mirror of https://github.com/sotrh/learn-wgpu
forgot to add examples
parent
a7833f3c16
commit
baf4377930
@ -0,0 +1,582 @@
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use winit::{
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event::*,
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event_loop::{EventLoop, ControlFlow},
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window::{Window, WindowBuilder},
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};
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use cgmath::prelude::*;
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mod texture;
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
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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);
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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struct Vertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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}
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unsafe impl bytemuck::Pod for Vertex {}
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unsafe impl bytemuck::Zeroable for Vertex {}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
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use std::mem;
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float3,
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},
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wgpu::VertexAttributeDescriptor {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float2,
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},
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]
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.00759614], }, // A
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Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.43041354], }, // B
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Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.949397057], }, // C
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Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732911], }, // D
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Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.2652641], }, // E
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];
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const INDICES: &[u16] = &[
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0, 1, 4,
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1, 2, 4,
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2, 3, 4,
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];
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#[cfg_attr(rustfmt, rustfmt_skip)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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struct Camera {
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eye: cgmath::Point3<f32>,
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target: cgmath::Point3<f32>,
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up: cgmath::Vector3<f32>,
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aspect: f32,
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fovy: f32,
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znear: f32,
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zfar: f32,
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}
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impl Camera {
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fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = cgmath::Matrix4::look_at(self.eye, self.target, self.up);
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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return proj * view;
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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struct Uniforms {
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view_proj: cgmath::Matrix4<f32>,
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model: [cgmath::Matrix4<f32>; NUM_INSTANCES as usize],
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}
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unsafe impl bytemuck::Pod for Uniforms {}
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unsafe impl bytemuck::Zeroable for Uniforms {}
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impl Uniforms {
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fn new() -> Self {
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Self {
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view_proj: cgmath::Matrix4::identity(),
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model: [cgmath::Matrix4::identity(); NUM_INSTANCES as usize],
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}
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}
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fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix();
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}
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}
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struct CameraController {
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speed: f32,
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is_up_pressed: bool,
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is_down_pressed: bool,
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is_forward_pressed: bool,
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is_backward_pressed: bool,
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is_left_pressed: bool,
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is_right_pressed: bool,
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}
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impl CameraController {
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fn new(speed: f32) -> Self {
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Self {
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speed,
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is_up_pressed: false,
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is_down_pressed: false,
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is_forward_pressed: false,
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is_backward_pressed: false,
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is_left_pressed: false,
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is_right_pressed: false,
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}
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}
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fn process_events(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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input: KeyboardInput {
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state,
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virtual_keycode: Some(keycode),
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..
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},
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..
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} => {
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let is_pressed = *state == ElementState::Pressed;
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match keycode {
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VirtualKeyCode::Space => {
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self.is_up_pressed = is_pressed;
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true
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}
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VirtualKeyCode::LShift => {
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self.is_down_pressed = is_pressed;
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true
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}
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.is_forward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.is_left_pressed = is_pressed;
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true
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.is_backward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.is_right_pressed = is_pressed;
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true
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}
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_ => false,
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}
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}
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_ => false,
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}
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}
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fn update_camera(&self, camera: &mut Camera) {
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let forward = (camera.target - camera.eye).normalize();
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if self.is_forward_pressed {
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camera.eye += forward * self.speed;
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}
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if self.is_backward_pressed {
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camera.eye -= forward * self.speed;
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}
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let right = forward.cross(camera.up);
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if self.is_right_pressed {
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camera.eye += right * self.speed;
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}
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if self.is_left_pressed {
