diff --git a/404.html b/404.html index 2db9102e..3e90e77f 100644 --- a/404.html +++ b/404.html @@ -8,11 +8,11 @@ - + -

404

That's a Four-Oh-Four.
Take me home.
- +

404

How did we get here?
Take me home.
+ diff --git a/assets/js/21.6cd801e9.js b/assets/js/21.6cd801e9.js new file mode 100644 index 00000000..4d93c44f --- /dev/null +++ b/assets/js/21.6cd801e9.js @@ -0,0 +1 @@ +(window.webpackJsonp=window.webpackJsonp||[]).push([[21],{497:function(t,s,a){t.exports=a.p+"assets/img/happy-tree.bdff8a19.png"},498:function(t,s,a){t.exports=a.p+"assets/img/address_mode.66a7cd1a.png"},499:function(t,s,a){t.exports=a.p+"assets/img/upside-down.d50c3643.png"},500:function(t,s,a){t.exports=a.p+"assets/img/happy-tree-uv-coords.aa3b7d36.png"},501:function(t,s,a){t.exports=a.p+"assets/img/rightside-up.75f852e2.png"},581:function(t,s,a){"use strict";a.r(s);var n=a(23),e=Object(n.a)({},(function(){var t=this,s=t.$createElement,n=t._self._c||s;return n("ContentSlotsDistributor",{attrs:{"slot-key":t.$parent.slotKey}},[n("h1",{attrs:{id:"textures-and-bind-groups"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#textures-and-bind-groups"}},[t._v("#")]),t._v(" Textures and bind groups")]),t._v(" "),n("p",[t._v("Up to this point, we have been drawing super simple shapes. 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For now, we can say that "),n("code",[t._v("mipmap_filter")]),t._v(" functions similar to "),n("code",[t._v("(mag/min)_filter")]),t._v(" as it tells the sampler how to blend between mipmaps.")]),t._v(" "),n("p",[t._v("I'm using some defaults for the other fields. If you want to see what they are, check "),n("a",{attrs:{href:"https://docs.rs/wgpu/latest/wgpu/struct.SamplerDescriptor.html",target:"_blank",rel:"noopener noreferrer"}},[t._v("the wgpu docs"),n("OutboundLink")],1),t._v(".")]),t._v(" "),n("p",[t._v("All these different resources are nice and all, but they don't do us much good if we can't plug them in anywhere. 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We'll first need to pass our "),n("code",[t._v("tex_coords")]),t._v(" into the vertex shader and then use them over to our fragment shader to get the final color from the "),n("code",[t._v("Sampler")]),t._v(". Let's start with the vertex shader:")]),t._v(" "),n("div",{staticClass:"language-wgsl extra-class"},[n("pre",{pre:!0,attrs:{class:"language-text"}},[n("code",[t._v("// Vertex shader\n\nstruct VertexInput {\n [[location(0)]] position: vec3;\n [[location(1)]] tex_coords: vec2;\n};\n\nstruct VertexOutput {\n [[builtin(position)]] clip_position: vec4;\n [[location(0)]] tex_coords: vec2;\n};\n\n[[stage(vertex)]]\nfn vs_main(\n model: VertexInput,\n) -> VertexOutput {\n var out: VertexOutput;\n out.tex_coords = model.tex_coords;\n out.clip_position = vec4(model.position, 1.0);\n return out;\n}\n")])])]),n("p",[t._v("Now that we have our vertex shader outputting our "),n("code",[t._v("tex_coords")]),t._v(", we need to change the fragment shader to take them in. 