migrated tutorial10 code

pull/90/head
Ben Hansen 4 years ago
parent 3dbb6570b7
commit cfd36577bb

10
Cargo.lock generated

@ -2406,14 +2406,18 @@ dependencies = [
name = "tutorial10-lighting"
version = "0.1.0"
dependencies = [
"anyhow 1.0.32 (registry+https://github.com/rust-lang/crates.io-index)",
"bytemuck 1.4.0 (registry+https://github.com/rust-lang/crates.io-index)",
"cgmath 0.17.0 (registry+https://github.com/rust-lang/crates.io-index)",
"failure 0.1.8 (registry+https://github.com/rust-lang/crates.io-index)",
"env_logger 0.7.1 (registry+https://github.com/rust-lang/crates.io-index)",
"fs_extra 1.2.0 (registry+https://github.com/rust-lang/crates.io-index)",
"futures 0.3.5 (registry+https://github.com/rust-lang/crates.io-index)",
"glob 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"image 0.23.7 (registry+https://github.com/rust-lang/crates.io-index)",
"log 0.4.11 (registry+https://github.com/rust-lang/crates.io-index)",
"shaderc 0.6.2 (registry+https://github.com/rust-lang/crates.io-index)",
"tobj 1.0.0 (registry+https://github.com/rust-lang/crates.io-index)",
"wgpu 0.5.2 (registry+https://github.com/rust-lang/crates.io-index)",
"tobj 2.0.2 (registry+https://github.com/rust-lang/crates.io-index)",
"wgpu 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
"winit 0.22.2 (registry+https://github.com/rust-lang/crates.io-index)",
]

@ -4,21 +4,23 @@ version = "0.1.0"
authors = ["Ben Hansen <bhbenjaminhansen@gmail.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
anyhow = "1.0"
bytemuck = "1.4"
cgmath = "0.17"
env_logger = "0.7"
futures = "0.3"
image = "0.23"
log = "0.4"
tobj = "2.0"
wgpu = "0.6"
winit = "0.22"
shaderc = "0.6"
cgmath = "0.17"
failure = "0.1"
tobj = "1"
bytemuck = "1.2"
futures = "0.3.4"
wgpu = "0.5.0"
# zerocopy = "0.2.8"
[build-dependencies]
anyhow = "1.0"
fs_extra = "1.2"
glob = "0.3"
shaderc = "0.6"
[[bin]]
name = "tutorial10-lighting"

@ -0,0 +1,88 @@
use anyhow::*;
use fs_extra::copy_items;
use fs_extra::dir::CopyOptions;
use glob::glob;
use std::env;
use std::fs::{read_to_string, write};
use std::path::{PathBuf};
struct ShaderData {
src: String,
src_path: PathBuf,
spv_path: PathBuf,
kind: shaderc::ShaderKind,
}
impl ShaderData {
pub fn load(src_path: PathBuf) -> Result<Self> {
let extension = src_path.extension()
.context("File has no extension")?
.to_str()
.context("Extension cannot be converted to &str")?;
let kind = match extension {
"vert" => shaderc::ShaderKind::Vertex,
"frag" => shaderc::ShaderKind::Fragment,
"comp" => shaderc::ShaderKind::Compute,
_ => bail!("Unsupported shader: {}", src_path.display()),
};
let src = read_to_string(src_path.clone())?;
let spv_path = src_path.with_extension(format!("{}.spv", extension));
Ok(Self { src, src_path, spv_path, kind })
}
}
fn main() -> Result<()> {
// This tells cargo to rerun this script if something in /src/ changes.
println!("cargo:rerun-if-changed=src/*");
// Collect all shaders recursively within /src/
let mut shader_paths = [
glob("./src/**/*.vert")?,
glob("./src/**/*.frag")?,
glob("./src/**/*.comp")?,
];
// This could be parallelized
let shaders = shader_paths.iter_mut()
.flatten()
.map(|glob_result| {
ShaderData::load(glob_result?)
})
.collect::<Vec<Result<_>>>()
.into_iter()
.collect::<Result<Vec<_>>>();
let mut compiler = shaderc::Compiler::new()
.context("Unable to create shader compiler")?;
// This can't be parallelized. The [shaderc::Compiler] is not
// thread safe. Also, it creates a lot of resources. You could
// spawn multiple processes to handle this, but it would probably
// be better just to only compile shaders that have been changed
// recently.
for shader in shaders? {
let compiled = compiler.compile_into_spirv(
&shader.src,
shader.kind,
&shader.src_path.to_str().unwrap(),
"main",
None
)?;
write(shader.spv_path, compiled.as_binary_u8())?;
}
// This tells cargo to rerun this script if something in /res/ changes.
println!("cargo:rerun-if-changed=res/*");
let out_dir = env::var("OUT_DIR")?;
let mut copy_options = CopyOptions::new();
copy_options.overwrite = true;
let mut paths_to_copy = Vec::new();
paths_to_copy.push("res/");
copy_items(&paths_to_copy, out_dir, &copy_options)?;
Ok(())
}