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camera.eye -= right * self.speed;
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}
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}
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}
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struct Instance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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}
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impl Instance {
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fn to_matrix(&self) -> cgmath::Matrix4<f32> {
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cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation)
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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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sc_desc: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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diffuse_texture: texture::Texture,
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diffuse_bind_group: wgpu::BindGroup,
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camera: Camera,
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camera_controller: CameraController,
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uniforms: Uniforms,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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size: winit::dpi::PhysicalSize<u32>,
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instances: Vec<Instance>,
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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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let surface = wgpu::Surface::create(window);
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let adapter = wgpu::Adapter::request(
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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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},
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limits: Default::default(),
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}).await;
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let sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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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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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, cmd_buffer) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
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queue.submit(&[cmd_buffer]);
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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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},
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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: false,
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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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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 camera = Camera {
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eye: (0.0, 5.0, 10.0).into(),
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target: (0.0, 0.0, 0.0).into(),
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up: cgmath::Vector3::unit_y(),
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aspect: sc_desc.width as f32 / sc_desc.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let camera_controller = CameraController::new(0.2);
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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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);
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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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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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},
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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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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,
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}
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},
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],
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label: Some("uniform_bind_group"),
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});
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let vs_src = include_str!("arrays.vert");
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let fs_src = include_str!("shader.frag");
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let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
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let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
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let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
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let fs_data = wgpu::read_spirv(fs_spirv).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 render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &render_pipeline_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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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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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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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[
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Vertex::desc(),
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],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let vertex_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(VERTICES),
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wgpu::BufferUsage::VERTEX,
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);
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let index_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(INDICES),
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wgpu::BufferUsage::INDEX,
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);
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let num_indices = INDICES.len() as u32;
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let instances = (0..NUM_INSTANCES_PER_ROW).flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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let position = cgmath::Vector3 { x: x as f32, y: 0.0, z: z as f32 } - INSTANCE_DISPLACEMENT;
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let rotation = if position.is_zero() {
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// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can effect scale if they're not create correctly
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cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0))
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} else {
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cgmath::Quaternion::from_axis_angle(position.clone().normalize(), cgmath::Deg(45.0))
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};
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Instance {
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position, rotation,
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}
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})
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}).collect();
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Self {
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surface,
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device,
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queue,
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sc_desc,
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swap_chain,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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num_indices,
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diffuse_texture,
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diffuse_bind_group,
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camera,
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camera_controller,
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uniform_buffer,
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uniform_bind_group,
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uniforms,
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size,
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instances,
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}
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}
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async fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.size = new_size;
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self.sc_desc.width = new_size.width;
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self.sc_desc.height = new_size.height;
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self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
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self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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self.camera_controller.process_events(event)
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}
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async fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.uniforms.update_view_proj(&self.camera);
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for (i, instance) in self.instances.iter().enumerate() {
