got heightmap working with compute shaders
@ -0,0 +1,45 @@
|
||||
[package]
|
||||
name = "tutorial13-terrain"
|
||||
version = "0.1.0"
|
||||
authors = ["Ben Hansen <bhbenjaminhansen@gmail.com>"]
|
||||
edition = "2018"
|
||||
|
||||
[lib]
|
||||
crate-type = ["cdylib", "rlib"]
|
||||
|
||||
[dependencies]
|
||||
cfg-if = "1"
|
||||
anyhow = "1.0"
|
||||
bytemuck = { version = "1.4", features = [ "derive" ] }
|
||||
cgmath = { version = "0.18", features = [ "swizzle" ] }
|
||||
env_logger = "0.9"
|
||||
pollster = "0.2"
|
||||
log = "0.4"
|
||||
tobj = { version = "3.2", features = ["async"]}
|
||||
wgpu = { version = "0.12"}
|
||||
winit = "0.26"
|
||||
instant = "0.1"
|
||||
|
||||
[dependencies.image]
|
||||
version = "0.24"
|
||||
default-features = false
|
||||
features = ["png", "jpeg"]
|
||||
|
||||
[target.'cfg(target_arch = "wasm32")'.dependencies]
|
||||
reqwest = { version = "0.11" }
|
||||
console_error_panic_hook = "0.1"
|
||||
console_log = "0.2"
|
||||
wgpu = { version = "0.12", features = ["webgl"]}
|
||||
wasm-bindgen = "0.2"
|
||||
wasm-bindgen-futures = "0.4"
|
||||
web-sys = { version = "0.3", features = [
|
||||
"Document",
|
||||
"Window",
|
||||
"Element",
|
||||
"Location",
|
||||
]}
|
||||
|
||||
[build-dependencies]
|
||||
anyhow = "1.0"
|
||||
fs_extra = "1.2"
|
||||
glob = "0.3"
|
@ -0,0 +1,29 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Pong with WASM</title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div id="wasm-example"></div>
|
||||
<script type="module">
|
||||
import init from "./pkg/tutorial12_camera.js";
|
||||
init().then(() => {
|
||||
console.log("WASM Loaded");
|
||||
});
|
||||
</script>
|
||||
<style>
|
||||
body {
|
||||
background-color: #444;
|
||||
}
|
||||
canvas {
|
||||
background-color: black;
|
||||
}
|
||||
</style>
|
||||
</body>
|
||||
|
||||
</html>
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
Before Width: | Height: | Size: 117 KiB After Width: | Height: | Size: 117 KiB |
@ -0,0 +1,769 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use wasm_bindgen::prelude::*;
|
||||
|
||||
mod camera;
|
||||
mod model;
|
||||
mod resources;
|
||||
mod texture;
|
||||
mod terrain;
|
||||
|
||||
use model::{DrawLight, DrawModel, Vertex};
|
||||
|
||||
const NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
view_position: [f32; 4],
|
||||
view_proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_position: [0.0; 4],
|
||||
view_proj: cgmath::Matrix4::identity().into(),
|
||||
}
|
||||
}
|
||||
|
||||
// UPDATED!
|
||||
fn update_view_proj(&mut self, camera: &camera::Camera, projection: &camera::Projection) {
|
||||
self.view_position = camera.position.to_homogeneous().into();
|
||||
self.view_proj = (projection.calc_matrix() * camera.calc_matrix()).into()
|
||||
}
|
||||
}
|
||||
|
||||
struct Instance {
|
||||
position: cgmath::Vector3<f32>,
|
||||
rotation: cgmath::Quaternion<f32>,
|
||||
}
|
||||
|
||||
impl Instance {
|
||||
fn to_raw(&self) -> InstanceRaw {
|
||||
InstanceRaw {
|
||||
model: (cgmath::Matrix4::from_translation(self.position)
|
||||
* cgmath::Matrix4::from(self.rotation))
|
||||
.into(),
|
||||
normal: cgmath::Matrix3::from(self.rotation).into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
#[allow(dead_code)]
|
||||
struct InstanceRaw {
|
||||
model: [[f32; 4]; 4],
|
||||
normal: [[f32; 3]; 3],
|
||||
}
|
||||
|
||||
impl model::Vertex for InstanceRaw {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
|
||||
// We need to switch from using a step mode of Vertex to Instance
|
||||
// This means that our shaders will only change to use the next
|
||||
// instance when the shader starts processing a new instance
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
|
||||
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
|
||||
// for each vec4. We don't have to do this in code though.
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
|
||||
shader_location: 8,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
|
||||
shader_location: 9,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 19]>() as wgpu::BufferAddress,
|
||||
shader_location: 10,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 22]>() as wgpu::BufferAddress,
|
||||
shader_location: 11,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct LightUniform {
|
||||
position: [f32; 3],
|
||||
// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
|
||||
_padding: u32,
|
||||
color: [f32; 3],
|
||||
_padding2: u32,
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
obj_model: model::Model,
|
||||
camera: camera::Camera, // UPDATED!
|
||||
projection: camera::Projection, // NEW!
|
||||
camera_controller: camera::CameraController, // UPDATED!
|
||||
camera_uniform: CameraUniform,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
camera_bind_group: wgpu::BindGroup,
|
||||
instances: Vec<Instance>,
|
||||
#[allow(dead_code)]
|
||||
instance_buffer: wgpu::Buffer,
|
||||
depth_texture: texture::Texture,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
light_uniform: LightUniform,
|
||||
light_buffer: wgpu::Buffer,
|
||||
light_bind_group: wgpu::BindGroup,
|
||||
light_render_pipeline: wgpu::RenderPipeline,
|
||||
#[allow(dead_code)]
|
||||
debug_material: model::Material,
|
||||
mouse_pressed: bool,
|
||||
// NEW!
|
||||
terrain: terrain::Terrain,
|
||||
terrain_pipeline: terrain::TerrainPipeline,
|
||||
}
|
||||
|
||||
fn create_render_pipeline(
|
||||
device: &wgpu::Device,
|
||||
layout: &wgpu::PipelineLayout,
|
||||
color_format: wgpu::TextureFormat,
|
||||
depth_format: Option<wgpu::TextureFormat>,
|
||||
vertex_layouts: &[wgpu::VertexBufferLayout],
|
||||
shader: &wgpu::ShaderModule,
|
||||
) -> wgpu::RenderPipeline {
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some(&format!("{:?}", shader)),
|
||||
layout: Some(layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: vertex_layouts,
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: color_format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
alpha: wgpu::BlendComponent::REPLACE,
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
}),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
|
||||
format,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
// If the pipeline will be used with a multiview render pass, this
|
||||
// indicates how many array layers the attachments will have.
|
||||
multiview: None,
|
||||
})
|
||||
}
|
||||
|
||||
impl State {
|
||||
async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
// The instance is a handle to our GPU
|
||||
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
|
||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||
let surface = unsafe { instance.create_surface(window) };
|
||||
let adapter = instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::default(),
|
||||
compatible_surface: Some(&surface),
|
||||
force_fallback_adapter: false,
|
||||
})
|
||||
.await
|
||||
.unwrap();
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::empty(),
|
||||
// WebGL doesn't support all of wgpu's features, so if
|
||||
// we're building for the web we'll have to disable some.
|
||||
limits: if cfg!(target_arch = "wasm32") {
|
||||
wgpu::Limits::downlevel_webgl2_defaults()
|
||||
} else {
|
||||
wgpu::Limits::default()
|
||||
},
|
||||
},
|
||||
None, // Trace path
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface.get_preferred_format(&adapter).unwrap(),
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
|
||||
surface.configure(&device, &config);
|
||||
|
||||
let texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
// normal map
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
// UPDATED!
