instancing, camera movement
This commit is contained in:
parent
f88df1efd0
commit
4ab10fe790
12 changed files with 599 additions and 78 deletions
27
Cargo.lock
generated
27
Cargo.lock
generated
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@ -37,6 +37,21 @@ dependencies = [
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"libc",
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]
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[[package]]
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name = "anyhow"
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version = "1.0.65"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "98161a4e3e2184da77bb14f02184cdd111e83bbbcc9979dfee3c44b9a85f5602"
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[[package]]
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name = "approx"
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version = "0.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "3f2a05fd1bd10b2527e20a2cd32d8873d115b8b39fe219ee25f42a8aca6ba278"
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dependencies = [
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"num-traits",
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]
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[[package]]
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name = "arrayvec"
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version = "0.7.2"
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@ -168,6 +183,16 @@ version = "0.1.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "fd16c4719339c4530435d38e511904438d07cce7950afa3718a84ac36c10e89e"
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[[package]]
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name = "cgmath"
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version = "0.18.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "1a98d30140e3296250832bbaaff83b27dcd6fa3cc70fb6f1f3e5c9c0023b5317"
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dependencies = [
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"approx",
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"num-traits",
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]
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[[package]]
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name = "cocoa"
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version = "0.24.0"
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@ -1257,7 +1282,9 @@ checksum = "f1382d1f0a252c4bf97dc20d979a2fdd05b024acd7c2ed0f7595d7817666a157"
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name = "renderer"
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version = "0.1.0"
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dependencies = [
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"anyhow",
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"bytemuck",
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"cgmath",
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"env_logger",
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"image",
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"log",
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@ -13,3 +13,5 @@ wgpu = "0.13"
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pollster = "0.2"
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bytemuck = { version = "1.4", features = [ "derive" ] }
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image = { version = "0.24", features = [ "png" ] }
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anyhow = "1.0"
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cgmath = "0.18"
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236
src/core/camera.rs
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236
src/core/camera.rs
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@ -0,0 +1,236 @@
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use std::time::Duration;
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use cgmath::num_traits::clamp;
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use winit::event::*;
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pub struct Camera {
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pub position: cgmath::Point3<f32>,
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pub pitch: f32,
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pub yaw: f32,
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pub projection: Projection,
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}
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pub struct Projection {
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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 Projection {
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pub fn resize(&mut self, width: u32, height: u32) {
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self.aspect = width as f32 / height as f32;
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}
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pub fn get_matrix(&self) -> cgmath::Matrix4<f32> {
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return cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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}
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}
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impl Camera {
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pub fn new(
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position: cgmath::Point3<f32>,
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pitch: f32,
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yaw: f32,
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fovy: f32,
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aspect: f32,
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) -> Self {
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Self {
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position: position,
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pitch: pitch,
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yaw: yaw,
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projection: Projection {
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aspect: aspect,
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fovy: fovy,
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znear: 0.01,
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zfar: 1000.0,
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},
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}
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}
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pub fn get_view_matrix(&self) -> cgmath::Matrix4<f32> {
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let (forward, _right, up) = self.get_vecs();
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return cgmath::Matrix4::look_to_rh(self.position, forward, up);
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}
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pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = self.get_view_matrix();
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let proj = self.projection.get_matrix();
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return proj * view;
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}
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pub fn get_vecs(
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&self,
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) -> (
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cgmath::Vector3<f32>,
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cgmath::Vector3<f32>,
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cgmath::Vector3<f32>,
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) {
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use cgmath::InnerSpace;
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let (yaw_sin, yaw_cos) = cgmath::Rad::from(cgmath::Deg(self.yaw)).0.sin_cos();
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let (pitch_sin, pitch_cos) = cgmath::Rad::from(cgmath::Deg(self.pitch)).0.sin_cos();
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let forward =
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cgmath::Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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let up = forward.cross(right);
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return (forward, right, up);
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}
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pub fn update(&mut self, dt: Duration, controller: &CameraController) {
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let dt = dt.as_secs_f32();
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self.pitch = clamp(
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self.pitch + controller.deltay * controller.sensitivity * 0.022,
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-89.0,
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89.0,
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);
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self.yaw -= controller.deltax * controller.sensitivity * 0.022;
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self.yaw = self.yaw % 360.0;
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if self.yaw < 0.0 {
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self.yaw = 360.0 + self.yaw;
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}
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println!(
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"pitch: {:.6}, yaw: {:.6}, dt: {:.6}",
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self.pitch, self.yaw, dt
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);
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let (forward, right, up) = self.get_vecs();
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self.position +=
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forward * (controller.move_forward - controller.move_backward) * controller.speed * dt;
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// FIXME -right
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self.position +=
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-right * (controller.move_right - controller.move_left) * controller.speed * dt;
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self.position += up * (controller.move_up - controller.move_down) * controller.speed * dt;
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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pub 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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pub speed: f32,
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pub sensitivity: f32,
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pub move_forward: f32,
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pub move_backward: f32,
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pub move_left: f32,
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pub move_right: f32,
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pub move_up: f32,
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pub move_down: f32,
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pub deltax: f32,
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pub deltay: f32,
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}
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impl CameraController {
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pub fn new(speed: f32, sensitivity: f32) -> Self {
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Self {
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speed,
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sensitivity,
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move_forward: 0.0,
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move_backward: 0.0,
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move_left: 0.0,
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move_right: 0.0,
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move_up: 0.0,
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move_down: 0.0,
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deltax: 0.0,
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deltay: 0.0,
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}
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}
