Rename projects

This commit is contained in:
Danny McGee
2023-09-29 18:33:00 -04:00
parent 32057039b0
commit bed97cff47
30 changed files with 40 additions and 40 deletions
+1
View File
@@ -0,0 +1 @@
RUSTFLAGS = "--cfg=web_sys_unstable_apis"
+91
View File
@@ -0,0 +1,91 @@
[package]
name = "studio"
version = "0.1.0"
edition = "2021"
[lib]
name = "studio"
crate-type = ["cdylib", "rlib"]
path = "src/lib.rs"
[[bin]]
name = "studio-standalone"
path = "src/main.rs"
[dependencies]
wasm-bindgen = { version = "0.2.84" }
console_error_panic_hook = { version = "0.1.7", optional = true }
[features]
wasm = ["dep:console_error_panic_hook"]
[dependencies.bevy]
workspace = true
default-features = false
# TODO: Narrow this down to the features we actually need
# FIXME: WebGPU is sparsely supported, but using the default WebGL backend
# causes a panic upstream: "Tex storage 2D multisample is not supported"
features = [
"animation",
"bevy_asset",
"bevy_audio",
"bevy_gilrs",
"bevy_scene",
"bevy_winit",
"bevy_core_pipeline",
"bevy_pbr",
"bevy_gltf",
"bevy_render",
"bevy_sprite",
"bevy_text",
"bevy_ui",
"png",
"hdr",
"ktx2",
"zstd",
"vorbis",
"x11",
"filesystem_watcher",
"bevy_gizmos",
"android_shared_stdcxx",
"tonemapping_luts",
"default_font",
]
[target.'cfg(not(target_family = "wasm"))'.dependencies.bevy]
workspace = true
default-features = false
features = [
"animation",
"bevy_asset",
"bevy_audio",
"bevy_gilrs",
"bevy_scene",
"bevy_winit",
"bevy_core_pipeline",
"bevy_pbr",
"bevy_gltf",
"bevy_render",
"bevy_sprite",
"bevy_text",
"bevy_ui",
"png",
"hdr",
"ktx2",
"zstd",
"vorbis",
"x11",
"filesystem_watcher",
"bevy_gizmos",
"android_shared_stdcxx",
"tonemapping_luts",
"default_font",
# TODO: This line is the only difference from default. Is there a way to
# deduplicate the feature list?
"dynamic_linking",
]
# FIXME: Profiles for the non-root package are ignored, but [target] keys are
# not allowed in the root package >_<
# [target.'cfg(target_family = "wasm")'.profile.release]
# opt-level = "z"
@@ -0,0 +1,44 @@
#import bevy_pbr::mesh_vertex_output MeshVertexOutput
fn inv_lerp(a: f32, b: f32, v: f32) -> f32 {
if (a == b) { return 1.0; }
return (v - a) / (b - a);
}
/// Draw grid-lines at a given scale and camera depth.
///
/// @param pos The reference coordinates for the grid lines.
/// @param depth Distance of the camera from the fragment being shaded.
/// @param scale
/// `pos` will be multiplied by this value before computing the color value.
/// E.g., a scale of 10 will draw 10 lines for each whole-number increment
/// on the X and Z axes of `pos`.
/// @param depth_min, depth_max
/// Controls the opacity of the grid lines relative to the camera depth.
/// These will be mapped to 0-1 and multiplied by the color value to produce
/// the final output.