|
||||
let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
|
||||
let projection =
|
||||
camera::Projection::new(config.width, config.height, cgmath::Deg(45.0), 0.1, 500.0);
|
||||
let camera_controller = camera::CameraController::new(4.0, 0.4);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera, &projection);
|
||||
|
||||
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
contents: bytemuck::cast_slice(&[camera_uniform]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
const SPACE_BETWEEN: f32 = 3.0;
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
||||
let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
||||
|
||||
let position = cgmath::Vector3 { x, y: 0.0, z };
|
||||
|
||||
let rotation = if position.is_zero() {
|
||||
cgmath::Quaternion::from_axis_angle(
|
||||
cgmath::Vector3::unit_z(),
|
||||
cgmath::Deg(0.0),
|
||||
)
|
||||
} else {
|
||||
cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
|
||||
};
|
||||
|
||||
Instance { position, rotation }
|
||||
})
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance Buffer"),
|
||||
contents: bytemuck::cast_slice(&instance_data),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
let camera_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("camera_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &camera_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("camera_bind_group"),
|
||||
});
|
||||
|
||||
let obj_model =
|
||||
resources::load_model("cube.obj", &device, &queue, &texture_bind_group_layout)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let light_uniform = LightUniform {
|
||||
position: [2.0, 2.0, 2.0],
|
||||
_padding: 0,
|
||||
color: [1.0, 1.0, 1.0],
|
||||
_padding2: 0,
|
||||
};
|
||||
|
||||
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Light VB"),
|
||||
contents: bytemuck::cast_slice(&[light_uniform]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let light_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &light_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: light_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let depth_texture =
|
||||
texture::Texture::create_depth_texture(&device, &config, "depth_texture");
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[
|
||||
&texture_bind_group_layout,
|
||||
&camera_bind_group_layout,
|
||||
&light_bind_group_layout,
|
||||
],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = {
|
||||
let desc = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
let shader = device.create_shader_module(&desc);
|
||||
create_render_pipeline(
|
||||
&device,
|
||||
&render_pipeline_layout,
|
||||
config.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
&[model::ModelVertex::desc(), InstanceRaw::desc()],
|
||||
&shader,
|
||||
)
|
||||
};
|
||||
|
||||
let light_render_pipeline = {
|
||||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Light Pipeline Layout"),
|
||||
bind_group_layouts: &[&camera_bind_group_layout, &light_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
let desc = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
let shader = device.create_shader_module(&desc);
|
||||
create_render_pipeline(
|
||||
&device,
|
||||
&layout,
|
||||
config.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
&[model::ModelVertex::desc()],
|
||||
&shader,
|
||||
)
|
||||
};
|
||||
|
||||
let debug_material = {
|
||||
let diffuse_bytes = include_bytes!("../res/cobble-diffuse.png");
|
||||
let normal_bytes = include_bytes!("../res/cobble-normal.png");
|
||||
|
||||
let diffuse_texture = texture::Texture::from_bytes(
|
||||
&device,
|
||||
&queue,
|
||||
diffuse_bytes,
|
||||
"res/alt-diffuse.png",
|
||||
false,
|
||||
)
|
||||
.unwrap();
|
||||
let normal_texture = texture::Texture::from_bytes(
|
||||
&device,
|
||||
&queue,
|
||||
normal_bytes,
|
||||
"res/alt-normal.png",
|
||||
true,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
model::Material::new(
|
||||
&device,
|
||||
"alt-material",
|
||||
diffuse_texture,
|
||||
normal_texture,
|
||||
&texture_bind_group_layout,
|
||||
)
|
||||
};
|
||||
|
||||
let chunk_size = (256, 256).into();
|
||||
let min_max_height = (-5.0, 5.0).into();
|
||||
// let min_max_height = (0.0, 10.0).into();
|
||||
let terrain_pipeline = terrain::TerrainPipeline::new(
|
||||
&device,
|
||||
chunk_size,
|
||||
min_max_height,
|
||||
&camera_bind_group_layout,
|
||||
config.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
);
|
||||
|
||||
let mut terrain = terrain::Terrain::new(chunk_size, min_max_height);
|
||||
terrain.gen_chunk(&device, &queue, &terrain_pipeline, cgmath::Vector3::zero());
|
||||
terrain.gen_chunk(&device, &queue, &terrain_pipeline, (0.0, 0.0, -(chunk_size.y as f32)).into());
|
||||
terrain.gen_chunk(&device, &queue, &terrain_pipeline, (-(chunk_size.x as f32), 0.0, -(chunk_size.y as f32)).into());
|
||||
terrain.gen_chunk(&device, &queue, &terrain_pipeline, (-(chunk_size.x as f32), 0.0, 0.0).into());
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
camera,
|
||||
projection,
|
||||
camera_controller,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
camera_uniform,
|
||||
instances,
|
||||
instance_buffer,
|
||||
depth_texture,
|
||||
size,
|
||||
light_uniform,
|
||||
light_buffer,
|
||||
light_bind_group,
|
||||
light_render_pipeline,
|
||||
#[allow(dead_code)]
|
||||
debug_material,
|
||||
mouse_pressed: false,
|
||||
// NEW!
|
||||
terrain,
|
||||
terrain_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
// UPDATED!
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.projection.resize(new_size.width, new_size.height);
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
self.depth_texture =
|
||||
texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
|
||||
}
|
||||
}
|
||||
|
||||
// UPDATED!
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
virtual_keycode: Some(key),
|
||||
state,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => self.camera_controller.process_keyboard(*key, *state),
|
||||
WindowEvent::MouseWheel { delta, .. } => {
|
||||
self.camera_controller.process_scroll(delta);
|
||||
true
|
||||
}
|
||||
WindowEvent::MouseInput {
|
||||
button: MouseButton::Left,
|
||||
state,
|
||||
..
|
||||
} => {
|
||||
self.mouse_pressed = *state == ElementState::Pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, dt: std::time::Duration) {
|
||||
// UPDATED!
|
||||
self.camera_controller.update_camera(&mut self.camera, dt);
|
||||
self.camera_uniform
|
||||
.update_view_proj(&self.camera, &self.projection);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_uniform]),
|
||||
);
|
||||
|
||||
// Update the light
|
||||
let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
|
||||
self.light_uniform.position =
|
||||
(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
|
||||
* old_position)
|
||||
.into();
|
||||
self.queue.write_buffer(
|
||||
&self.light_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.light_uniform]),
|
||||
);
|
||||
}
|
||||
|
||||
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut encoder = self
|
||||
.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: &[wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_texture.view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
|
||||
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
render_pass.set_pipeline(&self.light_render_pipeline);
|
||||
render_pass.draw_light_model(
|
||||
&self.obj_model,
|
||||
&self.camera_bind_group,
|
||||
&self.light_bind_group,
|
||||
);
|
||||
|
||||
// render_pass.set_pipeline(&self.render_pipeline);
|
||||
// render_pass.draw_model_instanced(
|
||||
// &self.obj_model,
|
||||
// 0..self.instances.len() as u32,
|
||||
// &self.camera_bind_group,
|
||||
// &self.light_bind_group,
|
||||
// );
|
||||
|
||||
self.terrain_pipeline.render(&mut render_pass, &self.terrain, &self.camera_bind_group);
|
||||
}
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
|
||||
pub async fn run() {
|
||||
cfg_if::cfg_if! {
|
||||
if #[cfg(target_arch = "wasm32")] {
|
||||
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
|
||||
console_log::init_with_level(log::Level::Info).expect("Could't initialize logger");
|
||||
} else {
|
||||
env_logger::init();
|
||||
}
|
||||
}
|
||||
|
||||
let event_loop = EventLoop::new();
|
||||
let title = env!("CARGO_PKG_NAME");
|
||||
let window = winit::window::WindowBuilder::new()
|
||||
.with_title(title)
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
// Winit prevents sizing with CSS, so we have to set
|
||||
// the size manually when on web.
|
||||
use winit::dpi::PhysicalSize;
|
||||
window.set_inner_size(PhysicalSize::new(450, 400));
|
||||
|
||||
use winit::platform::web::WindowExtWebSys;
|
||||
web_sys::window()
|
||||
.and_then(|win| win.document())
|
||||
.and_then(|doc| {
|
||||
let dst = doc.get_element_by_id("wasm-example")?;
|
||||
let canvas = web_sys::Element::from(window.canvas());
|
||||
dst.append_child(&canvas).ok()?;
|
||||
Some(())
|
||||
})
|
||||
.expect("Couldn't append canvas to document body.");
|
||||
}
|
||||
|
||||
let mut state = State::new(&window).await; // NEW!
|
||||
let mut last_render_time = instant::Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
// NEW!
|
||||
Event::DeviceEvent {
|
||||
event: DeviceEvent::MouseMotion{ delta, },
|
||||
.. // We're not using device_id currently
|
||||
} => if state.mouse_pressed {
|
||||
state.camera_controller.process_mouse(delta.0, delta.1)
|
||||
}
|
||||
// UPDATED!
