feat(editor): integrate 3D viewport into editor_demo

Render actual 3D geometry (cubes + ground plane) in the Viewport panel
using the existing mesh_shader.wgsl Blinn-Phong pipeline with orbit
camera controls (left-drag to orbit, middle-drag to pan, scroll to zoom).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-26 10:40:41 +09:00
parent 9f42300109
commit 14fe532432
5 changed files with 366 additions and 68 deletions

2
Cargo.lock generated
View File

@@ -492,6 +492,7 @@ dependencies = [
"log",
"pollster",
"voltex_editor",
"voltex_math",
"voltex_platform",
"voltex_renderer",
"wgpu",
@@ -2108,6 +2109,7 @@ version = "0.1.0"
dependencies = [
"bytemuck",
"voltex_math",
"voltex_renderer",
"wgpu",
]

View File

@@ -6,4 +6,5 @@ edition = "2021"
[dependencies]
bytemuck = { workspace = true }
voltex_math = { workspace = true }
voltex_renderer = { workspace = true }
wgpu = { workspace = true }

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@@ -36,6 +36,7 @@ pub mod tonemap;
pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
pub use mesh::Mesh;
pub use vertex::{Vertex, MeshVertex};
pub use camera::{Camera, FpsController};
pub use texture::{GpuTexture, pbr_texture_bind_group_layout, create_pbr_texture_bind_group, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group};
pub use material::MaterialUniform;

View File

@@ -7,6 +7,7 @@ edition = "2021"
voltex_platform.workspace = true
voltex_renderer.workspace = true
voltex_editor.workspace = true
voltex_math.workspace = true
wgpu.workspace = true
winit.workspace = true
bytemuck.workspace = true

