Simplify projet structure
This commit is contained in:
parent
44e027f76f
commit
0c1dabb99a
16 changed files with 279 additions and 1860 deletions
74
src/engine.rs
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74
src/engine.rs
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@ -0,0 +1,74 @@
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use winit::{
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event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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pub struct Engine {
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title: &'static str,
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}
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impl Engine {
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pub fn new(title: &'static str) -> Engine {
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Engine { title }
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}
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pub async fn run(self) {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.with_title(self.title)
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.build(&event_loop)
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.unwrap();
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let mut state = crate::State::new(&window).await;
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event_loop.run(
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move |event: Event<()>, _, control_flow: &mut ControlFlow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => {
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if !state.input(&event) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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},
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &&mut so we have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == window.id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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},
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);
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}
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}
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BIN
src/happy-tree.png
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BIN
src/happy-tree.png
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After Width: | Height: | Size: 28 KiB |
10
src/main.rs
10
src/main.rs
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@ -1,3 +1,11 @@
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mod engine;
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pub use engine::Engine;
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mod state;
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pub use state::State;
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pub mod render;
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use simplelog::{TermLogger, LevelFilter, Config, TerminalMode, ColorChoice};
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fn main() {
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@ -5,6 +13,6 @@ fn main() {
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println!("Failed to start logger : {}", err);
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}
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let engine = engine_core::Engine::new("Test 123");
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let engine = Engine::new("Test 123");
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pollster::block_on(engine.run());
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}
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BIN
src/pikachu.png
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BIN
src/pikachu.png
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After Width: | Height: | Size: 44 KiB |
139
src/render/camera.rs
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139
src/render/camera.rs
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use winit::event::{WindowEvent, KeyboardInput, ElementState, VirtualKeyCode};
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#[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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pub struct Camera {
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pub eye: cgmath::Point3<f32>,
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pub target: cgmath::Point3<f32>,
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pub up: cgmath::Vector3<f32>,
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pub aspect: f32,
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pub fovy: f32,
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pub znear: f32,
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pub 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_rh(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 OPENGL_TO_WGPU_MATRIX * proj * view;
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}
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}
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// We need this for Rust to store our data correctly for the shaders
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#[repr(C)]
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// This is so we can store this in a buffer
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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// We can't use cgmath with bytemuck directly so we'll have
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// to convert the Matrix4 into a 4x4 f32 array
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view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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view_proj: cgmath::Matrix4::identity().into(),
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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}
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}
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pub struct CameraController {
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speed: f32,
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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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pub fn new(speed: f32) -> Self {
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Self {
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speed,
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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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pub 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:
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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::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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pub fn update_camera(&self, camera: &mut Camera) {
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use cgmath::InnerSpace;
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let forward = camera.target - camera.eye;
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let forward_norm = forward.normalize();
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let forward_mag = forward.magnitude();
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// Prevents glitching when camera gets too close to the
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// center of the scene.
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if self.is_forward_pressed && forward_mag > self.speed {
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camera.eye += forward_norm * self.speed;
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}
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if self.is_backward_pressed {
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camera.eye -= forward_norm * self.speed;
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}
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let right = forward_norm.cross(camera.up);
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// Redo radius calc in case the fowrard/backward is pressed.
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let forward = camera.target - camera.eye;
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let forward_mag = forward.magnitude();
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if self.is_right_pressed {
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// Rescale the distance between the target and eye so
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// that it doesn't change. The eye therefore still
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// lies on the circle made by the target and eye.
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camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
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}
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if self.is_left_pressed {
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camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
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}
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}
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}
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60
src/render/instance.rs
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60
src/render/instance.rs
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pub struct Instance {
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pub position: cgmath::Vector3<f32>,
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pub rotation: cgmath::Quaternion<f32>,
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct InstanceRaw {
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model: [[f32; 4]; 4],
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}
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impl Instance {
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pub fn to_raw(&self) -> InstanceRaw {
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InstanceRaw {
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model: (cgmath::Matrix4::from_translation(self.position)
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* cgmath::Matrix4::from(self.rotation))
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.into(),
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}
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}
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}
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impl InstanceRaw {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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// We need to switch from using a step mode of Vertex to Instance
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// This means that our shaders will only change to use the next
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// instance when the shader starts processing a new instance
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
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// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
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// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
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// for each vec4. We'll have to reassemble the mat4 in
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// the shader.