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() && !state.input(event) => {
|
||||
match event {
|
||||
#[cfg(not(target_arch="wasm32"))]
|
||||
WindowEvent::CloseRequested
|
||||
| WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
state.resize(*physical_size);
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
// UPDATED!
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
let now = instant::Instant::now();
|
||||
let dt = now - last_render_time;
|
||||
last_render_time = now;
|
||||
state.update(dt);
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if it's lost or outdated
|
||||
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// We're ignoring timeouts
|
||||
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
use tutorial13_terrain::run;
|
||||
|
||||
fn main() {
|
||||
pollster::block_on(run());
|
||||
}
|
@ -0,0 +1,300 @@
|
||||
use std::ops::Range;
|
||||
|
||||
use crate::texture;
|
||||
|
||||
pub trait Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct ModelVertex {
|
||||
pub position: [f32; 3],
|
||||
pub tex_coords: [f32; 2],
|
||||
pub normal: [f32; 3],
|
||||
pub tangent: [f32; 3],
|
||||
pub bitangent: [f32; 3],
|
||||
}
|
||||
|
||||
impl Vertex for ModelVertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
// Tangent and bitangent
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Material {
|
||||
pub name: String,
|
||||
pub diffuse_texture: texture::Texture,
|
||||
pub normal_texture: texture::Texture,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
impl Material {
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
name: &str,
|
||||
diffuse_texture: texture::Texture,
|
||||
normal_texture: texture::Texture,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> Self {
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::TextureView(&normal_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 3,
|
||||
resource: wgpu::BindingResource::Sampler(&normal_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some(name),
|
||||
});
|
||||
|
||||
Self {
|
||||
name: String::from(name),
|
||||
diffuse_texture,
|
||||
normal_texture,
|
||||
bind_group,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Mesh {
|
||||
pub name: String,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub num_elements: u32,
|
||||
pub index_format: wgpu::IndexFormat,
|
||||
pub material: usize,
|
||||
}
|
||||
|
||||
pub struct Model {
|
||||
pub meshes: Vec<Mesh>,
|
||||
pub materials: Vec<Material>,
|
||||
}
|
||||
|
||||
pub trait DrawModel<'a> {
|
||||
fn draw_mesh(
|
||||
&mut self,
|
||||
mesh: &'a Mesh,
|
||||
material: &'a Material,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
fn draw_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'a Mesh,
|
||||
material: &'a Material,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
|
||||
fn draw_model(
|
||||
&mut self,
|
||||
model: &'a Model,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
fn draw_model_instanced(
|
||||
&mut self,
|
||||
model: &'a Model,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
fn draw_model_instanced_with_material(
|
||||
&mut self,
|
||||
model: &'a Model,
|
||||
material: &'a Material,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
}
|
||||
|
||||
impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
|
||||
where
|
||||
'b: 'a,
|
||||
{
|
||||
fn draw_mesh(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group, light_bind_group);
|
||||
}
|
||||
|
||||
fn draw_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
self.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
|
||||
self.set_bind_group(0, &material.bind_group, &[]);
|
||||
self.set_bind_group(1, camera_bind_group, &[]);
|
||||
self.set_bind_group(2, light_bind_group, &[]);
|
||||
self.draw_indexed(0..mesh.num_elements, 0, instances);
|
||||
}
|
||||
|
||||
fn draw_model(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
|
||||
}
|
||||
|
||||
fn draw_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
for mesh in &model.meshes {
|
||||
let material = &model.materials[mesh.material];
|
||||
self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group, light_bind_group);
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_model_instanced_with_material(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
material: &'b Material,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
for mesh in &model.meshes {
|
||||
self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group, light_bind_group);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub trait DrawLight<'a> {
|
||||
fn draw_light_mesh(
|
||||
&mut self,
|
||||
mesh: &'a Mesh,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
fn draw_light_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'a Mesh,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
|
||||
fn draw_light_model(
|
||||
&mut self,
|
||||
model: &'a Model,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
fn draw_light_model_instanced(
|
||||
&mut self,
|
||||
model: &'a Model,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
light_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
}
|
||||
|
||||
impl<'a, 'b> DrawLight<'b> for wgpu::RenderPass<'a>
|
||||
where
|
||||
'b: 'a,
|
||||
{
|
||||
fn draw_light_mesh(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_light_mesh_instanced(mesh, 0..1, camera_bind_group, light_bind_group);
|
||||
}
|
||||
|
||||
fn draw_light_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
self.set_bind_group(0, camera_bind_group, &[]);
|
||||
self.set_bind_group(1, light_bind_group, &[]);
|
||||
self.draw_indexed(0..mesh.num_elements, 0, instances);
|
||||
}
|
||||
|
||||
fn draw_light_model(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_light_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
|
||||
}
|
||||
fn draw_light_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
for mesh in &model.meshes {
|
||||
self.draw_light_mesh_instanced(mesh, instances.clone(), camera_bind_group, light_bind_group);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,265 @@
|
||||
use std::io::{BufReader, Cursor};
|
||||
|
||||
use cfg_if::cfg_if;
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
use crate::{model, texture};
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
fn format_url(file_name: &str) -> reqwest::Url {
|
||||
let window = web_sys::window().unwrap();
|
||||
let location = window.location();
|
||||
let base = reqwest::Url::parse(&format!(
|
||||
"{}/{}/",
|
||||
location.origin().unwrap(),
|
||||
option_env!("RES_PATH").unwrap_or("res"),
|
||||
)).unwrap();
|
||||
base.join(file_name).unwrap()
|
||||
}
|
||||
|
||||
pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
|
||||
cfg_if! {
|
||||
if #[cfg(target_arch = "wasm32")] {
|
||||
let url = format_url(file_name);
|
||||
let txt = reqwest::get(url)
|
||||
.await?
|
||||
.text()
|
||||
.await?;
|
||||
} else {
|
||||
let path = std::path::Path::new(env!("OUT_DIR"))
|
||||
.join("res")
|
||||
.join(file_name);
|
||||
let txt = std::fs::read_to_string(path)?;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(txt)
|
||||
}
|
||||
|
||||
pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
|
||||
cfg_if! {
|
||||
if #[cfg(target_arch = "wasm32")] {
|
||||
let url = format_url(file_name);
|
||||
let data = reqwest::get(url)
|
||||
.await?
|
||||
.bytes()
|
||||
.await?
