feat: add hierarchy_demo with solar system scene graph

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-24 20:23:59 +09:00
parent c24c60d080
commit 801ced197a
3 changed files with 506 additions and 0 deletions

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@@ -8,6 +8,7 @@ members = [
"examples/triangle", "examples/triangle",
"examples/model_viewer", "examples/model_viewer",
"examples/many_cubes", "examples/many_cubes",
"examples/hierarchy_demo",
] ]
[workspace.dependencies] [workspace.dependencies]

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@@ -0,0 +1,16 @@
[package]
name = "hierarchy_demo"
version = "0.1.0"
edition = "2021"
[dependencies]
voltex_math.workspace = true
voltex_platform.workspace = true
voltex_renderer.workspace = true
voltex_ecs.workspace = true
wgpu.workspace = true
winit.workspace = true
bytemuck.workspace = true
pollster.workspace = true
env_logger.workspace = true
log.workspace = true

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@@ -0,0 +1,489 @@
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoop},
keyboard::{KeyCode, PhysicalKey},
window::WindowId,
};
use voltex_math::{Vec3, Mat4};
use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
use voltex_renderer::{
GpuContext, Camera, FpsController, CameraUniform, LightUniform, Mesh, GpuTexture, pipeline, obj,
};
use voltex_ecs::{
World, Transform, Tag, Entity,
add_child, propagate_transforms, WorldTransform,
};
use wgpu::util::DeviceExt;
const MAX_ENTITIES: usize = 64;
/// Stores entity handle + orbit speed for animation.
struct OrbitalBody {
entity: Entity,
speed: f32,
}
struct HierarchyDemoApp {
state: Option<AppState>,
}
struct AppState {
window: VoltexWindow,
gpu: GpuContext,
pipeline: wgpu::RenderPipeline,
mesh: Mesh,
camera: Camera,
fps_controller: FpsController,
camera_uniform: CameraUniform,
light_uniform: LightUniform,
camera_buffer: wgpu::Buffer,
light_buffer: wgpu::Buffer,
camera_light_bind_group: wgpu::BindGroup,
_texture: GpuTexture,
input: InputState,
timer: GameTimer,
world: World,
bodies: Vec<OrbitalBody>,
time: f32,
uniform_alignment: u32,
}
fn camera_light_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Camera+Light Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
std::mem::size_of::<CameraUniform>() as u64
),
},
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,
},
],
})
}
impl ApplicationHandler for HierarchyDemoApp {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let config = WindowConfig {
title: "Voltex - Hierarchy Demo (Solar System)".to_string(),
width: 1280,
height: 720,
..Default::default()
};
let window = VoltexWindow::new(event_loop, &config);
let gpu = GpuContext::new(window.handle.clone());
// Dynamic uniform buffer alignment
let uniform_alignment = gpu.device.limits().min_uniform_buffer_offset_alignment;
let uniform_size = std::mem::size_of::<CameraUniform>() as u32;
let aligned_size =
((uniform_size + uniform_alignment - 1) / uniform_alignment) * uniform_alignment;
// Parse OBJ
let obj_src = include_str!("../../../assets/cube.obj");
let obj_data = obj::parse_obj(obj_src);
let mesh = Mesh::new(&gpu.device, &obj_data.vertices, &obj_data.indices);
// Camera
let aspect = gpu.config.width as f32 / gpu.config.height as f32;
let mut camera = Camera::new(Vec3::new(0.0, 10.0, 20.0), aspect);
camera.pitch = -0.4;
let fps_controller = FpsController::new();
// Uniforms
let camera_uniform = CameraUniform::new();
let light_uniform = LightUniform::new();
// Dynamic uniform buffer: room for MAX_ENTITIES camera uniforms
let camera_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Camera Dynamic Uniform Buffer"),
size: (aligned_size as usize * MAX_ENTITIES) as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let light_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light Uniform Buffer"),
