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@ -4,6 +4,7 @@ use winit::{
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window::{Window, WindowBuilder},
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};
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use cgmath::prelude::*;
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use wgpu::util::DeviceExt;
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mod texture;
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@ -254,12 +255,12 @@ impl DepthPass {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: texture_bind_group_layout,
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bindings: &[
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wgpu::Binding {
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture.view),
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},
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wgpu::Binding {
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture.sampler),
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}
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@ -267,31 +268,35 @@ impl DepthPass {
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label: Some("depth_pass.bind_group"),
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});
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let vertex_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(DEPTH_VERTICES),
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wgpu::BufferUsage::VERTEX
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let vertex_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Depth Pass VB"),
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contents: bytemuck::cast_slice(DEPTH_VERTICES),
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usage: wgpu::BufferUsage::VERTEX
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}
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);
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let index_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(DEPTH_INDICES),
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wgpu::BufferUsage::INDEX,
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let index_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Depth Pass IB"),
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contents: bytemuck::cast_slice(DEPTH_INDICES),
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usage: wgpu::BufferUsage::INDEX,
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}
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);
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[texture_bind_group_layout],
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});
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let layout = device.create_pipeline_layout(
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&wgpu::PipelineLayoutDescriptor {
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label: Some("Depth Pass Pipeline Layout"),
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bind_group_layouts: &[texture_bind_group_layout],
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push_constant_ranges: &[],
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}
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);
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let vs_src = include_str!("challenge.vert");
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let fs_src = include_str!("challenge.frag");
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let mut compiler = shaderc::Compiler::new().unwrap();
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let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "challenge.vert", "main", None).unwrap();
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let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "challenge.frag", "main", None).unwrap();
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let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
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let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
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let vs_module = device.create_shader_module(&vs_data);
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let fs_module = device.create_shader_module(&fs_data);
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let vs_module = device.create_shader_module(wgpu::include_spirv!("challenge.vert.spv"));
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let fs_module = device.create_shader_module(wgpu::include_spirv!("challenge.frag.spv"));
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &layout,
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label: Some("Depth Pass Render Pipeline"),
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layout: Some(&layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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@ -306,6 +311,7 @@ impl DepthPass {
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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clamp_depth: false,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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@ -341,12 +347,12 @@ impl DepthPass {
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self.texture = texture::Texture::create_depth_texture(device, sc_desc, "depth_texture");
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self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: texture_bind_group_layout,
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bindings: &[
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wgpu::Binding {
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&self.texture.view),
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},
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wgpu::Binding {
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
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}
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@ -369,6 +375,7 @@ struct State {
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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#[allow(dead_code)]
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diffuse_texture: texture::Texture,
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diffuse_bind_group: wgpu::BindGroup,
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texture_bind_group_layout: wgpu::BindGroupLayout,
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@ -382,6 +389,7 @@ struct State {
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size: winit::dpi::PhysicalSize<u32>,
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instances: Vec<Instance>,
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#[allow(dead_code)]
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instance_buffer: wgpu::Buffer,
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depth_pass: DepthPass,
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@ -391,22 +399,24 @@ 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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let surface = wgpu::Surface::create(window);
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let adapter = wgpu::Adapter::request(
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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::BackendBit::PRIMARY);
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance.request_adapter(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::Default,
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compatible_surface: Some(&surface),
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},
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wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
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).await.unwrap();
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let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
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extensions: wgpu::Extensions {
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anisotropic_filtering: false,
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let (device, queue) = adapter.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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shader_validation: true,
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},
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limits: Default::default(),
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}).await;
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None, // Trace path
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).await.unwrap();
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let sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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@ -418,45 +428,55 @@ impl State {
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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let (diffuse_texture, cmds) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
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queue.submit(&[cmds]);
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let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2,
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component_type: wgpu::TextureComponentType::Uint,
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let diffuse_texture = texture::Texture::from_bytes(
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&device,
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&queue,
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diffuse_bytes,
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"happy-tree.png"
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).unwrap();
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let texture_bind_group_layout = device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2,
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component_type: wgpu::TextureComponentType::Uint,
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},
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count: None,
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},
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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comparison: true,
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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},
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count: None,
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},
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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],
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label: Some("texture_bind_group_layout"),
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}
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);
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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}
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],
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label: Some("diffuse_bind_group"),
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});
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let diffuse_bind_group = device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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let camera = Camera {
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eye: (0.0, 5.0, -10.0).into(),
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@ -472,9 +492,12 @@ impl State {
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let mut uniforms = Uniforms::new();
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uniforms.update_view_proj(&camera);
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let uniform_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(&[uniforms]),
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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let uniform_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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contents: bytemuck::cast_slice(&[uniforms]),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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}
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);
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let instances = (0..NUM_INSTANCES_PER_ROW).flat_map(|z| {
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@ -496,121 +519,132 @@ impl State {
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}).collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
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let instance_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(&instance_data),
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wgpu::BufferUsage::STORAGE_READ,
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let instance_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsage::STORAGE,
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}
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);
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let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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min_binding_size: None,
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},
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count: None,
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},
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// NEW!