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self.uniforms.model[i] = instance.to_matrix();
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}
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("update encoder"),
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});
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let staging_buffer = self.device.create_buffer_with_data(
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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()]);
|
||||
}
|
||||
|
||||
async fn render(&mut self) {
|
||||
let frame = self.swap_chain.get_next_texture()
|
||||
.expect("Timeout getting texture");
|
||||
|
||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[
|
||||
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,
|
||||
},
|
||||
}
|
||||
],
|
||||
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.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.draw_indexed(0..self.num_indices, 0, 0..NUM_INSTANCES);
|
||||
}
|
||||
|
||||
self.queue.submit(&[
|
||||
encoder.finish()
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new()
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
|
||||
use futures::executor::block_on;
|
||||
|
||||
// Since main can't be async, we're going to need to block
|
||||
let mut state = 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 => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::KeyboardInput {
|
||||
input,
|
||||
..
|
||||
} => {
|
||||
match input {
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
||||
..
|
||||
} => *control_flow = ControlFlow::Exit,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
block_on(state.resize(*physical_size));
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
block_on(state.resize(**new_inner_size));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
block_on(state.update());
|
||||
block_on(state.render());
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,616 @@
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{EventLoop, ControlFlow},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
use cgmath::prelude::*;
|
||||
|
||||
mod texture;
|
||||
|
||||
const NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
|
||||
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)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Vertex {}
|
||||
unsafe impl bytemuck::Zeroable for Vertex {}
|
||||
|
||||
impl Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferDescriptor {
|
||||
stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float3,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
},
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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, 0.949397057], }, // C
|
||||
Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732911], }, // 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,
|
||||
];
|
||||
|
||||
#[cfg_attr(rustfmt, 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(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
return proj * view;
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
struct Uniforms {
|
||||
view_proj: cgmath::Matrix4<f32>,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Uniforms {}
|
||||
unsafe impl bytemuck::Zeroable for Uniforms {}
|
||||
|
||||
impl Uniforms {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix();
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Instance {
|
||||
position: cgmath::Vector3<f32>,
|
||||
rotation: cgmath::Quaternion<f32>,
|
||||
}
|
||||
|
||||
impl Instance {
|
||||
// This is changed from `to_matrix()`
|
||||
fn to_raw(&self) -> InstanceRaw {
|
||||
InstanceRaw {
|
||||
model: cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
struct InstanceRaw {
|
||||
model: cgmath::Matrix4<f32>,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for InstanceRaw {}
|
||||
unsafe impl bytemuck::Zeroable for InstanceRaw {}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
sc_desc: wgpu::SwapChainDescriptor,
|
||||
swap_chain: wgpu::SwapChain,
|
||||
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
|
||||
camera: Camera,
|
||||
camera_controller: CameraController,
|
||||
uniforms: Uniforms,
|
||||
uniform_buffer: wgpu::Buffer,
|
||||
uniform_bind_group: wgpu::BindGroup,
|
||||
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
|
||||
instances: Vec<Instance>,
|
||||
#[allow(dead_code)]
|
||||
instance_buffer: wgpu::Buffer,
|
||||
}
|
||||
|
||||
impl State {
|
||||
async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
let surface = wgpu::Surface::create(window);
|
||||
let adapter = wgpu::Adapter::request(
|
||||
&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::Default,
|
||||
compatible_surface: Some(&surface),
|
||||
},
|
||||
wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
|
||||
).await.unwrap();
|
||||
|
||||
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
extensions: wgpu::Extensions {
|
||||
anisotropic_filtering: false,
|
||||
},
|
||||
limits: Default::default(),
|
||||
}).await;
|
||||
|
||||
let sc_desc = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
|
||||
let diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let (diffuse_texture, cmd_buffer) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
|
||||
queue.submit(&[cmd_buffer]);
|
||||
|
||||
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::SampledTexture {
|
||||
multisampled: false,
|
||||
dimension: wgpu::TextureViewDimension::D2,
|
||||
component_type: wgpu::TextureComponentType::Uint,
|
||||
},
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
},
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::Binding {
|
||||
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: sc_desc.width as f32 / sc_desc.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut uniforms = Uniforms::new();
|
||||
uniforms.update_view_proj(&camera);
|
||||
|
||||
let uniform_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(&[uniforms]),
|
||||
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::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 create correctly
|
||||
cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0))
|
||||
} else {
|
||||
cgmath::Quaternion::from_axis_angle(position.clone().normalize(), cgmath::Deg(45.0))
|
||||
};
|
||||
|
||||
Instance {
|
||||
position, rotation,
|
||||
}
|
||||
})
|
||||
}).collect::<Vec<_>>();
|
||||
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
// we'll need the size for later
|
||||
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
|
||||
let instance_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(&instance_data),
|
||||
wgpu::BufferUsage::STORAGE_READ,
|
||||
);
|
||||
|
||||
|
||||
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::UniformBuffer {
|
||||
dynamic: false,
|
||||
},
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::StorageBuffer {
|
||||
dynamic: false,
|
||||
readonly: true,
|
||||
},
|
||||
},
|
||||
],
|
||||
label: Some("uniform_bind_group_layout"),
|
||||
});
|
||||
|
||||
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &uniform_bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buffer,
|
||||
range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
|
||||
}
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &instance_buffer,
|
||||
range: 0..instance_buffer_size as wgpu::BufferAddress,
|
||||
}
|
||||
},
|
||||
],
|
||||
label: Some("uniform_bind_group"),
|
||||
});
|
||||
|
||||
let vs_src = include_str!("storage.vert");
|
||||
let fs_src = include_str!("shader.frag");
|
||||
let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
|
||||
let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
|
||||
let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
|
||||
let fs_data = wgpu::read_spirv(fs_spirv).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 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,
|
||||
},
|
||||
],
|
||||
depth_stencil_state: None,
|
||||
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 index_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(INDICES),
|
||||
wgpu::BufferUsage::INDEX,
|
||||
);
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
sc_desc,
|
||||
swap_chain,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
camera,
|
||||
camera_controller,
|
||||
uniform_buffer,
|
||||
uniform_bind_group,
|
||||
uniforms,
|
||||
size,
|
||||
instances,
|
||||
instance_buffer,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
async fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
self.size = new_size;
|
||||
self.sc_desc.width = new_size.width;
|
||||
self.sc_desc.height = new_size.height;
|
||||
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
|
||||
|
||||
self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
async 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()]);
|
||||
}
|
||||
|
||||
async fn render(&mut self) {
|
||||
let frame = self.swap_chain.get_next_texture()
|
||||
.expect("Timeout getting texture");
|
||||
|
||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[
|
||||
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,
|
||||
},
|
||||
}
|
||||
],
|
||||
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.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.draw_indexed(0..self.num_indices, 0, 0..NUM_INSTANCES);
|
||||
}
|
||||
|
||||
self.queue.submit(&[
|
||||
encoder.finish()
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new()
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
|
||||
use futures::executor::block_on;
|
||||
|
||||
// Since main can't be async, we're going to need to block
|
||||
let mut state = 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 => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::KeyboardInput {
|
||||
input,
|
||||
..
