use std::iter; use cgmath::prelude::*; use wgpu::util::DeviceExt; use winit::{ event::*, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}, }; mod texture; #[repr(C)] #[derive(Copy, Clone, Debug)] 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::() 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: [1.0 - 0.4131759, 1.0 - 0.00759614], }, // A Vertex { position: [-0.49513406, -0.06958647, 0.0], tex_coords: [1.0 - 0.0048659444, 1.0 - 0.43041354], }, // B Vertex { position: [-0.21918549, 0.44939706, 0.0], tex_coords: [1.0 - 0.28081453, 1.0 - 0.949397057], }, // C Vertex { position: [0.35966998, 0.3473291, 0.0], tex_coords: [1.0 - 0.85967, 1.0 - 0.84732911], }, // D Vertex { position: [0.44147372, -0.2347359, 0.0], tex_coords: [1.0 - 0.9414737, 1.0 - 0.2652641], }, // E ]; const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4]; const DEPTH_VERTICES: &[Vertex] = &[ Vertex { position: [0.0, 0.0, 0.0], tex_coords: [0.0, 1.0], }, Vertex { position: [1.0, 0.0, 0.0], tex_coords: [1.0, 1.0], }, Vertex { position: [1.0, 1.0, 0.0], tex_coords: [1.0, 0.0], }, Vertex { position: [0.0, 1.0, 0.0], tex_coords: [0.0, 0.0], }, ]; const DEPTH_INDICES: &[u16] = &[0, 1, 2, 0, 2, 3]; #[rustfmt::skip] pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4 = cgmath::Matrix4::new( 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.5, 1.0, ); const NUM_INSTANCES_PER_ROW: u32 = 10; #[allow(dead_code)] const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW; const INSTANCE_DISPLACEMENT: cgmath::Vector3 = cgmath::Vector3::new( NUM_INSTANCES_PER_ROW as f32 * 0.5, 0.0, NUM_INSTANCES_PER_ROW as f32 * 0.5, ); struct Camera { eye: cgmath::Point3, target: cgmath::Point3, up: cgmath::Vector3, aspect: f32, fovy: f32, znear: f32, zfar: f32, } impl Camera { fn build_view_projection_matrix(&self) -> cgmath::Matrix4 { 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); proj * view } } #[repr(C)] #[derive(Copy, Clone)] struct Uniforms { view_proj: cgmath::Matrix4, } 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; let forward_norm = forward.normalize(); let forward_mag = forward.magnitude(); // Prevents glitching when camera gets too close to the // center of the scene. if self.is_forward_pressed && forward_mag > self.speed { camera.eye += forward_norm * self.speed; } if self.is_backward_pressed { camera.eye -= forward_norm * self.speed; } let right = forward_norm.cross(camera.up); // Redo radius calc in case the up/ down is pressed. let forward = camera.target - camera.eye; let forward_mag = forward.magnitude(); if self.is_right_pressed { // Rescale the distance between the target and eye so // that it doesn't change. The eye therefore still // lies on the circle made by the target and eye. camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag; } if self.is_left_pressed { camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag; } } } struct Instance { position: cgmath::Vector3, rotation: cgmath::Quaternion, } impl Instance { 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, } unsafe impl bytemuck::Pod for InstanceRaw {} unsafe impl bytemuck::Zeroable for InstanceRaw {} struct DepthPass { texture: texture::Texture, layout: wgpu::BindGroupLayout, bind_group: wgpu::BindGroup, vertex_buffer: wgpu::Buffer, index_buffer: wgpu::Buffer, num_depth_indices: u32, render_pipeline: wgpu::RenderPipeline, } impl DepthPass { fn new(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Self { let texture = texture::Texture::create_depth_texture(device, sc_desc, "depth_texture"); let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("Depth Pass Layout"), entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, count: None, ty: wgpu::BindingType::SampledTexture { component_type: wgpu::TextureComponentType::Float, multisampled: false, dimension: wgpu::TextureViewDimension::D2, }, visibility: wgpu::ShaderStage::FRAGMENT, }, wgpu::BindGroupLayoutEntry { binding: 1, count: None, ty: wgpu::BindingType::Sampler { comparison: true }, visibility: wgpu::ShaderStage::FRAGMENT, }, ], }); let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&texture.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&texture.sampler), }, ], label: Some("depth_pass.bind_group"), }); let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Depth Pass VB"), contents: bytemuck::cast_slice(DEPTH_VERTICES), usage: wgpu::BufferUsage::VERTEX, }); let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Depth Pass IB"), contents: bytemuck::cast_slice(DEPTH_INDICES), usage: wgpu::BufferUsage::INDEX, }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Depth Pass Pipeline Layout"), bind_group_layouts: &[&layout], push_constant_ranges: &[], }); let vs_module = device.create_shader_module(wgpu::include_spirv!("challenge.vert.spv")); let fs_module = device.create_shader_module(wgpu::include_spirv!("challenge.frag.spv")); let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Depth Pass Render Pipeline"), layout: Some(&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, clamp_depth: false, }), primitive_topology: wgpu::PrimitiveTopology::TriangleList, color_states: &[wgpu::ColorStateDescriptor { format: sc_desc.format, color_blend: wgpu::BlendDescriptor::REPLACE, alpha_blend: wgpu::BlendDescriptor::REPLACE, write_mask: wgpu::ColorWrite::ALL, }], 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, }); Self { texture, layout, bind_group, vertex_buffer, index_buffer, num_depth_indices: DEPTH_INDICES.len() as u32, render_pipeline, } } fn resize(&mut self, device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) { self.texture = texture::Texture::create_depth_texture(device, sc_desc, "depth_texture"); self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &self.layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&self.texture.