fn grid_lines(pos: vec4<f32>, depth: f32, scale: f32, depth_min: f32, depth_max: f32) -> f32 {
let ref_coords = abs(pos) * scale;
let fracs = fract(ref_coords);
let thickness = (0.0333 * scale) / (depth * 100.0);
let x = smoothstep(0.0, thickness, fracs.x);
let z = smoothstep(0.0, thickness, fracs.z);
let value = 1.0 - saturate(x * z);
let mask = inv_lerp(depth_min, depth_max, depth);
return saturate(value * mask);
}
@fragment
fn fragment(in: MeshVertexOutput) -> @location(0) vec4<f32> {
let depth = in.position.z;
let pos = in.world_position;
let dense = grid_lines(pos, depth, 10.0, 0.001, 0.1);
let base = grid_lines(pos, depth, 1.0, 0.0001, 0.01);
let sparse = grid_lines(pos, depth, 0.1, 0.00005, 0.005);
return vec4<f32>(0.5, 0.5, 0.5, 0.5) * min(0.5, saturate(dense + base + sparse));
}
+52
View File
@@ -0,0 +1,52 @@
{
"name": "studio",
"$schema": "../node_modules/nx/schemas/project-schema.json",
"projectType": "application",
"sourceRoot": "./studio/src",
"targets": {
"build": {
"executor": "@nxrs/cargo:build",
"options": {
"release": false
},
"configurations": {
"production": {
"release": true
}
}
},
"build:web": {
"executor": "nx:run-commands",
"options": {
"commands": [
"wasm-pack build --out-dir ../dist/studio/ -- --features wasm",
"node scripts/copy-assets.mjs"
],
"cwd": "studio",
"envFile": "studio/.env",
"parallel": false
}
},
"run": {
"executor": "@nxrs/cargo:build",
"options": {
"release": false,
"run": true,
"bin": "studio-standalone"
}
},
"test": {
"executor": "@nxrs/cargo:test",
"options": {}
},
"lint": {
"executor": "@nxrs/cargo:clippy",
"options": {
"fix": false,
"failOnWarnings": true,
"noDeps": true
}
}
},
"tags": []
}
+13
View File
@@ -0,0 +1,13 @@
import { promises as fs } from "node:fs";
import path from "node:path";
import url from "node:url";
async function main() {
const __dirname = url.fileURLToPath(new URL(".", import.meta.url));
const assetsSrc = path.resolve(__dirname, "../assets");
const assetsDest = path.resolve(__dirname, "../../dist/studio/public/assets");
await fs.cp(assetsSrc, assetsDest, { recursive: true });
}
main();
+41
View File
@@ -0,0 +1,41 @@
#![allow(clippy::type_complexity)]
use bevy::prelude::*;
use wasm_bindgen::prelude::*;
mod orbit_cam;
mod test_scene;
mod ui;
use orbit_cam::{OrbitCam, OrbitCamPlugin};
use test_scene::TestScenePlugin;
use ui::UiLayerPlugin;
#[wasm_bindgen]
pub fn init() {
#[cfg(target_arch = "wasm32")]
console_error_panic_hook::set_once();
App::new()
.add_plugins((
DefaultPlugins,
OrbitCamPlugin,
TestScenePlugin,
UiLayerPlugin,
))
.add_systems(Update, draw_world_axes.after(orbit_cam::pan_orbit_camera))
.run();
}
fn draw_world_axes(mut gizmos: Gizmos, q: Query<&OrbitCam>) {
let &OrbitCam { focus, radius, .. } = q.single();
let mut draw_axis = |direction: Vec3, color: Color| {
let end = focus + direction * radius / 15.;
gizmos.line(focus, end, color);
};
draw_axis(Vec3::X, Color::RED);
draw_axis(Vec3::Y, Color::GREEN);
draw_axis(Vec3::Z, Color::BLUE);
}
+3
View File
@@ -0,0 +1,3 @@
fn main() {
studio::init();
}
+169
View File
@@ -0,0 +1,169 @@
use std::f32::consts;
use bevy::{
core_pipeline::prepass::{DepthPrepass, NormalPrepass},
input::mouse::{MouseButton, MouseMotion},
prelude::*,
window::PrimaryWindow,
};
pub struct OrbitCamPlugin;
impl Plugin for OrbitCamPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_camera)
.add_systems(Update, pan_orbit_camera);
}
}
#[derive(Component)]
pub struct OrbitCam {
pub focus: Vec3,
pub radius: f32,
pub upside_down: bool,
}
impl OrbitCam {