View File

@@ -6,8 +6,12 @@ use winit::{
window::WindowId,
};
use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
use voltex_renderer::GpuContext;
use voltex_editor::{UiContext, UiRenderer, DockTree, DockNode, Axis, Rect, LayoutState};
use voltex_renderer::{GpuContext, Mesh, MeshVertex, CameraUniform, LightUniform, GpuTexture};
use voltex_editor::{
UiContext, UiRenderer, DockTree, DockNode, Axis, Rect, LayoutState,
OrbitCamera, ViewportTexture, ViewportRenderer, VIEWPORT_COLOR_FORMAT,
};
use voltex_math::Mat4;
struct EditorDemoApp {
state: Option<AppState>,
@@ -25,6 +29,179 @@ struct AppState {
counter: u32,
speed: f32,
show_grid: bool,
// Viewport state
orbit_cam: OrbitCamera,
viewport_tex: ViewportTexture,
viewport_renderer: ViewportRenderer,
// 3D scene
scene_pipeline: wgpu::RenderPipeline,
camera_buffer: wgpu::Buffer,
light_buffer: wgpu::Buffer,
camera_light_layout: wgpu::BindGroupLayout,
#[allow(dead_code)]
texture_layout: wgpu::BindGroupLayout,
dummy_texture_bg: wgpu::BindGroup,
scene_meshes: Vec<Mesh>,
// Mouse tracking
prev_mouse: (f32, f32),
left_dragging: bool,
middle_dragging: bool,
scroll_delta: f32,
}
fn camera_light_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Camera+Light BGL"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
})
}
fn texture_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Texture BGL"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
fn create_scene_pipeline(
device: &wgpu::Device,
cl_layout: &wgpu::BindGroupLayout,
tex_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Scene Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../../crates/voltex_renderer/src/mesh_shader.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Scene Pipeline Layout"),
bind_group_layouts: &[cl_layout, tex_layout],
immediate_size: 0,
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Scene Pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[MeshVertex::LAYOUT],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: VIEWPORT_COLOR_FORMAT,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false },
multiview_mask: None,
cache: None,
})
}
fn make_cube(device: &wgpu::Device, cx: f32, cy: f32, cz: f32, size: f32) -> Mesh {
let s = size * 0.5;
let mut verts = Vec::new();
let mut indices = Vec::new();
let mut add_face = |positions: [[f32; 3]; 4], normal: [f32; 3]| {
let base = verts.len() as u32;
for pos in &positions {
verts.push(MeshVertex {
position: [pos[0] + cx, pos[1] + cy, pos[2] + cz],
normal,
uv: [0.0, 0.0],
tangent: [1.0, 0.0, 0.0, 1.0],
});
}
indices.extend_from_slice(&[base, base+1, base+2, base, base+2, base+3]);
};
// +Y (top)
add_face([[-s,s,-s], [s,s,-s], [s,s,s], [-s,s,s]], [0.0, 1.0, 0.0]);
// -Y (bottom)
add_face([[-s,-s,s], [s,-s,s], [s,-s,-s], [-s,-s,-s]], [0.0, -1.0, 0.0]);
// +Z (front)
add_face([[-s,-s,s], [-s,s,s], [s,s,s], [s,-s,s]], [0.0, 0.0, 1.0]);
// -Z (back)
add_face([[s,-s,-s], [s,s,-s], [-s,s,-s], [-s,-s,-s]], [0.0, 0.0, -1.0]);
// +X (right)
add_face([[s,-s,s], [s,s,s], [s,s,-s], [s,-s,-s]], [1.0, 0.0, 0.0]);
// -X (left)
add_face([[-s,-s,-s], [-s,s,-s], [-s,s,s], [-s,-s,s]], [-1.0, 0.0, 0.0]);
Mesh::new(device, &verts, &indices)
}
fn make_ground(device: &wgpu::Device) -> Mesh {
let s = 5.0;
let verts = vec![
MeshVertex { position: [-s, 0.0, -s], normal: [0.0, 1.0, 0.0], uv: [0.0, 0.0], tangent: [1.0, 0.0, 0.0, 1.0] },
MeshVertex { position: [s, 0.0, -s], normal: [0.0, 1.0, 0.0], uv: [1.0, 0.0], tangent: [1.0, 0.0, 0.0, 1.0] },
MeshVertex { position: [s, 0.0, s], normal: [0.0, 1.0, 0.0], uv: [1.0, 1.0], tangent: [1.0, 0.0, 0.0, 1.0] },
MeshVertex { position: [-s, 0.0, s], normal: [0.0, 1.0, 0.0], uv: [0.0, 1.0], tangent: [1.0, 0.0, 0.0, 1.0] },
];
let indices = vec![0, 1, 2, 0, 2, 3];
Mesh::new(device, &verts, &indices)
}
impl ApplicationHandler for EditorDemoApp {
@@ -38,16 +215,8 @@ impl ApplicationHandler for EditorDemoApp {
let window = VoltexWindow::new(event_loop, &config);
let gpu = GpuContext::new(window.handle.clone());
let ui = UiContext::new(
gpu.config.width as f32,
gpu.config.height as f32,
);
let ui_renderer = UiRenderer::new(
&gpu.device,
&gpu.queue,
gpu.surface_format,
&ui.font,
);
let ui = UiContext::new(gpu.config.width as f32, gpu.config.height as f32);
let ui_renderer = UiRenderer::new(&gpu.device, &gpu.queue, gpu.surface_format, &ui.font);