|
||||
} => {
|
||||
match input {
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
||||
..
|
||||
} => *control_flow = ControlFlow::Exit,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
block_on(state.resize(*physical_size));
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
block_on(state.resize(**new_inner_size));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
block_on(state.update());
|
||||
block_on(state.render());
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,711 @@
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{EventLoop, ControlFlow},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
use cgmath::prelude::*;
|
||||
|
||||
mod texture;
|
||||
|
||||
const NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
|
||||
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);
|
||||
|
||||
trait VBDesc {
|
||||
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a>;
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Vertex {}
|
||||
unsafe impl bytemuck::Zeroable for Vertex {}
|
||||
|
||||
impl VBDesc for Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferDescriptor {
|
||||
stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float3,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
},
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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, 0.949397057], }, // C
|
||||
Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732911], }, // 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,
|
||||
];
|
||||
|
||||
#[cfg_attr(rustfmt, 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(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
return proj * view;
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
struct Uniforms {
|
||||
view_proj: cgmath::Matrix4<f32>,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Uniforms {}
|
||||
unsafe impl bytemuck::Zeroable for Uniforms {}
|
||||
|
||||
impl Uniforms {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix();
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Instance {
|
||||
position: cgmath::Vector3<f32>,
|
||||
rotation: cgmath::Quaternion<f32>,
|
||||
}
|
||||
|
||||
impl Instance {
|
||||
// This is changed from `to_matrix()`
|
||||
fn to_raw(&self) -> InstanceRaw {
|
||||
InstanceRaw {
|
||||
model: cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
struct InstanceRaw {
|
||||
model: cgmath::Matrix4<f32>,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for InstanceRaw {}
|
||||
unsafe impl bytemuck::Zeroable for InstanceRaw {}
|
||||
|
||||
const FLOAT_SIZE: wgpu::BufferAddress = std::mem::size_of::<f32>() as wgpu::BufferAddress;
|
||||
impl VBDesc for InstanceRaw {
|
||||
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
||||
wgpu::VertexBufferDescriptor {
|
||||
stride: std::mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Instance, // 1.
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: 0,
|
||||
format: wgpu::VertexFormat::Float4, // 2.
|
||||
shader_location: 2, // 3.
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: FLOAT_SIZE * 4,
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
shader_location: 3,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: FLOAT_SIZE * 4 * 2,
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
shader_location: 4,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: FLOAT_SIZE * 4 * 3,
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
shader_location: 5,
|
||||
},
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
sc_desc: wgpu::SwapChainDescriptor,
|
||||
swap_chain: wgpu::SwapChain,
|
||||
|
||||
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,
|
||||
uniforms: Uniforms,
|
||||
uniform_buffer: wgpu::Buffer,
|
||||
uniform_bind_group: wgpu::BindGroup,
|
||||
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
|
||||
instances: Vec<Instance>,
|
||||
#[allow(dead_code)]
|
||||
instance_texture: wgpu::Texture,
|
||||
}
|
||||
|
||||
impl State {
|
||||
async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
let surface = wgpu::Surface::create(window);
|
||||
let adapter = wgpu::Adapter::request(
|
||||
&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::Default,
|
||||
compatible_surface: Some(&surface),
|
||||
},
|
||||
wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
|
||||
).await.unwrap();
|
||||
|
||||
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
extensions: wgpu::Extensions {
|
||||
anisotropic_filtering: false,
|
||||
},
|
||||
limits: Default::default(),
|
||||
}).await;
|
||||
|
||||
let sc_desc = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
|
||||
let diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let (diffuse_texture, cmd_buffer) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
|
||||
queue.submit(&[cmd_buffer]);
|
||||
|
||||
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::SampledTexture {
|
||||
multisampled: false,
|
||||
dimension: wgpu::TextureViewDimension::D2,
|
||||
component_type: wgpu::TextureComponentType::Uint,
|
||||
},
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
},
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::Binding {
|
||||
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: sc_desc.width as f32 / sc_desc.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut uniforms = Uniforms::new();
|
||||
uniforms.update_view_proj(&camera);
|
||||
|
||||
let uniform_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(&[uniforms]),