|
||||
.to_vec();
|
||||
} else {
|
||||
let path = std::path::Path::new(env!("OUT_DIR"))
|
||||
.join("res")
|
||||
.join(file_name);
|
||||
let data = std::fs::read(path)?;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(data)
|
||||
}
|
||||
|
||||
pub async fn load_texture(
|
||||
file_name: &str,
|
||||
is_normal_map: bool,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
) -> anyhow::Result<texture::Texture> {
|
||||
let data = load_binary(file_name).await?;
|
||||
texture::Texture::from_bytes(device, queue, &data, file_name, is_normal_map)
|
||||
}
|
||||
|
||||
pub async fn load_model(
|
||||
file_name: &str,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> anyhow::Result<model::Model> {
|
||||
let obj_text = load_string(file_name).await?;
|
||||
let obj_cursor = Cursor::new(obj_text);
|
||||
let mut obj_reader = BufReader::new(obj_cursor);
|
||||
|
||||
let (models, obj_materials) = tobj::load_obj_buf_async(
|
||||
&mut obj_reader,
|
||||
&tobj::LoadOptions {
|
||||
triangulate: true,
|
||||
single_index: true,
|
||||
..Default::default()
|
||||
},
|
||||
|p| async move {
|
||||
let mat_text = load_string(&p).await.unwrap();
|
||||
tobj::load_mtl_buf(&mut BufReader::new(Cursor::new(mat_text)))
|
||||
},
|
||||
)
|
||||
.await?;
|
||||
|
||||
let mut materials = Vec::new();
|
||||
for m in obj_materials? {
|
||||
let diffuse_texture = load_texture(&m.diffuse_texture, false, device, queue).await?;
|
||||
let normal_texture = load_texture(&m.normal_texture, true, device, queue).await?;
|
||||
|
||||
materials.push(model::Material::new(
|
||||
device,
|
||||
&m.name,
|
||||
diffuse_texture,
|
||||
normal_texture,
|
||||
layout,
|
||||
));
|
||||
}
|
||||
|
||||
let meshes = models
|
||||
.into_iter()
|
||||
.map(|m| {
|
||||
let mut vertices = (0..m.mesh.positions.len() / 3)
|
||||
.map(|i| model::ModelVertex {
|
||||
position: [
|
||||
m.mesh.positions[i * 3],
|
||||
m.mesh.positions[i * 3 + 1],
|
||||
m.mesh.positions[i * 3 + 2],
|
||||
],
|
||||
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
|
||||
normal: [
|
||||
m.mesh.normals[i * 3],
|
||||
m.mesh.normals[i * 3 + 1],
|
||||
m.mesh.normals[i * 3 + 2],
|
||||
],
|
||||
// We'll calculate these later
|
||||
tangent: [0.0; 3],
|
||||
bitangent: [0.0; 3],
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let indices = &m.mesh.indices;
|
||||
let mut triangles_included = vec![0; vertices.len()];
|
||||
|
||||
// Calculate tangents and bitangets. We're going to
|
||||
// use the triangles, so we need to loop through the
|
||||
// indices in chunks of 3
|
||||
for c in indices.chunks(3) {
|
||||
let v0 = vertices[c[0] as usize];
|
||||
let v1 = vertices[c[1] as usize];
|
||||
let v2 = vertices[c[2] as usize];
|
||||
|
||||
let pos0: cgmath::Vector3<_> = v0.position.into();
|
||||
let pos1: cgmath::Vector3<_> = v1.position.into();
|
||||
let pos2: cgmath::Vector3<_> = v2.position.into();
|
||||
|
||||
let uv0: cgmath::Vector2<_> = v0.tex_coords.into();
|
||||
let uv1: cgmath::Vector2<_> = v1.tex_coords.into();
|
||||
let uv2: cgmath::Vector2<_> = v2.tex_coords.into();
|
||||
|
||||
// Calculate the edges of the triangle
|
||||
let delta_pos1 = pos1 - pos0;
|
||||
let delta_pos2 = pos2 - pos0;
|
||||
|
||||
// This will give us a direction to calculate the
|
||||
// tangent and bitangent
|
||||
let delta_uv1 = uv1 - uv0;
|
||||
let delta_uv2 = uv2 - uv0;
|
||||
|
||||
// Solving the following system of equations will
|
||||
// give us the tangent and bitangent.
|
||||
// delta_pos1 = delta_uv1.x * T + delta_u.y * B
|
||||
// delta_pos2 = delta_uv2.x * T + delta_uv2.y * B
|
||||
// Luckily, the place I found this equation provided
|
||||
// the solution!
|
||||
let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
|
||||
let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
|
||||
// We flip the bitangent to enable right-handed normal
|
||||
// maps with wgpu texture coordinate system
|
||||
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * -r;
|
||||
|
||||
// We'll use the same tangent/bitangent for each vertex in the triangle
|
||||
vertices[c[0] as usize].tangent =
|
||||
(tangent + cgmath::Vector3::from(vertices[c[0] as usize].tangent)).into();
|
||||
vertices[c[1] as usize].tangent =
|
||||
(tangent + cgmath::Vector3::from(vertices[c[1] as usize].tangent)).into();
|
||||
vertices[c[2] as usize].tangent =
|
||||
(tangent + cgmath::Vector3::from(vertices[c[2] as usize].tangent)).into();
|
||||
vertices[c[0] as usize].bitangent =
|
||||
(bitangent + cgmath::Vector3::from(vertices[c[0] as usize].bitangent)).into();
|
||||
vertices[c[1] as usize].bitangent =
|
||||
(bitangent + cgmath::Vector3::from(vertices[c[1] as usize].bitangent)).into();
|
||||
vertices[c[2] as usize].bitangent =
|
||||
(bitangent + cgmath::Vector3::from(vertices[c[2] as usize].bitangent)).into();
|
||||
|
||||
// Used to average the tangents/bitangents
|
||||
triangles_included[c[0] as usize] += 1;
|
||||
triangles_included[c[1] as usize] += 1;
|
||||
triangles_included[c[2] as usize] += 1;
|
||||
}
|
||||
|
||||
// Average the tangents/bitangents
|
||||
for (i, n) in triangles_included.into_iter().enumerate() {
|
||||
let denom = 1.0 / n as f32;
|
||||
let mut v = &mut vertices[i];
|
||||
v.tangent = (cgmath::Vector3::from(v.tangent) * denom).into();
|
||||
v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
|
||||
}
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(&format!("{:?} Vertex Buffer", file_name)),
|
||||
contents: bytemuck::cast_slice(&vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(&format!("{:?} Index Buffer", file_name)),
|
||||
contents: bytemuck::cast_slice(&m.mesh.indices),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
model::Mesh {
|
||||
name: file_name.to_string(),
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_elements: m.mesh.indices.len() as u32,
|
||||
material: m.mesh.material_id.unwrap_or(0),
|
||||
index_format: wgpu::IndexFormat::Uint32,
|
||||
}
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
Ok(model::Model { meshes, materials })
|
||||
}
|
||||
|
||||
pub fn export_mesh_data(path: &str, device: &wgpu::Device, mesh: &model::Mesh) {
|
||||
let indices_vec = map_buffer(device, &mesh.index_buffer, |i: &u32| *i);
|
||||
let indices = indices_vec.chunks(6).collect::<Vec<_>>();
|
||||
let vertices_vec = map_buffer(device, &mesh.vertex_buffer, |v: &f32| *v);
|
||||
let vertices = vertices_vec.chunks(8).collect::<Vec<_>>();
|
||||
|
||||
let mut file = std::fs::File::create(path).unwrap();
|
||||
use std::io::Write;
|
||||
write!(file, "{{\n").unwrap();
|
||||
write!(file, "\t\"vertices\": [\n").unwrap();
|
||||
for v in vertices {
|
||||
write!(file, "\t\t{:?}{}\n", v, ",").unwrap();
|
||||
}
|
||||
write!(file, "\t],\n").unwrap();
|
||||
write!(file, "\t\"indices\": [\n").unwrap();
|
||||
for i in indices {
|
||||
write!(file, "\t\t{:?}{}\n", i, ",").unwrap();
|
||||
}
|
||||
write!(file, "\t]\n").unwrap();
|
||||
write!(file, "}}").unwrap();
|
||||
file.flush().unwrap();
|
||||
}
|
||||
|
||||
fn map_buffer<T: bytemuck::Pod + bytemuck::Zeroable, R>(device: &wgpu::Device, buffer: &wgpu::Buffer, f: impl Fn(&T) -> R) -> Vec<R> {
|
||||
let mut output = Vec::new();
|
||||
{
|
||||
let buffer_slice = buffer.slice(..);
|
||||
|
||||
// NOTE: We have to create the mapping THEN device.poll() before await
|
||||
// the future. Otherwise the application will freeze.
