mirror of https://github.com/sotrh/learn-wgpu
migrated tutorial to use lib.r
parent
2ee7e082fa
commit
59f0ec16f0
@ -0,0 +1,31 @@
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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pub fn run() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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},
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_ => {}
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});
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}
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@ -1,31 +1,5 @@
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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use tutorial1_window::run;
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fn main() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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},
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_ => {}
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});
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}
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run();
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}
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@ -0,0 +1,178 @@
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use std::iter;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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}
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impl State {
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async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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},
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// Some(&std::path::Path::new("trace")), // Trace path
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None,
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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Self {
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surface,
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device,
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queue,
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config,
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size,
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}
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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#[allow(unused_variables)]
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fn input(&mut self, event: &WindowEvent) -> bool {
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false
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}
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fn update(&mut self) {}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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}
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self.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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pub fn run() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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// State::new uses async code, so we're going to wait for it to finish
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let mut state: State = pollster::block_on(State::new(&window));
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => {
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if !state.input(event) {
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// UPDATED!
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &&mut so w have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == window.id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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Event::RedrawEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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}
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});
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}
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@ -1,178 +1,5 @@
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use std::iter;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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}
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impl State {
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async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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},
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// Some(&std::path::Path::new("trace")), // Trace path
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None,
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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Self {
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surface,
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device,
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queue,
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config,
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size,
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}
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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#[allow(unused_variables)]
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fn input(&mut self, event: &WindowEvent) -> bool {
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false
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}
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fn update(&mut self) {}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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}
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self.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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use tutorial2_surface::run;
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fn main() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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// State::new uses async code, so we're going to wait for it to finish
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let mut state: State = pollster::block_on(State::new(&window));
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => {
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if !state.input(event) {
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// UPDATED!
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &&mut so w have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == window.id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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Event::RedrawEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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}
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});
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}
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run()
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}
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@ -0,0 +1,237 @@
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use std::iter;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
|
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window::{Window, WindowBuilder},
|
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};
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|
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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// NEW!
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render_pipeline: wgpu::RenderPipeline,
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}
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impl State {
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async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
|
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limits: wgpu::Limits::default(),
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},
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None, // Trace path
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
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,
|
||||
});
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
size,
|
||||
config,
|
||||
render_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unused_variables)]
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
fn update(&mut self) {}
|
||||
|
||||
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: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -1,237 +1,5 @@
|
||||
use std::iter;
|
||||
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
// NEW!
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: 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 shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: None,
|
||||
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,
|
||||
});
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
size,
|
||||
config,
|
||||
render_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unused_variables)]
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
fn update(&mut self) {}
|
||||
|
||||
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: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
use tutorial3_pipeline::run;
|
||||
|
||||
fn main() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
run();
|
||||
}
|
@ -0,0 +1,311 @@
|
||||
use std::iter;
|
||||
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
color: [f32; 3],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [-0.0868241, 0.49240386, 0.0],
|
||||
color: [0.5, 0.0, 0.5],
|
||||
}, // A
|
||||
Vertex {
|
||||
position: [-0.49513406, 0.06958647, 0.0],
|
||||
color: [0.5, 0.0, 0.5],
|
||||
}, // B
|
||||
Vertex {
|
||||
position: [-0.21918549, -0.44939706, 0.0],
|
||||
color: [0.5, 0.0, 0.5],
|
||||
}, // C
|
||||
Vertex {
|
||||
position: [0.35966998, -0.3473291, 0.0],
|
||||
color: [0.5, 0.0, 0.5],
|
||||
}, // D
|
||||
Vertex {
|
||||
position: [0.44147372, 0.2347359, 0.0],
|
||||
color: [0.5, 0.0, 0.5],
|
||||
}, // E
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4, /* padding */ 0];
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
// NEW!