contents: bytemuck::cast_slice(&[light_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
// Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device);
let tex_layout = GpuTexture::bind_group_layout(&gpu.device);
// Bind group: camera binding uses dynamic offset, size = one CameraUniform
let camera_light_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Camera+Light Bind Group"),
layout: &cl_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &camera_buffer,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<CameraUniform>() as u64,
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: light_buffer.as_entire_binding(),
},
],
});
let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout);
let render_pipeline = pipeline::create_mesh_pipeline(
&gpu.device,
gpu.surface_format,
&cl_layout,
&tex_layout,
);
// ---- ECS: Build solar system hierarchy ----
let mut world = World::new();
let mut bodies: Vec<OrbitalBody> = Vec::new();
// Sun: position(0,0,0), scale(1.5,1.5,1.5)
let sun = world.spawn();
world.add(
sun,
Transform::from_position_scale(Vec3::ZERO, Vec3::new(1.5, 1.5, 1.5)),
);
world.add(sun, Tag("sun".to_string()));
bodies.push(OrbitalBody { entity: sun, speed: 0.2 });
// Planet1: position(5,0,0), scale(0.5,0.5,0.5)
let planet1 = world.spawn();
world.add(
planet1,
Transform::from_position_scale(Vec3::new(5.0, 0.0, 0.0), Vec3::new(0.5, 0.5, 0.5)),
);
world.add(planet1, Tag("planet1".to_string()));
add_child(&mut world, sun, planet1);
bodies.push(OrbitalBody { entity: planet1, speed: 0.8 });
// Moon1: position(1.5,0,0), scale(0.3,0.3,0.3) — child of Planet1
let moon1 = world.spawn();
world.add(
moon1,
Transform::from_position_scale(
Vec3::new(1.5, 0.0, 0.0),
Vec3::new(0.3, 0.3, 0.3),
),
);
world.add(moon1, Tag("moon1".to_string()));
add_child(&mut world, planet1, moon1);
bodies.push(OrbitalBody { entity: moon1, speed: 2.0 });
// Planet2: position(9,0,0), scale(0.7,0.7,0.7)
let planet2 = world.spawn();
world.add(
planet2,
Transform::from_position_scale(Vec3::new(9.0, 0.0, 0.0), Vec3::new(0.7, 0.7, 0.7)),
);
world.add(planet2, Tag("planet2".to_string()));
add_child(&mut world, sun, planet2);
bodies.push(OrbitalBody { entity: planet2, speed: 0.5 });
// Planet3: position(13,0,0), scale(0.4,0.4,0.4)
let planet3 = world.spawn();
world.add(
planet3,
Transform::from_position_scale(
Vec3::new(13.0, 0.0, 0.0),
Vec3::new(0.4, 0.4, 0.4),
),
);
world.add(planet3, Tag("planet3".to_string()));
add_child(&mut world, sun, planet3);
bodies.push(OrbitalBody { entity: planet3, speed: 0.3 });
self.state = Some(AppState {
window,
gpu,
pipeline: render_pipeline,
mesh,
camera,
fps_controller,
camera_uniform,
light_uniform,
camera_buffer,
light_buffer,
camera_light_bind_group,
_texture: texture,
input: InputState::new(),
timer: GameTimer::new(60),
world,
bodies,
time: 0.0,
uniform_alignment: aligned_size,
});
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: WindowId,
event: WindowEvent,
) {
let state = match &mut self.state {
Some(s) => s,
None => return,
};
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput {
event:
winit::event::KeyEvent {
physical_key: PhysicalKey::Code(key_code),
state: key_state,
..
},
..
} => {
let pressed = key_state == winit::event::ElementState::Pressed;
state.input.process_key(key_code, pressed);
if pressed {
match key_code {
KeyCode::Escape => event_loop.exit(),
KeyCode::KeyP => {
// Print serialized scene to stdout
let scene_str =
voltex_ecs::serialize_scene(&state.world);
println!("--- Scene Snapshot ---\n{}", scene_str);
}
_ => {}
}
}
}
WindowEvent::Resized(size) => {
state.gpu.resize(size.width, size.height);
if size.width > 0 && size.height > 0 {
state.camera.aspect = size.width as f32 / size.height as f32;
}
}
WindowEvent::CursorMoved { position, .. } => {
state.input.process_mouse_move(position.x, position.y);
}
WindowEvent::MouseInput {
state: btn_state,
button,
..