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@ -1,9 +1,10 @@
use cgmath::prelude::*;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
event_loop::{EventLoop, ControlFlow},
window::{Window},
};
use wgpu::util::DeviceExt;
mod model;
mod texture;
@ -228,19 +229,15 @@ fn create_render_pipeline(
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferDescriptor],
vs_src: &str,
fs_src: &str,
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
) -> wgpu::RenderPipeline {
let mut compiler = shaderc::Compiler::new().unwrap();
let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "shader.vert", "main", None).unwrap();
let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "shader.frag", "main", None).unwrap();
let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
let vs_module = device.create_shader_module(&vs_data);
let fs_module = device.create_shader_module(&fs_data);
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &layout,
label: Some("Render Pipeline"),
layout: Some(&layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
@ -255,6 +252,7 @@ fn create_render_pipeline(
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
clamp_depth: false,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
@ -267,10 +265,7 @@ fn create_render_pipeline(
format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
stencil: wgpu::StencilStateDescriptor::default(),
}),
sample_count: 1,
sample_mask: !0,
@ -286,22 +281,24 @@ impl State {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
let surface = wgpu::Surface::create(window);
let adapter = wgpu::Adapter::request(
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let surface = unsafe { instance.create_surface(window) };
let adapter = instance.request_adapter(
&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,
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
shader_validation: true,
},
limits: Default::default(),
}).await;
None, // Trace path
).await.unwrap();
let sc_desc = wgpu::SwapChainDescriptor {
@ -314,26 +311,31 @@ impl State {
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
let texture_bind_group_layout = device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Uint,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
ty: wgpu::BindingType::Sampler {
comparison: false,
},
count: None,
},
],
label: None,
});
label: Some("texture_bind_group_layout"),
}
);
let camera = Camera {
eye: (0.0, 5.0, -10.0).into(),
@ -350,9 +352,12 @@ impl State {
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 uniform_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
}
);
const SPACE_BETWEEN: f32 = 3.0;
@ -381,63 +386,67 @@ impl State {
})
.collect::<Vec<_>>();
let instance_data = instances
.iter()
.map(Instance::to_raw)
.collect::<Vec<_>>();
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 instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
let instance_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsage::STORAGE,
}
);
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::StorageBuffer {
dynamic: false,
readonly: true,
},
count: None,
},
// NEW!
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::StorageBuffer {
// We don't plan on changing the size of this buffer
dynamic: false,
// The shader is not allowed to modify it's contents
readonly: true,
min_binding_size: None,
},
],
label: None,
});
count: None,
},
],
label: Some("uniform_bind_group_layout"),
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
bindings: &[
wgpu::Binding {
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buffer,
range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
},
resource: wgpu::BindingResource::Buffer(uniform_buffer.slice(..))
},
wgpu::Binding {
// NEW!
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &instance_buffer,
range: 0..instance_buffer_size as wgpu::BufferAddress,
},
resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..))
},
],
label: None,
label: Some("uniform_bind_group"),
});
let (obj_model, cmds) =
model::Model::load(&device, &texture_bind_group_layout, "code/intermediate/tutorial10-lighting/src/res/cube.obj").unwrap();
let res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
let obj_model = model::Model::load(
&device,
&queue,
&texture_bind_group_layout,
res_dir.join("cube.obj"),
).unwrap();
queue.submit(&cmds);
let light = Light {
position: (2.0, 2.0, 2.0).into(),
@ -445,29 +454,33 @@ impl State {
color: (1.0, 1.0, 1.0).into(),
};
let light_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&[light]),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
let light_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Light VB"),
contents: bytemuck::cast_slice(&[light]),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
}
);
let light_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutEntry {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: None,
},
count: None,
}],
label: None,
});
let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &light_bind_group_layout,
bindings: &[wgpu::Binding {
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &light_buffer,
range: 0..std::mem::size_of_val(&light) as wgpu::BufferAddress,
},
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
}],
label: None,
});
@ -476,35 +489,36 @@ impl State {
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&texture_bind_group_layout,
&uniform_bind_group_layout,
&light_bind_group_layout,
],
push_constant_ranges: &[],
});
let render_pipeline = {
let vs_src = include_str!("shader.vert");
let fs_src = include_str!("shader.frag");
create_render_pipeline(
&device,
&render_pipeline_layout,
sc_desc.format,
Some(texture::Texture::DEPTH_FORMAT),
&[model::ModelVertex::desc()],
vs_src,
fs_src,
)
};
let render_pipeline = create_render_pipeline(
&device,
&render_pipeline_layout,
sc_desc.format,
Some(texture::Texture::DEPTH_FORMAT),
&[model::ModelVertex::desc()],
wgpu::include_spirv!("shader.vert.spv"),
wgpu::include_spirv!("shader.frag.spv"),
);
let light_render_pipeline = {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&uniform_bind_group_layout, &light_bind_group_layout],
});
let vs_src = include_str!("light.vert");
let fs_src = include_str!("light.frag");
let layout = device.create_pipeline_layout(
&wgpu::PipelineLayoutDescriptor {
label: Some("Light Pipeline Layout"),
bind_group_layouts: &[
&uniform_bind_group_layout,
&light_bind_group_layout
],
push_constant_ranges: &[],
}
);
create_render_pipeline(
&device,
@ -512,8 +526,8 @@ impl State {
sc_desc.format,
Some(texture::Texture::DEPTH_FORMAT),
&[model::ModelVertex::desc()],
vs_src,
fs_src,
wgpu::include_spirv!("light.vert.spv"),
wgpu::include_spirv!("light.frag.spv"),
)
};
@ -558,49 +572,23 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
let mut encoder =
self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
// Update the light
let old_position = self.light.position;
self.light.position =
cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
* old_position;
let staging_buffer = self.device.create_buffer_with_data(
bytemuck::cast_slice(&[self.light]),
wgpu::BufferUsage::COPY_SRC,
);
encoder.copy_buffer_to_buffer(
&staging_buffer,
0,
&self.light_buffer,
0,
std::mem::size_of::<Light>() as wgpu::BufferAddress,
);
self.queue.submit(&[encoder.finish()]);
self.queue.write_buffer(&self.light_buffer, 0, &bytemuck::cast_slice(&[self.light]));
}
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: None
let frame = self.swap_chain.get_current_frame()
.expect("Timeout getting texture")
.output;
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
@ -608,23 +596,25 @@ impl State {
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,
},
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(
wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}
),
store: true,
}
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture.view,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_stencil: 0,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_pipeline(&self.light_render_pipeline);
@ -641,12 +631,14 @@ impl State {
&self.light_bind_group,
);
}
self.queue.submit(&[encoder.finish()]);
self.queue.submit(Some(encoder.finish()));
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let title = env!("CARGO_PKG_NAME");
let window = winit::window::WindowBuilder::new()