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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15
src/render/mod.rs
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15
src/render/mod.rs
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mod vertex;
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pub use vertex::Vertex;
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mod camera;
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pub use camera::{
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Camera, CameraUniform, CameraController
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};
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mod texture;
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pub use texture::Texture;
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mod instance;
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pub use instance::{
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Instance, InstanceRaw
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};
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116
src/render/texture.rs
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116
src/render/texture.rs
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use anyhow::*;
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use image::GenericImageView;
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pub struct Texture {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl Texture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn from_bytes(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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bytes: &[u8],
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label: &str,
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) -> Result<Self> {
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let img = image::load_from_memory(bytes)?;
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Self::from_image(device, queue, &img, Some(label))
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}
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pub fn from_image(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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img: &image::DynamicImage,
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label: Option<&str>,
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) -> Result<Self> {
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let rgba = img.to_rgba8();
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let dimensions = img.dimensions();
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let size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label,
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size,
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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::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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});
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queue.write_texture(
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wgpu::ImageCopyTexture {
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aspect: wgpu::TextureAspect::All,
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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&rgba,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
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rows_per_image: std::num::NonZeroU32::new(dimensions.1),
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},
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size,
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);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let 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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..Default::default()
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});
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Ok(Self {
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texture,
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view,
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sampler,
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})
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}
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pub fn create_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str) -> Self {
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let size = wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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};
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let desc = wgpu::TextureDescriptor {
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label: Some(label),
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size,
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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: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING,
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(
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&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::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
|
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..Default::default()
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}
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);
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|
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Self { texture, view, sampler }
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}
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}
|
41
src/render/vertex.rs
Normal file
41
src/render/vertex.rs
Normal file
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Vertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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}
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impl Vertex {
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const ATTRIBS: [wgpu::VertexAttribute; 2] =
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wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2];
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &Self::ATTRIBS,
