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::{include_wgsl, util::DeviceExt};
use winit::{event::*, window::Window};
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use super::camera::{Camera, CameraController, CameraUniform};
use super::instance::{Instance, InstanceRaw};
use super::texture::Texture;
use super::vertex::Vertex;
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// test data
const VERTICES: &[Vertex] = &[
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Vertex {
position: [-0.0868241, 0.49240386, 0.0],
tex_coords: [0.4131759, 0.99240386],
}, // A
Vertex {
position: [-0.49513406, 0.06958647, 0.0],
tex_coords: [0.0048659444, 0.56958647],
}, // B
Vertex {
position: [-0.21918549, -0.44939706, 0.0],
tex_coords: [0.28081453, 0.05060294],
}, // C
Vertex {
position: [0.35966998, -0.3473291, 0.0],
tex_coords: [0.85967, 0.1526709],
}, // D
Vertex {
position: [0.44147372, 0.2347359, 0.0],
tex_coords: [0.9414737, 0.7347359],
}, // E
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];
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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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,
);
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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,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
diffuse_bind_group: wgpu::BindGroup,
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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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}
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(),
limits: wgpu::Limits::default(),
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,
};
surface.configure(&device, &config);
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// Camera
let camera = Camera::new(
(0.0, 0.0, 0.0).into(),
0.0,
0.0,
60.0,
config.width as f32 / config.height as f32,
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);
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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"),
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});
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let camera_controller = CameraController::new(1.0, 2.0);
// Test image
surface.configure(&device, &config);
let diffuse_bytes = include_bytes!("../../assets/test.png");
let diffuse_texture =
Texture::from_bytes(&device, &queue, diffuse_bytes, "../../assets/test.png").unwrap();
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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,
// This should match the filterable field of the
// corresponding Texture entry above.
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
wgpu::BindGroupEntry {
binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
],
label: Some("diffuse_bind_group"),
});
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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,
});
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// let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
// label: Some("Shader"),
// source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
// });
let shader = device.create_shader_module(include_wgsl!("../shaders/test.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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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",
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buffers: &[Vertex::desc(), InstanceRaw::desc()],
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},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader,
entry_point: "fs_main",
targets: &[Some(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: None,
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 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;
return Self {
size,
surface,
device,
queue,
config,
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
diffuse_bind_group,
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camera,
camera_uniform,
camera_buffer,
camera_bind_group,
camera_controller,
instances,
instance_buffer,
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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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}
}
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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) {
self.camera.update(dt, &self.camera_controller);
self.camera_controller.reset(false);
self.camera_uniform.update_view_proj(&self.camera);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
}
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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"),
color_attachments: &[
// This is what @location(0) in the fragment shader targets
Some(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: None,
});
render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
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}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
return Ok(());
}
}