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We'll first need to pass our "),n("code",[t._v("tex_coords")]),t._v(" into the vertex shader and then use them over to our fragment shader to get the final color from the "),n("code",[t._v("Sampler")]),t._v(". Let's start with the vertex shader:")]),t._v(" "),n("div",{staticClass:"language-wgsl extra-class"},[n("pre",{pre:!0,attrs:{class:"language-text"}},[n("code",[t._v("// Vertex shader\n\nstruct VertexInput {\n [[location(0)]] position: vec3;\n [[location(1)]] tex_coords: vec2;\n};\n\nstruct VertexOutput {\n [[builtin(position)]] clip_position: vec4;\n [[location(0)]] tex_coords: vec2;\n};\n\n[[stage(vertex)]]\nfn vs_main(\n model: VertexInput,\n) -> VertexOutput {\n var out: VertexOutput;\n out.tex_coords = model.tex_coords;\n out.clip_position = vec4(model.position, 1.0);\n return out;\n}\n")])])]),n("p",[t._v("Now that we have our vertex shader outputting our "),n("code",[t._v("tex_coords")]),t._v(", we need to change the fragment shader to take them in. With these coordinates, we'll finally be able to use our sampler to get a color from our texture.")]),t._v(" "),n("div",{staticClass:"language-wgsl extra-class"},[n("pre",{pre:!0,attrs:{class:"language-text"}},[n("code",[t._v("// Fragment shader\n\n[[group(0), binding(0)]]\nvar t_diffuse: texture_2d;\n[[group(0), binding(1)]]\nvar s_diffuse: sampler;\n\n[[stage(fragment)]]\nfn fs_main(in: VertexOutput) -> [[location(0)]] vec4 {\n return textureSample(t_diffuse, s_diffuse, in.tex_coords);\n}\n")])])]),n("p",[t._v("The variables "),n("code",[t._v("t_diffuse")]),t._v(" and "),n("code",[t._v("s_diffuse")]),t._v(" are what's known as uniforms. We'll go over uniforms more in the "),n("RouterLink",{attrs:{to:"/beginner/tutorial6-uniforms/"}},[t._v("cameras section")]),t._v(". For now, all we need to know is that "),n("code",[t._v("group()")]),t._v(" corresponds to the 1st parameter in "),n("code",[t._v("set_bind_group()")]),t._v(" and "),n("code",[t._v("binding()")]),t._v(" relates to the "),n("code",[t._v("binding")]),t._v(" specified when we created the "),n("code",[t._v("BindGroupLayout")]),t._v(" and "),n("code",[t._v("BindGroup")]),t._v(".")],1),t._v(" "),n("h2",{attrs:{id:"the-results"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#the-results"}},[t._v("#")]),t._v(" The results")]),t._v(" "),n("p",[t._v("If we run our program now we should get the following result:")]),t._v(" "),n("p",[n("img",{attrs:{src:a(499),alt:"an upside down tree on a hexagon"}})]),t._v(" "),n("p",[t._v("That's weird, our tree is upside down! This is because wgpu's world coordinates have the y-axis pointing up, while texture coordinates have the y-axis pointing down. 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The RenderPassColorAttachment has the view field which informs wgpu what texture to save the colors to. In this case we specify the view that we created using surface.get_current_texture(). This means that any colors we draw to this attachment will get drawn to the screen.

