fix builds, improve movement
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a19661daa0
commit
94432b0c0d
4 changed files with 63 additions and 22 deletions
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@ -19,7 +19,9 @@ ash-window = "0.12.0"
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shaders-shared = { path = "../shaders-shared" }
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puffin = { git = "https://github.com/EmbarkStudios/puffin", rev = "5ac4e54164ee89bd68c29f288c2b5613afc2c929" }
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puffin_egui = { git = "https://github.com/EmbarkStudios/puffin", rev = "5ac4e54164ee89bd68c29f288c2b5613afc2c929" }
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gpu-profiler = { path = "../../../gpu-profiler", features = ["use-ash"] }
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gpu-profiler = { git = "https://github.com/zackartz/gpu-profiler", features = [
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"use-ash",
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] }
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[build-dependencies]
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spirv-builder.workspace = true
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@ -45,6 +45,7 @@ struct Game {
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camera_position: Vec3,
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camera_yaw: f32,
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camera_pitch: f32,
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camera_fov: f32,
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right_mouse_pressed: bool,
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last_mouse_pos: Option<(f32, f32)>,
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@ -105,6 +106,12 @@ impl App for Game {
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ui.add(egui::DragValue::new(&mut self.camera_position.z).speed(0.1));
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});
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ui.separator();
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ui.label("FOV");
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ui.add(egui::widgets::Slider::new(
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&mut self.camera_fov,
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10.0..=150.0,
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));
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ui.separator();
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if ui.button("Show Profiler").clicked() {
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self.show_profiler = !self.show_profiler;
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}
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@ -114,12 +121,19 @@ impl App for Game {
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if !ctx.wants_keyboard_input() {
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let movement_speed = 0.1;
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let forward = Vec3::new(self.camera_yaw.sin(), 0.0, self.camera_yaw.cos()).normalize();
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// Calculate forward direction using yaw
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let forward = Vec3::new(
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self.camera_yaw.sin(),
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self.camera_pitch.sin(),
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self.camera_yaw.cos(),
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)
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.normalize();
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// Calculate right direction
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let right = Vec3::new(
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(self.camera_yaw + 90.0_f32.to_radians()).sin(),
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(self.camera_yaw + std::f32::consts::FRAC_PI_2).sin(),
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0.0,
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(self.camera_yaw + 90.0_f32.to_radians()).cos(),
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(self.camera_yaw + std::f32::consts::FRAC_PI_2).cos(),
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)
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.normalize();
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@ -141,6 +155,7 @@ impl App for Game {
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// Handle mouse input for camera rotation
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let is_right_mouse_down = ctx.input(|i| i.pointer.secondary_down());
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let is_middle_mouse_down = ctx.input(|i| i.pointer.middle_down());
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let hover_pos = ctx.input(|i| i.pointer.hover_pos());
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// Set cursor visibility based on right mouse button
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@ -154,22 +169,40 @@ impl App for Game {
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self.right_mouse_pressed = is_right_mouse_down;
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if self.right_mouse_pressed {
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if let Some(pos) = hover_pos {
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if let Some((last_x, last_y)) = self.last_mouse_pos {
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let delta_x = pos.x - last_x;
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let delta_y = pos.y - last_y;
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match (self.right_mouse_pressed, is_middle_mouse_down) {
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(true, false) => {
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if let Some(pos) = hover_pos {
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if let Some((last_x, last_y)) = self.last_mouse_pos {
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let delta_x = pos.x - last_x;
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let delta_y = pos.y - last_y;
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// Update camera rotation
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let rotation_speed = 0.002;
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self.camera_yaw -= delta_x * rotation_speed;
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self.camera_pitch = (self.camera_pitch + delta_y * rotation_speed)
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.clamp(-89.0_f32.to_radians(), 89.0_f32.to_radians());
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// Update camera rotation
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let rotation_speed = 0.002;
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self.camera_yaw -= delta_x * rotation_speed;
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self.camera_pitch = (self.camera_pitch + delta_y * rotation_speed)
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.clamp(-89.0_f32.to_radians(), 89.0_f32.to_radians());
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}
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self.last_mouse_pos = Some((pos.x, pos.y));
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}
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self.last_mouse_pos = Some((pos.x, pos.y));
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}
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} else {
