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-rw-r--r--stockton-render/src/draw/camera.rs215
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diff --git a/stockton-render/src/draw/camera.rs b/stockton-render/src/draw/camera.rs
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+// Copyright (C) 2019 Oscar Shrimpton
+
+// This program is free software: you can redistribute it and/or modify it
+// under the terms of the GNU General Public License as published by the Free
+// Software Foundation, either version 3 of the License, or (at your option)
+// any later version.
+
+// This program is distributed in the hope that it will be useful, but WITHOUT
+// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+// more details.
+
+// You should have received a copy of the GNU General Public License along
+// with this program. If not, see <http://www.gnu.org/licenses/>.
+
+//! Things related to converting 3D world space to 2D screen space
+
+use std::iter::once;
+use hal::prelude::*;
+use hal::buffer::Usage;
+use na::{look_at_lh, perspective_lh_zo};
+
+use core::mem::ManuallyDrop;
+
+use crate::error;
+use crate::types::*;
+use super::buffer::{StagedBuffer, ModifiableBuffer};
+use stockton_types::{Vector3, Matrix4};
+
+/// Holds settings related to the projection of world space to screen space
+/// Also holds maths for generating important matrices
+pub struct Camera<'a> {
+ position: Vector3,
+ looking_at: Vector3,
+ up: Vector3,
+
+ /// Aspect ratio as a fraction
+ aspect_ratio: f32,
+
+ /// FOV in radians
+ fov: f32,
+
+ /// Near clipping plane (world units)
+ near: f32,
+
+ /// Far clipping plane (world units)
+ far: f32,
+
+ /// Layout of the descriptor set to pass to the shader
+ pub descriptor_set_layout: ManuallyDrop<DescriptorSetLayout>,
+
+ /// Buffer of memory used for passing data to shaders
+ // TODO: Does this need to be staged?
+ buffer: ManuallyDrop<StagedBuffer<'a, Matrix4>>,
+
+ // TODO: Share descriptor pool with textures?
+ descriptor_pool: ManuallyDrop<DescriptorPool>,
+ descriptor_set: DescriptorSet,
+
+ /// If true, buffer needs updated
+ is_dirty: bool
+}
+
+impl<'a> Camera<'a> {
+ /// Return a camera with default settings
+ // TODO
+ pub fn defaults(aspect_ratio: f32, device: &mut Device, adapter: &Adapter,
+ command_queue: &mut CommandQueue,
+ command_pool: &mut CommandPool) -> Result<Camera<'a>, error::CreationError> {
+
+ let descriptor_type = {
+ use hal::pso::{DescriptorType, BufferDescriptorType, BufferDescriptorFormat};
+
+ DescriptorType::Buffer {
+ ty: BufferDescriptorType::Uniform,
+ format: BufferDescriptorFormat::Structured {
+ dynamic_offset: false
+ }
+ }
+ };
+
+ // Create set layout
+ let descriptor_set_layout = unsafe {
+ use hal::pso::{DescriptorSetLayoutBinding, ShaderStageFlags};
+
+ device.create_descriptor_set_layout(
+ &[
+ DescriptorSetLayoutBinding {
+ binding: 0,
+ ty: descriptor_type,
+ count: 1,
+ stage_flags: ShaderStageFlags::VERTEX,
+ immutable_samplers: false
+ }
+ ],
+ &[],
+ )
+ }.map_err(|_| error::CreationError::OutOfMemoryError)?;
+
+ // Create pool and allocate set
+ let (descriptor_pool, descriptor_set) = unsafe {
+ use hal::pso::{DescriptorRangeDesc, DescriptorPoolCreateFlags};
+
+ let mut pool = device.create_descriptor_pool(
+ 1,
+ &[
+ DescriptorRangeDesc {
+ ty: descriptor_type,
+ count: 1
+ }
+ ],
+ DescriptorPoolCreateFlags::empty()
+ ).map_err(|_| error::CreationError::OutOfMemoryError)?;
+
+ let set = pool.allocate_set(&descriptor_set_layout).map_err(|_| error::CreationError::OutOfMemoryError)?;
+
+ (pool, set)
+ };
+
+ // Create buffer for descriptor
+ let mut buffer = StagedBuffer::new(device, adapter, Usage::UNIFORM, 1)?;
+
+ // Bind our buffer to our descriptor set
+ unsafe {
+ use hal::pso::{Descriptor, DescriptorSetWrite};
+ use hal::buffer::SubRange;
+
+ device.write_descriptor_sets(once(
+ DescriptorSetWrite {
+ set: &descriptor_set,
+ binding: 0,
+ array_offset: 0,
+ descriptors: once(
+ Descriptor::Buffer(buffer.commit(device, command_queue, command_pool), SubRange::WHOLE)
+ )
+ }
+ ));
+ }
+
+ Ok(Camera {
+ position: Vector3::new(-0.5, 1.5, -1.0),
+ looking_at: Vector3::new(0.5, 0.5, 0.5),
+ up: Vector3::new(0.0, 1.0, 0.0),
+
+ aspect_ratio,
+ fov: f32::to_radians(90.0),
+ near: 0.1,
+ far: 100.0,
+
+ descriptor_set_layout: ManuallyDrop::new(descriptor_set_layout),
+ buffer: ManuallyDrop::new(buffer),
+
+ descriptor_pool: ManuallyDrop::new(descriptor_pool),
+ descriptor_set: descriptor_set,
+
+ is_dirty: true
+ })
+ }
+
+ /// Returns a matrix that transforms from world space to screen space
+ pub fn vp_matrix(&self) -> Matrix4 {
+ // Converts world space to camera space
+ let view_matrix = look_at_lh(
+ &self.position,
+ &self.looking_at,
+ &self.up
+ );
+
+ // Converts camera space to screen space
+ let projection_matrix = {
+ let mut temp = perspective_lh_zo(
+ self.aspect_ratio,
+ self.fov,
+ self.near,
+ self.far
+ );
+
+ // Vulkan's co-ord system is different from openGLs
+ temp[(1, 1)] *= -1.0;
+
+ temp
+ };
+
+ // Chain them together into a single matrix
+ projection_matrix * view_matrix
+ }
+
+ pub fn commit<'b>(&'b mut self, device: &Device,
+ command_queue: &mut CommandQueue,
+ command_pool: &mut CommandPool) -> &'b DescriptorSet {
+ // Update buffer if needed
+ if self.is_dirty {
+ self.buffer[0] = self.vp_matrix();
+ self.buffer.commit(device, command_queue, command_pool);
+
+ self.is_dirty = false;
+ }
+
+ // Return the descriptor set for matrices
+ &self.descriptor_set
+ }
+
+ /// This should be called before dropping
+ pub fn deactivate(mut self, device: &mut Device) -> () {
+ unsafe {
+ use core::ptr::read;
+
+ ManuallyDrop::into_inner(read(&self.buffer)).deactivate(device);
+
+ self.descriptor_pool.reset();
+ device.destroy_descriptor_pool(ManuallyDrop::into_inner(read(&self.descriptor_pool)));
+ device.destroy_descriptor_set_layout(ManuallyDrop::into_inner(read(&self.descriptor_set_layout)));
+ }
+ }
+} \ No newline at end of file