|
||||
let mapping = buffer_slice.map_async(wgpu::MapMode::Read);
|
||||
device.poll(wgpu::Maintain::Wait);
|
||||
pollster::block_on(mapping).unwrap();
|
||||
|
||||
let data = buffer_slice.get_mapped_range();
|
||||
|
||||
println!("data.len(): {}", data.len());
|
||||
let data_t: &[T] = bytemuck::cast_slice(&data[..]);
|
||||
|
||||
output.extend(data_t.iter().map(f));
|
||||
}
|
||||
buffer.unmap();
|
||||
output
|
||||
}
|
@ -0,0 +1,280 @@
|
||||
use std::{cell::RefCell, collections::HashMap, mem::size_of_val};
|
||||
|
||||
use wgpu::util::{BufferInitDescriptor, DeviceExt};
|
||||
|
||||
use crate::{create_render_pipeline, model, resources};
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct ChunkData {
|
||||
chunk_size: [u32; 2],
|
||||
chunk_corner: [i32; 2],
|
||||
min_max_height: [f32; 2],
|
||||
}
|
||||
|
||||
pub struct Terrain {
|
||||
chunks: Vec<Chunk>,
|
||||
chunk_size: cgmath::Vector2<u32>,
|
||||
min_max_height: cgmath::Vector2<f32>,
|
||||
}
|
||||
|
||||
impl Terrain {
|
||||
pub fn new(chunk_size: cgmath::Vector2<u32>, min_max_height: cgmath::Vector2<f32>) -> Self {
|
||||
Self {
|
||||
chunks: Vec::new(),
|
||||
chunk_size,
|
||||
min_max_height,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn gen_chunk(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
pipeline: &TerrainPipeline,
|
||||
position: cgmath::Vector3<f32>,
|
||||
) {
|
||||
let corner = position.xz().cast().unwrap();
|
||||
println!("position: {:?}", position);
|
||||
println!("corner: {:?}", corner);
|
||||
let mut index = None;
|
||||
for (i, chunk) in self.chunks.iter().enumerate() {
|
||||
if chunk.corner == corner {
|
||||
index = Some(i);
|
||||
}
|
||||
}
|
||||
let existing_chunk = index.map(|index| self.chunks.remove(index));
|
||||
self.chunks
|
||||
.push(pipeline.gen_chunk(&device, &queue, corner, existing_chunk));
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Chunk {
|
||||
corner: cgmath::Vector2<i32>,
|
||||
mesh: model::Mesh,
|
||||
}
|
||||
|
||||
pub struct TerrainPipeline {
|
||||
chunk_size: cgmath::Vector2<u32>,
|
||||
min_max_height: cgmath::Vector2<f32>,
|
||||
gen_layout: wgpu::BindGroupLayout,
|
||||
gen_pipeline: wgpu::ComputePipeline,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
impl TerrainPipeline {
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
chunk_size: cgmath::Vector2<u32>,
|
||||
min_max_height: cgmath::Vector2<f32>,
|
||||
camera_layout: &wgpu::BindGroupLayout,
|
||||
color_format: wgpu::TextureFormat,
|
||||
depth_format: Option<wgpu::TextureFormat>,
|
||||
) -> Self {
|
||||
let gen_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("ChunkLoader::Layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: false },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let shader = device.create_shader_module(&wgpu::include_wgsl!("terrain.wgsl"));
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("TerrainPipeline::Gen::PipelineLayout"),
|
||||
bind_group_layouts: &[&gen_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
let gen_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
|
||||
label: Some("TerrainPipeline::ComputePipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
module: &shader,
|
||||
entry_point: "gen_terrain",
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("TerrainPipeline::Render::PipelineLayout"),
|
||||
bind_group_layouts: &[camera_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
let render_pipeline = create_render_pipeline(
|
||||
device,
|
||||
&render_pipeline_layout,
|
||||
color_format,
|
||||
depth_format,
|
||||
&[wgpu::VertexBufferLayout {
|
||||
array_stride: 32,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
offset: 16,
|
||||
shader_location: 1,
|
||||
},
|
||||
],
|
||||
}],
|
||||
&shader,
|
||||
);
|
||||
|
||||
Self {
|
||||
chunk_size,
|
||||
min_max_height,
|
||||
gen_layout,
|
||||
gen_pipeline,
|
||||
render_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
fn gen_chunk(
|
||||
&self,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
corner: cgmath::Vector2<i32>,
|
||||
existing_chunk: Option<Chunk>,
|
||||
) -> Chunk {
|
||||
let chunk = if let Some(mut chunk) = existing_chunk {
|
||||
chunk.corner = corner;
|
||||
chunk
|
||||
} else {
|
||||
let chunk_name = format!("Chunk {:?}", corner);
|
||||
let num_vertices = (self.chunk_size.x + 1) * (self.chunk_size.y + 1);
|
||||
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(&format!("{}: Vertices", chunk_name)),
|
||||
size: (num_vertices * 8 * std::mem::size_of::<f32>() as u32) as _,
|
||||
usage: wgpu::BufferUsages::STORAGE
|
||||
| wgpu::BufferUsages::VERTEX
|
||||
| wgpu::BufferUsages::MAP_READ,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
let num_elements = self.chunk_size.x * self.chunk_size.y * 6;
|
||||
println!("num_elements: {}", num_elements);
|
||||
let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(&format!("{}: Indices", chunk_name)),
|
||||
size: (num_elements * std::mem::size_of::<u32>() as u32) as _,
|
||||
usage: wgpu::BufferUsages::STORAGE
|
||||
| wgpu::BufferUsages::INDEX
|
||||
| wgpu::BufferUsages::MAP_READ,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
Chunk {
|
||||
corner,
|
||||
mesh: model::Mesh {
|
||||
name: chunk_name,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_elements,
|
||||
material: 0,
|
||||
index_format: wgpu::IndexFormat::Uint32,
|
||||
},
|
||||
}
|
||||
};
|
||||
|
||||
let data = ChunkData {
|
||||
chunk_size: self.chunk_size.into(),
|
||||
chunk_corner: corner.into(),
|
||||
min_max_height: self.min_max_height.into(),
|
||||
};
|
||||
let gen_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("TerrainPipeline: ChunkData"),
|
||||
size: size_of_val(&data) as _,
|
||||
usage: wgpu::BufferUsages::UNIFORM
|
||||
| wgpu::BufferUsages::MAP_READ
|
||||
| wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
queue.write_buffer(&gen_buffer, 0, bytemuck::bytes_of(&data));
|
||||
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("TerrainPipeline: BindGroup"),
|
||||
layout: &self.gen_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: gen_buffer.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: chunk.mesh.vertex_buffer.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: chunk.mesh.index_buffer.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("TerrainPipeline::gen_chunk"),
|
||||
});
|
||||
|
||||
let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
|
||||
label: Some("TerrainPipeline: ComputePass"),
|
||||
});
|
||||
cpass.set_pipeline(&self.gen_pipeline);
|
||||
cpass.set_bind_group(0, &bind_group, &[]);
|
||||
cpass.dispatch(
|
||||
dbg!((((self.chunk_size.x + 1) * (self.chunk_size.y + 1)) as f32 / 8.0).ceil()) as _,
|
||||
1,
|
||||
1,
|
||||
);
|
||||
drop(cpass);
|
||||
|
||||
queue.submit(std::iter::once(encoder.finish()));
|
||||
device.poll(wgpu::Maintain::Wait);
|
||||
|
||||
// resources::export_mesh_data(&format!("{}.json", chunk.mesh.name), device, &chunk.mesh);
|
||||
|
||||
chunk
|
||||
}
|
||||
|
||||
pub fn render<'a, 'b>(
|
||||
&'a self,
|
||||
render_pass: &'b mut wgpu::RenderPass<'a>,
|
||||
terrain: &'a Terrain,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
) {
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, camera_bind_group, &[]);
