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learn-wgpu/code/intermediate/tutorial13-threading/src/main.rs

651 lines
22 KiB
Rust

use cgmath::prelude::*;
use rayon::prelude::*;
use std::iter;
use wgpu::util::DeviceExt;
use winit::{
dpi::PhysicalPosition,
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
};
mod camera;
mod model;
mod texture; // NEW!
use model::{DrawLight, DrawModel, Vertex};
const NUM_INSTANCES_PER_ROW: u32 = 10;
#[repr(C)]
#[derive(Copy, Clone)]
struct Uniforms {
view_position: cgmath::Vector4<f32>,
view_proj: cgmath::Matrix4<f32>,
}
impl Uniforms {
fn new() -> Self {
Self {
view_position: Zero::zero(),
view_proj: cgmath::Matrix4::identity(),
}
}
// UPDATED!
fn update_view_proj(&mut self, camera: &camera::Camera, projection: &camera::Projection) {
self.view_position = camera.position.to_homogeneous();
self.view_proj = projection.calc_matrix() * camera.calc_matrix()
}
}
unsafe impl bytemuck::Zeroable for Uniforms {}
unsafe impl bytemuck::Pod for Uniforms {}
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),
}
}
}
#[derive(Copy, Clone)]
struct InstanceRaw {
#[allow(dead_code)]
model: cgmath::Matrix4<f32>,
}
unsafe impl bytemuck::Pod for InstanceRaw {}
unsafe impl bytemuck::Zeroable for InstanceRaw {}
#[repr(C)]
#[derive(Debug, Copy, Clone)]
struct Light {
position: cgmath::Vector3<f32>,
// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
_padding: u32,
color: cgmath::Vector3<f32>,
}
unsafe impl bytemuck::Zeroable for Light {}
unsafe impl bytemuck::Pod for Light {}
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
render_pipeline: wgpu::RenderPipeline,
obj_model: model::Model,
camera: camera::Camera,
projection: camera::Projection,
camera_controller: camera::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,
size: winit::dpi::PhysicalSize<u32>,
light: Light,
light_buffer: wgpu::Buffer,
light_bind_group: wgpu::BindGroup,
light_render_pipeline: wgpu::RenderPipeline,
#[allow(dead_code)]
debug_material: model::Material,
last_mouse_pos: PhysicalPosition<f64>,
mouse_pressed: bool,
}
fn create_render_pipeline(
device: &wgpu::Device,
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_descs: &[wgpu::VertexBufferDescriptor],
vs_src: wgpu::ShaderModuleSource,
fs_src: wgpu::ShaderModuleSource,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(vs_src);
let fs_module = device.create_shader_module(fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&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: color_format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: depth_format.map(|format| wgpu::DepthStencilStateDescriptor {
format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilStateDescriptor::default(),
}),
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: vertex_descs,
},
})
}
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 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,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
count: None,
},
// normal map
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
// UPDATED!
let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
let projection =
camera::Projection::new(sc_desc.width, sc_desc.height, cgmath::Deg(45.0), 0.1, 100.0);
let camera_controller = camera::CameraController::new(4.0, 0.4);
let mut uniforms = Uniforms::new();
uniforms.update_view_proj(&camera, &projection);
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)
.into_par_iter() // NEW!
.flat_map(|z| {
// UPDATED!
(0..NUM_INSTANCES_PER_ROW).into_par_iter().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::STORAGE,
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::StorageBuffer {
dynamic: false,
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(..)),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..)),
},
],
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 light = Light {
position: (2.0, 2.0, 2.0).into(),
_padding: 0,
color: (1.0, 1.0, 1.0).into(),
};
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light VB"),
contents: bytemuck::cast_slice(&[light]),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let light_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: None,
},
count: None,
}],
label: None,
});
let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &light_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
}],
label: None,
});
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,
&light_bind_group_layout,
],
push_constant_ranges: &[],
});
let render_pipeline = create_render_pipeline(
&device,
&render_pipeline_layout,
sc_desc.format,
Some(texture::Texture::DEPTH_FORMAT),
&[model::ModelVertex::desc()],
wgpu::include_spirv!("shader.vert.spv"),
wgpu::include_spirv!("shader.frag.spv"),
);
let light_render_pipeline = {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Light Pipeline Layout"),
bind_group_layouts: &[&uniform_bind_group_layout, &light_bind_group_layout],
push_constant_ranges: &[],
});
create_render_pipeline(
&device,
&layout,
sc_desc.format,
Some(texture::Texture::DEPTH_FORMAT),
&[model::ModelVertex::desc()],
wgpu::include_spirv!("light.vert.spv"),
wgpu::include_spirv!("light.frag.spv"),
)
};
let debug_material = {
let diffuse_bytes = include_bytes!("../res/cobble-diffuse.png");
let normal_bytes = include_bytes!("../res/cobble-normal.png");
let diffuse_texture = texture::Texture::from_bytes(
&device,
&queue,
diffuse_bytes,
"res/alt-diffuse.png",
false,
)
.unwrap();
let normal_texture = texture::Texture::from_bytes(
&device,
&queue,
normal_bytes,
"res/alt-normal.png",
true,
)
.unwrap();
model::Material::new(
&device,
"alt-material",
diffuse_texture,
normal_texture,
&texture_bind_group_layout,
)
};
Self {
surface,
device,
queue,
sc_desc,
swap_chain,
render_pipeline,
obj_model,
camera,
projection,
camera_controller,
uniform_buffer,
uniform_bind_group,
uniforms,
instances,
instance_buffer,
depth_texture,
size,
light,
light_buffer,
light_bind_group,
light_render_pipeline,
#[allow(dead_code)]
debug_material,
last_mouse_pos: (0.0, 0.0).into(),
mouse_pressed: false,
}
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.projection.resize(new_size.width, new_size.height);
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 {
match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(key),
state,
..
},
..
} => self.camera_controller.process_keyboard(*key, *state),
WindowEvent::MouseWheel { delta, .. } => {
self.camera_controller.process_scroll(delta);
true
}
WindowEvent::MouseInput {
button: MouseButton::Left,
state,
..
} => {
self.mouse_pressed = *state == ElementState::Pressed;
true
}
WindowEvent::CursorMoved { position, .. } => {
let mouse_dx = position.x - self.last_mouse_pos.x;
let mouse_dy = position.y - self.last_mouse_pos.y;
self.last_mouse_pos = *position;
if self.mouse_pressed {
self.camera_controller.process_mouse(mouse_dx, mouse_dy);
}
true
}
_ => false,
}
}
fn update(&mut self, dt: std::time::Duration) {
self.camera_controller.update_camera(&mut self.camera, dt);
self.uniforms
.update_view_proj(&self.camera, &self.projection);
self.queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[self.uniforms]),
);
// Update the light
let old_position = self.light.position;
self.light.position =
cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
* old_position;
self.queue
.write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
}
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_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_pipeline(&self.light_render_pipeline);
render_pass.draw_light_model(
&self.obj_model,
&self.uniform_bind_group,
&self.light_bind_group,
);
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.light_bind_group,
);
}
self.queue.submit(iter::once(encoder.finish()));
}
}
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)); // NEW!
let mut last_render_time = std::time::Instant::now();
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(_) => {
let now = std::time::Instant::now();
let dt = now - last_render_time;
last_render_time = now;
state.update(dt);
state.render();
}
_ => {}
}
});
}