obj models
This commit is contained in:
parent
4ab10fe790
commit
3838b5d7c6
14 changed files with 1337 additions and 109 deletions
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@ -1,6 +1,7 @@
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pub mod camera;
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pub mod instance;
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pub mod model;
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pub mod resources;
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pub mod state;
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pub mod texture;
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pub mod updater;
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pub mod vertex;
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128
src/core/model.rs
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128
src/core/model.rs
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@ -0,0 +1,128 @@
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use std::ops::Range;
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use crate::core::texture::Texture;
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pub struct Material {
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pub name: String,
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pub diffuse_texture: Texture,
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pub bind_group: wgpu::BindGroup,
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: usize,
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}
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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pub trait Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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}
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impl Vertex for ModelVertex {
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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::<ModelVertex>() 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: 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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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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pub trait DrawModel<'a> {
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fn draw_mesh(
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&mut self,
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mesh: &'a Mesh,
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material: &'a Material,
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camera_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'a Mesh,
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material: &'a Material,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
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fn draw_model_instanced(
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&mut self,
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model: &'a Model,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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);
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}
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impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
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where
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'b: 'a,
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{
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fn draw_mesh(
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&mut self,
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mesh: &'b Mesh,
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material: &'b Material,
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camera_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group);
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}
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'b Mesh,
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material: &'b Material,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.set_bind_group(0, &material.bind_group, &[]);
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self.set_bind_group(1, camera_bind_group, &[]);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) {
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self.draw_model_instanced(model, 0..1, camera_bind_group);
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}
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fn draw_model_instanced(
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&mut self,
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model: &'b Model,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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) {
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for mesh in &model.meshes {
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let material = &model.materials[mesh.material];
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self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
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}
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}
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}
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124
src/core/resources.rs
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124
src/core/resources.rs
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@ -0,0 +1,124 @@
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use std::io::{BufReader, Cursor};
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use wgpu::util::DeviceExt;
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use crate::core::model::{Material, Mesh, Model, ModelVertex};
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use crate::core::texture::Texture;
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pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
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let path = std::path::Path::new(env!("OUT_DIR"))
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.join("res")
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.join(file_name);
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let txt = std::fs::read_to_string(path)?;
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return Ok(txt);
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}
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pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
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let path = std::path::Path::new(env!("OUT_DIR"))
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.join("res")
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.join(file_name);
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let data = std::fs::read(path)?;
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return Ok(data);
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}
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pub async fn load_texture(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> anyhow::Result<Texture> {
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let data = load_binary(file_name).await?;
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Texture::from_bytes(device, queue, &data, file_name)
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}
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pub async fn load_model(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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) -> anyhow::Result<Model> {
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let obj_text = load_string(file_name).await?;
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let obj_cursor = Cursor::new(obj_text);
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let mut obj_reader = BufReader::new(obj_cursor);
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let (models, obj_materials) = tobj::load_obj_buf_async(
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&mut obj_reader,
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&tobj::LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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},
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|p| async move {
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let mat_text = load_string(&p).await.unwrap();
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tobj::load_mtl_buf(&mut BufReader::new(Cursor::new(mat_text)))
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},
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)
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.await?;
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let mut materials = Vec::new();
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for m in obj_materials? {
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let diffuse_texture = load_texture(&m.diffuse_texture, device, queue).await?;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: None,
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});
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materials.push(Material {
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name: m.name,
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diffuse_texture,
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bind_group,
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})
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}
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let meshes = models
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.into_iter()
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.map(|m| {
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let vertices = (0..m.mesh.positions.len() / 3)
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.map(|i| ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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m.mesh.positions[i * 3 + 1],
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m.mesh.positions[i * 3 + 2],
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],
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tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
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normal: [
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m.mesh.normals[i * 3],
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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})
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.collect::<Vec<_>>();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Vertex Buffer", file_name)),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Index Buffer", file_name)),
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contents: bytemuck::cast_slice(&m.mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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Mesh {
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name: file_name.to_string(),
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vertex_buffer,
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index_buffer,
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num_elements: m.mesh.indices.len() as u32,