|
||||
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::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 create correctly
|
||||
cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0))
|
||||
} else {
|
||||
cgmath::Quaternion::from_axis_angle(position.clone().normalize(), cgmath::Deg(45.0))
|
||||
};
|
||||
|
||||
Instance {
|
||||
position, rotation,
|
||||
}
|
||||
})
|
||||
}).collect::<Vec<_>>();
|
||||
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
// we'll need the size for later
|
||||
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
|
||||
let instance_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(&instance_data),
|
||||
wgpu::BufferUsage::COPY_SRC,
|
||||
);
|
||||
|
||||
let instance_extent = wgpu::Extent3d {
|
||||
width: instance_data.len() as u32 * 4,
|
||||
height: 1,
|
||||
depth: 1,
|
||||
};
|
||||
|
||||
let instance_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: instance_extent,
|
||||
array_layer_count: 1,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D1,
|
||||
format: wgpu::TextureFormat::Rgba32Float,
|
||||
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
|
||||
label: Some("instance_texture"),
|
||||
});
|
||||
|
||||
let instance_texture_view = instance_texture.create_default_view();
|
||||
let instance_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Nearest,
|
||||
min_filter: wgpu::FilterMode::Nearest,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
lod_min_clamp: -100.0,
|
||||
lod_max_clamp: 100.0,
|
||||
compare: wgpu::CompareFunction::Always,
|
||||
});
|
||||
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("instance_texture_encoder"),
|
||||
});
|
||||
encoder.copy_buffer_to_texture(
|
||||
wgpu::BufferCopyView {
|
||||
buffer: &instance_buffer,
|
||||
offset: 0,
|
||||
bytes_per_row: std::mem::size_of::<f32>() as u32 * 4,
|
||||
rows_per_image: instance_data.len() as u32 * 4,
|
||||
},
|
||||
wgpu::TextureCopyView {
|
||||
texture: &instance_texture,
|
||||
mip_level: 0,
|
||||
array_layer: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
},
|
||||
instance_extent,
|
||||
);
|
||||
queue.submit(&[encoder.finish()]);
|
||||
|
||||
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::UniformBuffer {
|
||||
dynamic: false,
|
||||
},
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::SampledTexture {
|
||||
multisampled: false,
|
||||
component_type: wgpu::TextureComponentType::Uint,
|
||||
dimension: wgpu::TextureViewDimension::D1,
|
||||
}
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
},
|
||||
},
|
||||
],
|
||||
label: Some("uniform_bind_group_layout"),
|
||||
});
|
||||
|
||||
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &uniform_bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buffer,
|
||||
range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
|
||||
},
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&instance_texture_view),
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&instance_sampler),
|
||||
},
|
||||
],
|
||||
label: Some("uniform_bind_group"),
|
||||
});
|
||||
|
||||
let vs_src = include_str!("texture.vert");
|
||||
let fs_src = include_str!("shader.frag");
|
||||
let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
|
||||
let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
|
||||
let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
|
||||
let fs_data = wgpu::read_spirv(fs_spirv).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 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,
|
||||
},
|
||||
],
|
||||
depth_stencil_state: None,
|
||||
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 index_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(INDICES),
|
||||
wgpu::BufferUsage::INDEX,
|
||||
);
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
sc_desc,
|
||||
swap_chain,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
camera,
|
||||
camera_controller,
|
||||
uniform_buffer,
|
||||
uniform_bind_group,
|
||||
uniforms,
|
||||
size,
|
||||
instances,
|
||||
instance_texture,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
async fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
self.size = new_size;
|
||||
self.sc_desc.width = new_size.width;
|
||||
self.sc_desc.height = new_size.height;
|
||||
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
|
||||
|
||||
self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
async 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()]);
|
||||
}
|
||||
|
||||
async fn render(&mut self) {
|
||||
let frame = self.swap_chain.get_next_texture()
|
||||
.expect("Timeout getting texture");
|
||||
|
||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[
|
||||
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,
|
||||
},
|
||||
}
|
||||
],
|
||||
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.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.draw_indexed(0..self.num_indices, 0, 0..NUM_INSTANCES);
|
||||
}
|
||||
|
||||
self.queue.submit(&[
|
||||
encoder.finish()
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new()
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
|
||||
use futures::executor::block_on;
|
||||
|
||||
// Since main can't be async, we're going to need to block
|
||||
let mut state = 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 => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::KeyboardInput {
|
||||
input,
|
||||
..