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&self.texture.sampler), }, ], label: Some("depth_pass.bind_group"), }); } fn render(&self, frame: &wgpu::SwapChainTexture, encoder: &mut wgpu::CommandEncoder) { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: true, }, }], depth_stencil_attachment: None, }); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_bind_group(0, &self.bind_group, &[]); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_index_buffer(self.index_buffer.slice(..)); render_pass.draw_indexed(0..self.num_depth_indices, 0, 0..1); } } 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, instances: Vec, #[allow(dead_code)] instance_buffer: wgpu::Buffer, depth_pass: DepthPass, } impl State { async fn new(window: &Window) -> Self { let size = window.inner_size(); // The instance is a handle to our GPU // BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU let instance = wgpu::Instance::new(wgpu::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), }) .await .unwrap(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: wgpu::Limits::default(), shader_validation: true, }, None, // Trace path ) .await .unwrap(); 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 = texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap(); let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { multisampled: false, 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 }, count: None, }, ], label: Some("texture_bind_group_layout"), }); let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &texture_bind_group_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&diffuse_texture.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), }, ], label: Some("diffuse_bind_group"), }); let camera = Camera { eye: (0.0, 5.0, -10.0).into(), target: (0.0, 0.0, 0.0).into(), up: cgmath::Vector3::unit_y(), aspect: 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_init(&wgpu::util::BufferInitDescriptor { label: Some("Uniform Buffer"), contents: bytemuck::cast_slice(&[uniforms]), usage: 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::>(); let instance_data = instances.iter().map(Instance::to_raw).collect::>(); 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 { entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::VERTEX, ty: wgpu::BindingType::UniformBuffer { dynamic: false, min_binding_size: None, }, 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, }, count: None, }, ], label: Some("uniform_bind_group_layout"), }); let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &uniform_bind_group_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Buffer(uniform_buffer.slice(..)), }, // NEW! wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..)), }, ], label: Some("uniform_bind_group"), }); let vs_module = device.create_shader_module(wgpu::include_spirv!("shader.vert.spv")); let fs_module = device.create_shader_module(wgpu::include_spirv!("shader.frag.spv")); let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout], push_constant_ranges: &[], }); let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Render Pipeline"), layout: Some(&render_pipeline_layout), vertex_stage: wgpu::ProgrammableStageDescriptor { module: &vs_module, entry_point: "main", }, 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: 2, // corresponds to bilinear filtering depth_bias_slope_scale: 2.0, depth_bias_clamp: 0.0, clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING), }), 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: Some(wgpu::DepthStencilStateDescriptor { format: texture::Texture::DEPTH_FORMAT, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::Less, stencil: wgpu::StencilStateDescriptor::default(), }), vertex_state: wgpu::VertexStateDescriptor { index_format: wgpu::IndexFormat::Uint16, vertex_buffers: &[Vertex::desc()], }, sample_count: 1, sample_mask: !0, alpha_to_coverage_enabled: false, }); let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Vertex Buffer"), contents: bytemuck::cast_slice(VERTICES), usage: wgpu::BufferUsage::VERTEX, }); let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Index Buffer"), contents: bytemuck::cast_slice(INDICES), usage: wgpu::BufferUsage::INDEX, }); let num_indices = INDICES.len() as u32; let depth_pass = DepthPass::new(&device, &sc_desc); 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, depth_pass, } } fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { 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.depth_pass.resize(&self.device, &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) } fn update(&mut self) { self.camera_controller.update_camera(&mut self.camera); self.uniforms.update_view_proj(&self.camera); self.queue.write_buffer( &self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]), ); } fn render(&mut self) { 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"), }); { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.1, g: 0.2, b: 0.3, a: 1.0, }), store: true, }, }], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor { attachment: &self.depth_pass.texture.view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: true, }), stencil_ops: None, }), }); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]); render_pass.set_bind_group(1, &self.uniform_bind_group, &[]); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_index_buffer(self.index_buffer.slice(..)); render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32); } self.depth_pass.render(&frame, &mut encoder); self.queue.submit(iter::once(encoder.finish())); } } fn main() { env_logger::init(); 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) => { state.resize(*physical_size); } WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { // new_inner_size is &mut so w have to dereference it twice state.resize(**new_inner_size); } _ => {} } } } Event::RedrawRequested(_) => { state.update(); state.render(); } Event::MainEventsCleared => { // RedrawRequested will only trigger once, unless we manually // request it. window.request_redraw(); } _ => {} } }); }