@ -1,5 +1,7 @@
use anyhow::*;
use std::ops::Range;
use std::path::Path;
use wgpu::util::DeviceExt;
use crate::texture;
@ -66,31 +68,29 @@ pub struct Model {
impl Model {
pub fn load<P: AsRef<Path>>(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
path: P,
) -> Result<(Self, Vec<wgpu::CommandBuffer>), failure::Error> {
let (obj_models, obj_materials) = tobj::load_obj(path.as_ref())?;
) -> Result<Self> {
let (obj_models, obj_materials) = tobj::load_obj(path.as_ref(), true)?;
// We're assuming that the texture files are stored with the obj file
let containing_folder = path.as_ref().parent().unwrap();
// Our `Texure` struct currently returns a `CommandBuffer` when it's created so we need to collect those and return them.
let mut command_buffers = Vec::new();
let containing_folder = path.as_ref().parent()
.context("Directory has no parent")?;
let mut materials = Vec::new();
for mat in obj_materials {
let diffuse_path = mat.diffuse_texture;
let (diffuse_texture, cmds) =
texture::Texture::load(&device, containing_folder.join(diffuse_path))?;
let diffuse_texture = texture::Texture::load(device, queue, containing_folder.join(diffuse_path))?;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout,
bindings: &[
wgpu::Binding {
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::Binding {
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
@ -103,7 +103,6 @@ impl Model {
diffuse_texture,
bind_group,
});
command_buffers.push(cmds);
}
let mut meshes = Vec::new();
@ -125,14 +124,19 @@ impl Model {
});
}
let vertex_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&vertices),
wgpu::BufferUsage::VERTEX,
let vertex_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Vertex Buffer", path.as_ref())),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsage::VERTEX,
}
);
let index_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(&m.mesh.indices),
wgpu::BufferUsage::INDEX,
let index_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Index Buffer", path.as_ref())),
contents: bytemuck::cast_slice(&m.mesh.indices),
usage: wgpu::BufferUsage::INDEX,
}
);
meshes.push(Mesh {
@ -144,7 +148,7 @@ impl Model {
});
}
Ok((Self { meshes, materials }, command_buffers))
Ok(Self { meshes, materials })
}
}
@ -205,8 +209,8 @@ where
uniforms: &'b wgpu::BindGroup,
light: &'b wgpu::BindGroup,
) {
self.set_vertex_buffer(0, &mesh.vertex_buffer, 0, 0);
self.set_index_buffer(&mesh.index_buffer, 0, 0);
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..));
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, &uniforms, &[]);
self.set_bind_group(2, &light, &[]);
@ -290,8 +294,8 @@ where
uniforms: &'b wgpu::BindGroup,
light: &'b wgpu::BindGroup,
) {
self.set_vertex_buffer(0, &mesh.vertex_buffer, 0, 0);
self.set_index_buffer(&mesh.index_buffer, 0, 0);
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..));
self.set_bind_group(0, uniforms, &[]);
self.set_bind_group(1, light, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);

