learn-wgpu/docs/news
2020-11-23 23:29:52 -07:00
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News

November 2020 Cleanup, Content Freeze, and Patreon

School is starting to ramp up, so I haven't had as much time to work on the site as I would like to. Because of that there were some issues piling up. I decided to tackle a bunch of them in one go. Here's a snapshot of what I did:

  • The tutorial now handles SwapChainError properly
  • I'm now using bytemuck's derive feature on all buffer data structs.
  • The instancing tutorial now uses vertex buffers instead of storage buffers.
  • build.rs now updates when individual shaders are changed, not whenever /src is changed.
  • Had some help from Github user @kanerogers to clean up the texturing tutorial.
  • I made a compute pipeline showcase that computes the tangent and bitangent for each vertex in a model.
  • I made a imgui showcase. It's very basic, but it should be a good starting point.

Now in the headline I mentioned a "Content Freeze". Wgpu is still a moving target. The migration from 0.4 to 0.5 was lot of work. The same goes for 0.5 to 0.6. I'm expected the next migration to be just as much work. As such, I won't be added much content until the API becomes a bit more stable. That being said, I still plan on resolving any issues with the content.

One more thing. This is actually quite awkward for me (especially since I'll be slowing down development), but I've started a patreon. My job doesn't give me a ton of hours, so things are a bit tight. You are by no means obligated to donate, but I would appreciate it.

You can find out more about contributing to this project on the introduction page

0.6

This took me way too long. The changes weren't difficult, but I had to do a lot of copy pasting. The main changes are using queue.write_buffer() and queue.write_texture() everywhere. I won't get into the nitty gritty, but you can checkout the pull request if you're interested.

Added Pong Showcase

See it here

Normal mapping

My perfectionism got in my way a bit with this one. I wasn't sure that what I was getting was "physically accurate", but it seems to look good.

0.5!

Too many things changed to make note of them here. Check out the 0.5 pull request if you're curious about specifics. That being said, 2 things are worth mentioning directly: the y-axis now points up like with DirectX and Metal, and requesting an adapter and creating a device now use Futures. The tutorials have been updated as well as the code.

Reworked lighting tutorial

The lighting tutorial was not up to par, so I redid it.

Added GIF showcase

Creating GIFs

Updated texture tutorials

Up to this point, we created textures manually everytime. I've pulled out the texture creation code into a new texture.rs file and included it every tutorial from the textures tutorial onward.

Fixed panics do to not specifying the correct usage

Wgpu has become more strict about what BufferUsages and TextureUsages are required when performing certain operations. For example int the Wgpu without a window example, the texture_desc only specified the usage to by COPY_SRC. This caused a crash when the texture was used as a render target. Adding OUTPUT_ATTACHMENT fixed the issue.

Updating Winit from 0.20.0-alpha5 to 0.20

There were a lot of small changes to how the dpi stuff works. You can see all the changes in the changelog. That means that some of the tutorials had to change.

  • I've removed hidpi_factor from State entirely. They removed the hidpi_factor() method from winit::window::Window, and changed inner_size() to return PhysicalSize instead of LogicalSize, so we don't need to store the hidpi_factor anymore.
  • update_hidpi_and_resize is no more. Since ScaleFactorChanged passes in the windows new PhysicalSize, we can simply use resize().
  • State::size is now PhysicalSize<u32> instead of the pre 0.20 LogicalSize.
  • EventsCleared is now MainEventsCleared.

I may have missed a change, but I made sure that all the examples compile an run, so if you have trouble with your code you can use them as a reference.

Changed tutorial examples to use a src directory

I wasn't using the traditional cargo binary folder setup. I've changed it to the standardized form now.

Updating to 0.4 from 0.3

There are a few things that have changed:

  1. The use of Instance has been removed. Creating a Surface and requesting an Adapter are done as follows.
let surface = wgpu::Surface::create(window);
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
    ..Default::default()
}).unwrap(); // needs to be unwrapped
  1. The request_device method now returns a (Device, Queue) tuple. This means that you can borrow the Queue mutably while using the Device immutably. Because of this change, submitting CommandBuffers to the queue uses the submit method on the Queue directly.
self.queue.submit(&[
    encoder.finish()
]);
  1. The create method on Surface takes in any struct that implements the HasRawWindow trait, instead of a RawWindowHandle. This means that the raw-window-handle = "0.3" line in Cargo.toml is no longer needed.

I don't know if this is a change from 0.4, but you use wgpu = "0.4" line in dependencies instead of the [dependencies.wgpu] as wgpu will determine the best back end for you.

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