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::StorageBuffer {
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// We don't plan on changing the size of this buffer
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dynamic: false,
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// The shader is not allowed to modify it's contents
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readonly: true,
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}
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}
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min_binding_size: None,
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},
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count: None,
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},
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],
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label: Some("uniform_bind_group_layout"),
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &uniform_bind_group_layout,
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bindings: &[
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wgpu::Binding {
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buffer,
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range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
|
|
|
|
|
}
|
|
|
|
|
resource: wgpu::BindingResource::Buffer(uniform_buffer.slice(..))
|
|
|
|
|
},
|
|
|
|
|
wgpu::Binding {
|
|
|
|
|
// NEW!
|
|
|
|
|
wgpu::BindGroupEntry {
|
|
|
|
|
binding: 1,
|
|
|
|
|
resource: wgpu::BindingResource::Buffer {
|
|
|
|
|
buffer: &instance_buffer,
|
|
|
|
|
range: 0..instance_buffer_size as wgpu::BufferAddress,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..))
|
|
|
|
|
},
|
|
|
|
|
],
|
|
|
|
|
label: Some("uniform_bind_group"),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
let vs_src = include_str!("shader.vert");
|
|
|
|
|
let fs_src = include_str!("shader.frag");
|
|
|
|
|
let mut compiler = shaderc::Compiler::new().unwrap();
|
|
|
|
|
let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "shader.vert", "main", None).unwrap();
|
|
|
|
|
let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "shader.frag", "main", None).unwrap();
|
|
|
|
|
let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
|
|
|
|
|
let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
|
|
|
|
|
let vs_module = device.create_shader_module(&vs_data);
|
|
|
|
|
let fs_module = device.create_shader_module(&fs_data);
|
|
|
|
|
|
|
|
|
|
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
|
|
|
bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
|
|
|
|
|
});
|
|
|
|
|
let vs_module = device.create_shader_module(wgpu::include_spirv!("shader.vert.spv"));
|
|
|
|
|
let fs_module = device.create_shader_module(wgpu::include_spirv!("shader.frag.spv"));
|
|
|
|
|
|
|
|
|
|
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
|
|
|
layout: &render_pipeline_layout,
|
|
|
|
|
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
|
|
|
|
module: &vs_module,
|
|
|
|
|
entry_point: "main",
|
|
|
|
|
},
|
|
|
|
|
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
|
|
|
|
module: &fs_module,
|
|
|
|
|
entry_point: "main",
|
|
|
|
|
}),
|
|
|
|
|
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
|
|
|
|
front_face: wgpu::FrontFace::Ccw,
|
|
|
|
|
cull_mode: wgpu::CullMode::Back,
|
|
|
|
|
depth_bias: 0,
|
|
|
|
|
depth_bias_slope_scale: 0.0,
|
|
|
|
|
depth_bias_clamp: 0.0,
|
|
|
|
|
}),
|
|
|
|
|
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
|
|
|
|
color_states: &[
|
|
|
|
|
wgpu::ColorStateDescriptor {
|
|
|
|
|
format: sc_desc.format,
|
|
|
|
|
color_blend: wgpu::BlendDescriptor::REPLACE,
|
|
|
|
|
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
|
|
|
|
write_mask: wgpu::ColorWrite::ALL,
|
|
|
|
|
let render_pipeline_layout = device.create_pipeline_layout(
|
|
|
|
|
&wgpu::PipelineLayoutDescriptor {
|
|
|
|
|
label: Some("Render Pipeline Layout"),
|
|
|
|
|
bind_group_layouts: &[
|
|
|
|
|
&texture_bind_group_layout,
|
|
|
|
|
&uniform_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_stage: wgpu::ProgrammableStageDescriptor {
|
|
|
|
|
module: &vs_module,
|
|
|
|
|
entry_point: "main",
|
|
|
|
|
},
|
|
|
|
|
],
|
|
|
|
|
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
|
|
|
|
format: texture::Texture::DEPTH_FORMAT,
|
|
|
|
|
depth_write_enabled: true,
|
|
|
|
|
depth_compare: wgpu::CompareFunction::Less,
|
|
|
|
|
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
|
|
|
|
|
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
|
|
|
|
|
stencil_read_mask: 0,
|
|
|
|
|
stencil_write_mask: 0,
|
|
|
|
|
}),
|
|
|
|
|
vertex_state: wgpu::VertexStateDescriptor {
|
|
|
|
|
index_format: wgpu::IndexFormat::Uint16,
|
|
|
|
|
vertex_buffers: &[
|
|
|
|
|
Vertex::desc(),
|
|
|
|
|
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
|
|
|
|
module: &fs_module,
|
|
|
|
|
entry_point: "main",
|
|
|
|
|
}),
|
|
|
|
|
rasterization_state: Some(
|
|
|
|
|
wgpu::RasterizationStateDescriptor {
|
|
|
|
|
front_face: wgpu::FrontFace::Ccw,
|
|
|
|
|
cull_mode: wgpu::CullMode::Back,
|
|
|
|
|
depth_bias: 0,
|
|
|
|
|
depth_bias_slope_scale: 0.0,
|
|
|
|
|
depth_bias_clamp: 0.0,
|
|
|
|
|
clamp_depth: false,
|
|
|
|
|
}
|
|
|
|
|
),
|
|
|
|
|
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
|
|
|
|
color_states: &[
|
|
|
|
|
wgpu::ColorStateDescriptor {
|
|
|
|
|
format: sc_desc.format,
|
|
|
|
|
color_blend: wgpu::BlendDescriptor::REPLACE,
|
|
|
|
|
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
|
|
|
|
write_mask: wgpu::ColorWrite::ALL,
|
|
|
|
|
},
|
|
|
|
|
],
|
|
|
|
|
},
|
|
|
|
|
sample_count: 1,
|
|
|
|
|
sample_mask: !0,
|
|
|
|
|
alpha_to_coverage_enabled: false,
|
|
|
|
|
});
|
|
|
|
|
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
|
|
|
|
format: texture::Texture::DEPTH_FORMAT,
|
|
|
|
|
depth_write_enabled: true,
|
|
|
|
|
depth_compare: wgpu::CompareFunction::Less,
|
|
|
|
|
stencil: wgpu::StencilStateDescriptor::default(),
|
|
|
|
|
}),
|
|
|
|
|
vertex_state: wgpu::VertexStateDescriptor {
|
|
|
|
|
index_format: wgpu::IndexFormat::Uint16,
|
|
|
|
|
vertex_buffers: &[Vertex::desc()],
|
|
|
|
|
},
|
|
|
|
|
sample_count: 1,
|
|
|
|
|
sample_mask: !0,
|
|
|
|
|
alpha_to_coverage_enabled: false,
|
|
|
|
|
}
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
let vertex_buffer = device.create_buffer_with_data(
|
|
|
|
|
bytemuck::cast_slice(VERTICES),
|
|
|
|
|
wgpu::BufferUsage::VERTEX,
|
|
|
|
|
let vertex_buffer = device.create_buffer_init(
|
|
|
|
|
&wgpu::util::BufferInitDescriptor {
|
|
|
|
|
label: Some("Vertex Buffer"),
|
|
|
|
|
contents: bytemuck::cast_slice(VERTICES),
|
|
|
|
|
usage: wgpu::BufferUsage::VERTEX,
|
|
|
|
|
}
|
|
|
|
|
);
|
|
|
|
|
let index_buffer = device.create_buffer_with_data(
|
|
|
|
|
bytemuck::cast_slice(INDICES),
|
|
|
|
|
wgpu::BufferUsage::INDEX,
|
|
|
|
|
let index_buffer = device.create_buffer_init(
|
|
|
|
|
&wgpu::util::BufferInitDescriptor {
|
|
|
|
|
label: Some("Index Buffer"),
|
|
|
|
|
contents: bytemuck::cast_slice(INDICES),
|
|
|
|
|
