mod arena; mod camera; mod game; mod player; 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, CameraUniform, LightsUniform, LightData, Mesh, GpuTexture, MaterialUniform, create_pbr_pipeline, ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE, create_shadow_pipeline, shadow_pass_bind_group_layout, IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group, generate_sphere, }; use wgpu::util::DeviceExt; use arena::{generate_arena, arena_model_matrices}; use camera::QuarterViewCamera; use game::GameState; const ARENA_ENTITIES: usize = 5; // 1 floor + 4 obstacles const MAX_ENTITIES: usize = 100; // pre-allocate for future enemies/projectiles struct SurvivorApp { state: Option, } struct RenderEntity { mesh: Mesh, } struct AppState { window: VoltexWindow, gpu: GpuContext, pbr_pipeline: wgpu::RenderPipeline, shadow_pipeline: wgpu::RenderPipeline, entities: Vec, player_mesh: Mesh, camera: QuarterViewCamera, game: GameState, // Color pass resources camera_buffer: wgpu::Buffer, light_buffer: wgpu::Buffer, material_buffer: wgpu::Buffer, camera_light_bind_group: wgpu::BindGroup, _albedo_tex: GpuTexture, _normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler), pbr_texture_bind_group: wgpu::BindGroup, material_bind_group: wgpu::BindGroup, // Shadow resources shadow_map: ShadowMap, shadow_uniform_buffer: wgpu::Buffer, shadow_bind_group: wgpu::BindGroup, shadow_pass_buffer: wgpu::Buffer, shadow_pass_bind_group: wgpu::BindGroup, _ibl: IblResources, // Misc input: InputState, timer: GameTimer, cam_aligned_size: u32, mat_aligned_size: u32, shadow_pass_aligned_size: u32, // Arena data models: Vec, materials: Vec<([f32; 4], f32, f32)>, } 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, }, ], }) } fn align_up(size: u32, alignment: u32) -> u32 { ((size + alignment - 1) / alignment) * alignment } impl ApplicationHandler for SurvivorApp { fn resumed(&mut self, event_loop: &ActiveEventLoop) { let config = WindowConfig { title: "Voltex Survivor".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 alignment = gpu.device.limits().min_uniform_buffer_offset_alignment; let cam_aligned_size = align_up(std::mem::size_of::() as u32, alignment); let mat_aligned_size = align_up(std::mem::size_of::() as u32, alignment); let shadow_pass_aligned_size = align_up(std::mem::size_of::() as u32, alignment); // Generate arena geometry let arena_entities = generate_arena(); let models = arena_model_matrices(); // Collect materials and create GPU meshes let mut render_entities = Vec::new(); let mut materials = Vec::new(); for entity in &arena_entities { let mesh = Mesh::new(&gpu.device, &entity.vertices, &entity.indices); render_entities.push(RenderEntity { mesh }); materials.push((entity.base_color, entity.metallic, entity.roughness)); } // Player sphere mesh (radius 0.4, 16 sectors/stacks) let (sphere_verts, sphere_indices) = generate_sphere(0.4, 16, 16); let player_mesh = Mesh::new(&gpu.device, &sphere_verts, &sphere_indices); // Game state let game = GameState::new(); // Quarter-view camera let camera = QuarterViewCamera::new(); // Light: directional from upper-left let mut lights_uniform = LightsUniform::new(); lights_uniform.ambient_color = [0.08, 0.08, 0.08]; lights_uniform.add_light(LightData::directional( [-1.0, -2.0, -1.0], [1.0, 0.98, 0.95], 2.0, )); // ---- Color pass buffers ---- let camera_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { label: Some("Camera Dynamic UBO"), size: (cam_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 UBO"), contents: bytemuck::cast_slice(&[lights_uniform]), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let material_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { label: Some("Material Dynamic UBO"), size: (mat_aligned_size as usize * MAX_ENTITIES) as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); // Bind group layouts let cl_layout = camera_light_bind_group_layout(&gpu.device); let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device); let mat_layout = MaterialUniform::bind_group_layout(&gpu.device); // Camera+Light bind group let camera_light_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Camera+Light BG"), 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(), }, ], }); // PBR texture bind group (white albedo + flat