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self.last_mouse_pos = None;
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(false, true) => {
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if let Some(pos) = hover_pos {
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if let Some((last_x, last_y)) = self.last_mouse_pos {
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let delta_x = pos.x - last_x;
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let delta_y = pos.y - last_y;
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let move_speed = 0.005;
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self.camera_position.x -= delta_x * move_speed;
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self.camera_position.y += delta_y * move_speed;
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}
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self.last_mouse_pos = Some((pos.x, pos.y))
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}
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}
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_ => {
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self.last_mouse_pos = None;
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}
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}
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match self.theme {
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@ -186,9 +219,10 @@ impl App for Game {
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let camera_position = self.camera_position;
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let camera_yaw = self.camera_yaw;
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let camera_pitch = self.camera_pitch;
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let camera_fov = self.camera_fov;
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move |size, egui_cmd| {
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let mut renderer = renderer.inner.lock().unwrap();
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renderer.update_camera(camera_position, camera_yaw, camera_pitch);
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renderer.update_camera(camera_position, camera_yaw, camera_pitch, camera_fov);
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renderer.render(size.width, size.height, egui_cmd, rotate_y)
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}
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}))
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@ -521,7 +555,7 @@ impl AppCreator<Arc<Mutex<Allocator>>> for MyAppCreator {
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}
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let (
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physical_device,
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physical_device_properties,
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_physical_device_properties,
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_physical_device_memory_properties,
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queue_family_index,
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) = Self::create_physical_device(&instance, &surface_loader, surface, &req_ext);
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@ -591,6 +625,7 @@ impl AppCreator<Arc<Mutex<Allocator>>> for MyAppCreator {
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camera_position: Vec3::new(0.0, 0.0, -5.0),
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camera_pitch: 0.,
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camera_yaw: 0.,
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camera_fov: 45.,
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last_mouse_pos: None,
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right_mouse_pressed: false,
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last_fps_update: std::time::Instant::now(),
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@ -3,7 +3,6 @@ use ash::{
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vk::{self, Buffer},
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Device,
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};
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use cgmath::num_traits::Float;
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use egui_ash::EguiCommand;
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use glam::{Mat4, Vec3};
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use gpu_allocator::vulkan::{Allocation, Allocator};
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@ -102,6 +101,7 @@ pub struct RendererInner {
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frame_counter: u32,
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camera_position: Vec3,
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camera_fov: f32,
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camera_yaw: f32,
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camera_pitch: f32,
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accumulation_reset_needed: bool,
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@ -1082,18 +1082,21 @@ impl RendererInner {
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camera_position: Vec3::new(0.0, 0.0, -5.0),
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camera_yaw: 0.,
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camera_pitch: 0.,
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camera_fov: 45.,
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accumulation_reset_needed: true,
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}
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}
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pub fn update_camera(&mut self, new_position: Vec3, yaw: f32, pitch: f32) {
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pub fn update_camera(&mut self, new_position: Vec3, yaw: f32, pitch: f32, fov: f32) {
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if (new_position - self.camera_position).length() > 0.0001
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|| (yaw - self.camera_yaw).abs() > 0.001
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|| (pitch - self.camera_pitch).abs() > 0.001
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|| (fov - self.camera_fov).abs() > 0.001
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{
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self.camera_position = new_position;
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self.camera_yaw = yaw;
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self.camera_pitch = pitch;
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self.camera_fov = fov;
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self.accumulation_reset_needed = true;
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}
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}
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@ -1172,7 +1175,7 @@ impl RendererInner {
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model: Mat4::from_rotation_y(rotate_y.to_radians()),
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view,
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proj: Mat4::perspective_rh(
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45.0_f32.to_radians(),
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self.camera_fov.to_radians(),
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width as f32 / height as f32,
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0.1,
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10.0,
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