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}
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}
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|
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// pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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// wgpu::VertexBufferLayout {
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// array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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// step_mode: wgpu::VertexStepMode::Vertex,
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// attributes: &[
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// wgpu::VertexAttribute {
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// offset: 0,
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// shader_location: 0,
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// format: wgpu::VertexFormat::Float32x3,
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// },
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// wgpu::VertexAttribute {
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// offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
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// shader_location: 1,
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// format: wgpu::VertexFormat::Float32x2,
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// }
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// ]
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// }
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// }
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}
|
49
src/shader.wgsl
Normal file
49
src/shader.wgsl
Normal file
|
@ -0,0 +1,49 @@
|
|||
struct InstanceInput {
|
||||
[[location(5)]] model_matrix_0: vec4<f32>;
|
||||
[[location(6)]] model_matrix_1: vec4<f32>;
|
||||
[[location(7)]] model_matrix_2: vec4<f32>;
|
||||
[[location(8)]] model_matrix_3: vec4<f32>;
|
||||
};
|
||||
|
||||
struct CameraUniform {
|
||||
view_proj: mat4x4<f32>;
|
||||
};
|
||||
[[group(1), binding(0)]]
|
||||
var<uniform> camera: CameraUniform;
|
||||
|
||||
struct VertexInput {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
[[location(1)]] tex_coords: vec2<f32>;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] clip_position: vec4<f32>;
|
||||
[[location(0)]] tex_coords: vec2<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
instance: InstanceInput,
|
||||
) -> VertexOutput {
|
||||
let model_matrix = mat4x4<f32>(
|
||||
instance.model_matrix_0,
|
||||
instance.model_matrix_1,
|
||||
instance.model_matrix_2,
|
||||
instance.model_matrix_3,
|
||||
);
|
||||
var out: VertexOutput;
|
||||
out.tex_coords = model.tex_coords;
|
||||
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
[[group(0), binding(0)]]
|
||||
var t_diffuse: texture_2d<f32>;
|
||||
[[group(0), binding(1)]]
|
||||
var s_diffuse: sampler;
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||
}
|
507
src/state.rs
Normal file
507
src/state.rs
Normal file
|
@ -0,0 +1,507 @@
|
|||
use super::render::{
|
||||
Vertex, Camera, CameraUniform, CameraController, Texture, Instance, InstanceRaw
|
||||
};
|
||||
use cgmath::prelude::*;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [-0.0868241, 0.49240386, 0.0],
|
||||
tex_coords: [0.4131759, 0.00759614],
|
||||
}, // A
|
||||
Vertex {
|
||||
position: [-0.49513406, 0.06958647, 0.0],
|
||||
tex_coords: [0.0048659444, 0.43041354],
|
||||
}, // B
|
||||
Vertex {
|
||||
position: [-0.21918549, -0.44939706, 0.0],
|
||||
tex_coords: [0.28081453, 0.949397],
|
||||
}, // C
|
||||
Vertex {
|
||||
position: [0.35966998, -0.3473291, 0.0],
|
||||
tex_coords: [0.85967, 0.84732914],
|
||||
}, // D
|
||||
Vertex {
|
||||
position: [0.44147372, 0.2347359, 0.0],
|
||||
tex_coords: [0.9414737, 0.2652641],
|
||||
}, // E
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
|
||||
|
||||
const NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
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,
|
||||
);
|
||||
|
||||
const FRAME_TIME: f32 = 1.0 / 60.0;
|
||||
const ROTATION_SPEED: f32 = std::f32::consts::PI * FRAME_TIME * 0.5;
|
||||
|
||||
pub struct State {
|
||||
pub surface: wgpu::Surface,
|
||||
pub device: wgpu::Device,
|
||||
pub queue: wgpu::Queue,
|
||||
pub config: wgpu::SurfaceConfiguration,
|
||||
pub size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
camera: Camera,
|
||||
camera_uniform: CameraUniform,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
camera_bind_group: wgpu::BindGroup,
|
||||
camera_controller: CameraController,
|
||||
instances: Vec<Instance>,
|
||||
instance_buffer: wgpu::Buffer,
|
||||
// num_vertices: u32,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
diffuse_bind_group_pikachu: wgpu::BindGroup,
|
||||
#[allow(dead_code)]
|
||||
diffuse_texture_pikachu: Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
#[allow(dead_code)]
|
||||
diffuse_texture: Texture,
|
||||
depth_texture: Texture,
|
||||
toggle: bool,
|
||||
}
|
||||
|
||||
impl State {
|
||||
// Creating some of the wgpu types requires async code
|
||||
pub async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
// The instance is a handle to our GPU
|
||||
// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
|
||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||
let surface = unsafe { instance.create_surface(window) };
|
||||
let adapter = instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::default(),
|
||||
compatible_surface: Some(&surface),
|
||||
force_fallback_adapter: false,
|
||||
})
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
// let adapter = instance
|
||||
// .enumerate_adapters(wgpu::Backends::all())
|
||||
// .filter(|adapter| {
|
||||
// // Check if this adapter supports our surface
|
||||
// surface.get_preferred_format(&adapter).is_some()
|
||||
// })
|
||||
// .next()
|
||||
// .unwrap();
|
||||
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
features: wgpu::Features::empty(),
|
||||
// WebGL doesn't support all of wgpu's features, so if
|
||||
// we're building for the web we'll have to disable some.