usage: wgpu::BufferUsage::INDEX,
|
|
|
|
|
}
|
|
|
|
|
);
|
|
|
|
|
let num_indices = INDICES.len() as u32;
|
|
|
|
|
|
|
|
|
@ -663,24 +697,13 @@ impl State {
|
|
|
|
|
fn update(&mut self) {
|
|
|
|
|
self.camera_controller.update_camera(&mut self.camera);
|
|
|
|
|
self.uniforms.update_view_proj(&self.camera);
|
|
|
|
|
|
|
|
|
|
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
|
|
|
label: Some("update encoder"),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
let staging_buffer = self.device.create_buffer_with_data(
|
|
|
|
|
bytemuck::cast_slice(&[self.uniforms]),
|
|
|
|
|
wgpu::BufferUsage::COPY_SRC,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
encoder.copy_buffer_to_buffer(&staging_buffer, 0, &self.uniform_buffer, 0, std::mem::size_of::<Uniforms>() as wgpu::BufferAddress);
|
|
|
|
|
|
|
|
|
|
self.queue.submit(&[encoder.finish()]);
|
|
|
|
|
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn render(&mut self) {
|
|
|
|
|
let frame = self.swap_chain.get_next_texture()
|
|
|
|
|
.expect("Timeout getting texture");
|
|
|
|
|
let frame = self.swap_chain.get_current_frame()
|
|
|
|
|
.expect("Timeout getting texture")
|
|
|
|
|
.output;
|
|
|
|
|
|
|
|
|
|
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
|
|
|
label: Some("Render Encoder"),
|
|
|
|
@ -692,32 +715,34 @@ impl State {
|
|
|
|
|
wgpu::RenderPassColorAttachmentDescriptor {
|
|
|
|
|
attachment: &frame.view,
|
|
|
|
|
resolve_target: None,
|
|
|
|
|
load_op: wgpu::LoadOp::Clear,
|
|
|
|
|
store_op: wgpu::StoreOp::Store,
|
|
|
|
|
clear_color: wgpu::Color {
|
|
|
|
|
r: 0.1,
|
|
|
|
|
g: 0.2,
|
|
|
|
|
b: 0.3,
|
|
|
|
|
a: 1.0,
|
|
|
|
|
},
|
|
|
|
|
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::RenderPassDepthStencilAttachmentDescriptor {
|
|
|
|
|
attachment: &self.depth_pass.texture.view,
|
|
|
|
|
depth_load_op: wgpu::LoadOp::Clear,
|
|
|
|
|
depth_store_op: wgpu::StoreOp::Store,
|
|
|
|
|
clear_depth: 1.0,
|
|
|
|
|
stencil_load_op: wgpu::LoadOp::Clear,
|
|
|
|
|
stencil_store_op: wgpu::StoreOp::Store,
|
|
|
|
|
clear_stencil: 0,
|
|
|
|
|
depth_ops: Some(wgpu::Operations {
|
|
|
|
|
load: wgpu::LoadOp::Clear(1.0),
|
|
|
|
|
store: true,
|
|
|
|
|
}),
|
|
|
|
|
stencil_ops: 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.uniform_bind_group, &[]);
|
|
|
|
|
render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
|
|
|
|
|
render_pass.set_index_buffer(&self.index_buffer, 0, 0);
|
|
|
|
|
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
|
|
|
|
render_pass.set_index_buffer(self.index_buffer.slice(..));
|
|
|
|
|
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -727,24 +752,26 @@ impl State {
|
|
|
|
|
wgpu::RenderPassColorAttachmentDescriptor {
|
|
|
|
|
attachment: &frame.view,
|
|
|
|
|
resolve_target: None,
|
|
|
|
|
load_op: wgpu::LoadOp::Load,
|
|
|
|
|
store_op: wgpu::StoreOp::Store,
|
|
|
|
|
clear_color: wgpu::Color::BLACK,
|
|
|
|
|
ops: wgpu::Operations {
|
|
|
|
|
load: wgpu::LoadOp::Load,
|
|
|
|
|
store: true,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
],
|
|
|
|
|
depth_stencil_attachment: None,
|
|
|
|
|
});
|
|
|
|
|
render_pass.set_pipeline(&self.depth_pass.render_pipeline);
|
|
|
|
|
render_pass.set_bind_group(0, &self.depth_pass.bind_group, &[]);
|
|
|
|
|
render_pass.set_vertex_buffer(0, &self.depth_pass.vertex_buffer, 0, 0);
|
|
|
|
|
render_pass.set_index_buffer(&self.depth_pass.index_buffer, 0, 0);
|
|
|
|
|
render_pass.set_vertex_buffer(0, self.depth_pass.vertex_buffer.slice(..));
|
|
|
|
|
render_pass.set_index_buffer(self.depth_pass.index_buffer.slice(..));