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material: m.mesh.material_id.unwrap_or(0),
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}
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})
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.collect::<Vec<_>>();
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return Ok(Model { meshes, materials });
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}
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@ -6,39 +6,11 @@ use winit::{event::*, window::Window};
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use super::camera::{Camera, CameraController, CameraUniform};
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use super::instance::{Instance, InstanceRaw};
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use super::model::{DrawModel, Model, ModelVertex, Vertex};
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use super::resources;
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use super::texture::Texture;
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use super::vertex::Vertex;
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// test data
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.0868241, 0.49240386, 0.0],
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tex_coords: [0.4131759, 0.99240386],
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}, // A
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Vertex {
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position: [-0.49513406, 0.06958647, 0.0],
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tex_coords: [0.0048659444, 0.56958647],
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}, // B
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Vertex {
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position: [-0.21918549, -0.44939706, 0.0],
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tex_coords: [0.28081453, 0.05060294],
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}, // C
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Vertex {
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position: [0.35966998, -0.3473291, 0.0],
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tex_coords: [0.85967, 0.1526709],
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}, // D
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Vertex {
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position: [0.44147372, 0.2347359, 0.0],
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tex_coords: [0.9414737, 0.7347359],
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}, // E
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];
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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;
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const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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0.0,
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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);
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pub struct State {
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pub size: winit::dpi::PhysicalSize<u32>,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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diffuse_bind_group: wgpu::BindGroup,
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camera: Camera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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@ -59,6 +27,8 @@ pub struct State {
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camera_controller: CameraController,
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instances: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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obj_model: Model,
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}
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impl State {
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let camera_controller = CameraController::new(1.0, 2.0);
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// Test image
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surface.configure(&device, &config);
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let diffuse_bytes = include_bytes!("../../assets/test.png");
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "../../assets/test.png").unwrap();
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@ -171,33 +137,22 @@ impl State {
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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let obj_model =
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resources::load_model("cube.obj", &device, &queue, &texture_bind_group_layout)
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.await
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.unwrap();
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const SPACE_BETWEEN: f32 = 3.0;
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let instances = (0..NUM_INSTANCES_PER_ROW)
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.flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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let position = cgmath::Vector3 {
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x: x as f32,
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y: 0.0,
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z: z as f32,
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} - INSTANCE_DISPLACEMENT;
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let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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let position = cgmath::Vector3 { x, y: 0.0, z };
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let rotation = if position.is_zero() {
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// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can effect scale if they're not created correctly
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cgmath::Quaternion::from_axis_angle(
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cgmath::Vector3::unit_z(),
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cgmath::Deg(0.0),
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@ -210,6 +165,7 @@ impl State {
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})
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})
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.collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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@ -217,6 +173,8 @@ impl State {
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usage: wgpu::BufferUsages::VERTEX,
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});
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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// let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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// label: Some("Shader"),
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// source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
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@ -236,10 +194,9 @@ impl State {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc(), InstanceRaw::desc()],
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buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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@ -260,7 +217,13 @@ impl State {
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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@ -269,19 +232,6 @@ impl State {
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multiview: None,
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let num_indices = INDICES.len() as u32;
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return Self {
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size,
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surface,
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@ -289,10 +239,6 @@ impl State {
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queue,
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config,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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num_indices,
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diffuse_bind_group,
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camera,
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camera_uniform,
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camera_buffer,
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@ -300,6 +246,8 @@ impl State {
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camera_controller,
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instances,
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instance_buffer,
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depth_texture,
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obj_model,
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};
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}
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@ -312,6 +260,8 @@ impl State {
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self.camera
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.projection
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.resize(new_size.width, new_size.height);
|
||||
self.depth_texture =
|
||||
Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -357,28 +307,34 @@ impl State {
|
|||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
r: 0.0,
|
||||
g: 0.5,
|
||||
b: 0.0,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}),
|
||||
],
|
||||
depth_stencil_attachment: None,
|
||||
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);
|
||||
|
||||
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_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
|
||||
render_pass.draw_model_instanced(
|
||||
&self.obj_model,
|
||||
0..self.instances.len() as u32,
|
||||
&self.camera_bind_group,
|
||||
);
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
||||
|
|
|
@ -8,6 +8,50 @@ pub struct Texture {
|
|||
}
|
||||
|
||||
impl Texture {
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn create_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
label: &str,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
};
|
||||
let texture = device.create_texture(&desc);
|
||||
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
compare: Some(wgpu::CompareFunction::LessEqual),
|
||||
lod_min_clamp: -100.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_bytes(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
|
|
|
@ -1,19 +0,0 @@
|
|||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct Vertex {
|
||||
pub position: [f32; 3],
|
||||
pub tex_coords: [f32; 2],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
const ATTRIBS: [wgpu::VertexAttribute; 2] =
|
||||
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2];
|
||||
|
||||
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
return wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &Self::ATTRIBS,
|
||||
};
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue