instancing, camera movement

This commit is contained in:
Lauri Räsänen 2022-10-02 18:59:20 +03:00
parent f88df1efd0
commit 4ab10fe790
12 changed files with 599 additions and 78 deletions

27
Cargo.lock generated
View file

@ -37,6 +37,21 @@ dependencies = [
"libc", "libc",
] ]
[[package]]
name = "anyhow"
version = "1.0.65"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "98161a4e3e2184da77bb14f02184cdd111e83bbbcc9979dfee3c44b9a85f5602"
[[package]]
name = "approx"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3f2a05fd1bd10b2527e20a2cd32d8873d115b8b39fe219ee25f42a8aca6ba278"
dependencies = [
"num-traits",
]
[[package]] [[package]]
name = "arrayvec" name = "arrayvec"
version = "0.7.2" version = "0.7.2"
@ -168,6 +183,16 @@ version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fd16c4719339c4530435d38e511904438d07cce7950afa3718a84ac36c10e89e" checksum = "fd16c4719339c4530435d38e511904438d07cce7950afa3718a84ac36c10e89e"
[[package]]
name = "cgmath"
version = "0.18.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1a98d30140e3296250832bbaaff83b27dcd6fa3cc70fb6f1f3e5c9c0023b5317"
dependencies = [
"approx",
"num-traits",
]
[[package]] [[package]]
name = "cocoa" name = "cocoa"
version = "0.24.0" version = "0.24.0"
@ -1257,7 +1282,9 @@ checksum = "f1382d1f0a252c4bf97dc20d979a2fdd05b024acd7c2ed0f7595d7817666a157"
name = "renderer" name = "renderer"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"anyhow",
"bytemuck", "bytemuck",
"cgmath",
"env_logger", "env_logger",
"image", "image",
"log", "log",

View file

@ -13,3 +13,5 @@ wgpu = "0.13"
pollster = "0.2" pollster = "0.2"
bytemuck = { version = "1.4", features = [ "derive" ] } bytemuck = { version = "1.4", features = [ "derive" ] }
image = { version = "0.24", features = [ "png" ] } image = { version = "0.24", features = [ "png" ] }
anyhow = "1.0"
cgmath = "0.18"