|
|
|
|
|
render_pass.draw_indexed(0..self.depth_pass.num_depth_indices, 0, 0..1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let buffer = if !self.depth_pass.has_saved_to_file {
|
|
|
|
|
let buffer = if false && !self.depth_pass.has_saved_to_file {
|
|
|
|
|
const U32_SIZE: u32 = std::mem::size_of::<u32>() as u32;
|
|
|
|
|
let buffer_size = (U32_SIZE * self.sc_desc.width * self.sc_desc.height) as wgpu::BufferAddress;
|
|
|
|
|
let buffer_desc = wgpu::BufferDescriptor {
|
|
|
|
|
mapped_at_creation: true,
|
|
|
|
|
size: buffer_size,
|
|
|
|
|
usage: wgpu::BufferUsage::COPY_DST
|
|
|
|
|
| wgpu::BufferUsage::MAP_READ,
|
|
|
|
@ -757,14 +784,15 @@ impl State {
|
|
|
|
|
wgpu::TextureCopyView {
|
|
|
|
|
texture: &self.depth_pass.texture.texture,
|
|
|
|
|
mip_level: 0,
|
|
|
|
|
array_layer: 0,
|
|
|
|
|
origin: wgpu::Origin3d::ZERO,
|
|
|
|
|
},
|
|
|
|
|
wgpu::BufferCopyView {
|
|
|
|
|
buffer: &buffer,
|
|
|
|
|
offset: 0,
|
|
|
|
|
bytes_per_row: U32_SIZE * self.sc_desc.width,
|
|
|
|
|
rows_per_image: self.sc_desc.height,
|
|
|
|
|
layout: wgpu::TextureDataLayout {
|
|
|
|
|
offset: 0,
|
|
|
|
|
bytes_per_row: U32_SIZE * self.sc_desc.width,
|
|
|
|
|
rows_per_image: self.sc_desc.height,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
wgpu::Extent3d {
|
|
|
|
|
width: self.sc_desc.width,
|
|
|
|
@ -774,17 +802,14 @@ impl State {
|
|
|
|
|
);
|
|
|
|
|
self.depth_pass.has_saved_to_file = true;
|
|
|
|
|
|
|
|
|
|
Some((buffer, buffer_size))
|
|
|
|
|
Some(buffer)
|
|
|
|
|
} else {
|
|
|
|
|
None
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
self.queue.submit(&[
|
|
|
|
|
encoder.finish()
|
|
|
|
|
]);
|
|
|
|
|
|
|
|
|
|
self.queue.submit(Some(encoder.finish()));
|
|
|
|
|
|
|
|
|
|
if let Some((buffer, buffer_size)) = buffer {
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if let Some(buffer) = buffer {
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let width = self.sc_desc.width;
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let height = self.sc_desc.height;
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let near = self.camera.znear;
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@ -792,11 +817,12 @@ impl State {
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std::thread::spawn(move || {
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use futures::executor::block_on;
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let mapping_future = buffer.map_read(0, buffer_size);
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let mapping = block_on(mapping_future).unwrap();
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let buffer_slice = buffer.slice(..);
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let buffer_future = buffer_slice.map_async(wgpu::MapMode::Read);
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block_on(buffer_future).unwrap();
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let data = mapping.as_slice();
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let pixels: &[f32] = bytemuck::try_cast_slice(data).unwrap();
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let data = buffer_slice.get_mapped_range();
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let pixels: &[f32] = bytemuck::cast_slice(&*data);
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use image::{ImageBuffer, Rgba, Pixel};
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let mut buffer = ImageBuffer::<Rgba<u8>, _>::new(
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