The resolve_target is the texture that will receive the resolved output. This will be the same as view unless multisampling is enabled. We don't need to specify this, so we leave it as None.

The ops field takes a wpgu::Operations object. This tells wgpu what to do with the colors on the screen (specified by view). The load field tells wgpu how to handle colors stored from the previous frame. Currently, we are clearing the screen with a bluish color. The store field tells wgpu whether we want to store the rendered results to the Texture behind our TextureView (in this case it's the SurfaceTexture). We use true as we do want to store our render results.

It's not uncommon to not clear the screen if the screen is going to be completely covered up with objects. If your scene doesn't cover the entire screen however you can end up with something like this.

./no-clear.png

# Validation Errors?

If wgpu is using Vulkan on your machine, you may run into validation errors if you are running an older version of the Vulkan SDK. You should be using at least version 1.2.182 as older versions can give out some false positives. If errors persist, you may have encountered a bug in wgpu. You can post an issue at https://github.com/gfx-rs/wgpu (opens new window)

# Challenge

Modify the input() method to capture mouse events, and update the clear color using that. Hint: you'll probably need to use WindowEvent::CursorMoved.

Last Updated: 6/4/2022, 4:54:59 PM

The RenderPassColorAttachment has the view field which informs wgpu what texture to save the colors to. In this case we specify the view that we created using surface.get_current_texture(). This means that any colors we draw to this attachment will get drawn to the screen.

The resolve_target is the texture that will receive the resolved output. This will be the same as view unless multisampling is enabled. We don't need to specify this, so we leave it as None.

The ops field takes a wpgu::Operations object. This tells wgpu what to do with the colors on the screen (specified by view). The load field tells wgpu how to handle colors stored from the previous frame. Currently, we are clearing the screen with a bluish color. The store field tells wgpu whether we want to store the rendered results to the Texture behind our TextureView (in this case it's the SurfaceTexture). We use true as we do want to store our render results.

It's not uncommon to not clear the screen if the screen is going to be completely covered up with objects. If your scene doesn't cover the entire screen however you can end up with something like this.

./no-clear.png

# Validation Errors?

If wgpu is using Vulkan on your machine, you may run into validation errors if you are running an older version of the Vulkan SDK. You should be using at least version 1.2.182 as older versions can give out some false positives. If errors persist, you may have encountered a bug in wgpu. You can post an issue at https://github.com/gfx-rs/wgpu (opens new window)

# Challenge

Modify the input() method to capture mouse events, and update the clear color using that. Hint: you'll probably need to use WindowEvent::CursorMoved.

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/beginner/tutorial3-pipeline/index.html b/beginner/tutorial3-pipeline/index.html index 83f07ef8..a4ca9b64 100644 --- a/beginner/tutorial3-pipeline/index.html +++ b/beginner/tutorial3-pipeline/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -157,7 +157,7 @@ fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> { render_pass.draw(0..3, 0..1); // 3. } // ... -

We didn't change much, but let's talk about what we did change.

  1. We renamed _render_pass to render_pass and made it mutable.
  2. We set the pipeline on the render_pass using the one we just created.
  3. We tell wgpu to draw something with 3 vertices, and 1 instance. This is where [[builtin(vertex_index)]] comes from.

With all that you should be seeing a lovely brown triangle.

Said lovely brown triangle

# Challenge

Create a second pipeline that uses the triangle's position data to create a color that it then sends to the fragment shader. Have the app swap between these when you press the spacebar. Hint: you'll need to modify VertexOutput

Last Updated: 6/4/2022, 4:54:59 PM

We didn't change much, but let's talk about what we did change.

  1. We renamed _render_pass to render_pass and made it mutable.
  2. We set the pipeline on the render_pass using the one we just created.
  3. We tell wgpu to draw something with 3 vertices, and 1 instance. This is where [[builtin(vertex_index)]] comes from.

With all that you should be seeing a lovely brown triangle.

Said lovely brown triangle

# Challenge

Create a second pipeline that uses the triangle's position data to create a color that it then sends to the fragment shader. Have the app swap between these when you press the spacebar. Hint: you'll need to modify VertexOutput

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/beginner/tutorial4-buffer/index.html b/beginner/tutorial4-buffer/index.html index 980ec541..88bab685 100644 --- a/beginner/tutorial4-buffer/index.html +++ b/beginner/tutorial4-buffer/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -271,7 +271,7 @@ render_pass. render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16); // 1. render_pass.draw_indexed(0..self.num_indices, 0, 0..1); // 2. -

A couple things to note:

  1. The method name is set_index_buffer not set_index_buffers. You can only have one index buffer set at a time.
  2. When using an index buffer, you need to use draw_indexed. The draw method ignores the index buffer. Also make sure you use the number of indices (num_indices), not vertices as your model will either draw wrong, or the method will panic because there are not enough indices.

With all that you should have a garishly magenta pentagon in your window.

Magenta pentagon in window

# Color Correction

If you use a color picker on the magenta pentagon, you'll get a hex value of #BC00BC. If you convert this to RGB values you'll get (188, 0, 188). Dividing these values by 255 to get them into the [0, 1] range we get roughly (0.737254902, 0, 0.737254902). This is not the same as what we are using for our vertex colors, which is (0.5, 0.0, 0.5). The reason for this has to do with color spaces.