|
||||
for chunk in &terrain.chunks {
|
||||
render_pass
|
||||
.set_index_buffer(chunk.mesh.index_buffer.slice(..), chunk.mesh.index_format);
|
||||
render_pass.set_vertex_buffer(0, chunk.mesh.vertex_buffer.slice(..));
|
||||
render_pass.draw_indexed(0..chunk.mesh.num_elements, 0, 0..1);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,195 @@
|
||||
// ============================
|
||||
// Terrain Generation
|
||||
// ============================
|
||||
|
||||
// todo: look into https://www.shadertoy.com/view/ltfSzr
|
||||
fn permute(x: vec3<f32>) -> vec3<f32> {
|
||||
return (((x * 34.0) + 1.0) * x) % 289.0;
|
||||
}
|
||||
|
||||
fn snoise(v: vec2<f32>) -> f32 {
|
||||
let C: vec4<f32> = vec4<f32>(0.211324865405187, 0.366025403784439,
|
||||
-0.577350269189626, 0.024390243902439);
|
||||
var i = floor(v + dot(v, C.yy) );
|
||||
var x0 = v - i + dot(i, C.xx);
|
||||
var i1: vec2<f32>;
|
||||
i1 = select(vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0), (x0.x > x0.y));
|
||||
var x12 = x0.xyxy + C.xxzz;
|
||||
x12.x = x12.x - i1.x;
|
||||
x12.y = x12.y - i1.y;
|
||||
i = i % 289.0;
|
||||
var p = permute( permute( i.y + vec3<f32>(0.0, i1.y, 1.0 ))
|
||||
+ i.x + vec3<f32>(0.0, i1.x, 1.0 ));
|
||||
var m = max(0.5 - vec3<f32>(dot(x0,x0), dot(x12.xy,x12.xy),
|
||||
dot(x12.zw,x12.zw)), vec3<f32>(0.0));
|
||||
m = m*m;
|
||||
m = m*m;
|
||||
var x = 2.0 * fract(p * C.www) - 1.0;
|
||||
var h = abs(x) - 0.5;
|
||||
var ox = floor(x + 0.5);
|
||||
var a0 = x - ox;
|
||||
m = m * (1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h));
|
||||
var g: vec3<f32>;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.y = a0.y * x12.x + h.y * x12.y;
|
||||
g.z = a0.z * x12.z + h.z * x12.w;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
|
||||
fn fbm(p: vec2<f32>) -> f32 {
|
||||
let NUM_OCTAVES: u32 = 5u;
|
||||
var x = p * 0.01;
|
||||
var v = 0.0;
|
||||
var a = 0.5;
|
||||
let shift = vec2<f32>(100.0);
|
||||
let cs = vec2<f32>(cos(0.5), sin(0.5));
|
||||
let rot = mat2x2<f32>(cs.x, cs.y, -cs.y, cs.x);
|
||||
|
||||
for (var i=0u; i<NUM_OCTAVES; i=i+1u) {
|
||||
v = v + a * snoise(x);
|
||||
x = rot * x * 2.0 + shift;
|
||||
a = a * 0.5;
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
struct ChunkData {
|
||||
chunk_size: vec2<u32>;
|
||||
chunk_corner: vec2<i32>;
|
||||
min_max_height: vec2<f32>;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
[[location(1)]] normal: vec3<f32>;
|
||||
};
|
||||
|
||||
struct VertexBuffer {
|
||||
data: [[stride(32)]] array<Vertex>;
|
||||
};
|
||||
|
||||
struct IndexBuffer {
|
||||
data: array<u32>;
|
||||
};
|
||||
|
||||
[[group(0), binding(0)]] var<uniform> chunk_data: ChunkData;
|
||||
[[group(0), binding(1)]] var<storage, read_write> vertices: VertexBuffer;
|
||||
[[group(0), binding(2)]] var<storage, read_write> indices: IndexBuffer;
|
||||
|
||||
fn terrain_point(p: vec2<f32>) -> vec3<f32> {
|
||||
return vec3<f32>(
|
||||
p.x,
|
||||
mix(chunk_data.min_max_height.x,chunk_data.min_max_height.y, fbm(p)),
|
||||
p.y,
|
||||
);
|
||||
}
|
||||
|
||||
fn terrain_vertex(p: vec2<f32>) -> Vertex {
|
||||
// var p2 = p * 0.01;
|
||||
let v = terrain_point(p);
|
||||
|
||||
let tpx = terrain_point(p + vec2<f32>(0.1, 0.0)) - v;
|
||||
let tpz = terrain_point(p + vec2<f32>(0.0, 0.1)) - v;
|
||||
let tnx = terrain_point(p + vec2<f32>(-0.1, 0.0)) - v;
|
||||
let tnz = terrain_point(p + vec2<f32>(0.0, -0.1)) - v;
|
||||
|
||||
let pn = normalize(cross(tpz, tpx));
|
||||
let nn = normalize(cross(tnz, tnx));
|
||||
|
||||
let n = (pn + nn) * 0.5;
|
||||
|
||||
return Vertex(v, n);
|
||||
}
|
||||
|
||||
[[stage(compute), workgroup_size(8)]]
|
||||
fn gen_terrain(
|
||||
[[builtin(global_invocation_id)]] gid: vec3<u32>
|
||||
) {
|
||||
// if (gid.x > (chunk_data.chunk_size.x + 1u) * (chunk_data.chunk_size.y + 1u)) { return; }
|
||||
|
||||
// Create vertex
|
||||
let vertex_index = gid.x;
|
||||
|
||||
let p = vec2<f32>(
|
||||
f32(vertex_index) % f32(chunk_data.chunk_size.x + 1u),
|
||||
f32(vertex_index / (chunk_data.chunk_size.x + 1u)),
|
||||
) + vec2<f32>(chunk_data.chunk_corner);
|
||||
|
||||
vertices.data[vertex_index] = terrain_vertex(p);
|
||||
|
||||
// if (u32(p.x) >= chunk_data.chunk_size.x || u32(p.y) >= chunk_data.chunk_size.y) { return; }
|
||||
|
||||
// Create indices
|
||||
let start_index = gid.x * 6u; // using TriangleList
|
||||
|
||||
if (start_index >= (chunk_data.chunk_size.x * chunk_data.chunk_size.y * 6u)) { return; }
|
||||
|
||||
let v00 = vertex_index + gid.x / chunk_data.chunk_size.x;
|
||||
let v10 = v00 + 1u;
|
||||
let v01 = v00 + chunk_data.chunk_size.x + 1u;
|
||||
let v11 = v01 + 1u;
|
||||
|
||||
indices.data[start_index] = v00;
|
||||
indices.data[start_index + 1u] = v01;
|
||||
indices.data[start_index + 2u] = v11;
|
||||
indices.data[start_index + 3u] = v00;
|
||||
indices.data[start_index + 4u] = v11;
|
||||
indices.data[start_index + 5u] = v10;
|
||||
}
|
||||
|
||||
// ============================
|
||||
// Terrain Rendering
|
||||
// ============================
|
||||
|
||||
struct Camera {
|
||||
view_pos: vec4<f32>;
|
||||
view_proj: mat4x4<f32>;
|
||||
};
|
||||
[[group(0), binding(0)]]
|
||||
var<uniform> camera: Camera;
|
||||
|
||||
// struct Light {
|
||||
// position: vec3<f32>;
|
||||
// color: vec3<f32>;
|
||||
// };
|
||||
// [[group(1), binding(0)]]
|
||||
// var<uniform> light: Light;
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] clip_position: vec4<f32>;
|
||||
[[location(0)]] normal: vec3<f32>;
|
||||
[[location(1)]] world_pos: vec3<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(
|
||||
vertex: Vertex,
|
||||
) -> VertexOutput {
|
||||
let clip_position = camera.view_proj * vec4<f32>(vertex.position, 1.);
|
||||
let normal = vertex.normal;
|
||||
return VertexOutput(clip_position, normal, vertex.position);
|
||||
}
|
||||
|
||||
// [[group(2), binding(0)]]
|
||||
// var t_diffuse: texture_2d<f32>;
|
||||
// [[group(2), binding(1)]]
|
||||
// var s_diffuse: sampler;
|
||||
// [[group(2), binding(2)]]
|
||||
// var t_normal: texture_2d<f32>;
|
||||
// [[group(2), binding(3)]]
|
||||
// var s_normal: sampler;
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
var color = smoothStep(vec3<f32>(0.0), vec3<f32>(0.1), fract(in.world_pos));
|
||||
color = mix(vec3<f32>(0.5, 0.1, 0.7), vec3<f32>(0.2, 0.2, 0.2), vec3<f32>(color.x * color.y * color.z));
|
||||
|
||||
let uv = in.world_pos.xz;
|
||||
let f = fbm(uv) * 0.5 + 0.5;
|
||||
color = color * f;
|
||||
// let v = terrain_point(uv);
|
||||
// color = vec3<f32>(in.clip_position.z);
|
||||
return vec4<f32>(color, 1.0);
|
||||
}
|
@ -0,0 +1,129 @@
|
||||
use anyhow::*;
|
||||
use image::GenericImageView;
|
||||
use std::num::NonZeroU32;
|
||||
|
||||
pub struct Texture {
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
pub sampler: wgpu::Sampler,
|
||||
}
|
||||
|
||||
impl Texture {
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn create_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
label: &str,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
};
|
||||
let texture = device.create_texture(&desc);
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
compare: Some(wgpu::CompareFunction::LessEqual),
|
