You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
learn-wgpu/code/beginner/tutorial9-models/src/main.rs

601 lines
21 KiB
Rust

use std::iter;
use cgmath::prelude::*;
use wgpu::util::DeviceExt;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
};
mod model;
mod texture;
use model::{DrawModel, Vertex};
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = 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;
struct Camera {
eye: cgmath::Point3<f32>,
target: cgmath::Point3<f32>,
up: cgmath::Vector3<f32>,
aspect: f32,
fovy: f32,
znear: f32,
zfar: f32,
}
impl Camera {
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
let view = cgmath::Matrix4::look_at_rh(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, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
view_proj: [[f32; 4]; 4],
}
impl Uniforms {
fn new() -> Self {
Self {
view_proj: cgmath::Matrix4::identity().into(),
}
}
fn update_view_proj(&mut self, camera: &Camera) {
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
}
}
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<f32>,
rotation: cgmath::Quaternion<f32>,
}
impl Instance {
fn to_raw(&self) -> InstanceRaw {
InstanceRaw {
model: (cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation))
.into(),
}
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct InstanceRaw {
#[allow(dead_code)]
model: [[f32; 4]; 4],
}
impl InstanceRaw {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We don't have to do this in code though.
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
obj_model: model::Model,
camera: Camera,
camera_controller: CameraController,
uniforms: Uniforms,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
instances: Vec<Instance>,
#[allow(dead_code)]
instance_buffer: wgpu::Buffer,
depth_texture: texture::Texture,
}
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 {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
Some(&std::path::Path::new("trace")), // Trace path
)
.await
.unwrap();
let sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: adapter.get_swap_chain_preferred_format(&surface).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: true,
},
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
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,
});
const SPACE_BETWEEN: f32 = 3.0;
let instances = (0..NUM_INSTANCES_PER_ROW)
.flat_map(|z| {
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let position = cgmath::Vector3 { x, y: 0.0, z };
let rotation = if position.is_zero() {
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::<Vec<_>>();
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::VERTEX,
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
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: uniform_buffer.as_entire_binding(),
}],
label: Some("uniform_bind_group"),
});
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();
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 depth_texture =
texture::Texture::create_depth_texture(&device, &sc_desc, "depth_texture");
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: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
buffers: &[model::ModelVertex::desc(), InstanceRaw::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: sc_desc.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrite::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLAMPING
clamp_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: texture::Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Self {
surface,
device,
queue,
sc_desc,
swap_chain,
size,
render_pipeline,
obj_model,
camera,
camera_controller,
uniform_buffer,
uniform_bind_group,
uniforms,
instances,
instance_buffer,
depth_texture,
}
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
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_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
}
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) -> Result<(), wgpu::SwapChainError> {
let frame = self.swap_chain.get_current_frame()?.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 {
label: Some("Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &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::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw_model_instanced(
&self.obj_model,
0..self.instances.len() as u32,
&self.uniform_bind_group,
);
}
self.queue.submit(iter::once(encoder.finish()));
Ok(())
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let title = env!("CARGO_PKG_NAME");
let window = winit::window::WindowBuilder::new()
.with_title(title)
.build(&event_loop)
.unwrap();
use futures::executor::block_on;
let mut state = block_on(State::new(&window));
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
match event {
Event::MainEventsCleared => window.request_redraw(),
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, .. } => {
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
state.update();
match state.render() {
Ok(_) => {}
// Recreate the swap_chain if lost
Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
_ => {}
}
});
}