RustPhysicsMQ/src/rendering.rs

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Rust
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use crate::{
camera::{self as cam, FirstPersonCamera},
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engine::{self, World},
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graphics_util::draw_cuboid,
};
use macroquad::prelude as mq;
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use macroquad::ui::hash;
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use rapier3d::prelude::*;
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use strum::IntoEnumIterator;
mod ui;
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const DEBUG_UI: bool = false;
const DEPTH_MAP_SIZE: u32 = 1024;
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const LIGHT_PROJECTION_SIZE: f32 = 40.0;
const LIGHT_NEAR: f32 = 50.0;
const LIGHT_FAR: f32 = 400.0;
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pub struct Light {
projection_matrix: mq::Mat4,
view_matrix: mq::Mat4,
pub position: mq::Vec3,
pub front: mq::Vec3,
}
impl Light {
pub fn new() -> Light {
let mut l = Light {
projection_matrix: mq::Mat4::orthographic_rh(
-LIGHT_PROJECTION_SIZE,
LIGHT_PROJECTION_SIZE,
-LIGHT_PROJECTION_SIZE,
LIGHT_PROJECTION_SIZE,
LIGHT_NEAR,
LIGHT_FAR,
),
view_matrix: mq::Mat4::NAN,
position: mq::Vec3::NAN,
front: mq::Vec3::NAN,
};
l.set_location(mq::vec3(5.0, 10.0, 0.0), mq::Vec3::NEG_Y);
return l;
}
pub fn set_location(&mut self, position: mq::Vec3, front: mq::Vec3) {
self.position = position;
self.front = front;
self.view_matrix =
mq::Mat4::look_at_rh(self.position, self.position + self.front, mq::Vec3::Y);
}
pub fn get_space_matrix(&self) -> mq::Mat4 {
return self.projection_matrix * self.view_matrix;
}
}
pub struct Renderer {
base_material: mq::Material,
depth_material: mq::Material,
depth_target: mq::RenderTarget,
pub light: Light,
pub camera: cam::FirstPersonCamera,
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ui_state: ui::MaterialUi,
pub enable_shadows: bool,
}
#[derive(strum::EnumIter, Debug)]
pub enum MaterialUni {
RenderNormalsBool,
RenderShadowsBool,
ShadowStepCount,
ShadowStepSize,
ShadowMinBias,
ShadowFacBias,
ShadowMaxBias,
LightPosition,
LightSpaceMatrix,
}
impl MaterialUni {
pub fn as_str(&self) -> &'static str {
use MaterialUni::*;
match self {
RenderNormalsBool => "render_normals_bool",
RenderShadowsBool => "render_shadows_bool",
ShadowStepCount => "shadow_step_count",
ShadowStepSize => "shadow_step_size",
ShadowMinBias => "shadow_min_bias",
ShadowFacBias => "shadow_fac_bias",
ShadowMaxBias => "shadow_max_bias",
LightPosition => "light_position",
LightSpaceMatrix => "light_space_matrix",
}
}
pub fn as_type(&self) -> mq::UniformType {
use mq::UniformType::*;
use MaterialUni::*;
match self {
RenderNormalsBool => Int1,
RenderShadowsBool => Int1,
ShadowStepCount => Int1,
ShadowStepSize => Int1,
ShadowMinBias => Float1,
ShadowFacBias => Float1,
ShadowMaxBias => Float1,
LightPosition => Float3,
LightSpaceMatrix => Mat4,
}
}
pub fn uniform_list() -> Vec<mq::UniformDesc> {
let mut ret: Vec<mq::UniformDesc> = Default::default();
for member in MaterialUni::iter() {
ret.push(mq::UniformDesc::new(member.as_str(), member.as_type()));
}
return ret;
}
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}
impl Renderer {
pub fn new() -> Renderer {
let material = mq::load_material(
mq::ShaderSource::Glsl {
vertex: include_str!("shaders/shader.vert"),
fragment: include_str!("shaders/shader.frag"),
},
mq::MaterialParams {
pipeline_params: mq::PipelineParams {
cull_face: macroquad::miniquad::CullFace::Front,
depth_test: mq::Comparison::LessOrEqual,
depth_write: true,
..Default::default()
},
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uniforms: MaterialUni::uniform_list(),
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textures: vec![String::from("shadow_map")],
..Default::default()
},
)
.unwrap();
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material.set_uniform(MaterialUni::RenderNormalsBool.as_str(), 0);
material.set_uniform(MaterialUni::RenderShadowsBool.as_str(), true as i32);
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let depth_material = mq::load_material(
mq::ShaderSource::Glsl {
vertex: include_str!("shaders/depth.vert"),
fragment: include_str!("shaders/depth.frag"),
},
mq::MaterialParams {
pipeline_params: mq::PipelineParams {
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// cull_face: macroquad::miniquad::CullFace::Back,
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depth_test: mq::Comparison::LessOrEqual,
depth_write: true,
..Default::default()
},
uniforms: vec![mq::UniformDesc::new(
"light_space_matrix",
mq::UniformType::Mat4,
)],
..Default::default()
},
)
.unwrap();
let depth_map_texture = mq::render_target_ex(
DEPTH_MAP_SIZE,
DEPTH_MAP_SIZE,
mq::RenderTargetParams {
sample_count: 1,
depth: true,
},
);
depth_map_texture
.texture
.set_filter(mq::FilterMode::Nearest);
let light = Light::new();
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let camera = FirstPersonCamera::new(mq::vec3(-50.0, 20.0, 0.0));
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let mut r = Renderer {
base_material: material,
depth_material,
depth_target: depth_map_texture,
light,
camera,
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ui_state: ui::MaterialUi::new(),
enable_shadows: true,
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};
r.light