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: 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 shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: None,
|
||||
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,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unused_variables)]
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
fn update(&mut self) {}
|
||||
|
||||
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: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,361 @@
|
||||
use std::iter;
|
||||
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
|
||||
mod texture;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Vertex>() 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [-0.0868241, 0.49240386, 0.0],
|
||||
tex_coords: [0.4131759, 0.00759614],
|
||||
}, // A
|
||||
Vertex {
|
||||
position: [-0.49513406, 0.06958647, 0.0],
|
||||
tex_coords: [0.0048659444, 0.43041354],
|
||||
}, // B
|
||||
Vertex {
|
||||
position: [-0.21918549, -0.44939706, 0.0],
|
||||
tex_coords: [0.28081453, 0.949397],
|
||||
}, // C
|
||||
Vertex {
|
||||
position: [0.35966998, -0.3473291, 0.0],
|
||||
tex_coords: [0.85967, 0.84732914],
|
||||
}, // D
|
||||
Vertex {
|
||||
position: [0.44147372, 0.2347359, 0.0],
|
||||
tex_coords: [0.9414737, 0.2652641],
|
||||
}, // E
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4, /* padding */ 0];
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
// NEW!
|
||||
#[allow(dead_code)]
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: 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 diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let diffuse_texture =
|
||||
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
|
||||
|
||||
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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[&texture_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: None,
|
||||
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,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unused_variables)]
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
fn update(&mut self) {}
|
||||
|
||||
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: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,570 @@
|
||||
use std::iter;
|
||||
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
|
||||
mod texture;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Vertex>() 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [-0.0868241, 0.49240386, 0.0],
|
||||
tex_coords: [0.4131759, 0.00759614],
|
||||
}, // A
|
||||
Vertex {
|
||||
position: [-0.49513406, 0.06958647, 0.0],
|
||||
tex_coords: [0.0048659444, 0.43041354],
|
||||
}, // B
|
||||
Vertex {
|
||||
position: [-0.21918549, -0.44939706, 0.0],
|
||||
tex_coords: [0.28081453, 0.949397],
|
||||
}, // C
|
||||
Vertex {
|
||||
position: [0.35966998, -0.3473291, 0.0],
|
||||
tex_coords: [0.85967, 0.84732914],
|
||||
}, // D
|
||||
Vertex {
|
||||
position: [0.44147372, 0.2347359, 0.0],
|
||||
tex_coords: [0.9414737, 0.2652641],
|
||||
}, // E
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4, /* padding */ 0];
|
||||
|
||||
#[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,
|
||||
);
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
view_proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
fn new() -> Self {
|
||||
use cgmath::SquareMatrix;
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity().into(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_up_pressed: bool,
|
||||
is_down_pressed: bool,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_up_pressed: false,
|
||||
is_down_pressed: false,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::Space => {
|
||||
self.is_up_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.is_down_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
use cgmath::InnerSpace;
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
#[allow(dead_code)]
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
// NEW!
|
||||
camera: Camera,
|
||||
camera_controller: CameraController,
|
||||
camera_uniform: CameraUniform,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
camera_bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: 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 diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let diffuse_texture =
|
||||
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
|
||||
|
||||
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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 1.0, 2.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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,
|
||||
});
|
||||
|
||||
let camera_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
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 shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
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],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: None,
|
||||
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,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
camera,
|
||||
camera_controller,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
camera_uniform,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_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: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,668 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
|
||||
mod texture;
|
||||
|
||||
const NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
|
||||
NUM_INSTANCES_PER_ROW as f32 * 0.5,
|
||||
0.0,
|
||||
NUM_INSTANCES_PER_ROW as f32 * 0.5,
|
||||
);
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Vertex>() 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [-0.0868241, 0.49240386, 0.0],
|
||||
tex_coords: [0.4131759, 0.00759614],
|
||||
}, // A
|
||||
Vertex {
|
||||
position: [-0.49513406, 0.06958647, 0.0],
|
||||
tex_coords: [0.0048659444, 0.43041354],
|
||||
}, // B
|
||||
Vertex {
|
||||
position: [-0.21918549, -0.44939706, 0.0],
|
||||
tex_coords: [0.28081453, 0.949397],
|
||||
}, // C
|
||||
Vertex {
|
||||
position: [0.35966998, -0.3473291, 0.0],
|
||||
tex_coords: [0.85967, 0.84732914],
|
||||
}, // D
|
||||
Vertex {
|
||||
position: [0.44147372, 0.2347359, 0.0],
|
||||
tex_coords: [0.9414737, 0.2652641],
|
||||
}, // E
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4, /* padding */ 0];
|
||||
|
||||
#[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,
|
||||
);
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
view_proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity().into(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_up_pressed: bool,
|
||||
is_down_pressed: bool,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_up_pressed: false,
|
||||
is_down_pressed: false,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::Space => {
|
||||
self.is_up_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.is_down_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = (camera.target - camera.eye).normalize();
|
||||
|
||||
if self.is_forward_pressed {
|
||||
camera.eye += forward * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward * self.speed;
|
||||
}
|
||||
|
||||
let right = forward.cross(camera.up);
|
||||
|
||||
if self.is_right_pressed {
|
||||
camera.eye += right * self.speed;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye -= right * self.speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// NEW!