||||
lod_min_clamp: -100.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn from_bytes(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
bytes: &[u8],
|
||||
label: &str,
|
||||
is_normal_map: bool,
|
||||
) -> Result<Self> {
|
||||
let img = image::load_from_memory(bytes)?;
|
||||
Self::from_image(device, queue, &img, Some(label), is_normal_map)
|
||||
}
|
||||
|
||||
pub fn from_image(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
img: &image::DynamicImage,
|
||||
label: Option<&str>,
|
||||
is_normal_map: bool,
|
||||
) -> Result<Self> {
|
||||
let dimensions = img.dimensions();
|
||||
let rgba = img.to_rgba8();
|
||||
|
||||
let size = wgpu::Extent3d {
|
||||
width: dimensions.0,
|
||||
height: dimensions.1,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label,
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: if is_normal_map {
|
||||
wgpu::TextureFormat::Rgba8Unorm
|
||||
} else {
|
||||
wgpu::TextureFormat::Rgba8UnormSrgb
|
||||
},
|
||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
});
|
||||
|
||||
queue.write_texture(
|
||||
wgpu::ImageCopyTexture {
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
texture: &texture,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
},
|
||||
&rgba,
|
||||
wgpu::ImageDataLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: NonZeroU32::new(4 * dimensions.0),
|
||||
rows_per_image: NonZeroU32::new(dimensions.1),
|
||||
},
|
||||
size,
|
||||
);
|
||||
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Nearest,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Ok(Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
})
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
[package]
|
||||
name = "tutorial13-threading"
|
||||
name = "threading"
|
||||
version = "0.1.0"
|
||||
authors = ["Ben Hansen <bhbenjaminhansen@gmail.com>"]
|
||||
edition = "2018"
|
@ -0,0 +1,18 @@
|
||||
use anyhow::*;
|
||||
use fs_extra::copy_items;
|
||||
use fs_extra::dir::CopyOptions;
|
||||
use std::env;
|
||||
|
||||
fn main() -> Result<()> {
|
||||
// This tells cargo to rerun this script if something in /res/ changes.
|
||||
println!("cargo:rerun-if-changed=res/*");
|
||||
|
||||
let out_dir = env::var("OUT_DIR")?;
|
||||
let mut copy_options = CopyOptions::new();
|
||||
copy_options.overwrite = true;
|
||||
let mut paths_to_copy = Vec::new();
|
||||
paths_to_copy.push("res/");
|
||||
copy_items(&paths_to_copy, out_dir, ©_options)?;
|
||||
|
||||
Ok(())
|
||||
}
|
After Width: | Height: | Size: 1.1 MiB |
After Width: | Height: | Size: 2.1 MiB |
After Width: | Height: | Size: 25 KiB |
After Width: | Height: | Size: 117 KiB |
@ -0,0 +1,14 @@
|
||||
# Blender MTL File: 'cube.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material.001
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump cube-normal.png
|
||||
map_Kd cube-diffuse.jpg
|
@ -0,0 +1,196 @@
|
||||
use cgmath::*;
|
||||
use std::f32::consts::FRAC_PI_2;
|
||||
use std::time::Duration;
|
||||
use winit::dpi::PhysicalPosition;
|
||||
use winit::event::*;
|
||||
|
||||
#[rustfmt::skip]
|
||||
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
|
||||
1.0, 0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.0, 0.0, 0.5, 1.0,
|
||||
);
|
||||
|
||||
const SAFE_FRAC_PI_2: f32 = FRAC_PI_2 - 0.0001;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Camera {
|
||||
pub position: Point3<f32>,
|
||||
yaw: Rad<f32>,
|
||||
pitch: Rad<f32>,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
|
||||
position: V,
|
||||
yaw: Y,
|
||||
pitch: P,
|
||||
) -> Self {
|
||||
Self {
|
||||
position: position.into(),
|
||||
yaw: yaw.into(),
|
||||
pitch: pitch.into(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn calc_matrix(&self) -> Matrix4<f32> {
|
||||
let (sin_pitch, cos_pitch) = self.pitch.0.sin_cos();
|
||||
let (sin_yaw, cos_yaw) = self.yaw.0.sin_cos();
|
||||
|
||||
Matrix4::look_to_rh(
|
||||
self.position,
|
||||
Vector3::new(cos_pitch * cos_yaw, sin_pitch, cos_pitch * sin_yaw).normalize(),
|
||||
Vector3::unit_y(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Projection {
|
||||
aspect: f32,
|
||||
fovy: Rad<f32>,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Projection {
|
||||
pub fn new<F: Into<Rad<f32>>>(width: u32, height: u32, fovy: F, znear: f32, zfar: f32) -> Self {
|
||||
Self {
|
||||
aspect: width as f32 / height as f32,
|
||||
fovy: fovy.into(),
|
||||
znear,
|
||||
zfar,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
self.aspect = width as f32 / height as f32;
|
||||
}
|
||||
|
||||
pub fn calc_matrix(&self) -> Matrix4<f32> {
|
||||
OPENGL_TO_WGPU_MATRIX * perspective(self.fovy, self.aspect, self.znear, self.zfar)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct CameraController {
|
||||
amount_left: f32,
|
||||
amount_right: f32,
|
||||
amount_forward: f32,
|
||||
amount_backward: f32,
|
||||
amount_up: f32,
|
||||
amount_down: f32,
|
||||
rotate_horizontal: f32,
|
||||
rotate_vertical: f32,
|
||||
scroll: f32,
|
||||
speed: f32,
|
||||
sensitivity: f32,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
pub fn new(speed: f32, sensitivity: f32) -> Self {
|
||||
Self {
|
||||
amount_left: 0.0,
|
||||
amount_right: 0.0,
|
||||
amount_forward: 0.0,
|
||||
amount_backward: 0.0,
|
||||
amount_up: 0.0,
|
||||
amount_down: 0.0,
|
||||
rotate_horizontal: 0.0,
|
||||
rotate_vertical: 0.0,
|
||||
scroll: 0.0,
|
||||
speed,
|
||||
sensitivity,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
|
||||
let amount = if state == ElementState::Pressed {
|
||||
1.0
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
match key {
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.amount_forward = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.amount_backward = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.amount_left = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.amount_right = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Space => {
|
||||
self.amount_up = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.amount_down = amount;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
|
||||
self.rotate_horizontal = mouse_dx as f32;
|
||||
self.rotate_vertical = mouse_dy as f32;
|
||||
}
|
||||
|
||||
pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
|
||||
self.scroll = match delta {
|
||||
// I'm assuming a line is about 100 pixels
|
||||
MouseScrollDelta::LineDelta(_, scroll) => -scroll * 0.5,
|
||||
MouseScrollDelta::PixelDelta(PhysicalPosition { y: scroll, .. }) => -*scroll as f32,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn update_camera(&mut self, camera: &mut Camera, dt: Duration) {
|
||||
let dt = dt.as_secs_f32();
|
||||
|
||||
// Move forward/backward and left/right
|
||||
let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
|
||||
let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
|
||||
let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
|
||||
camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
|
||||
camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
|
||||
|
||||
// Move in/out (aka. "zoom")
|
||||
// Note: this isn't an actual zoom. The camera's position
|
||||
// changes when zooming. I've added this to make it easier
|
||||
// to get closer to an object you want to focus on.