236
src/core/camera.rs Normal file
View file

@ -0,0 +1,236 @@
use std::time::Duration;
use cgmath::num_traits::clamp;
use winit::event::*;
pub struct Camera {
pub position: cgmath::Point3<f32>,
pub pitch: f32,
pub yaw: f32,
pub projection: Projection,
}
pub struct Projection {
pub aspect: f32,
pub fovy: f32,
pub znear: f32,
pub zfar: f32,
}
impl Projection {
pub fn resize(&mut self, width: u32, height: u32) {
self.aspect = width as f32 / height as f32;
}
pub fn get_matrix(&self) -> cgmath::Matrix4<f32> {
return cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
}
}
impl Camera {
pub fn new(
position: cgmath::Point3<f32>,
pitch: f32,
yaw: f32,
fovy: f32,
aspect: f32,
) -> Self {
Self {
position: position,
pitch: pitch,
yaw: yaw,
projection: Projection {
aspect: aspect,
fovy: fovy,
znear: 0.01,
zfar: 1000.0,
},
}
}
pub fn get_view_matrix(&self) -> cgmath::Matrix4<f32> {
let (forward, _right, up) = self.get_vecs();
return cgmath::Matrix4::look_to_rh(self.position, forward, up);
}
pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
let view = self.get_view_matrix();
let proj = self.projection.get_matrix();
return proj * view;
}
pub fn get_vecs(
&self,
) -> (
cgmath::Vector3<f32>,
cgmath::Vector3<f32>,
cgmath::Vector3<f32>,
) {
use cgmath::InnerSpace;
let (yaw_sin, yaw_cos) = cgmath::Rad::from(cgmath::Deg(self.yaw)).0.sin_cos();
let (pitch_sin, pitch_cos) = cgmath::Rad::from(cgmath::Deg(self.pitch)).0.sin_cos();
let forward =
cgmath::Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
let up = forward.cross(right);
return (forward, right, up);
}
pub fn update(&mut self, dt: Duration, controller: &CameraController) {
let dt = dt.as_secs_f32();
self.pitch = clamp(
self.pitch + controller.deltay * controller.sensitivity * 0.022,
-89.0,
89.0,
);
self.yaw -= controller.deltax * controller.sensitivity * 0.022;
self.yaw = self.yaw % 360.0;
if self.yaw < 0.0 {
self.yaw = 360.0 + self.yaw;
}
println!(
"pitch: {:.6}, yaw: {:.6}, dt: {:.6}",
self.pitch, self.yaw, dt
);
let (forward, right, up) = self.get_vecs();
self.position +=
forward * (controller.move_forward - controller.move_backward) * controller.speed * dt;
// FIXME -right
self.position +=
-right * (controller.move_right - controller.move_left) * controller.speed * dt;
self.position += up * (controller.move_up - controller.move_down) * controller.speed * dt;
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct CameraUniform {
pub view_proj: [[f32; 4]; 4],
}
impl CameraUniform {
pub fn new() -> Self {
use cgmath::SquareMatrix;
Self {
view_proj: cgmath::Matrix4::identity().into(),
}
}
pub fn update_view_proj(&mut self, camera: &Camera) {
self.view_proj = camera.build_view_projection_matrix().into();
}
}
pub struct CameraController {
pub speed: f32,
pub sensitivity: f32,
pub move_forward: f32,
pub move_backward: f32,
pub move_left: f32,
pub move_right: f32,
pub move_up: f32,
pub move_down: f32,
pub deltax: f32,
pub deltay: f32,
}
impl CameraController {
pub fn new(speed: f32, sensitivity: f32) -> Self {
Self {
speed,
sensitivity,
move_forward: 0.0,
move_backward: 0.0,
move_left: 0.0,
move_right: 0.0,
move_up: 0.0,
move_down: 0.0,
deltax: 0.0,
deltay: 0.0,
}
}
pub fn reset(&mut self, held_keys: bool) {
if held_keys {
self.move_forward = 0.0;
self.move_backward = 0.0;
self.move_left = 0.0;
self.move_right = 0.0;
self.move_up = 0.0;
self.move_down = 0.0;
}
self.deltax = 0.0;
self.deltay = 0.0;
}
pub fn process_events(
&mut self,
window_event: Option<&WindowEvent>,
device_event: Option<&DeviceEvent>,
) -> bool {
let mut handled = match window_event {
None => false,
Some(event) => match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state,
virtual_keycode: Some(keycode),
..
},
..
} => {
let is_pressed = *state == ElementState::Pressed;
let amount = if is_pressed { 1.0 } else { 0.0 };
match keycode {
VirtualKeyCode::W | VirtualKeyCode::Up => {
self.move_forward = amount;
return true;
}
VirtualKeyCode::A | VirtualKeyCode::Left => {
self.move_left = amount;
return true;
}
VirtualKeyCode::S | VirtualKeyCode::Down => {
self.move_backward = amount;
return true;
}
VirtualKeyCode::D | VirtualKeyCode::Right => {
self.move_right = amount;
return true;
}
VirtualKeyCode::Space => {
self.move_up = amount;
return true;
}
VirtualKeyCode::LControl => {
self.move_down = amount;
return true;
}
_ => false,
}
}
_ => false,
},
};
if handled {
return true;
}
handled = match device_event {
None => false,
Some(event) => match event {
DeviceEvent::MouseMotion { delta } => {
self.deltax += delta.0 as f32;
self.deltay += delta.1 as f32;
return true;
}
_ => false,
},
};
return handled;
}
}

60
src/core/instance.rs Normal file
View file

@ -0,0 +1,60 @@
pub struct Instance {
pub position: cgmath::Vector3<f32>,
pub rotation: cgmath::Quaternion<f32>,
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct InstanceRaw {
pub model: [[f32; 4]; 4],
}
impl Instance {
pub fn to_raw(&self) -> InstanceRaw {
return InstanceRaw {
model: (cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation))
.into(),
};
}
}
impl InstanceRaw {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We'll have to reassemble the mat4 in
// the shader.
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}

6
src/core/mod.rs Normal file
View file

@ -0,0 +1,6 @@
pub mod camera;
pub mod instance;
pub mod state;
pub mod texture;
pub mod updater;
pub mod vertex;