Most monitors use a color space known as sRGB. Our surface is (most likely depending on what is returned from surface.get_preferred_format()) using an sRGB texture format. The sRGB format stores colors according to their relative brightness instead of their actual brightness. The reason for this is that our eyes don't perceive light linearly. We notice more differences in darker colors than we do in lighter colors.

You get an approximation of the correct color using the following formula: srgb_color = (rgb_color / 255) ^ 2.2. Doing this with an RGB value of (188, 0, 188) will give us (0.511397819, 0.0, 0.511397819). A little off from our (0.5, 0.0, 0.5). While you could tweak the formula to get the desired values, you'll likely save a lot of time by using textures instead as they are stored as sRGB by default, so they don't suffer from the same color inaccuracies that vertex colors do. We'll cover textures in the next lesson.

# Challenge

Create a more complex shape than the one we made (aka. more than three triangles) using a vertex buffer and an index buffer. Toggle between the two with the space key.

Last Updated: 6/4/2022, 4:54:59 PM

A couple things to note:

  1. The method name is set_index_buffer not set_index_buffers. You can only have one index buffer set at a time.
  2. When using an index buffer, you need to use draw_indexed. The draw method ignores the index buffer. Also make sure you use the number of indices (num_indices), not vertices as your model will either draw wrong, or the method will panic because there are not enough indices.

With all that you should have a garishly magenta pentagon in your window.

Magenta pentagon in window

# Color Correction

If you use a color picker on the magenta pentagon, you'll get a hex value of #BC00BC. If you convert this to RGB values you'll get (188, 0, 188). Dividing these values by 255 to get them into the [0, 1] range we get roughly (0.737254902, 0, 0.737254902). This is not the same as what we are using for our vertex colors, which is (0.5, 0.0, 0.5). The reason for this has to do with color spaces.

Most monitors use a color space known as sRGB. Our surface is (most likely depending on what is returned from surface.get_preferred_format()) using an sRGB texture format. The sRGB format stores colors according to their relative brightness instead of their actual brightness. The reason for this is that our eyes don't perceive light linearly. We notice more differences in darker colors than we do in lighter colors.

You get an approximation of the correct color using the following formula: srgb_color = (rgb_color / 255) ^ 2.2. Doing this with an RGB value of (188, 0, 188) will give us (0.511397819, 0.0, 0.511397819). A little off from our (0.5, 0.0, 0.5). While you could tweak the formula to get the desired values, you'll likely save a lot of time by using textures instead as they are stored as sRGB by default, so they don't suffer from the same color inaccuracies that vertex colors do. We'll cover textures in the next lesson.

# Challenge

Create a more complex shape than the one we made (aka. more than three triangles) using a vertex buffer and an index buffer. Toggle between the two with the space key.

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/beginner/tutorial5-textures/index.html b/beginner/tutorial5-textures/index.html index 01a17110..aa5138f9 100644 --- a/beginner/tutorial5-textures/index.html +++ b/beginner/tutorial5-textures/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -66,7 +66,7 @@ aspect: wgpu::TextureAspect::All, }, // The actual pixel data - diffuse_rgba, + &diffuse_rgba, // The layout of the texture wgpu::ImageDataLayout { offset: 0, @@ -406,7 +406,7 @@ fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> { } } } -

Phew!

With these changes in place, the code should be working the same as it was before, but we now have a much easier way to create textures.

# Challenge

Create another texture and swap it out when you press the space key.

Last Updated: 6/4/2022, 4:54:59 PM

Phew!

With these changes in place, the code should be working the same as it was before, but we now have a much easier way to create textures.

# Challenge

Create another texture and swap it out when you press the space key.

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/beginner/tutorial6-uniforms/index.html b/beginner/tutorial6-uniforms/index.html index 61053675..cb578d68 100644 --- a/beginner/tutorial6-uniforms/index.html +++ b/beginner/tutorial6-uniforms/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -319,7 +319,7 @@ fn vs_main( self.camera_uniform.update_view_proj(&self.camera); self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[self.camera_uniform])); } -

That's all we need to do. If you run the code now you should see a pentagon with our tree texture that you can rotate around and zoom into with the wasd/arrow keys.

