diff --git a/Cargo.toml b/Cargo.toml index 21fa7cc..5b1afdb 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -10,6 +10,7 @@ members = [ "examples/model_viewer", "examples/many_cubes", "examples/hierarchy_demo", + "examples/asset_demo", ] [workspace.dependencies] diff --git a/examples/asset_demo/Cargo.toml b/examples/asset_demo/Cargo.toml new file mode 100644 index 0000000..56dcb79 --- /dev/null +++ b/examples/asset_demo/Cargo.toml @@ -0,0 +1,17 @@ +[package] +name = "asset_demo" +version = "0.1.0" +edition = "2021" + +[dependencies] +voltex_math.workspace = true +voltex_platform.workspace = true +voltex_renderer.workspace = true +voltex_ecs.workspace = true +voltex_asset.workspace = true +wgpu.workspace = true +winit.workspace = true +bytemuck.workspace = true +pollster.workspace = true +env_logger.workspace = true +log.workspace = true diff --git a/examples/asset_demo/src/main.rs b/examples/asset_demo/src/main.rs new file mode 100644 index 0000000..07ebd0a --- /dev/null +++ b/examples/asset_demo/src/main.rs @@ -0,0 +1,434 @@ +use winit::{ + application::ApplicationHandler, + event::WindowEvent, + event_loop::{ActiveEventLoop, EventLoop}, + keyboard::{KeyCode, PhysicalKey}, + window::WindowId, +}; +use voltex_math::Vec3; +use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer}; +use voltex_renderer::{ + GpuContext, Camera, FpsController, CameraUniform, LightUniform, Mesh, GpuTexture, pipeline, obj, +}; +use voltex_ecs::{World, Entity, Transform, propagate_transforms, WorldTransform}; +use voltex_asset::{Assets, Handle}; +use wgpu::util::DeviceExt; + +/// Component: a handle into the asset system pointing at a Mesh. +struct MeshRef(#[allow(dead_code)] Handle); + +const MAX_ENTITIES: usize = 1024; + +struct AssetDemoApp { + state: Option, +} + +struct AppState { + window: VoltexWindow, + gpu: GpuContext, + pipeline: wgpu::RenderPipeline, + assets: Assets, + mesh_handle: Handle, + 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, + time: f32, + uniform_alignment: u32, + r_was_pressed: bool, +} + +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::() 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 AssetDemoApp { + fn resumed(&mut self, event_loop: &ActiveEventLoop) { + let config = WindowConfig { + title: "Voltex - Asset Demo".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::() as u32; + let aligned_size = ((uniform_size + uniform_alignment - 1) / uniform_alignment) * uniform_alignment; + + // Parse OBJ and create Mesh + 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); + + // Insert mesh into asset system + let mut assets = Assets::new(); + let mesh_handle = assets.insert(mesh); + + // Camera: position (0, 10, 18), pitch=-0.4 + let aspect = gpu.config.width as f32 / gpu.config.height as f32; + let mut camera = Camera::new(Vec3::new(0.0, 10.0, 18.0), 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 + 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::() 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: spawn 100 entities in a 10x10 grid, spacing 2.0 + let mut world = World::new(); + let spacing = 2.0_f32; + let offset = (10.0 - 1.0) * spacing * 0.5; + for row in 0..10 { + for col in 0..10 { + let x = col as f32 * spacing - offset; + let z = row as f32 * spacing - offset; + let entity = world.spawn(); + world.add(entity, Transform::from_position(Vec3::new(x, 0.0, z))); + world.add(entity, MeshRef(mesh_handle)); + } + } + + self.state = Some(AppState { + window, + gpu, + pipeline: render_pipeline, + assets, + mesh_handle, + 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, + time: 0.0, + uniform_alignment: aligned_size, + r_was_pressed: false, + }); + } + + 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 key_code == KeyCode::Escape && pressed { + event_loop.exit(); + } + } + + 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(); + + // Camera input + 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); + + // R key: remove 10 random entities (on press, not hold) + let r_pressed = state.input.is_key_pressed(KeyCode::KeyR); + if r_pressed && !state.r_was_pressed { + let entities: Vec = state.world.query2::() + .iter() + .map(|(e, _, _)| *e) + .collect(); + let remove_count = entities.len().min(10); + for i in 0..remove_count { + state.world.despawn(entities[i]); + } + log::info!( + "Removed {} entities. Remaining: {}, Mesh assets: {}", + remove_count, + state.world.entity_count(), + state.assets.count::(), + ); + } + state.r_was_pressed = r_pressed; + + state.input.begin_frame(); + state.time += dt; + + // Propagate transforms to compute WorldTransform + propagate_transforms(&mut state.world); + + // Update window title with entity and asset counts + let entity_count = state.world.query2::() + .len(); + let mesh_count = state.assets.count::(); + state.window.handle.set_title(&format!( + "Voltex - Asset Demo | Entities: {}, Mesh assets: {}", + entity_count, mesh_count, + )); + + // Pre-compute all entity uniforms and write to dynamic buffer + let view_proj = state.camera.view_projection(); + let cam_pos = [ + state.camera.position.x, + state.camera.position.y, + state.camera.position.z, + ]; + + let entities = state.world.query2::(); + let aligned = state.uniform_alignment as usize; + + // Build staging data: one CameraUniform per entity, padded to alignment + let total_bytes = entities.len() * aligned; + let mut staging = vec![0u8; total_bytes]; + + for (i, (_, world_transform, _mesh_ref)) in entities.iter().enumerate() { + let mut uniform = state.camera_uniform; + uniform.view_proj = view_proj.cols; + uniform.camera_pos = cam_pos; + uniform.model = world_transform.0.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]), + ); + + // Get mesh from asset system + let mesh = match state.assets.get(state.mesh_handle) { + Some(m) => m, + None => return, + }; + + // 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: 0.1, g: 0.1, b: 0.15, 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, mesh.vertex_buffer.slice(..)); + render_pass.set_index_buffer( + mesh.index_buffer.slice(..), + wgpu::IndexFormat::Uint32, + ); + + // Draw each entity with its dynamic offset + for (i, _) in entities.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..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 = AssetDemoApp { state: None }; + event_loop.run_app(&mut app).unwrap(); +}