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pub fn reset(&mut self, held_keys: bool) {
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if held_keys {
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self.move_forward = 0.0;
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self.move_backward = 0.0;
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self.move_left = 0.0;
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self.move_right = 0.0;
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self.move_up = 0.0;
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self.move_down = 0.0;
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}
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self.deltax = 0.0;
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self.deltay = 0.0;
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}
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pub fn process_events(
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&mut self,
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window_event: Option<&WindowEvent>,
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device_event: Option<&DeviceEvent>,
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) -> bool {
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let mut handled = match window_event {
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None => false,
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Some(event) => 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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let amount = if is_pressed { 1.0 } else { 0.0 };
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match keycode {
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.move_forward = amount;
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return true;
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.move_left = amount;
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return true;
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.move_backward = amount;
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return true;
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.move_right = amount;
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return true;
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}
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VirtualKeyCode::Space => {
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self.move_up = amount;
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return true;
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}
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VirtualKeyCode::LControl => {
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self.move_down = amount;
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return 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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if handled {
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return true;
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}
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handled = match device_event {
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None => false,
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Some(event) => match event {
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DeviceEvent::MouseMotion { delta } => {
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self.deltax += delta.0 as f32;
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self.deltay += delta.1 as f32;
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return true;
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}
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_ => false,
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},
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};
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return handled;
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}
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}
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60
src/core/instance.rs
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60
src/core/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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pub 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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return 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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6
src/core/mod.rs
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6
src/core/mod.rs
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pub mod camera;
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pub mod instance;
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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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@ -1,17 +1,44 @@
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use cgmath::prelude::*;
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use std::time::Duration;
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use wgpu::{include_wgsl, util::DeviceExt};
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use winit::{event::*, window::Window};
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use super::types::Vertex;
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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::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 { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.99240386], }, // A
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Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.56958647], }, // B
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Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.05060294], }, // C
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Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.1526709], }, // D
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Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.7347359], }, // E
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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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|
@ -25,6 +52,13 @@ pub struct State {
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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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camera_bind_group: wgpu::BindGroup,
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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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}
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impl State {
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|
@ -65,60 +99,54 @@ impl State {
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surface.configure(&device, &config);
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// Test image
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let diffuse_bytes = include_bytes!("../../assets/test.png");
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let diffuse_image = image::load_from_memory(diffuse_bytes).unwrap();
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let diffuse_rgba = diffuse_image.to_rgba8();
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use image::GenericImageView;
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let dimensions = diffuse_image.dimensions();
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let texture_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 diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
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// All textures are stored as 3D, we represent our 2D texture
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// by setting depth to 1.
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size: texture_size,
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mip_level_count: 1, // We'll talk about this a little later
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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// Most images are stored using sRGB so we need to reflect that here.
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
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// COPY_DST means that we want to copy data to this texture
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some("diffuse_texture"),
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});
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queue.write_texture(
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// Tells wgpu where to copy the pixel data
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wgpu::ImageCopyTexture {
|
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texture: &diffuse_texture,
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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,
|
||||
// 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,
|
||||
);
|
||||
let diffuse_texture_view =
|
||||
diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::Repeat,
|
||||
address_mode_v: wgpu::AddressMode::Repeat,
|
||||
address_mode_w: wgpu::AddressMode::Repeat,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Linear,
|
||||
..Default::default()
|
||||
|
||||
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(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 =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
|
@ -148,16 +176,47 @@ impl State {
|
|||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
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 {
|
||||
// label: Some("Shader"),
|
||||
// source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
|
||||
|
@ -167,7 +226,7 @@ impl State {
|
|||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
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: &[],
|
||||
});
|
||||
|
||||
|
@ -177,7 +236,7 @@ impl State {
|
|||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc()],
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
// 3.
|
||||
|
@ -234,6 +293,13 @@ impl State {
|
|||
index_buffer,
|
||||
num_indices,
|
||||
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.height = new_size.height;
|
||||
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 {
|
||||
return false;
|
||||
pub fn input(
|
||||
&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> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
|
@ -286,10 +370,15 @@ impl State {
|
|||
});
|
||||
|
||||
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..1);
|
||||
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
78
src/core/texture.rs
Normal file
78
src/core/texture.rs
Normal 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,
|
||||
});
|
||||
}
|
||||
}
|
|
@ -1,3 +1,5 @@
|
|||
use std::time::Instant;
|
||||
|
||||
use super::state::State;
|
||||
use winit::{
|
||||
event::*,
|
||||
|
@ -9,16 +11,19 @@ pub async fn run() {
|
|||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
let mut state = State::new(&window).await;
|
||||
let mut last_render = Instant::now();
|
||||
|
||||
// Event loop
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::DeviceEvent { ref event, .. } => {
|
||||
state.input(None, Some(event));
|
||||
}
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
// UPDATED!
|
||||
if !state.input(Some(event), None) {
|
||||
match event {
|
||||
WindowEvent::CloseRequested
|
||||
| WindowEvent::KeyboardInput {
|
||||
|
@ -36,13 +41,15 @@ pub async fn run() {
|
|||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
WindowEvent::CursorMoved { position, .. } => {}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
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() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
|
@ -1,7 +1,6 @@
|
|||
mod surf;
|
||||
mod core;
|
||||
|
||||
fn main() {
|
||||
env_logger::init();
|
||||
pollster::block_on(surf::updater::run());
|
||||
pollster::block_on(core::updater::run());
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
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>,
|
||||
|
@ -13,12 +26,19 @@ struct VertexOutput {
|
|||
@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 = vec4<f32>(model.position, 1.0);
|
||||
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
|
||||
return out;
|
||||
}
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
|
|
|
@ -1,3 +0,0 @@
|
|||
pub mod state;
|
||||
pub mod updater;
|
||||
pub mod types;
|
Loading…
Add table
Add a link
Reference in a new issue