mirror of
https://github.com/sotrh/learn-wgpu.git
synced 2024-11-08 07:10:33 +00:00
686 lines
24 KiB
Rust
686 lines
24 KiB
Rust
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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#[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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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: [1.0 - 0.4131759, 1.0 - 0.00759614], }, // A
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Vertex { position: [-0.49513406, -0.06958647, 0.0], tex_coords: [1.0 - 0.0048659444, 1.0 - 0.43041354], }, // B
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Vertex { position: [-0.21918549, 0.44939706, 0.0], tex_coords: [1.0 - 0.28081453, 1.0 - 0.949397057], }, // C
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Vertex { position: [0.35966998, 0.3473291, 0.0], tex_coords: [1.0 - 0.85967, 1.0 - 0.84732911], }, // D
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Vertex { position: [0.44147372, -0.2347359, 0.0], tex_coords: [1.0 - 0.9414737, 1.0 - 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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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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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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}
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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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}
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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: wgpu::Texture,
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diffuse_texture_view: wgpu::TextureView,
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diffuse_sampler: wgpu::Sampler,
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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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instance_texture: wgpu::Texture,
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instance_texture_view: wgpu::TextureView,
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}
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impl State {
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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(&wgpu::RequestAdapterOptions {
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..Default::default()
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}).unwrap();
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let (device, mut 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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});
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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::Vsync,
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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_image = image::load_from_memory(diffuse_bytes).unwrap();
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let diffuse_rgba = diffuse_image.as_rgba8().unwrap();
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use image::GenericImageView;
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let dimensions = diffuse_image.dimensions();
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let size3d = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth: 1,
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};
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let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: size3d,
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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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});
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let diffuse_buffer = device
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.create_buffer_mapped(diffuse_rgba.len(), wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&diffuse_rgba);
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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todo: 0,
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});
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encoder.copy_buffer_to_texture(
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wgpu::BufferCopyView {
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buffer: &diffuse_buffer,
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offset: 0,
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row_pitch: 4 * dimensions.0,
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image_height: dimensions.1,
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},
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wgpu::TextureCopyView {
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texture: &diffuse_texture,
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mip_level: 0,
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array_layer: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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size3d,
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);
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let diffuse_texture_view = diffuse_texture.create_default_view();
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let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare_function: wgpu::CompareFunction::Always,
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});
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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::BindGroupLayoutBinding {
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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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},
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},
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wgpu::BindGroupLayoutBinding {
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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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},
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],
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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_sampler),
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}
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],
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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
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.create_buffer_mapped(1, wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST)
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.fill_from_slice(&[uniforms]);
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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::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_matrix).collect::<Vec<_>>();
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let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
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let instance_buffer = device
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.create_buffer_mapped(instance_data.len(), wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&instance_data);
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let instance_extent = wgpu::Extent3d {
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width: instance_data.len() as u32 * 4,
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height: 1,
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depth: 1,
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};
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let instance_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: instance_extent,
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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D1,
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format: wgpu::TextureFormat::Rgba32Float,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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});
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let instance_texture_view = instance_texture.create_default_view();
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let instance_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare_function: wgpu::CompareFunction::Always,
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});
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encoder.copy_buffer_to_texture(
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wgpu::BufferCopyView {
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buffer: &instance_buffer,
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offset: 0,
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row_pitch: std::mem::size_of::<f32>() as u32 * 4,
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image_height: instance_data.len() as u32 * 4,
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},
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wgpu::TextureCopyView {
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texture: &instance_texture,
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mip_level: 0,
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array_layer: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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instance_extent,
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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::BindGroupLayoutBinding {
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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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wgpu::BindGroupLayoutBinding {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D1,
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}
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},
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wgpu::BindGroupLayoutBinding {
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binding: 2,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::Sampler,
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},
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]
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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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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&instance_texture_view),
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},
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wgpu::Binding {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&instance_sampler),
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},
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],
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});
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let vs_src = include_str!("texture.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 {
|
|
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,
|
|
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_mapped(VERTICES.len(), wgpu::BufferUsage::VERTEX)
|
|
.fill_from_slice(VERTICES);
|
|
let index_buffer = device
|
|
.create_buffer_mapped(INDICES.len(), wgpu::BufferUsage::INDEX)
|
|
.fill_from_slice(INDICES);
|
|
let num_indices = INDICES.len() as u32;
|
|
|
|
queue.submit(&[encoder.finish()]);
|
|
|
|
Self {
|
|
surface,
|
|
device,
|
|
queue,
|
|
sc_desc,
|
|
swap_chain,
|
|
render_pipeline,
|
|
vertex_buffer,
|
|
index_buffer,
|
|
num_indices,
|
|
diffuse_texture,
|
|
diffuse_texture_view,
|
|
diffuse_sampler,
|
|
diffuse_bind_group,
|
|
camera,
|
|
camera_controller,
|
|
uniform_buffer,
|
|
uniform_bind_group,
|
|
uniforms,
|
|
size,
|
|
instances,
|
|
instance_texture,
|
|
instance_texture_view,
|
|
}
|
|
}
|
|
|
|
|
|
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)
|
|
}
|
|
|
|
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 {
|
|
todo: 0,
|
|
});
|
|
|
|
let staging_buffer = self.device
|
|
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
|
|
.fill_from_slice(&[self.uniforms]);
|
|
|
|
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()]);
|
|
}
|
|
|
|
fn render(&mut self) {
|
|
let frame = self.swap_chain.get_next_texture();
|
|
|
|
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
todo: 0,
|
|
});
|
|
|
|
{
|
|
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_buffers(0, &[(&self.vertex_buffer, 0)]);
|
|
render_pass.set_index_buffer(&self.index_buffer, 0);
|
|
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
|
|
}
|
|
|
|
self.queue.submit(&[
|
|
encoder.finish()
|
|
]);
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
let event_loop = EventLoop::new();
|
|
let window = WindowBuilder::new()
|
|
.build(&event_loop)
|
|
.unwrap();
|
|
|
|
let mut state = 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) {
|
|
*control_flow = ControlFlow::Wait;
|
|
} else {
|
|
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,
|
|
_ => *control_flow = ControlFlow::Wait,
|
|
}
|
|
}
|
|
WindowEvent::Resized(physical_size) => {
|
|
state.resize(*physical_size);
|
|
*control_flow = ControlFlow::Wait;
|
|
}
|
|
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
|
state.resize(**new_inner_size);
|
|
*control_flow = ControlFlow::Wait;
|
|
}
|
|
_ => *control_flow = ControlFlow::Wait,
|
|
}
|
|
}
|
|
Event::MainEventsCleared => {
|
|
state.update();
|
|
state.render();
|
|
*control_flow = ControlFlow::Wait;
|
|
}
|
|
_ => *control_flow = ControlFlow::Wait,
|
|
}
|
|
});
|
|
}
|