|
||||
let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
|
||||
let scrollward =
|
||||
Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
|
||||
camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
|
||||
self.scroll = 0.0;
|
||||
|
||||
// Move up/down. Since we don't use roll, we can just
|
||||
// modify the y coordinate directly.
|
||||
camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
|
||||
|
||||
// Rotate
|
||||
camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
|
||||
camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
|
||||
|
||||
// If process_mouse isn't called every frame, these values
|
||||
// will not get set to zero, and the camera will rotate
|
||||
// when moving in a non cardinal direction.
|
||||
self.rotate_horizontal = 0.0;
|
||||
self.rotate_vertical = 0.0;
|
||||
|
||||
// Keep the camera's angle from going too high/low.
|
||||
if camera.pitch < -Rad(SAFE_FRAC_PI_2) {
|
||||
camera.pitch = -Rad(SAFE_FRAC_PI_2);
|
||||
} else if camera.pitch > Rad(SAFE_FRAC_PI_2) {
|
||||
camera.pitch = Rad(SAFE_FRAC_PI_2);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,42 @@
|
||||
// Vertex shader
|
||||
|
||||
struct Camera {
|
||||
view_pos: vec4<f32>;
|
||||
view_proj: mat4x4<f32>;
|
||||
};
|
||||
[[group(0), binding(0)]]
|
||||
var<uniform> camera: Camera;
|
||||
|
||||
struct Light {
|
||||
position: vec3<f32>;
|
||||
color: vec3<f32>;
|
||||
};
|
||||
[[group(1), binding(0)]]
|
||||
var<uniform> light: Light;
|
||||
|
||||
struct VertexInput {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] clip_position: vec4<f32>;
|
||||
[[location(0)]] color: vec3<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
) -> VertexOutput {
|
||||
let scale = 0.25;
|
||||
var out: VertexOutput;
|
||||
out.clip_position = camera.view_proj * vec4<f32>(model.position * scale + light.position, 1.0);
|
||||
out.color = light.color;
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
use tutorial13_threading::run;
|
||||
use threading::run;
|
||||
|
||||
fn main() {
|
||||
async_std::task::block_on(run());
|
@ -0,0 +1,115 @@
|
||||
// Vertex shader
|
||||
|
||||
struct Camera {
|
||||
view_pos: vec4<f32>;
|
||||
view_proj: mat4x4<f32>;
|
||||
};
|
||||
[[group(1), binding(0)]]
|
||||
var<uniform> camera: Camera;
|
||||
|
||||
struct Light {
|
||||
position: vec3<f32>;
|
||||
color: vec3<f32>;
|
||||
};
|
||||
[[group(2), binding(0)]]
|
||||
var<uniform> light: Light;
|
||||
|
||||
struct VertexInput {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
[[location(1)]] tex_coords: vec2<f32>;
|
||||
[[location(2)]] normal: vec3<f32>;
|
||||
[[location(3)]] tangent: vec3<f32>;
|
||||
[[location(4)]] bitangent: vec3<f32>;
|
||||
};
|
||||
struct InstanceInput {
|
||||
[[location(5)]] model_matrix_0: vec4<f32>;
|
||||
[[location(6)]] model_matrix_1: vec4<f32>;
|
||||
[[location(7)]] model_matrix_2: vec4<f32>;
|
||||
[[location(8)]] model_matrix_3: vec4<f32>;
|
||||
[[location(9)]] normal_matrix_0: vec3<f32>;
|
||||
[[location(10)]] normal_matrix_1: vec3<f32>;
|
||||
[[location(11)]] normal_matrix_2: vec3<f32>;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] clip_position: vec4<f32>;
|
||||
[[location(0)]] tex_coords: vec2<f32>;
|
||||
[[location(1)]] tangent_position: vec3<f32>;
|
||||
[[location(2)]] tangent_light_position: vec3<f32>;
|
||||
[[location(3)]] tangent_view_position: vec3<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
instance: InstanceInput,
|
||||
) -> VertexOutput {
|
||||
let model_matrix = mat4x4<f32>(
|
||||
instance.model_matrix_0,
|
||||
instance.model_matrix_1,
|
||||
instance.model_matrix_2,
|
||||
instance.model_matrix_3,
|
||||
);
|
||||
let normal_matrix = mat3x3<f32>(
|
||||
instance.normal_matrix_0,
|
||||
instance.normal_matrix_1,
|
||||
instance.normal_matrix_2,
|
||||
);
|
||||
|
||||
// Construct the tangent matrix
|
||||
let world_normal = normalize(normal_matrix * model.normal);
|
||||
let world_tangent = normalize(normal_matrix * model.tangent);
|
||||
let world_bitangent = normalize(normal_matrix * model.bitangent);
|
||||
let tangent_matrix = transpose(mat3x3<f32>(
|
||||
world_tangent,
|
||||
world_bitangent,
|
||||
world_normal,
|
||||
));
|
||||
|
||||
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
|
||||
|
||||
var out: VertexOutput;
|
||||
out.clip_position = camera.view_proj * world_position;
|
||||
out.tex_coords = model.tex_coords;
|
||||
out.tangent_position = tangent_matrix * world_position.xyz;
|
||||
out.tangent_view_position = tangent_matrix * camera.view_pos.xyz;
|
||||
out.tangent_light_position = tangent_matrix * light.position;
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
[[group(0), binding(0)]]
|
||||
var t_diffuse: texture_2d<f32>;
|
||||
[[group(0), binding(1)]]
|
||||
var s_diffuse: sampler;
|
||||
[[group(0), binding(2)]]
|
||||
var t_normal: texture_2d<f32>;
|
||||
[[group(0), binding(3)]]
|
||||
var s_normal: sampler;
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
|
||||
|
||||
// We don't need (or want) much ambient light, so 0.1 is fine
|
||||
let ambient_strength = 0.1;
|
||||
let ambient_color = light.color * ambient_strength;
|
||||
|
||||
// Create the lighting vectors
|
||||
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
|
||||
let light_dir = normalize(in.tangent_light_position - in.tangent_position);
|
||||
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
|
||||
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||
let diffuse_color = light.color * diffuse_strength;
|
||||
|
||||
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
||||
let specular_color = specular_strength * light.color;
|
||||
|
||||
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
||||
|
||||
return vec4<f32>(result, object_color.a);
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
# Procedural Terrain
|
||||
|
||||
Up to this point we've been working in an empty void. This is great when you want to get your shading code just right, but most applications will want to fill the screen more interesting things. You could aproach this in a variety of ways. You could create a bunch of models in Blender and load them into the scene. This method works great if you have some decent artistic skills, and some patience. I'm lacking in both those departments, so let's write some code to make something that looks nice.
|
||||
|
||||
TODO:
|
||||
- Note changes to `create_render_pipeline`
|
||||
- Mention `swizzle` feature for cgmath
|
||||
- Compare workgroups and workgroups sizes to nested for loops
|
||||
- Maybe make a diagram in blender?
|
After Width: | Height: | Size: 333 B |