// TODO: Make these configurable
const ORBIT_BTN: MouseButton = MouseButton::Left;
const PAN_BTN: MouseButton = MouseButton::Middle;
const ZOOM_BTN: MouseButton = MouseButton::Right;
}
impl Default for OrbitCam {
fn default() -> Self {
Self {
focus: Vec3::ZERO,
radius: 10.0,
upside_down: false,
}
}
}
enum ControlMode {
Orbit,
Pan,
Zoom,
}
fn spawn_camera(mut cmd: Commands) {
let camera_xform = Transform::from_xyz(-2.5, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
cmd.spawn((
Camera3dBundle {
transform: camera_xform,
..default()
},
DepthPrepass,
NormalPrepass,
OrbitCam {
radius: camera_xform.translation.length(),
..default()
},
));
}
pub fn pan_orbit_camera(
window: Query<&Window, With<PrimaryWindow>>,
mut mouse_motion: EventReader<MouseMotion>,
mouse_buttons: Res<Input<MouseButton>>,
keyboard: Res<Input<KeyCode>>,
mut camera: Query<(&mut OrbitCam, &mut Transform, &Projection)>,
) {
if !(keyboard.pressed(KeyCode::AltLeft) || keyboard.pressed(KeyCode::AltRight)) {
return;
}
let (mut orbit, mut xform, proj) = camera.single_mut();
if mouse_buttons.just_pressed(OrbitCam::ORBIT_BTN)
|| mouse_buttons.just_released(OrbitCam::ORBIT_BTN)
{
orbit.upside_down = xform.up().y <= 0.0;
}
let control_mode = if mouse_buttons.pressed(OrbitCam::ORBIT_BTN) {
ControlMode::Orbit
} else if mouse_buttons.pressed(OrbitCam::ZOOM_BTN) {
ControlMode::Zoom
} else if mouse_buttons.pressed(OrbitCam::PAN_BTN) {
ControlMode::Pan
} else {
return;
};
let window = window.single();
let mouse_delta = mouse_motion
.into_iter()
.fold(Vec2::ZERO, |accum, current| accum + current.delta);
match control_mode {
ControlMode::Orbit => {
do_orbit(window, mouse_delta, &mut xform, &orbit);
}
ControlMode::Pan => {
do_pan(proj, window, mouse_delta, &mut xform, &mut orbit);
}
ControlMode::Zoom => {
let delta = (mouse_delta.y * 1.5) / window.height();
orbit.radius -= orbit.radius * delta;
xform.translation = orbit.focus + xform.back() * orbit.radius;
}
}
}
#[inline]
fn do_orbit(win: &Window, mouse_delta: Vec2, xform: &mut Transform, orbit: &OrbitCam) {
// Translate to origin
xform.translation += xform.forward() * orbit.radius;
// Calculate rotation
let delta_x = {
let delta = mouse_delta.x / win.width() * consts::PI * 2.0;
match orbit.upside_down {
true => -delta,
false => delta,
}
};
let delta_y = mouse_delta.y / win.height() * consts::PI;
let yaw = Quat::from_rotation_y(-delta_x);
let pitch = Quat::from_rotation_x(-delta_y);
// Rotate around global Y and local X
xform.rotation = yaw * xform.rotation;
xform.rotation *= pitch;
// Translate back to the original position
xform.translation += xform.back() * orbit.radius;
}
#[inline]
fn do_pan(
proj: &Projection,
win: &Window,
mouse_delta: Vec2,
xform: &mut Transform,
orbit: &mut OrbitCam,
) {
// Normalize the pan distance with respect to the window resolution
let pan = match proj {
Projection::Perspective(p) => {
mouse_delta
* Vec2 {
x: (p.fov * p.aspect_ratio) / win.width(),
y: p.fov / win.height(),
}
}
_ => mouse_delta,
};
// Pan along local XY plane, with the distance scaled by the radius
let up = xform.up();
let left = xform.left();
let delta = (pan.y * up + pan.x * left) * orbit.radius * 0.8;
// Update camera translation and focus point
xform.translation += delta;
orbit.focus += delta;
}
+119
View File
@@ -0,0 +1,119 @@
#[rustfmt::skip]
use bevy::{
pbr::NotShadowCaster,
prelude::*,
reflect::{TypePath, TypeUuid},
render::render_resource::{AsBindGroup, ShaderRef},
};
use crate::orbit_cam::{self, OrbitCam};
pub struct TestScenePlugin;
