wgpu-renderer/src/core/state.rs

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Rust
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use cgmath::prelude::*;
use std::time::Duration;
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use wgpu::util::DeviceExt;
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use winit::{event::*, window::Window};
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use super::camera::{Camera, CameraController, CameraUniform};
use super::instance::{Instance, InstanceRaw};
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use super::light::{DrawLight, LightUniform};
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use super::model::{DrawModel, Model, ModelVertex, Vertex};
use super::resources;
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use super::texture::Texture;
use crate::shaders::preprocessor::preprocess_wgsl;
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pub struct State {
pub size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
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camera: Camera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
camera_controller: CameraController,
instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
model: Model,
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light_uniform: LightUniform,
light_buffer: wgpu::Buffer,
light_render_pipeline: wgpu::RenderPipeline,
light_bind_group: wgpu::BindGroup,
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}
impl State {
// Creating some of the wgpu types requires async code
pub async fn new(window: &Window) -> Self {
let size = window.inner_size();
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::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
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limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
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label: None,
},
None, // Trace path
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_supported_formats(&adapter)[0],
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Opaque,
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};
surface.configure(&device, &config);
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// Camera
let camera = Camera::new(
(0.0, 0.0, 0.0).into(),
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0.0,
0.0,
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55.0,
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config.width as f32 / config.height as f32,
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);
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update(&camera);
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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,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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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"),
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});
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let camera_controller = CameraController::new(1.0, 2.0);
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let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 1000000.0]);
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// We'll want to update our lights position, so we use COPY_DST
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light VB"),
contents: bytemuck::cast_slice(&[light_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let light_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: 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: light_buffer.as_entire_binding(),
}],
label: None,
});
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surface.configure(&device, &config);
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let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
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// diffuse
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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,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// normal
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
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// metallic + roughness
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
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],
label: Some("texture_bind_group_layout"),
});
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let obj_model = resources::load_model_gltf(
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"models/Sponza.glb",
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&device,
&queue,
&texture_bind_group_layout,
)
.await
.unwrap();
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let instances = vec![Instance {
position: [0.0, 0.0, 0.0].into(),
rotation: cgmath::Quaternion::one(),
}];
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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,
});
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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let render_pipeline = {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[
&texture_bind_group_layout,
&camera_bind_group_layout,
&light_bind_group_layout,
],
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push_constant_ranges: &[],
});
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let shader = wgpu::ShaderModuleDescriptor {
label: Some("Normal Shader"),
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source: preprocess_wgsl("pbr.wgsl"),
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};
create_render_pipeline(
&device,
&layout,
config.format,
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc(), InstanceRaw::desc()],
shader,
)
};
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let light_render_pipeline = {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Light Pipeline Layout"),
bind_group_layouts: &[&camera_bind_group_layout, &light_bind_group_layout],
push_constant_ranges: &[],
});
let shader = wgpu::ShaderModuleDescriptor {
label: Some("Light Shader"),
source: preprocess_wgsl("light.wgsl"),
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};
create_render_pipeline(
&device,
&layout,
config.format,
Some(Texture::DEPTH_FORMAT),
&[ModelVertex::desc()],
shader,
)
};
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return Self {
size,
surface,
device,
queue,
config,
render_pipeline,
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camera,
camera_uniform,
camera_buffer,
camera_bind_group,
camera_controller,
instances,
instance_buffer,
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depth_texture,
model: obj_model,
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light_uniform,
light_buffer,
light_render_pipeline,
light_bind_group,
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};
}
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);
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self.camera
.projection
.resize(new_size.width, new_size.height);
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self.depth_texture =
Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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}
}
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pub fn input(
&mut self,
window_event: Option<&WindowEvent>,
device_event: Option<&DeviceEvent>,
) -> bool {
return self
.camera_controller
.process_events(window_event, device_event);
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}
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pub fn update(&mut self, dt: Duration) {
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// Update camera
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self.camera.update(dt, &self.camera_controller);
self.camera_controller.reset(false);
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self.camera_uniform.update(&self.camera);
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self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
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// Update the light
let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
self.light_uniform.position =
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(cgmath::Quaternion::from_angle_y(cgmath::Deg(90.0 * dt.as_secs_f32())) * old_position)
.into();
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self.queue.write_buffer(
&self.light_buffer,
0,
bytemuck::cast_slice(&[self.light_uniform]),
);
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}
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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"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
})],
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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,
}),
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});
render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_pipeline(&self.light_render_pipeline);
render_pass.draw_light_model(
&self.model,
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&self.camera_bind_group,
&self.light_bind_group,
);
render_pass.set_pipeline(&self.render_pipeline);
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render_pass.draw_model_instanced(
&self.model,
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0..self.instances.len() as u32,
&self.camera_bind_group,
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&self.light_bind_group,
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);
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}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
return Ok(());
}
}
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fn create_render_pipeline(
device: &wgpu::Device,
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_layouts: &[wgpu::VertexBufferLayout],
shader: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(shader);
return device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: vertex_layouts,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState {
alpha: wgpu::BlendComponent::REPLACE,
color: wgpu::BlendComponent::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: depth_format.map(|format| wgpu::DepthStencilState {
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,
});
}