} => {
let pressed = btn_state == winit::event::ElementState::Pressed;
state.input.process_mouse_button(button, pressed);
}
WindowEvent::MouseWheel { delta, .. } => {
let y = match delta {
winit::event::MouseScrollDelta::LineDelta(_, y) => y,
winit::event::MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
};
state.input.process_scroll(y);
}
WindowEvent::RedrawRequested => {
state.timer.tick();
let dt = state.timer.frame_dt();
// ---- Input / Camera ----
if state
.input
.is_mouse_button_pressed(winit::event::MouseButton::Right)
{
let (dx, dy) = state.input.mouse_delta();
state.fps_controller.process_mouse(&mut state.camera, dx, dy);
}
let mut forward = 0.0f32;
let mut right = 0.0f32;
let mut up = 0.0f32;
if state.input.is_key_pressed(KeyCode::KeyW) { forward += 1.0; }
if state.input.is_key_pressed(KeyCode::KeyS) { forward -= 1.0; }
if state.input.is_key_pressed(KeyCode::KeyD) { right += 1.0; }
if state.input.is_key_pressed(KeyCode::KeyA) { right -= 1.0; }
if state.input.is_key_pressed(KeyCode::Space) { up += 1.0; }
if state.input.is_key_pressed(KeyCode::ShiftLeft) { up -= 1.0; }
state
.fps_controller
.process_movement(&mut state.camera, forward, right, up, dt);
state.input.begin_frame();
state.time += dt;
// ---- Animate: rotate each body around Y ----
for body in &state.bodies {
if let Some(t) = state.world.get_mut::<Transform>(body.entity) {
t.rotation.y += dt * body.speed;
}
}
// ---- Propagate hierarchy transforms ----
propagate_transforms(&mut state.world);
// ---- Build per-entity uniforms using WorldTransform ----
let view_proj = state.camera.view_projection();
let cam_pos = [
state.camera.position.x,
state.camera.position.y,
state.camera.position.z,
];
let world_transforms: Vec<(Entity, Mat4)> = state
.world
.query::<WorldTransform>()
.map(|(e, wt)| (e, wt.0))
.collect();
let aligned = state.uniform_alignment as usize;
let total_bytes = world_transforms.len() * aligned;
let mut staging = vec![0u8; total_bytes];
for (i, (_entity, world_mat)) in world_transforms.iter().enumerate() {
let mut uniform = state.camera_uniform;
uniform.view_proj = view_proj.cols;
uniform.camera_pos = cam_pos;
uniform.model = world_mat.cols;
let bytes = bytemuck::bytes_of(&uniform);
let offset = i * aligned;
staging[offset..offset + bytes.len()].copy_from_slice(bytes);
}
state
.gpu
.queue
.write_buffer(&state.camera_buffer, 0, &staging);
// Write light uniform
state.gpu.queue.write_buffer(
&state.light_buffer,
0,
bytemuck::cast_slice(&[state.light_uniform]),
);
// ---- Render ----
let output = match state.gpu.surface.get_current_texture() {
Ok(t) => t,
Err(wgpu::SurfaceError::Lost) => {
let (w, h) = state.window.inner_size();
state.gpu.resize(w, h);
return;
}
Err(wgpu::SurfaceError::OutOfMemory) => {
event_loop.exit();
return;
}
Err(_) => return,
};
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = state.gpu.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
},
);
{
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.02,
g: 0.02,
b: 0.05,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(
wgpu::RenderPassDepthStencilAttachment {
view: &state.gpu.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,
});
render_pass.set_pipeline(&state.pipeline);
render_pass.set_bind_group(1, &state._texture.bind_group, &[]);
render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
render_pass.set_index_buffer(
state.mesh.index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
// Draw each entity with its dynamic offset
for (i, _) in world_transforms.iter().enumerate() {
let dynamic_offset = (i as u32) * state.uniform_alignment;
render_pass.set_bind_group(
0,
&state.camera_light_bind_group,
&[dynamic_offset],
);
render_pass.draw_indexed(0..state.mesh.num_indices, 0, 0..1);
}
}
state.gpu.queue.submit(std::iter::once(encoder.finish()));
output.present();
}
_ => {}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
if let Some(state) = &self.state {
state.window.request_redraw();
}
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new().unwrap();
let mut app = HierarchyDemoApp { state: None };
event_loop.run_app(&mut app).unwrap();
}