impl Plugin for TestScenePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(ClearColor(Color::hsl(0.0, 0.0, 0.25)))
.add_plugins(MaterialPlugin::<ProceduralGridMaterial> {
prepass_enabled: true,
..default()
})
.add_systems(Startup, spawn_scene)
.add_systems(
PostUpdate,
move_plane_with_camera.after(orbit_cam::pan_orbit_camera),
);
}
}
#[derive(Component)]
struct WorldGridPlane;
fn spawn_scene(
mut cmd: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut std_mats: ResMut<Assets<StandardMaterial>>,
mut mat_proc_grid: ResMut<Assets<ProceduralGridMaterial>>,
) {
let mut light_xform = Transform::IDENTITY;
light_xform.rotation = Quat::from_rotation_y(f32::to_radians(-70.0)) * light_xform.rotation;
light_xform.rotation *= Quat::from_rotation_x(f32::to_radians(-60.0));
cmd.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 25_000.0,
shadows_enabled: true,
..default()
},
transform: light_xform,
..default()
});
// Cube
cmd.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: std_mats.add(StandardMaterial {
base_color: Color::SILVER,
..default()
}),
transform: Transform::IDENTITY,
..default()
});
// Plane
let plane = meshes.add(Mesh::from(shape::Plane {
size: 200.0,
subdivisions: 0,
}));
let proc_grid = mat_proc_grid.add(ProceduralGridMaterial {});
cmd.spawn((
SpatialBundle::from_transform(Transform::IDENTITY),
WorldGridPlane,
))
.with_children(|parent| {
parent.spawn((
MaterialMeshBundle {
mesh: plane.clone(),
material: proc_grid.clone(),
transform: Transform::IDENTITY,
..default()
},
NotShadowCaster,
));
parent.spawn((
MaterialMeshBundle {
mesh: plane,
material: proc_grid,
transform: Transform::IDENTITY.looking_to(Vec3::Z, Vec3::NEG_Y),
..default()
},
NotShadowCaster,
));
});
}
fn move_plane_with_camera(
mut plane: Query<(&WorldGridPlane, &mut Transform)>,
camera: Query<&OrbitCam, Changed<OrbitCam>>,
) {
if let Ok(&OrbitCam { focus, .. }) = camera.get_single() {
let (_, mut xform) = plane.single_mut();
xform.translation.x = focus.x;
xform.translation.z = focus.z;
}
}
#[derive(AsBindGroup, Clone, TypePath, TypeUuid)]
#[uuid = "CE331A13-F247-4F5B-A75E-670B2BD5776A"]
struct ProceduralGridMaterial {}
impl Material for ProceduralGridMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/procedural_grid.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
}
+65
View File
@@ -0,0 +1,65 @@
use bevy::{
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
prelude::*,
};
pub struct UiLayerPlugin;
impl Plugin for UiLayerPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(FrameTimeDiagnosticsPlugin)
.add_systems(Startup, layout)
.add_systems(Update, update);
}
}
#[derive(Component)]
pub struct FramerateCounter;
fn layout(mut cmd: Commands) {
cmd.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
padding: UiRect::all(Val::Px(16.)),
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn((
FramerateCounter,
TextBundle::from_section(
"0 fps",
TextStyle {
color: Color::GREEN,
font_size: 14.,
..default()
},
)
.with_text_alignment(TextAlignment::Right)
.with_style(Style {
// TODO: This doesn't seem to have any effect
width: Val::Percent(100.),
..default()
}),
));
});
}
fn update(
time: Res<Time>,
diag: Res<DiagnosticsStore>,
mut counter: Query<&mut Text, With<FramerateCounter>>,
) {
if let Some(fps_diag) = diag.get(FrameTimeDiagnosticsPlugin::FPS) {
let fps = if let Some(fps_smoothed) = fps_diag.smoothed() {
fps_smoothed
} else {
let ms = time.delta().as_micros() as f64 / 1000.;
1000. / ms
};
counter.single_mut().sections[0].value = format!("{fps:.2} fps");
}
}