# Challenge

Have our model rotate on its own independently of the camera. Hint: you'll need another matrix for this.

Last Updated: 6/4/2022, 4:54:59 PM

That's all we need to do. If you run the code now you should see a pentagon with our tree texture that you can rotate around and zoom into with the wasd/arrow keys.

# Challenge

Have our model rotate on its own independently of the camera. Hint: you'll need another matrix for this.

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/beginner/tutorial7-instancing/index.html b/beginner/tutorial7-instancing/index.html index c77a54f6..a4773a33 100644 --- a/beginner/tutorial7-instancing/index.html +++ b/beginner/tutorial7-instancing/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -183,7 +183,7 @@ fn vs_main( out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0); return out; } -

With all that done, we should have a forest of trees!

./forest.png

# Challenge

Modify the position and/or rotation of the instances every frame.

Last Updated: 6/4/2022, 4:54:59 PM

With all that done, we should have a forest of trees!

./forest.png

# Challenge

Modify the position and/or rotation of the instances every frame.

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/beginner/tutorial8-depth/index.html b/beginner/tutorial8-depth/index.html index fa6e2457..b2a20f8c 100644 --- a/beginner/tutorial8-depth/index.html +++ b/beginner/tutorial8-depth/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -111,7 +111,7 @@ depth_texture, stencil_ops: None, }), }); -

And that's all we have to do! No shader code needed! If you run the application, the depth issues will be fixed.

forest_fixed.png

# Challenge

Since the depth buffer is a texture, we can sample it in the shader. Because it's a depth texture, we'll have to use the samplerShadow uniform type and the sampler2DShadow function instead of sampler, and sampler2D respectively. Create a bind group for the depth texture (or reuse an existing one), and render it to the screen.

Last Updated: 6/4/2022, 4:54:59 PM

And that's all we have to do! No shader code needed! If you run the application, the depth issues will be fixed.

forest_fixed.png

# Challenge

Since the depth buffer is a texture, we can sample it in the shader. Because it's a depth texture, we'll have to use the samplerShadow uniform type and the sampler2DShadow function instead of sampler, and sampler2D respectively. Create a bind group for the depth texture (or reuse an existing one), and render it to the screen.

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/beginner/tutorial9-models/index.html b/beginner/tutorial9-models/index.html index 6cca0a31..319d5802 100644 --- a/beginner/tutorial9-models/index.html +++ b/beginner/tutorial9-models/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -424,7 +424,7 @@ render_pass.

The code in lib.rs will change accordingly.

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);
-
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Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/index.html b/index.html index fe738428..479db096 100644 --- a/index.html +++ b/index.html @@ -7,7 +7,7 @@ - + @@ -19,15 +19,15 @@ - + -

# Introduction

# What is wgpu?

Wgpu (opens new window) is a Rust implementation of the WebGPU API spec (opens new window). WebGPU is a specification published by the GPU for the Web Community Group. It aims to allow web code access to GPU functions in a safe and reliable manner. It does this by mimicking the Vulkan API, and translating that down to whatever API the host hardware is using (ie. DirectX, Metal, Vulkan).

Wgpu is still in development, so some of this doc is subject to change.

# Why Rust?

Wgpu actually has C bindings to allow you to write C/C++ code with it, as well as use other languages that interface with C. That being said, wgpu is written in Rust, and it has some convenient Rust bindings that don't have to jump through any hoops. On top of that, I've been enjoying writing in Rust.

You should be fairly familiar with Rust before using this tutorial as I won't go into much detail on Rust syntax. If you're not super comfortable with Rust you can review the Rust tutorial (opens new window). You should also be familiar with Cargo (opens new window).

I'm using this project to learn wgpu myself, so I might miss some important details, or explain things badly. I'm always open to constructive feedback.