|
||||
} => {
|
||||
match input {
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
||||
..
|
||||
} => *control_flow = ControlFlow::Exit,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
block_on(state.resize(*physical_size));
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
block_on(state.resize(**new_inner_size));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
block_on(state.update());
|
||||
block_on(state.render());
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
@ -0,0 +1,637 @@
|
||||
use winit::{
|
||||
event::*,
|
||||
event_loop::{EventLoop, ControlFlow},
|
||||
window::{Window, WindowBuilder},
|
||||
};
|
||||
use cgmath::prelude::*;
|
||||
|
||||
mod texture;
|
||||
|
||||
const NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
|
||||
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);
|
||||
|
||||
trait VBDesc {
|
||||
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a>;
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Vertex {}
|
||||
unsafe impl bytemuck::Zeroable for Vertex {}
|
||||
|
||||
impl VBDesc for Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferDescriptor {
|
||||
stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float3,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
},
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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, 0.949397057], }, // C
|
||||
Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732911], }, // 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,
|
||||
];
|
||||
|
||||
#[cfg_attr(rustfmt, 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(self.eye, self.target, self.up);
|
||||
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
|
||||
return proj * view;
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
struct Uniforms {
|
||||
view_proj: cgmath::Matrix4<f32>,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Uniforms {}
|
||||
unsafe impl bytemuck::Zeroable for Uniforms {}
|
||||
|
||||
impl Uniforms {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
view_proj: cgmath::Matrix4::identity(),
|
||||
}
|
||||
}
|
||||
|
||||
fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_proj = OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix();
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Instance {
|
||||
position: cgmath::Vector3<f32>,
|
||||
rotation: cgmath::Quaternion<f32>,
|
||||
}
|
||||
|
||||
impl Instance {
|
||||
// This is changed from `to_matrix()`
|
||||
fn to_raw(&self) -> InstanceRaw {
|
||||
InstanceRaw {
|
||||
model: cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone)]
|
||||
struct InstanceRaw {
|
||||
model: cgmath::Matrix4<f32>,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for InstanceRaw {}
|
||||
unsafe impl bytemuck::Zeroable for InstanceRaw {}
|
||||
|
||||
const FLOAT_SIZE: wgpu::BufferAddress = std::mem::size_of::<f32>() as wgpu::BufferAddress;
|
||||
impl VBDesc for InstanceRaw {
|
||||
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
||||
wgpu::VertexBufferDescriptor {
|
||||
stride: std::mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Instance, // 1.
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: 0,
|
||||
format: wgpu::VertexFormat::Float4, // 2.
|
||||
shader_location: 2, // 3.