let dock = DockTree::new(
DockNode::split(
@@ -62,6 +231,40 @@ impl ApplicationHandler for EditorDemoApp {
vec!["Debug", "Viewport", "Properties", "Console"],
);
// Viewport
let orbit_cam = OrbitCamera::new();
let viewport_tex = ViewportTexture::new(&gpu.device, 640, 480);
let viewport_renderer = ViewportRenderer::new(&gpu.device, gpu.surface_format);
// 3D scene setup
let cl_layout = camera_light_bind_group_layout(&gpu.device);
let tex_layout = texture_bind_group_layout(&gpu.device);
let scene_pipeline = create_scene_pipeline(&gpu.device, &cl_layout, &tex_layout);
let camera_uniform = CameraUniform::new();
let light_uniform = LightUniform::new();
use wgpu::util::DeviceExt;
let camera_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let light_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light Buffer"),
contents: bytemuck::cast_slice(&[light_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
// Dummy white texture for mesh shader group(1)
let dummy_texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout);
// Scene meshes
let ground = make_ground(&gpu.device);
let cube1 = make_cube(&gpu.device, 0.0, 0.5, 0.0, 1.0);
let cube2 = make_cube(&gpu.device, 2.0, 0.5, 1.0, 1.0);
let cube3 = make_cube(&gpu.device, -1.5, 0.5, -1.0, 1.0);
self.state = Some(AppState {
window,
gpu,
@@ -73,6 +276,20 @@ impl ApplicationHandler for EditorDemoApp {
counter: 0,
speed: 5.0,
show_grid: true,
orbit_cam,
viewport_tex,
viewport_renderer,
scene_pipeline,
camera_buffer,
light_buffer,
camera_light_layout: cl_layout,
texture_layout: tex_layout,
dummy_texture_bg: dummy_texture.bind_group,
scene_meshes: vec![ground, cube1, cube2, cube3],
prev_mouse: (0.0, 0.0),
left_dragging: false,
middle_dragging: false,
scroll_delta: 0.0,
});
}
@@ -116,6 +333,11 @@ impl ApplicationHandler for EditorDemoApp {
WindowEvent::MouseInput { state: btn_state, button, .. } => {
let pressed = btn_state == winit::event::ElementState::Pressed;
state.input.process_mouse_button(button, pressed);
match button {
winit::event::MouseButton::Left => state.left_dragging = pressed,
winit::event::MouseButton::Middle => state.middle_dragging = pressed,
_ => {}
}
}
WindowEvent::MouseWheel { delta, .. } => {
@@ -124,51 +346,51 @@ impl ApplicationHandler for EditorDemoApp {
winit::event::MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
};
state.input.process_scroll(y);
state.scroll_delta = y;
}
WindowEvent::RedrawRequested => {
state.timer.tick();
state.input.begin_frame();
// Gather mouse state
let (mx, my) = state.input.mouse_position();
let mouse_down = state.input.is_mouse_button_pressed(
winit::event::MouseButton::Left,
);
let mx = mx as f32;
let my = my as f32;
let mouse_down = state.input.is_mouse_button_pressed(winit::event::MouseButton::Left);
let dt = state.timer.frame_dt();
let fps = if dt > 0.0 { 1.0 / dt } else { 0.0 };
// Begin UI frame
state.ui.begin_frame(mx as f32, my as f32, mouse_down);
state.ui.begin_frame(mx, my, mouse_down);
// Dock layout
let screen_w = state.gpu.config.width as f32;
let screen_h = state.gpu.config.height as f32;
let areas = state.dock.layout(Rect { x: 0.0, y: 0.0, w: screen_w, h: screen_h });
state.dock.update(mx as f32, my as f32, mouse_down);
state.dock.update(mx, my, mouse_down);
state.dock.draw_chrome(&mut state.ui);
// Find viewport rect for later 3D rendering
let mut viewport_rect: Option<Rect> = None;
for (panel_id, rect) in &areas {
state.ui.layout = LayoutState::new(rect.x + 4.0, rect.y + 4.0);
match panel_id {
0 => {
state.ui.text("Debug Panel");
state.ui.text(&format!("FPS: {:.0}", fps));
if state.ui.button("Click Me") {
state.counter += 1;
}
if state.ui.button("Click Me") { state.counter += 1; }
state.ui.text(&format!("Count: {}", state.counter));
state.speed = state.ui.slider("Speed", state.speed, 0.0, 10.0);
state.show_grid = state.ui.checkbox("Show Grid", state.show_grid);
}
1 => {
state.ui.text("Viewport");
state.ui.text("(3D scene here)");
viewport_rect = Some(*rect);
// Don't draw UI text in viewport - the 3D scene goes here
}
2 => {
state.ui.text("Properties");
let pos = state.orbit_cam.position();
state.ui.text(&format!("Cam: ({:.1}, {:.1}, {:.1})", pos.x, pos.y, pos.z));
state.ui.text(&format!("Speed: {:.1}", state.speed));
state.ui.text(&format!("Grid: {}", state.show_grid));
}
@@ -182,6 +404,21 @@ impl ApplicationHandler for EditorDemoApp {
