Files
game_engine/examples/survivor_game/src/main.rs
tolelom 2f60ace70a feat(game): add player movement with WASD and camera follow
Add blue sphere as the player with WASD movement on XZ plane,
clamped to arena bounds. Camera now tracks player position.
Pre-allocate dynamic UBO buffers for 100 entities to support
future enemies and projectiles.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 17:27:11 +09:00

658 lines
26 KiB
Rust

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<AppState>,
}
struct RenderEntity {
mesh: Mesh,
}
struct AppState {
window: VoltexWindow,
gpu: GpuContext,
pbr_pipeline: wgpu::RenderPipeline,
shadow_pipeline: wgpu::RenderPipeline,
entities: Vec<RenderEntity>,
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<Mat4>,
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::<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,
},
],
})
}
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::<CameraUniform>() as u32, alignment);
let mat_aligned_size = align_up(std::mem::size_of::<MaterialUniform>() as u32, alignment);
let shadow_pass_aligned_size =
align_up(std::mem::size_of::<ShadowPassUniform>() 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::<CameraUniform>() 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::<MaterialUniform>() 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::<ShadowPassUniform>() 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();
}