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: FLOAT_SIZE * 4,
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
shader_location: 3,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: FLOAT_SIZE * 4 * 2,
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
shader_location: 4,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
offset: FLOAT_SIZE * 4 * 3,
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
shader_location: 5,
|
||||
},
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
sc_desc: wgpu::SwapChainDescriptor,
|
||||
swap_chain: wgpu::SwapChain,
|
||||
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
|
||||
camera: Camera,
|
||||
camera_controller: CameraController,
|
||||
uniforms: Uniforms,
|
||||
uniform_buffer: wgpu::Buffer,
|
||||
uniform_bind_group: wgpu::BindGroup,
|
||||
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
|
||||
instances: Vec<Instance>,
|
||||
instance_buffer: wgpu::Buffer,
|
||||
}
|
||||
|
||||
impl State {
|
||||
async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
let surface = wgpu::Surface::create(window);
|
||||
let adapter = wgpu::Adapter::request(
|
||||
&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::Default,
|
||||
compatible_surface: Some(&surface),
|
||||
},
|
||||
wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
|
||||
).await.unwrap();
|
||||
|
||||
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
extensions: wgpu::Extensions {
|
||||
anisotropic_filtering: false,
|
||||
},
|
||||
limits: Default::default(),
|
||||
}).await;
|
||||
|
||||
let sc_desc = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
|
||||
let diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let (diffuse_texture, cmd_buffer) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
|
||||
queue.submit(&[cmd_buffer]);
|
||||
|
||||
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::SampledTexture {
|
||||
multisampled: false,
|
||||
dimension: wgpu::TextureViewDimension::D2,
|
||||
component_type: wgpu::TextureComponentType::Uint,
|
||||
},
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
},
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::Binding {
|
||||
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: sc_desc.width as f32 / sc_desc.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let mut uniforms = Uniforms::new();
|
||||
uniforms.update_view_proj(&camera);
|
||||
|
||||
let uniform_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(&[uniforms]),
|
||||
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::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 create correctly
|
||||
cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0))
|
||||
} else {
|
||||
cgmath::Quaternion::from_axis_angle(position.clone().normalize(), cgmath::Deg(45.0))
|
||||
};
|
||||
|
||||
Instance {
|
||||
position, rotation,
|
||||
}
|
||||
})
|
||||
}).collect::<Vec<_>>();
|
||||
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
// we'll need the size for later
|
||||
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
|
||||
let instance_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(&instance_data),
|
||||
wgpu::BufferUsage::VERTEX,
|
||||
);
|
||||
|
||||
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::UniformBuffer {
|
||||
dynamic: false,
|
||||
},
|
||||
},
|
||||
],
|
||||
label: Some("uniform_bind_group_layout"),
|
||||
});
|
||||
|
||||
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &uniform_bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buffer,
|
||||
range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
|
||||
}
|
||||
},
|
||||
],
|
||||
label: Some("uniform_bind_group"),
|
||||
});
|
||||
|
||||
let vs_src = include_str!("vertex.vert");
|
||||
let fs_src = include_str!("shader.frag");
|
||||
let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
|
||||
let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
|
||||
let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
|
||||
let fs_data = wgpu::read_spirv(fs_spirv).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 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,
|
||||
},
|
||||
],
|
||||
depth_stencil_state: None,
|
||||
vertex_state: wgpu::VertexStateDescriptor {
|
||||
index_format: wgpu::IndexFormat::Uint16,
|
||||
vertex_buffers: &[
|
||||
Vertex::desc(),
|
||||
InstanceRaw::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 index_buffer = device.create_buffer_with_data(
|
||||
bytemuck::cast_slice(INDICES),
|
||||
wgpu::BufferUsage::INDEX,
|
||||
);
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
sc_desc,
|
||||
swap_chain,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
camera,
|
||||
camera_controller,
|
||||
uniform_buffer,
|
||||
uniform_bind_group,
|
||||
uniforms,
|
||||
size,
|
||||
instances,
|
||||
instance_buffer,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
async fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
self.size = new_size;
|
||||
self.sc_desc.width = new_size.width;
|
||||
self.sc_desc.height = new_size.height;
|
||||
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
|
||||
|
||||
self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
|
||||
async 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()]);
|
||||
}
|
||||
|
||||
async fn render(&mut self) {
|
||||
let frame = self.swap_chain.get_next_texture()
|
||||
.expect("Timeout getting texture");
|
||||
|
||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[
|
||||
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,
|
||||
},
|
||||
}
|
||||
],
|
||||
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.uniform_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
|
||||
render_pass.set_vertex_buffer(1, &self.instance_buffer, 0, 0);
|
||||
render_pass.set_index_buffer(&self.index_buffer, 0, 0);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..NUM_INSTANCES);
|
||||
}
|
||||
|
||||
self.queue.submit(&[
|
||||
encoder.finish()
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new()
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
|
||||
use futures::executor::block_on;
|
||||
|
||||
// Since main can't be async, we're going to need to block
|
||||
let mut state = 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 => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::KeyboardInput {
|
||||
input,
|
||||
..
|
||||
} => {
|
||||
match input {
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
||||
..
|
||||
} => *control_flow = ControlFlow::Exit,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
block_on(state.resize(*physical_size));
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
block_on(state.resize(**new_inner_size));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
block_on(state.update());
|
||||
block_on(state.render());
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
Loading…
Reference in New Issue