normal) let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device); let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout); let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue); let pbr_texture_bind_group = create_pbr_texture_bind_group( &gpu.device, &pbr_tex_layout, &albedo_tex.view, &albedo_tex.sampler, &normal_tex.1, &normal_tex.2, ); // IBL resources let ibl = IblResources::new(&gpu.device, &gpu.queue); // Material bind group let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Material BG"), layout: &mat_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { buffer: &material_buffer, offset: 0, size: wgpu::BufferSize::new( std::mem::size_of::() as u64, ), }), }], }); // ---- Shadow resources ---- let shadow_map = ShadowMap::new(&gpu.device); let shadow_layout = ShadowMap::bind_group_layout(&gpu.device); let shadow_uniform = ShadowUniform { light_view_proj: Mat4::IDENTITY.cols, shadow_map_size: SHADOW_MAP_SIZE as f32, shadow_bias: 0.005, _padding: [0.0; 2], }; let shadow_uniform_buffer = gpu.device .create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Shadow Uniform Buffer"), contents: bytemuck::cast_slice(&[shadow_uniform]), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let shadow_bind_group = shadow_map.create_bind_group( &gpu.device, &shadow_layout, &shadow_uniform_buffer, &ibl.brdf_lut_view, &ibl.brdf_lut_sampler, ); // Shadow pass dynamic UBO let sp_layout = shadow_pass_bind_group_layout(&gpu.device); let shadow_pass_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { label: Some("Shadow Pass Dynamic UBO"), size: (shadow_pass_aligned_size as usize * MAX_ENTITIES) as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let shadow_pass_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Shadow Pass BG"), layout: &sp_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { buffer: &shadow_pass_buffer, offset: 0, size: wgpu::BufferSize::new( std::mem::size_of::() as u64, ), }), }], }); // ---- Pipelines ---- let shadow_pipeline = create_shadow_pipeline(&gpu.device, &sp_layout); let pbr_pipeline = create_pbr_pipeline( &gpu.device, gpu.surface_format, &cl_layout, &pbr_tex_layout, &mat_layout, &shadow_layout, ); self.state = Some(AppState { window, gpu, pbr_pipeline, shadow_pipeline, entities: render_entities, player_mesh, camera, game, camera_buffer, light_buffer, material_buffer, camera_light_bind_group, _albedo_tex: albedo_tex, _normal_tex: normal_tex, pbr_texture_bind_group, material_bind_group, shadow_map, shadow_uniform_buffer, shadow_bind_group, shadow_pass_buffer, shadow_pass_bind_group, _ibl: ibl, input: InputState::new(), timer: GameTimer::new(60), cam_aligned_size, mat_aligned_size, shadow_pass_aligned_size, models, materials, }); } 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); } 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(); state.input.begin_frame(); // Update game logic state.game.update(&state.input, dt); // Camera follows player state.camera.target = state.game.player.position; let aspect = state.gpu.config.width as f32 / state.gpu.config.height as f32; // Build per-frame model/material lists: arena entities + player let player_pos = state.game.player.position; let player_model = Mat4::translation(player_pos.x, player_pos.y + 0.5, player_pos.z); let num_entities = ARENA_ENTITIES + 1; // arena + player // ----- Compute light VP for shadows ----- let light_dir = Vec3::new(-1.0, -2.0, -1.0).normalize(); let light_pos = Vec3::ZERO - light_dir * 25.0; let light_view = Mat4::look_at(light_pos, Vec3::ZERO, Vec3::Y); let light_proj = Mat4::orthographic(-15.0, 15.0, -15.0, 15.0, 0.1, 60.0); let light_vp = light_proj * light_view; let cam_aligned = state.cam_aligned_size as usize; let mat_aligned = state.mat_aligned_size as usize; let sp_aligned = state.shadow_pass_aligned_size as usize; // ----- Build shadow pass staging data ----- let sp_total = sp_aligned * num_entities; let mut sp_staging = vec![0u8; sp_total]; for i in 0..num_entities { let model = if i < ARENA_ENTITIES { state.models[i] } else { player_model }; let sp_uniform = ShadowPassUniform { light_vp_model: (light_vp * model).cols, }; let bytes = bytemuck::bytes_of(&sp_uniform); let offset = i * sp_aligned; sp_staging[offset..offset + bytes.len()].copy_from_slice(bytes); } state .gpu .queue .write_buffer(&state.shadow_pass_buffer, 0, &sp_staging); // ----- Build color pass staging data ----- let view_proj = state.camera.view_projection(aspect); let eye = state.camera.eye_position(); let cam_pos = [eye.x, eye.y, eye.z]; let cam_total = cam_aligned * num_entities; let mat_total = mat_aligned * num_entities; let mut cam_staging = vec![0u8; cam_total]; let mut mat_staging = vec![0u8; mat_total]; for i in 0..num_entities { let (model, color, metallic, roughness) = if i < ARENA_ENTITIES { let (c, m, r) = state.materials[i]; (state.models[i], c, m, r) } else { // Player: blue sphere (player_model, [0.2, 0.4, 1.0, 1.0], 0.3, 0.5) }; let cam_uniform = CameraUniform { view_proj: view_proj.cols, model: model.cols, camera_pos: cam_pos, _padding: 0.0, }; let bytes = bytemuck::bytes_of(&cam_uniform); let offset = i * cam_aligned; cam_staging[offset..offset + bytes.len()].copy_from_slice(bytes); let mat_uniform = MaterialUniform::with_params(color, metallic, roughness); let bytes = bytemuck::bytes_of(&mat_uniform); let offset = i * mat_aligned; mat_staging[offset..offset + bytes.len()].copy_from_slice(bytes); } state .gpu .queue .write_buffer(&state.camera_buffer, 0, &cam_staging); state .gpu .queue .write_buffer(&state.material_buffer, 0, &mat_staging); // Update shadow uniform with light VP let shadow_uniform = ShadowUniform { light_view_proj: light_vp.cols, shadow_map_size: SHADOW_MAP_SIZE as f32, shadow_bias: 0.005, _padding: [0.0; 2], }; state.gpu.queue.write_buffer( &state.shadow_uniform_buffer, 0, bytemuck::cast_slice(&[shadow_uniform]), ); // Write light uniform let mut lights_uniform = LightsUniform::new(); lights_uniform.ambient_color = [0.08, 0.08, 0.08]; lights_uniform.add_light(LightData::directional( [-1.0, -2.0, -1.0], [1.0, 0.98, 0.95], 2.0, )); state.gpu.queue.write_buffer( &state.light_buffer, 0, bytemuck::cast_slice(&[lights_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 color_view = output .texture .create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = state.gpu.device.create_command_encoder( &wgpu::CommandEncoderDescriptor { label: Some("Survivor Encoder"), }, ); // Helper: draw a mesh at entity index i in shadow pass macro_rules! draw_shadow { ($pass:expr, $mesh:expr, $idx:expr) => { let offset = ($idx as u32) * state.shadow_pass_aligned_size; $pass.set_bind_group(0, &state.shadow_pass_bind_group, &[offset]); $pass.set_vertex_buffer(0, $mesh.vertex_buffer.slice(..)); $pass.set_index_buffer($mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); $pass.draw_indexed(0..$mesh.num_indices, 0, 0..1); }; } // Helper: draw a mesh at entity index i in color pass macro_rules! draw_color { ($pass:expr, $mesh:expr, $idx:expr) => { let cam_offset = ($idx as u32) * state.cam_aligned_size; let mat_offset = ($idx as u32) * state.mat_aligned_size; $pass.set_bind_group(0, &state.camera_light_bind_group, &[cam_offset]); $pass.set_bind_group(2, &state.material_bind_group, &[mat_offset]); $pass.set_vertex_buffer(0, $mesh.vertex_buffer.slice(..)); $pass.set_index_buffer($mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); $pass.draw_indexed(0..$mesh.num_indices, 0, 0..1); }; } // ===== Pass 1: Shadow ===== { let mut shadow_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Shadow Pass"), color_attachments: &[], depth_stencil_attachment: Some( wgpu::RenderPassDepthStencilAttachment { view: &state.shadow_map.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, }); shadow_pass.set_pipeline(&state.shadow_pipeline); // Arena entities for (i, entity) in state.entities.iter().enumerate() { draw_shadow!(shadow_pass, entity.mesh, i); } // Player sphere draw_shadow!(shadow_pass, state.player_mesh, ARENA_ENTITIES); } // ===== Pass 2: Color (PBR) ===== { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Color Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &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.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.pbr_pipeline); render_pass .set_bind_group(1, &state.pbr_texture_bind_group, &[]); render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); // Arena entities for (i, entity) in state.entities.iter().enumerate() { draw_color!(render_pass, entity.mesh, i); } // Player sphere draw_color!(render_pass, state.player_mesh, ARENA_ENTITIES); } 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 = SurvivorApp { state: None }; event_loop.run_app(&mut app).unwrap(); }