|
||||
struct Instance {
|
||||
position: cgmath::Vector3<f32>,
|
||||
rotation: cgmath::Quaternion<f32>,
|
||||
}
|
||||
|
||||
// NEW!
|
||||
impl Instance {
|
||||
fn to_raw(&self) -> InstanceRaw {
|
||||
InstanceRaw {
|
||||
model: (cgmath::Matrix4::from_translation(self.position)
|
||||
* cgmath::Matrix4::from(self.rotation))
|
||||
.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// NEW!
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct InstanceRaw {
|
||||
model: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
#[allow(dead_code)]
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
camera: Camera,
|
||||
camera_controller: CameraController,
|
||||
camera_uniform: CameraUniform,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
camera_bind_group: wgpu::BindGroup,
|
||||
// NEW!
|
||||
instances: Vec<Instance>,
|
||||
#[allow(dead_code)]
|
||||
instance_buffer: wgpu::Buffer,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: 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 diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let diffuse_texture =
|
||||
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
|
||||
|
||||
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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, 10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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,
|
||||
});
|
||||
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
let position = cgmath::Vector3 {
|
||||
x: x as f32,
|
||||
y: 0.0,
|
||||
z: z as f32,
|
||||
} - INSTANCE_DISPLACEMENT;
|
||||
|
||||
let rotation = if position.is_zero() {
|
||||
// this is needed so an object at (0, 0, 0) won't get scaled to zero
|
||||
// as Quaternions can effect scale if they're not created correctly
|
||||
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,
|
||||
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 shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
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],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: None,
|
||||
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,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
camera,
|
||||
camera_controller,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
camera_uniform,
|
||||
// NEW!
|
||||
instances,
|
||||
instance_buffer,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_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: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
// UPDATED!
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,694 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
|
||||
mod texture;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Vertex>() 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [-0.0868241, -0.49240386, 0.0],
|
||||
tex_coords: [1.0 - 0.4131759, 1.0 - 0.00759614],
|
||||
}, // A
|
||||
Vertex {
|
||||
position: [-0.49513406, -0.06958647, 0.0],
|
||||
tex_coords: [1.0 - 0.0048659444, 1.0 - 0.43041354],
|
||||
}, // B
|
||||
Vertex {
|
||||
position: [-0.21918549, 0.44939706, 0.0],
|
||||
tex_coords: [1.0 - 0.28081453, 1.0 - 0.949397],
|
||||
}, // C
|
||||
Vertex {
|
||||
position: [0.35966998, 0.3473291, 0.0],
|
||||
tex_coords: [1.0 - 0.85967, 1.0 - 0.84732914],
|
||||
}, // D
|
||||
Vertex {
|
||||
position: [0.44147372, -0.2347359, 0.0],
|
||||
tex_coords: [1.0 - 0.9414737, 1.0 - 0.2652641],
|
||||
}, // E
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4, /* padding */ 0];
|
||||
|
||||
#[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 NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
|
||||
NUM_INSTANCES_PER_ROW as f32 * 0.5,
|
||||
0.0,
|
||||
NUM_INSTANCES_PER_ROW as f32 * 0.5,
|
||||
);
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
view_proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity().into(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_up_pressed: bool,
|
||||
is_down_pressed: bool,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_up_pressed: false,
|
||||
is_down_pressed: false,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::Space => {
|
||||
self.is_up_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.is_down_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct InstanceRaw {
|
||||
#[allow(dead_code)]
|
||||
model: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
#[allow(dead_code)]
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
camera: Camera,
|
||||
camera_controller: CameraController,
|
||||
camera_uniform: CameraUniform,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
camera_bind_group: wgpu::BindGroup,
|
||||
instances: Vec<Instance>,
|
||||
#[allow(dead_code)]
|
||||
instance_buffer: wgpu::Buffer,
|
||||
// NEW!