.set_location(mq::vec3(10.0, 40.0, 10.0), mq::Vec3::NEG_Y);
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r.apply_config();
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return r;
}
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pub fn apply_config(&mut self) {
self.ui_state.apply(&self.base_material);
self.enable_shadows = self.ui_state.render_shadows_bool;
}
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pub fn update_camera(&mut self) {
self.camera.update(mq::get_frame_time());
}
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pub fn update_light(&mut self, world: &World) {
let light_view = self.light.view_matrix;
let mut min_ls = mq::vec3(f32::MAX, f32::MAX, f32::MAX);
let mut max_ls = mq::vec3(f32::MIN, f32::MIN, f32::MIN);
// 1. iterate all world objects
for (handle, _) in world.colliders.iter() {
let (min_ws, max_ws) = engine::collider_world_aabb(world, handle);
// 2. get 8 corners of the world-space AABB
for &corner in &[
mq::vec3(min_ws.x, min_ws.y, min_ws.z),
mq::vec3(min_ws.x, min_ws.y, max_ws.z),
mq::vec3(min_ws.x, max_ws.y, min_ws.z),
mq::vec3(min_ws.x, max_ws.y, max_ws.z),
mq::vec3(max_ws.x, min_ws.y, min_ws.z),
mq::vec3(max_ws.x, min_ws.y, max_ws.z),
mq::vec3(max_ws.x, max_ws.y, min_ws.z),
mq::vec3(max_ws.x, max_ws.y, max_ws.z),
] {
// 3. transform to light space
let p = light_view.transform_point3(corner);
min_ls.x = min_ls.x.min(p.x);
min_ls.y = min_ls.y.min(p.y);
min_ls.z = min_ls.z.min(p.z);
max_ls.x = max_ls.x.max(p.x);
max_ls.y = max_ls.y.max(p.y);
max_ls.z = max_ls.z.max(p.z);
}
}
// 4. build tight-fitting orthographic projection
self.light.projection_matrix = mq::Mat4::orthographic_rh(
min_ls.x, max_ls.x, // left/right
min_ls.y, max_ls.y, // bottom/top
-max_ls.z, -min_ls.z, // near/far (RH coordinate system)
);
// 5. upload to materials
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let light_space_matrix = self.light.get_space_matrix();
self.base_material
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.set_uniform("light_position", self.light.position);
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self.base_material
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.set_uniform("light_space_matrix", light_space_matrix);
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self.depth_material
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.set_uniform("light_space_matrix", light_space_matrix);
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}
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fn render_depth(&mut self, mut world: &mut World) {
mq::set_camera(&mq::Camera3D {
position: self.light.position,
target: self.light.position + self.light.front,
up: mq::Vec3::Y,
render_target: Some(self.depth_target.clone()),
..Default::default()
});
mq::gl_use_material(&self.depth_material);
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mq::clear_background(mq::BLACK);
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draw_world(&mut world, None);
mq::gl_use_default_material();
mq::set_default_camera();
self.base_material
.set_texture("shadow_map", self.depth_target.texture.clone());
}
fn render_default(&mut self, mut world: &mut World) {
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mq::clear_background(mq::DARKGRAY);
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self.camera.apply();
draw_world(&mut world, Some(&self.base_material));
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// mq::draw_sphere(self.light.position, 0.25, None, mq::WHITE);
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// mq::draw_grid(20, 1., mq::BLACK, mq::GRAY);
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mq::gl_use_default_material();
mq::set_default_camera();
}
fn render_ui(&mut self) {
mq::set_default_camera();
if DEBUG_UI {
mq::draw_texture_ex(
&self.depth_target.texture,
320.,
20.,
mq::WHITE,
mq::DrawTextureParams {
flip_y: true,
dest_size: Some(mq::vec2(200.0, 200.0)),
..Default::default()
},
);
macroquad::ui::root_ui().window(
hash!("MaterialWindow"),
mq::vec2(20.0, 20.0),
mq::vec2(300.0, 300.0),
|ui| {
self.ui_state.ui(ui);
},
);
}
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}
pub fn draw(&mut self, mut world: &mut World) {
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if self.enable_shadows {
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self.render_depth(&mut world);
}
self.render_default(&mut world);
self.render_ui();
}
}
fn draw_world(world: &mut World, material: Option<&mq::Material>) {
for (handle, coll) in world.colliders.iter() {
let position: glam::Vec3 = world.position_of_collider(handle).unwrap().into();
let rotation = *coll.rotation();
unsafe {
let context = mq::get_internal_gl().quad_gl;
context.push_model_matrix(mq::Mat4::from_rotation_translation(
rotation.into(),
position,
));
}
let color = world.collider_data.get(&handle).unwrap().color;
match coll.shape().shape_type() {
ShapeType::Ball => {
mq::draw_sphere(
mq::vec3(0.0, 0.0, 0.0),
coll.shape().as_ball().unwrap().radius,
None,
color,
);
}
ShapeType::Cuboid => {
match material {
Some(mat) => {
mq::gl_use_material(&mat);
}
None => {}
}
draw_cuboid(
mq::vec3(0.0, 0.0, 0.0),
(coll.shape().as_cuboid().unwrap().half_extents * 2.0).into(),
color,
);
match material {
Some(_) => {
mq::gl_use_default_material();
}
None => {}
}
}
_ => println!("Not implemented.. Skipping"),
}
unsafe {
let context = mq::get_internal_gl().quad_gl;
context.pop_model_matrix();
}
}
}