buffers.depth, 1.0);
// Submit eye textures
let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
let eye_mat = vr.head_to_eye_transform(eye);
for track in (0..poses.count).map(|pose| poses.poses[pose]) {
match track.device_class() {
vr::TrackedDeviceClass::Controller |
vr::TrackedDeviceClass::TrackingReference => {
let model_mat = track.to_device.as_matrix4();
let trans = Trans { matrix: *(proj_mat * eye_mat * hmd_mat * model_mat).as_ref() };
window.encoder.update_constant_buffer(&self.trans, &trans);
self.scene.render(&mut window.factory,
&mut window.encoder,
&buffers.target,
&buffers.depth);
},
_ => ()
}
}
}
// draw monitor window
window.encoder.update_constant_buffer(&self.trans,
&Trans { matrix: *na::Matrix4::one().as_ref() });
window.encoder.clear(&window.output_color, [0.1, 0.2, 0.3, 1.0]);
window.encoder.clear_depth(&window.output_stencil, 1.0);
self.scene.render(&mut window.factory, &mut window.encoder, &window.output_color, &window.output_stencil);
window.encoder.flush(&mut window.device);
vr.submit(vr::Eye::Left, &self.left.tex);
vr.submit(vr::Eye::Right, &self.right.tex);
window.window.swap_buffers();
window.device.cleanup();
}
}

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@@ -87,12 +87,18 @@ impl<N: Copy> AsMatrix4<N> for [[N; 4]; 4] {
}
}
pub struct EyeBuffer<T, D>
where T: gfx::format::RenderFormat + gfx::format::TextureFormat,
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
pub tex: gfx::handle::Texture<GLResources, T::Surface>,
pub target: gfx::handle::RenderTargetView<GLResources, T>,
pub depth: gfx::handle::DepthStencilView<GLResources, D>,
}
pub fn create_eyebuffer<T, D>(factory: &mut gfx_device_gl::Factory,
size: vr::common::Size)
-> Result<(gfx::handle::Texture<GLResources, T::Surface>,
gfx::handle::RenderTargetView<GLResources, T>,
gfx::handle::DepthStencilView<GLResources, D>),
gfx::CombinedError>
-> Result<EyeBuffer<T, D>, gfx::CombinedError>
where T: gfx::format::RenderFormat + gfx::format::TextureFormat,
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
let tex = try!(factory.create_texture(
@@ -104,5 +110,5 @@ pub fn create_eyebuffer<T, D>(factory: &mut gfx_device_gl::Factory,
let tgt = try!(factory.view_texture_as_render_target(&tex, 0, None));
let depth = try!(factory.create_depth_stencil_view_only(size.width as tex::Size,
size.height as tex::Size));
Ok((tex, tgt, depth))
Ok(EyeBuffer { tex: tex, target: tgt, depth: depth })
}

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@@ -21,6 +21,7 @@ pub trait HasMap {
const CHUNKDIM: usize = 32;
pub type ChunkRow = [Tile; CHUNKDIM];
pub type ChunkRect = [ChunkRow; CHUNKDIM];
#[repr(C)]
#[derive(Clone, Copy)]
pub struct Chunk {
pub rect: ChunkRect,
@@ -53,6 +54,7 @@ impl<'a> IntoIterator for &'a Chunk {
const WORLDDIM: usize = 8;
pub type WorldRow = [Chunk; WORLDDIM];
pub type WorldRect = [WorldRow; WORLDDIM];
#[repr(C)]
#[derive(Clone, Copy)]
pub struct World {
pub rect: WorldRect,