state.ui.end_frame();
// Orbit camera input (only when mouse is over viewport)
if let Some(vr) = &viewport_rect {
if vr.contains(mx, my) {
let dx = mx - state.prev_mouse.0;
let dy = my - state.prev_mouse.1;
if state.left_dragging { state.orbit_cam.orbit(dx, dy); }
if state.middle_dragging { state.orbit_cam.pan(dx, dy); }
if state.scroll_delta.abs() > 0.0 {
state.orbit_cam.zoom(state.scroll_delta);
}
}
}
state.prev_mouse = (mx, my);
state.scroll_delta = 0.0;
// Acquire surface texture
let output = match state.gpu.surface.get_current_texture() {
Ok(t) => t,
@@ -190,63 +427,119 @@ impl ApplicationHandler for EditorDemoApp {
state.gpu.resize(w, h);
return;
}
Err(wgpu::SurfaceError::OutOfMemory) => {
event_loop.exit();
return;
}
Err(wgpu::SurfaceError::OutOfMemory) => { event_loop.exit(); return; }
Err(_) => return,
};
let view = output.texture.create_view(
&wgpu::TextureViewDescriptor::default(),
);
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = state.gpu.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: Some("Editor Demo Encoder"),
},
&wgpu::CommandEncoderDescriptor { label: Some("Editor Encoder") },
);
// Clear the background
// Render 3D scene to viewport texture
if let Some(vr) = &viewport_rect {
state.viewport_tex.ensure_size(&state.gpu.device, vr.w.max(1.0) as u32, vr.h.max(1.0) as u32);
// Update camera uniform
let aspect = vr.w / vr.h.max(1.0);
let vp = state.orbit_cam.view_projection(aspect);
let cam_pos = state.orbit_cam.position();
let camera_uniform = CameraUniform {
view_proj: vp.cols,
model: Mat4::IDENTITY.cols,
camera_pos: [cam_pos.x, cam_pos.y, cam_pos.z],
_padding: 0.0,
};
state.gpu.queue.write_buffer(&state.camera_buffer, 0, bytemuck::cast_slice(&[camera_uniform]));
let light_uniform = LightUniform {
direction: [0.3, -1.0, -0.5],
_padding1: 0.0,
color: [1.0, 0.95, 0.9],
ambient_strength: 0.15,
};
state.gpu.queue.write_buffer(&state.light_buffer, 0, bytemuck::cast_slice(&[light_uniform]));
// Create bind group for this frame
let camera_light_bg = state.gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Scene Camera+Light BG"),
layout: &state.camera_light_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: state.camera_buffer.as_entire_binding() },
wgpu::BindGroupEntry { binding: 1, resource: state.light_buffer.as_entire_binding() },
],
});
// Render scene to offscreen texture
{
let _clear_pass = encoder.begin_render_pass(
&wgpu::RenderPassDescriptor {
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Scene Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &state.viewport_tex.color_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.15, g: 0.15, b: 0.2, a: 1.0 }),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &state.viewport_tex.depth_view,
depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: wgpu::StoreOp::Store }),
stencil_ops: None,
}),
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
rpass.set_pipeline(&state.scene_pipeline);
rpass.set_bind_group(0, &camera_light_bg, &[]);
rpass.set_bind_group(1, &state.dummy_texture_bg, &[]);
for mesh in &state.scene_meshes {
rpass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
rpass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
rpass.draw_indexed(0..mesh.num_indices, 0, 0..1);
}
}
}
// Clear the surface background
{
let _clear_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Clear Pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.12,
g: 0.12,
b: 0.15,
a: 1.0,
}),
load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.12, g: 0.12, b: 0.15, a: 1.0 }),
store: wgpu::StoreOp::Store,
},
},
)],
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
},
});
}
// Blit viewport texture to surface
if let Some(vr) = &viewport_rect {
state.viewport_renderer.render(
&state.gpu.device, &state.gpu.queue, &mut encoder, &view,
&state.viewport_tex.color_view,
screen_w, screen_h,
vr.x, vr.y, vr.w, vr.h,
);
// Pass drops here, clearing the surface
}
// Render UI overlay
let screen_w = state.gpu.config.width as f32;
let screen_h = state.gpu.config.height as f32;
state.ui_renderer.render(
&state.gpu.device,
&state.gpu.queue,
&mut encoder,
&view,
&state.ui.draw_list,
screen_w,
screen_h,
&state.gpu.device, &state.gpu.queue, &mut encoder, &view,
&state.ui.draw_list, screen_w, screen_h,
);
state.gpu.queue.submit(std::iter::once(encoder.finish()));