View file

@ -1,17 +1,44 @@
use cgmath::prelude::*;
use std::time::Duration;
use wgpu::{include_wgsl, util::DeviceExt}; use wgpu::{include_wgsl, util::DeviceExt};
use winit::{event::*, window::Window}; use winit::{event::*, window::Window};
use super::types::Vertex; use super::camera::{Camera, CameraController, CameraUniform};
use super::instance::{Instance, InstanceRaw};
use super::texture::Texture;
use super::vertex::Vertex;
// test data // test data
const VERTICES: &[Vertex] = &[ const VERTICES: &[Vertex] = &[
Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.99240386], }, // A Vertex {
Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.56958647], }, // B position: [-0.0868241, 0.49240386, 0.0],
Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.05060294], }, // C tex_coords: [0.4131759, 0.99240386],
Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.1526709], }, // D }, // A
Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.7347359], }, // E 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
]; ];
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4]; 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,
);
pub struct State { pub struct State {
pub size: winit::dpi::PhysicalSize<u32>, pub size: winit::dpi::PhysicalSize<u32>,
@ -25,6 +52,13 @@ pub struct State {
index_buffer: wgpu::Buffer, index_buffer: wgpu::Buffer,
num_indices: u32, num_indices: u32,
diffuse_bind_group: wgpu::BindGroup, diffuse_bind_group: wgpu::BindGroup,
camera: Camera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
camera_controller: CameraController,
instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
} }
impl State { impl State {
@ -65,60 +99,54 @@ impl State {
surface.configure(&device, &config); surface.configure(&device, &config);
// Test image // Camera
let diffuse_bytes = include_bytes!("../../assets/test.png"); let camera = Camera::new(
let diffuse_image = image::load_from_memory(diffuse_bytes).unwrap(); (0.0, 0.0, 0.0).into(),
let diffuse_rgba = diffuse_image.to_rgba8(); 0.0,
use image::GenericImageView; 0.0,
let dimensions = diffuse_image.dimensions(); 60.0,
let texture_size = wgpu::Extent3d { config.width as f32 / config.height as f32,
width: dimensions.0,
height: dimensions.1,
depth_or_array_layers: 1,
};
let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
// All textures are stored as 3D, we represent our 2D texture
// by setting depth to 1.
size: texture_size,
mip_level_count: 1, // We'll talk about this a little later
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
// Most images are stored using sRGB so we need to reflect that here.
format: wgpu::TextureFormat::Rgba8UnormSrgb,
// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
// COPY_DST means that we want to copy data to this texture
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: Some("diffuse_texture"),
});
queue.write_texture(
// Tells wgpu where to copy the pixel data
wgpu::ImageCopyTexture {
texture: &diffuse_texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
// The actual pixel data
&diffuse_rgba,
// The layout of the texture
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
},
texture_size,
); );
let diffuse_texture_view =
diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default()); let mut camera_uniform = CameraUniform::new();
let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor { camera_uniform.update_view_proj(&camera);
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat, let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
address_mode_w: wgpu::AddressMode::Repeat, label: Some("Camera Buffer"),
mag_filter: wgpu::FilterMode::Linear, contents: bytemuck::cast_slice(&[camera_uniform]),
min_filter: wgpu::FilterMode::Linear, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mipmap_filter: wgpu::FilterMode::Linear,
..Default::default()
}); });
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(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();
let texture_bind_group_layout = let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[ entries: &[
@ -148,16 +176,47 @@ impl State {
entries: &[ entries: &[
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 0, binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture_view), resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
}, },
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 1, binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_sampler), resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
}, },
], ],
label: Some("diffuse_bind_group"), label: Some("diffuse_bind_group"),
}); });
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,
});
// let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { // let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
// label: Some("Shader"), // label: Some("Shader"),
// source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()), // source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
@ -167,7 +226,7 @@ impl State {
let render_pipeline_layout = let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"), label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout], bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[], push_constant_ranges: &[],
}); });
@ -177,7 +236,7 @@ impl State {
vertex: wgpu::VertexState { vertex: wgpu::VertexState {
module: &shader, module: &shader,
entry_point: "vs_main", entry_point: "vs_main",
buffers: &[Vertex::desc()], buffers: &[Vertex::desc(), InstanceRaw::desc()],
}, },
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
// 3. // 3.
@ -234,6 +293,13 @@ impl State {
index_buffer, index_buffer,
num_indices, num_indices,
diffuse_bind_group, diffuse_bind_group,
camera,
camera_uniform,
camera_buffer,
camera_bind_group,
camera_controller,
instances,
instance_buffer,
}; };
} }
@ -243,14 +309,32 @@ impl State {
self.config.width = new_size.width; self.config.width = new_size.width;
self.config.height = new_size.height; self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config); self.surface.configure(&self.device, &self.config);
self.camera
.projection
.resize(new_size.width, new_size.height);
} }
} }
pub fn input(&mut self, event: &WindowEvent) -> bool { pub fn input(
return false; &mut self,
window_event: Option<&WindowEvent>,
device_event: Option<&DeviceEvent>,
) -> bool {
return self
.camera_controller
.process_events(window_event, device_event);
} }
pub fn update(&mut self) {} 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]),
);
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> { pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?; let output = self.surface.get_current_texture()?;
@ -286,10 +370,15 @@ impl State {
}); });
render_pass.set_pipeline(&self.render_pipeline); render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]); 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(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.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
} }
// submit will accept anything that implements IntoIter // submit will accept anything that implements IntoIter

