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learn-wgpu/code/beginner/tutorial9-models/src/model.rs

131 lines
3.6 KiB
Rust

use std::ops::Range;
use crate::texture;
pub trait Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ModelVertex {
pub position: [f32; 3],
pub tex_coords: [f32; 2],
pub normal: [f32; 3],
}
impl Vertex for ModelVertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
pub struct Material {
pub name: String,
pub diffuse_texture: texture::Texture,
pub bind_group: wgpu::BindGroup,
}
pub struct Mesh {
pub name: String,
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub num_elements: u32,
pub material: usize,
}
pub struct Model {
pub meshes: Vec<Mesh>,
pub materials: Vec<Material>,
}
pub trait DrawModel<'a> {
fn draw_mesh(
&mut self,
mesh: &'a Mesh,
material: &'a Material,
camera_bind_group: &'a wgpu::BindGroup,
);
fn draw_mesh_instanced(
&mut self,
mesh: &'a Mesh,
material: &'a Material,
instances: Range<u32>,
camera_bind_group: &'a wgpu::BindGroup,
);
fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
fn draw_model_instanced(
&mut self,
model: &'a Model,
instances: Range<u32>,
camera_bind_group: &'a wgpu::BindGroup,
);
}
impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
where
'b: 'a,
{
fn draw_mesh(
&mut self,
mesh: &'b Mesh,
material: &'b Material,
camera_bind_group: &'b wgpu::BindGroup,
) {
self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group);
}
fn draw_mesh_instanced(
&mut self,
mesh: &'b Mesh,
material: &'b Material,
instances: Range<u32>,
camera_bind_group: &'b wgpu::BindGroup,
) {
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.set_bind_group(0, &material.bind_group, &[]);
self.set_bind_group(1, camera_bind_group, &[]);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}
fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) {
self.draw_model_instanced(model, 0..1, camera_bind_group);
}
fn draw_model_instanced(
&mut self,
model: &'b Model,
instances: Range<u32>,
camera_bind_group: &'b wgpu::BindGroup,
) {
for mesh in &model.meshes {
log::warn!("materials: {}", model.materials.len());
let material = &model.materials[mesh.material];
self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
}
}
}