@ -15,7 +15,7 @@ uniform Uniforms {
mat4 u_view_proj; // unused
};
layout(set = 2, binding = 0) uniform Light {
layout(set=2, binding=0) uniform Light {
vec3 light_position;
vec3 light_color;
};

@ -1,3 +1,4 @@
use anyhow::*;
use image::GenericImageView;
use std::path::Path;
@ -13,14 +14,15 @@ impl Texture {
pub fn load<P: AsRef<Path>>(
device: &wgpu::Device,
queue: &wgpu::Queue,
path: P,
) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
) -> Result<Self> {
// Needed to appease the borrow checker
let path_copy = path.as_ref().to_path_buf();
let label = path_copy.to_str();
let img = image::open(path)?;
Self::from_image(device, &img, label)
Self::from_image(device, queue, img, label)
}
pub fn create_depth_texture(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor, label: &str) -> Self {
@ -32,103 +34,98 @@ impl Texture {
let desc = wgpu::TextureDescriptor {
label: Some(label),
size,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT
| wgpu::TextureUsage::SAMPLED
| wgpu::TextureUsage::COPY_SRC,
| wgpu::TextureUsage::SAMPLED,
};
let texture = device.create_texture(&desc);
let view = texture.create_default_view();
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare: wgpu::CompareFunction::LessEqual,
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(
&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
..Default::default()
}
);
Self { texture, view, sampler }
}
#[allow(dead_code)]
pub fn from_bytes(device: &wgpu::Device, bytes: &[u8], label: &str) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
pub fn from_bytes(
device: &wgpu::Device,
queue: &wgpu::Queue,
bytes: &[u8],
label: &str
) -> Result<Self> {
let img = image::load_from_memory(bytes)?;
Self::from_image(device, &img, Some(label))
Self::from_image(device, queue, img, Some(label))
}
pub fn from_image(
device: &wgpu::Device,
img: &image::DynamicImage,
label: Option<&str>,
) -> Result<(Self, wgpu::CommandBuffer), failure::Error> {
let rgba = img.to_rgba();
queue: &wgpu::Queue,
img: image::DynamicImage,
label: Option<&str>
) -> Result<Self> {
let dimensions = img.dimensions();
let rgba = img.into_rgba();
let size = wgpu::Extent3d {
width: dimensions.0,
height: dimensions.1,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label,
size,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let buffer = device.create_buffer_with_data(
&rgba,
wgpu::BufferUsage::COPY_SRC,
let texture = device.create_texture(
&wgpu::TextureDescriptor {
label,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
}
);
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("texture_buffer_copy_encoder"),
});
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
bytes_per_row: 4 * dimensions.0,
rows_per_image: dimensions.1,
},
queue.write_texture(
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d::ZERO,
},
},
&rgba,
wgpu::TextureDataLayout {
offset: 0,
bytes_per_row: 4 * dimensions.0,
rows_per_image: dimensions.1,
},
size,
);
let cmd_buffer = encoder.finish();
let view = texture.create_default_view();
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare: wgpu::CompareFunction::Always,
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(
&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
}
);
Ok((Self { texture, view, sampler }, cmd_buffer))
Ok(Self { texture, view, sampler })
}
}

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