|
||||
depth_texture: texture::Texture,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: 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 diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let diffuse_texture =
|
||||
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
|
||||
|
||||
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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, -10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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,
|
||||
});
|
||||
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
let position = cgmath::Vector3 {
|
||||
x: x as f32,
|
||||
y: 0.0,
|
||||
z: z as f32,
|
||||
} - INSTANCE_DISPLACEMENT;
|
||||
|
||||
let rotation = if position.is_zero() {
|
||||
// this is needed so an object at (0, 0, 0) won't get scaled to zero
|
||||
// as Quaternions can effect scale if they're not created correctly
|
||||
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,
|
||||
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 shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
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],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: Some(wgpu::DepthStencilState {
|
||||
format: texture::Texture::DEPTH_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,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
camera,
|
||||
camera_controller,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
camera_uniform,
|
||||
instances,
|
||||
instance_buffer,
|
||||
depth_texture,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
// NEW!
|
||||
self.depth_texture =
|
||||
texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_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.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,605 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod model;
|
||||
mod texture;
|
||||
|
||||
use model::{DrawModel, Vertex};
|
||||
|
||||
#[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 NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
view_proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity().into(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_up_pressed: bool,
|
||||
is_down_pressed: bool,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_up_pressed: false,
|
||||
is_down_pressed: false,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::Space => {
|
||||
self.is_up_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.is_down_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct InstanceRaw {
|
||||
#[allow(dead_code)]
|
||||
model: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
obj_model: model::Model,
|
||||
camera: Camera,
|
||||
camera_controller: CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: wgpu::Limits::default(),
|
||||
},
|
||||
// Some(&std::path::Path::new("trace")), // Trace path
|
||||
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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, -10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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,
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("shader.wgsl"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
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],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[model::ModelVertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: Some(wgpu::DepthStencilState {
|
||||
format: texture::Texture::DEPTH_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,
|
||||
});
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
camera,
|
||||
camera_controller,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
camera_uniform,
|
||||
instances,
|
||||
instance_buffer,
|
||||
depth_texture,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
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");
|
||||
}
|
||||
}
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_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.render_pipeline);
|
||||
render_pass.draw_model_instanced(
|
||||
&self.obj_model,
|
||||
0..self.instances.len() as u32,
|
||||
&self.camera_bind_group,
|
||||
);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
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();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -1,593 +1,5 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod model;
|
||||
mod texture;
|
||||
|
||||
use model::{DrawModel, Vertex};
|
||||
|
||||
#[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 NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
view_proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl CameraUniform {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity().into(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct InstanceRaw {
|
||||
#[allow(dead_code)]
|
||||
model: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl 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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
obj_model: model::Model,
|
||||
camera: Camera,
|
||||
camera_controller: CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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(),
|
||||
limits: wgpu::Limits::default(),
|
||||
},
|
||||
// Some(&std::path::Path::new("trace")), // Trace path
|
||||
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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, -10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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,
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("shader.wgsl"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
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],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[model::ModelVertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: 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: Some(wgpu::DepthStencilState {
|
||||
format: texture::Texture::DEPTH_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,
|
||||
});
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
camera,
|
||||
camera_controller,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
camera_uniform,
|
||||
instances,
|
||||
instance_buffer,
|
||||
depth_texture,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
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");
|
||||
}
|
||||
}
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_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.render_pipeline);
|
||||
render_pass.draw_model_instanced(
|
||||
&self.obj_model,
|
||||
0..self.instances.len() as u32,
|
||||
&self.camera_bind_group,
|
||||
);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
use tutorial9_models::run;
|
||||
|
||||
fn main() {
|
||||
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();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
run();
|
||||
}
|
@ -0,0 +1,744 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod model;
|
||||
mod texture;
|
||||
|
||||
use model::{DrawLight, DrawModel, Vertex};
|
||||
|
||||
#[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 NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[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(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
// We're using Vector4 because ofthe camera_uniform 16 byte spacing requirement
|
||||
self.view_position = camera.eye.to_homogeneous().into();
|
||||