# Contribution and Support

  • I accept pull requests (GitHub repo (opens new window)) for fixing issues with this tutorial such as typos, incorrect information, and other inconsistencies.
  • Due to wgpu's rapidly changing api, I'm not accepting any new pull requests for showcase demos.
  • If you want to support me directly, check out my patreon (opens new window)!

# Special thanks to these patrons!

In no particular order

  • Zeh Fernando
  • The toddling chaos
  • Jan Šipr
  • Bernard Llanos
  • Aron Granberg
  • Ian Gowen
  • Paul E Hansen
  • Lennart
  • Gunstein Vatnar
  • David Laban
Last Updated: 6/4/2022, 4:54:59 PM

It's hard to tell the difference, but here are the results.

./half_dir.png

Last Updated: 6/4/2022, 4:54:59 PM

It's hard to tell the difference, but here are the results.

./half_dir.png

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- + diff --git a/intermediate/tutorial11-normals/index.html b/intermediate/tutorial11-normals/index.html index b941a950..53c313c0 100644 --- a/intermediate/tutorial11-normals/index.html +++ b/intermediate/tutorial11-normals/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -488,7 +488,7 @@ render_pass. &self.camera_bind_group, &self.light_bind_group, ); -

That gives us something like this.

You can find the textures I use in the Github Repository.

Last Updated: 6/4/2022, 4:54:59 PM

That gives us something like this.

You can find the textures I use in the Github Repository.

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/intermediate/tutorial12-camera/index.html b/intermediate/tutorial12-camera/index.html index dbddf18b..14e03600 100644 --- a/intermediate/tutorial12-camera/index.html +++ b/intermediate/tutorial12-camera/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -378,7 +378,7 @@ } }); } -

With that, we should be able to move our camera wherever we want.

./screenshot.png

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With that, we should be able to move our camera wherever we want.

./screenshot.png

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- + diff --git a/intermediate/tutorial13-threading/index.html b/intermediate/tutorial13-threading/index.html index 8220a42c..7a37cb44 100644 --- a/intermediate/tutorial13-threading/index.html +++ b/intermediate/tutorial13-threading/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -113,7 +113,7 @@ }

We've parallelized loading the meshes, and making the vertex array for them. Probably a bit overkill, but rayon should prevent us from using too many threads.

You'll notice that we didn't use rayon for calculating the tangent, and bitangent. I tried to get it to work, but I was having trouble finding a way to do it without multiple mutable references to vertices. I don't feel like introducing a std::sync::Mutex, so I'll leave it for now.

This is honestly a better job for a compute shader, as the model data is going to get loaded into a buffer anyway.

# It's that easy!

Most of the wgpu types are Send + Sync, so we can use them in threads without much trouble. It was so easy, that I feel like this tutorial is too short! I'll just leave off with a speed comparison between the previous model loading code and the current code.

Elapsed (Original): 309.596382ms
 Elapsed (Threaded): 199.645027ms
-

We're not loading that many resources, so the speedup is minimal. We'll be doing more stuff with threading, but this is a good introduction.

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- +

We're not loading that many resources, so the speedup is minimal. We'll be doing more stuff with threading, but this is a good introduction.

Last Updated: 6/4/2022, 4:59:37 PM
+ diff --git a/news/0.12/index.html b/news/0.12/index.html index d946a0e9..f2592535 100644 --- a/news/0.12/index.html +++ b/news/0.12/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -61,7 +61,7 @@ I needed to do was add a padding field:

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Last Updated: 6/4/2022, 4:59:37 PM

# New/Recent Articles

Last Updated: 6/4/2022, 4:54:59 PM
  1. The create method on Surface takes in any struct that implements the HasRawWindow trait, instead of a RawWindowHandle. This means that the raw-window-handle = "0.3" line in Cargo.toml is no longer needed.

I don't know if this is a change from 0.4, but you use wgpu = "0.4" line in dependencies instead of the [dependencies.wgpu] as wgpu will determine the best back end for you.