78
src/core/texture.rs Normal file
View file

@ -0,0 +1,78 @@
use anyhow::*;
use image::GenericImageView;
pub struct Texture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl Texture {
pub fn from_bytes(
device: &wgpu::Device,
queue: &wgpu::Queue,
bytes: &[u8],
label: &str,
) -> Result<Self> {
let img = image::load_from_memory(bytes)?;
Self::from_image(device, queue, &img, Some(label))
}
pub fn from_image(
device: &wgpu::Device,
queue: &wgpu::Queue,
img: &image::DynamicImage,
label: Option<&str>,
) -> Result<Self> {
let rgba = img.to_rgba8();
let dimensions = img.dimensions();
let size = wgpu::Extent3d {
width: dimensions.0,
height: dimensions.1,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
});
queue.write_texture(
wgpu::ImageCopyTexture {
aspect: wgpu::TextureAspect::All,
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
},
&rgba,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
},
size,
);
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::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
return Ok(Self {
texture,
view,
sampler,
});
}
}

View file

@ -1,3 +1,5 @@
use std::time::Instant;
use super::state::State; use super::state::State;
use winit::{ use winit::{
event::*, event::*,
@ -9,16 +11,19 @@ pub async fn run() {
let event_loop = EventLoop::new(); let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap(); let window = WindowBuilder::new().build(&event_loop).unwrap();
let mut state = State::new(&window).await; let mut state = State::new(&window).await;
let mut last_render = Instant::now();
// Event loop // Event loop
event_loop.run(move |event, _, control_flow| { event_loop.run(move |event, _, control_flow| {
match event { match event {
Event::DeviceEvent { ref event, .. } => {
state.input(None, Some(event));
}
Event::WindowEvent { Event::WindowEvent {
ref event, ref event,
window_id, window_id,
} if window_id == window.id() => { } if window_id == window.id() => {
if !state.input(event) { if !state.input(Some(event), None) {
// UPDATED!
match event { match event {
WindowEvent::CloseRequested WindowEvent::CloseRequested
| WindowEvent::KeyboardInput { | WindowEvent::KeyboardInput {
@ -36,13 +41,15 @@ pub async fn run() {
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
state.resize(**new_inner_size); state.resize(**new_inner_size);
} }
WindowEvent::CursorMoved { position, .. } => {}
_ => {} _ => {}
} }
} }
} }
Event::RedrawRequested(window_id) if window_id == window.id() => { Event::RedrawRequested(window_id) if window_id == window.id() => {
state.update(); let now = Instant::now();
let dt = now - last_render;
last_render = now;
state.update(dt);
match state.render() { match state.render() {
Ok(_) => {} Ok(_) => {}
// Reconfigure the surface if lost // Reconfigure the surface if lost

View file

@ -1,7 +1,6 @@
mod surf; mod core;
fn main() { fn main() {
env_logger::init(); env_logger::init();
pollster::block_on(surf::updater::run()); pollster::block_on(core::updater::run());
} }

View file

@ -1,5 +1,18 @@
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>,
};
// Vertex shader // Vertex shader
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(1) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput { struct VertexInput {
@location(0) position: vec3<f32>, @location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>, @location(1) tex_coords: vec2<f32>,
@ -13,12 +26,19 @@ struct VertexOutput {
@vertex @vertex
fn vs_main( fn vs_main(
model: VertexInput, model: VertexInput,
instance: InstanceInput,
) -> VertexOutput { ) -> 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; var out: VertexOutput;
out.tex_coords = model.tex_coords; out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 1.0); out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
return out; return out;
} }
// Fragment shader // Fragment shader

View file

@ -1,3 +0,0 @@
pub mod state;
pub mod updater;
pub mod types;