self.view_proj = camera.build_view_projection_matrix().into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_up_pressed: bool,
|
||||
is_down_pressed: bool,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_up_pressed: false,
|
||||
is_down_pressed: false,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::Space => {
|
||||
self.is_up_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.is_down_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Instance {
|
||||
position: cgmath::Vector3<f32>,
|
||||
rotation: cgmath::Quaternion<f32>,
|
||||
}
|
||||
|
||||
impl Instance {
|
||||
fn to_raw(&self) -> InstanceRaw {
|
||||
let model =
|
||||
cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation);
|
||||
InstanceRaw {
|
||||
model: model.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],
|
||||
// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
|
||||
_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_controller: CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
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(),
|
||||
limits: wgpu::Limits::default(),
|
||||
},
|
||||
None,
|
||||
)
|
||||
.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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, -10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
create_render_pipeline(
|
||||
&device,
|
||||
&layout,
|
||||
config.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
&[model::ModelVertex::desc()],
|
||||
shader,
|
||||
)
|
||||
};
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
camera,
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -1,732 +1,5 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod model;
|
||||
mod texture;
|
||||
|
||||
use model::{DrawLight, DrawModel, Vertex};
|
||||
|
||||
#[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 NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[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(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
// We're using Vector4 because ofthe camera_uniform 16 byte spacing requirement
|
||||
self.view_position = camera.eye.to_homogeneous().into();
|
||||
self.view_proj = camera.build_view_projection_matrix().into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Instance {
|
||||
position: cgmath::Vector3<f32>,
|
||||
rotation: cgmath::Quaternion<f32>,
|
||||
}
|
||||
|
||||
impl Instance {
|
||||
fn to_raw(&self) -> InstanceRaw {
|
||||
let model =
|
||||
cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation);
|
||||
InstanceRaw {
|
||||
model: model.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],
|
||||
// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
|
||||
_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_controller: CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
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(),
|
||||
limits: wgpu::Limits::default(),
|
||||
},
|
||||
None,
|
||||
)
|
||||
.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,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, -10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
create_render_pipeline(
|
||||
&device,
|
||||
&layout,
|
||||
config.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
&[model::ModelVertex::desc()],
|
||||
shader,
|
||||
)
|
||||
};
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
camera,
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
use tutorial10_lighting::run;
|
||||
|
||||
fn main() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
run();
|
||||
}
|
@ -0,0 +1,793 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod model;
|
||||
mod texture;
|
||||
|
||||
use model::{DrawLight, DrawModel, Vertex};
|
||||
|
||||
#[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 NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[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(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_position = camera.eye.to_homogeneous().into();
|
||||
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_up_pressed: bool,
|
||||
is_down_pressed: bool,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_up_pressed: false,
|
||||
is_down_pressed: false,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::Space => {
|
||||
self.is_up_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.is_down_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_controller: CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
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(),
|
||||
limits: 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"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, -10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
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,
|
||||
)
|
||||
};
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
camera,
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -1,781 +1,5 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod model;
|
||||
mod texture;
|
||||
|
||||
use model::{DrawLight, DrawModel, Vertex};
|
||||
|
||||
#[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 NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
|
||||
struct Camera {
|
||||
eye: cgmath::Point3<f32>,
|
||||
target: cgmath::Point3<f32>,
|
||||
up: cgmath::Vector3<f32>,
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
proj * view
|
||||
}
|
||||
}
|
||||
|
||||
#[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(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_position = camera.eye.to_homogeneous().into();
|
||||
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
|
||||
}
|
||||
}
|
||||
|
||||
struct CameraController {
|
||||
speed: f32,
|
||||
is_forward_pressed: bool,
|
||||
is_backward_pressed: bool,
|
||||
is_left_pressed: bool,
|
||||
is_right_pressed: bool,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
fn new(speed: f32) -> Self {
|
||||
Self {
|
||||
speed,
|
||||
is_forward_pressed: false,
|
||||
is_backward_pressed: false,
|
||||
is_left_pressed: false,
|
||||
is_right_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn process_events(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(keycode),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
let is_pressed = *state == ElementState::Pressed;
|
||||
match keycode {
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.is_forward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.is_left_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.is_backward_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.is_right_pressed = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_camera(&self, camera: &mut Camera) {
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_norm = forward.normalize();
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
// Prevents glitching when camera gets too close to the
|
||||
// center of the scene.
|
||||
if self.is_forward_pressed && forward_mag > self.speed {
|
||||
camera.eye += forward_norm * self.speed;
|
||||
}
|
||||
if self.is_backward_pressed {
|
||||
camera.eye -= forward_norm * self.speed;
|
||||
}
|
||||
|
||||
let right = forward_norm.cross(camera.up);
|
||||
|
||||
// Redo radius calc in case the up/ down is pressed.
|
||||
let forward = camera.target - camera.eye;
|
||||
let forward_mag = forward.magnitude();
|
||||
|
||||
if self.is_right_pressed {
|
||||
// Rescale the distance between the target and eye so
|
||||
// that it doesn't change. The eye therefore still
|
||||
// lies on the circle made by the target and eye.
|
||||
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
if self.is_left_pressed {
|
||||
camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_controller: CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
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(),
|
||||
limits: 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"),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
eye: (0.0, 5.0, -10.0).into(),
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
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,
|
||||
)
|
||||
};
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
camera,
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
use tutorial11_normals::run;
|
||||
|
||||
fn main() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
run();
|
||||
}
|
@ -0,0 +1,710 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod camera;
|
||||
mod model;
|
||||
mod texture; // NEW!
|
||||
|
||||
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,
|
||||
// NEW!
|
||||
mouse_pressed: bool,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
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(),
|
||||
limits: 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, 100.0);
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let now = std::time::Instant::now();
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.unwrap();
|
||||
println!("Elapsed (Original): {:?}", std::time::Instant::now() - now);
|
||||
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
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,
|
||||
)
|
||||
};
|
||||
|
||||
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,
|
||||
// NEW!
|
||||
mouse_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
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: &DeviceEvent) -> bool {
|
||||
match event {
|
||||
DeviceEvent::Key(KeyboardInput {
|
||||
virtual_keycode: Some(key),
|
||||
state,
|
||||
..
|
||||
}) => self.camera_controller.process_keyboard(*key, *state),
|
||||
DeviceEvent::MouseWheel { delta, .. } => {
|
||||
self.camera_controller.process_scroll(delta);
|
||||
true
|
||||
}
|
||||
DeviceEvent::Button {
|
||||
button: 1, // Left Mouse Button
|
||||
state,
|
||||
} => {
|
||||
self.mouse_pressed = *state == ElementState::Pressed;
|
||||
true
|
||||
}
|
||||
DeviceEvent::MouseMotion { delta } => {
|
||||
if self.mouse_pressed {
|
||||
self.camera_controller.process_mouse(delta.0, delta.1);
|
||||
}
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window)); // NEW!
|
||||
let mut last_render_time = std::time::Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::DeviceEvent {
|
||||
ref event,
|
||||
.. // We're not using device_id currently
|
||||
} => {
|
||||
state.input(event);
|
||||
}
|
||||
// UPDATED!
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
match event {
|
||||
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 = std::time::Instant::now();
|
||||
let dt = now - last_render_time;
|
||||
last_render_time = now;
|
||||
state.update(dt);
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -1,710 +1,5 @@
|
||||
use std::iter;
|
||||
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod camera;
|
||||
mod model;
|
||||
mod texture; // NEW!
|
||||
|
||||
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,
|
||||
// NEW!
|
||||
mouse_pressed: bool,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
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(),
|
||||
limits: 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, 100.0);
|
||||
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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let now = std::time::Instant::now();
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.unwrap();
|
||||
println!("Elapsed (Original): {:?}", std::time::Instant::now() - now);
|
||||
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
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,
|
||||
)
|
||||
};
|
||||
|
||||
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,
|
||||
// NEW!
|
||||
mouse_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
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: &DeviceEvent) -> bool {
|
||||
match event {
|
||||
DeviceEvent::Key(KeyboardInput {
|
||||
virtual_keycode: Some(key),
|
||||
state,
|
||||
..
|
||||
}) => self.camera_controller.process_keyboard(*key, *state),
|
||||
DeviceEvent::MouseWheel { delta, .. } => {
|
||||
self.camera_controller.process_scroll(delta);
|
||||
true
|
||||
}
|
||||
DeviceEvent::Button {
|
||||
button: 1, // Left Mouse Button
|
||||
state,
|
||||
} => {
|
||||
self.mouse_pressed = *state == ElementState::Pressed;
|
||||
true
|
||||
}
|
||||
DeviceEvent::MouseMotion { delta } => {
|
||||
if self.mouse_pressed {
|
||||
self.camera_controller.process_mouse(delta.0, delta.1);
|
||||
}
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
use tutorial12_camera::run;
|
||||
|
||||
fn main() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window)); // NEW!
|
||||
let mut last_render_time = std::time::Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::DeviceEvent {
|
||||
ref event,
|
||||
.. // We're not using device_id currently
|
||||
} => {
|
||||
state.input(event);
|
||||
}
|
||||
// UPDATED!
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
match event {
|
||||
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 = std::time::Instant::now();
|
||||
let dt = now - last_render_time;
|
||||
last_render_time = now;
|
||||
state.update(dt);
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
run();
|
||||
}
|
@ -0,0 +1,703 @@
|
||||
use cgmath::prelude::*;
|
||||
use rayon::prelude::*;
|
||||
use std::iter;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod camera;
|
||||
mod model;
|
||||
mod texture; // NEW!
|
||||
|
||||
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,
|
||||
projection: camera::Projection,
|
||||
camera_controller: camera::CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
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(),
|
||||
limits: 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, 100.0);
|
||||
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)
|
||||
.into_par_iter() // NEW!
|
||||
.flat_map(|z| {
|
||||
// UPDATED!
|
||||
(0..NUM_INSTANCES_PER_ROW).into_par_iter().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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
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,
|
||||
)
|
||||
};
|
||||
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &DeviceEvent) -> bool {
|
||||
match event {
|
||||
DeviceEvent::Key(KeyboardInput {
|
||||
virtual_keycode: Some(key),
|
||||
state,
|
||||
..
|
||||
}) => self.camera_controller.process_keyboard(*key, *state),
|
||||
DeviceEvent::MouseWheel { delta, .. } => {
|
||||
self.camera_controller.process_scroll(delta);
|
||||
true
|
||||
}
|
||||
DeviceEvent::Button {
|
||||
button: 1, // Left Mouse Button
|
||||
state,
|
||||
} => {
|
||||
self.mouse_pressed = *state == ElementState::Pressed;
|
||||
true
|
||||
}
|
||||
DeviceEvent::MouseMotion { delta } => {
|
||||
if self.mouse_pressed {
|
||||
self.camera_controller.process_mouse(delta.0, delta.1);
|
||||
}
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, dt: std::time::Duration) {
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window)); // NEW!
|
||||
let mut last_render_time = std::time::Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::DeviceEvent {
|
||||
ref event,
|
||||
.. // We're not using device_id currently
|
||||
} => {
|
||||
state.input(event);
|
||||
}
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
let now = std::time::Instant::now();
|
||||
let dt = now - last_render_time;
|
||||
last_render_time = now;
|
||||
state.update(dt);
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -1,703 +1,5 @@
|
||||
use cgmath::prelude::*;
|
||||
use rayon::prelude::*;
|
||||
use std::iter;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
mod camera;
|
||||
mod model;
|
||||
mod texture; // NEW!
|
||||
|
||||
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,
|
||||
projection: camera::Projection,
|
||||
camera_controller: camera::CameraController,
|
||||
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,
|
||||
}
|
||||
|
||||
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::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
|
||||
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(),
|
||||
limits: 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, 100.0);
|
||||
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)
|
||||
.into_par_iter() // NEW!
|
||||
.flat_map(|z| {
|
||||
// UPDATED!
|
||||
(0..NUM_INSTANCES_PER_ROW).into_par_iter().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 res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("cube.obj"),
|
||||
)
|
||||
.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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Normal Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
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 shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
|
||||
};
|
||||
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,
|
||||
)
|
||||
};
|
||||
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &DeviceEvent) -> bool {
|
||||
match event {
|
||||
DeviceEvent::Key(KeyboardInput {
|
||||
virtual_keycode: Some(key),
|
||||
state,
|
||||
..
|
||||
}) => self.camera_controller.process_keyboard(*key, *state),
|
||||
DeviceEvent::MouseWheel { delta, .. } => {
|
||||
self.camera_controller.process_scroll(delta);
|
||||
true
|
||||
}
|
||||
DeviceEvent::Button {
|
||||
button: 1, // Left Mouse Button
|
||||
state,
|
||||
} => {
|
||||
self.mouse_pressed = *state == ElementState::Pressed;
|
||||
true
|
||||
}
|
||||
DeviceEvent::MouseMotion { delta } => {
|
||||
if self.mouse_pressed {
|
||||
self.camera_controller.process_mouse(delta.0, delta.1);
|
||||
}
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, dt: std::time::Duration) {
|
||||
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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
use tutorial13_threading::run;
|
||||
|
||||
fn main() {
|
||||
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();
|
||||
let mut state = pollster::block_on(State::new(&window)); // NEW!
|
||||
let mut last_render_time = std::time::Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::DeviceEvent {
|
||||
ref event,
|
||||
.. // We're not using device_id currently
|
||||
} => {
|
||||
state.input(event);
|
||||
}
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
match event {
|
||||
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);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
||||
let now = std::time::Instant::now();
|
||||
let dt = now - last_render_time;
|
||||
last_render_time = now;
|
||||
state.update(dt);
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
run();
|
||||
}
|
Loading…
Reference in New Issue