# New/Recent Articles

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/showcase/alignment/index.html b/showcase/alignment/index.html index 138a6db3..ee7b074c 100644 --- a/showcase/alignment/index.html +++ b/showcase/alignment/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -48,7 +48,7 @@ AlignOf(S) = max(AlignOfMember(S, M1), ... , AlignOfMember(S, Mn)) | = note: source type: `LightUniform` (256 bits) = note: target type: `_::{closure#0}::TypeWithoutPadding` (192 bits) -

# Additional resources

If you're looking for more information check out the write-up (opens new window) by @teoxoy.

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# Additional resources

If you're looking for more information check out the write-up (opens new window) by @teoxoy.

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- + diff --git a/showcase/compute/index.html b/showcase/compute/index.html index be1b6718..29d95086 100644 --- a/showcase/compute/index.html +++ b/showcase/compute/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -124,7 +124,7 @@ }); flat_triangle_map.extend(t_list); } -

I ultimately decided against this method as it was more complicated, and I haven't had time to benchmark it to see if it's faster than the simple method.

# Results

The tangents and bitangents are now getting calculated correctly and on the GPU!

./results.png

Last Updated: 6/4/2022, 4:54:59 PM

I ultimately decided against this method as it was more complicated, and I haven't had time to benchmark it to see if it's faster than the simple method.

# Results

The tangents and bitangents are now getting calculated correctly and on the GPU!

./results.png

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/showcase/gifs/index.html b/showcase/gifs/index.html index 2c505d85..03527c79 100644 --- a/showcase/gifs/index.html +++ b/showcase/gifs/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -151,7 +151,7 @@ }

Once that's done we can pass our frames into save_gif().

save_gif("output.gif", &mut frames, 1, texture_size as u16).unwrap();
-

That's the gist of it. We can improve things using a texture array, and sending the draw commands all at once, but this gets the idea across. With the shader I wrote we get the following GIF.

./output.gif

Last Updated: 6/4/2022, 4:54:59 PM

That's the gist of it. We can improve things using a texture array, and sending the draw commands all at once, but this gets the idea across. With the shader I wrote we get the following GIF.

./output.gif

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- + diff --git a/showcase/imgui-demo/index.html b/showcase/imgui-demo/index.html index a283d6b1..a54aab0d 100644 --- a/showcase/imgui-demo/index.html +++ b/showcase/imgui-demo/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -117,7 +117,7 @@ imgui.fonts< drop(pass); display.queue.submit(Some(encoder.finish())); -

That's all there is to it. Here's a picture of the results!

./screenshot.png

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- +

That's all there is to it. Here's a picture of the results!

./screenshot.png

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+ diff --git a/showcase/index.html b/showcase/index.html index e552f0d9..eeb2d894 100644 --- a/showcase/index.html +++ b/showcase/index.html @@ -7,7 +7,7 @@ - + @@ -19,11 +19,11 @@ - + -

# Foreword

The articles in this section are not meant to be tutorials. They are showcases of the various things you can do with wgpu. I won't go over the specifics of creating wgpu resources, as those will be covered elsewhere. The code for these examples is still available however and will be accessible on Github.

Last Updated: 6/4/2022, 4:54:59 PM

Everything else works the same.

# Summary

A fun project to work on. It was overly architected, and kinda hard to make changes, but a good experience nonetheless.

Try the code down below! (Controls currently require a keyboard.)

Last Updated: 6/4/2022, 4:54:59 PM

Everything else works the same.

# Summary

A fun project to work on. It was overly architected, and kinda hard to make changes, but a good experience nonetheless.

Try the code down below! (Controls currently require a keyboard.)

Last Updated: 6/4/2022, 4:59:37 PM
- + diff --git a/showcase/windowless/index.html b/showcase/windowless/index.html index 375af1f1..e7ecdd4c 100644 --- a/showcase/windowless/index.html +++ b/showcase/windowless/index.html @@ -7,7 +7,7 @@ - + @@ -19,7 +19,7 @@ - + @@ -236,7 +236,7 @@ output_buffer.fn main() { pollster::block_on(run()); } -

With all that you should have an image like this.

a brown triangle

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With all that you should have an image like this.

a brown triangle

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- + +