|
||||
limits: if cfg!(target_arch = "wasm32") {
|
||||
wgpu::Limits::downlevel_webgl2_defaults()
|
||||
} else {
|
||||
wgpu::Limits::default()
|
||||
},
|
||||
label: None,
|
||||
},
|
||||
None, // Trace path
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface.get_preferred_format(&adapter).unwrap(),
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
surface.configure(&device, &config);
|
||||
|
||||
// Binding des textures
|
||||
let texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bytes = include_bytes!("happy-tree.png");
|
||||
let diffuse_texture =
|
||||
Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
|
||||
.unwrap();
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
let diffuse_bytes_pikachu = include_bytes!("pikachu.png");
|
||||
let diffuse_texture_pikachu = Texture::from_bytes(
|
||||
&device,
|
||||
&queue,
|
||||
diffuse_bytes_pikachu,
|
||||
"pikachu.png",
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture_pikachu.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture_pikachu.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
// FIN Binding des textures
|
||||
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
// position the camera one unit up and 2 units back
|
||||
// +z is out of the screen
|
||||
eye: (0.0, 1.0, 2.0).into(),
|
||||
// have it look at the origin
|
||||
target: (0.0, 0.0, 0.0).into(),
|
||||
// which way is "up"
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect: config.width as f32 / config.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
contents: bytemuck::cast_slice(&[camera_uniform]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let camera_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("camera_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &camera_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("camera_bind_group"),
|
||||
});
|
||||
|
||||
let camera_controller = CameraController::new(0.2);
|
||||
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
let position = cgmath::Vector3 {
|
||||
x: x as f32,
|
||||
y: 0.0,
|
||||
z: z as f32,
|
||||
} - INSTANCE_DISPLACEMENT;
|
||||
|
||||
let rotation = if position.is_zero() {
|
||||
// this is needed so an object at (0, 0, 0) won't get scaled to zero
|
||||
// as Quaternions can effect scale if they're not created correctly
|
||||
cgmath::Quaternion::from_axis_angle(
|
||||
cgmath::Vector3::unit_z(),
|
||||
cgmath::Deg(0.0),
|
||||
)
|
||||
} else {
|
||||
cgmath::Quaternion::from_axis_angle(position.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::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let depth_texture =
|
||||
Texture::create_depth_texture(&device, &config, "depth_texture");
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[&texture_bind_group_layout, &camera_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: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::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_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: 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,
|
||||
},
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
// let num_vertices = VERTICES.len() as u32;
|
||||
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
camera,
|
||||
camera_uniform,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
camera_controller,
|
||||
// num_vertices,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_bind_group,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group_pikachu,
|
||||
diffuse_texture_pikachu,
|
||||
instances,
|
||||
instance_buffer,
|
||||
toggle: false,
|
||||
depth_texture,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
self.depth_texture = Texture::create_depth_texture(
|
||||
&self.device,
|
||||
&self.config,
|
||||
"depth_texture",
|
||||
);
|
||||
}
|
||||
|
||||
pub fn input(&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.toggle = is_pressed;
|
||||
true
|
||||
}
|
||||
_ => self.camera_controller.process_events(event),
|
||||
}
|
||||
}
|
||||
_ => self.camera_controller.process_events(event),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self) {
|
||||
self.camera_controller.update_camera(&mut self.camera);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_uniform]),
|
||||
);
|
||||
|
||||
for instance in &mut self.instances {
|
||||
let amount = cgmath::Quaternion::from_angle_y(cgmath::Rad(ROTATION_SPEED));
|
||||
let current = instance.rotation;
|
||||
instance.rotation = amount * current;
|
||||
}
|
||||
let instance_data = self
|
||||
.instances
|
||||
.iter()
|
||||
.map(Instance::to_raw)
|
||||
.collect::<Vec<_>>();
|
||||
self.queue.write_buffer(
|
||||
&self.instance_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&instance_data),
|
||||
);
|
||||
}
|
||||
|
||||
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
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: &[
|
||||
// This is what [[location(0)]] in the fragment shader targets
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: &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_pipeline(&self.render_pipeline);
|
||||
|
||||
if self.toggle {
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group_pikachu, &[]);
|
||||
} else {
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
||||
}
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
// render_pass.draw(0..self.num_vertices, 0..1);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue