Update project

This commit is contained in:
Werner
2021-11-08 12:17:40 -03:00
parent c5dbf96177
commit 15e8989bef
30 changed files with 873 additions and 851 deletions

20
Source/Camera/Camera.rs Normal file
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@ -0,0 +1,20 @@
use super::OPENGL_TO_WGPU_MATRIX;
pub struct Camera {
pub eye: cgmath::Point3<f32>,
pub target: cgmath::Point3<f32>,
pub up: cgmath::Vector3<f32>,
pub aspect: f32,
pub fovy: f32,
pub znear: f32,
pub zfar: f32,
}
impl Camera {
pub fn BuildViewProjectionMatrix(&self) -> cgmath::Matrix4<f32> {
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
OPENGL_TO_WGPU_MATRIX * proj * view
}
}

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@ -1,55 +1,6 @@
use bytemuck::{Pod, Zeroable};
use super::Camera;
use winit::event::*;
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
pub struct Camera {
pub eye: cgmath::Point3<f32>,
pub target: cgmath::Point3<f32>,
pub up: cgmath::Vector3<f32>,
pub aspect: f32,
pub fovy: f32,
pub znear: f32,
pub zfar: f32,
}
impl Camera {
pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
OPENGL_TO_WGPU_MATRIX * proj * view
}
}
// This is so we can store this in a buffer
#[repr(C)]
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
pub struct CameraUniform {
// We can't use cgmath with bytemuck directly so we'll have
// to convert the Matrix4 into a 4x4 f32 array
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 is_up_pressed: bool,
@ -61,7 +12,7 @@ pub struct CameraController {
}
impl CameraController {
pub fn new(speed: f32) -> Self {
pub fn New(speed: f32) -> Self {
Self {
speed,
is_up_pressed: false,
@ -73,7 +24,7 @@ impl CameraController {
}
}
pub fn process_events(&mut self, event: &WindowEvent) -> bool {
pub fn ProcessEvents(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
input:
@ -117,7 +68,7 @@ impl CameraController {
}
}
pub fn update_camera(&self, camera: &mut Camera) {
pub fn UpdateCamera(&self, camera: &mut Camera) {
use cgmath::InnerSpace;
let forward = camera.target - camera.eye;

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@ -0,0 +1,24 @@
use super::Camera;
use bytemuck::{Pod, Zeroable};
use cgmath::SquareMatrix;
// This is so we can store this in a buffer
#[repr(C)]
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
pub struct CameraUniform {
// We can't use cgmath with bytemuck directly so we'll have
// to convert the Matrix4 into a 4x4 f32 array
pub view_proj: [[f32; 4]; 4],
}
impl CameraUniform {
pub fn New() -> Self {
Self {
view_proj: cgmath::Matrix4::identity().into(),
}
}
pub fn UpdateViewProjection(&mut self, camera: &Camera) {
self.view_proj = camera.BuildViewProjectionMatrix().into();
}
}

20
Source/Camera/mod.rs Normal file
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@ -0,0 +1,20 @@
/// Matrix to scale and translate from OpenGL coordinate system to WGPU.
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
#[path = "Camera.rs"]
mod _Camera;
pub use self::_Camera::*;
#[path = "CameraController.rs"]
mod _CameraController;
pub use self::_CameraController::*;
#[path = "CameraUniform.rs"]
mod _CameraUniform;
pub use self::_CameraUniform::*;

65
Source/Display.rs Normal file
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@ -0,0 +1,65 @@
use anyhow::Result;
use winit::window::Window;
/// A handler to system window and render adapter.
pub struct Display {
pub surface: wgpu::Surface,
pub window: Window,
pub config: wgpu::SurfaceConfiguration,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
}
impl Display {
pub async fn New(window: Window) -> Result<Self> {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(&window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None,
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
Ok(Self {
surface,
window,
config,
device,
queue,
})
}
pub fn Resize(&mut self, width: u32, height: u32) {
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.device, &self.config);
}
}

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@ -1,5 +0,0 @@
#![allow(non_snake_case)]
fn main() {
Renderer::Main();
}

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@ -1,307 +0,0 @@
#![allow(non_snake_case)]
use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;
use winit::dpi::LogicalSize;
use winit::event::*;
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::Window;
use winit::window::WindowBuilder;
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct Vertex {
position: [f32; 3],
color: [f32; 3],
}
impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
#[rustfmt::skip]
const VERTICES: &[Vertex] = &[
Vertex { position: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0] },
Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] },
];
#[rustfmt::skip]
const INDICES: &[u16] = &[
0, 1, 2,
];
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
}
impl State {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
// The instance is a handle to our GPU
// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None, // Trace path
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Rainbow.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
// 4.
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, // 2.
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLAMPING
clamp_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None, // 1.
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
alpha_to_coverage_enabled: false, // 4.
},
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = INDICES.len() as u32;
Self {
surface,
device,
queue,
config,
size,
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
}
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
fn input(&mut self, _event: &WindowEvent) -> bool {
false
}
fn update(&mut self) {}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[
// This is what [[location(0)]] in the fragment shader targets
wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
},
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_vertex_buffer(0, self.vertex_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);
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Renderer")
.with_inner_size(LogicalSize::new(1280, 720))
.build(&event_loop)
.unwrap();
// State::new uses async code, so we're going to wait for it to finish
let mut state = pollster::block_on(State::new(&window));
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
state.update();
match state.render() {
Ok(_) => {}
// Reconfigure the surface if lost
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
}
_ => {}
}
});
}

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@ -1,22 +1,22 @@
use crate::{Material, Mesh, Model};
use super::{Material, Mesh, Model};
use std::ops::Range;
pub trait DrawModel<'a> {
fn draw_mesh(
fn DrawMesh(
&mut self,
mesh: &'a Mesh,
material: &'a Material,
camera_bind_group: &'a wgpu::BindGroup,
);
fn draw_mesh_instanced(
fn DrawMeshInstanced(
&mut self,
mesh: &'a Mesh,
material: &'a Material,
instances: Range<u32>,
camera_bind_group: &'a wgpu::BindGroup,
);
fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
fn draw_model_instanced(
fn DrawModel(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
fn DrawModelInstanced(
&mut self,
model: &'a Model,
instances: Range<u32>,
@ -25,16 +25,16 @@ pub trait DrawModel<'a> {
}
impl<'a> DrawModel<'a> for wgpu::RenderPass<'a> {
fn draw_mesh(
fn DrawMesh(
&mut self,
mesh: &'a Mesh,
material: &'a Material,
camera_bind_group: &'a wgpu::BindGroup,
) {
self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group);
self.DrawMeshInstanced(mesh, material, 0..1, camera_bind_group);
}
fn draw_mesh_instanced(
fn DrawMeshInstanced(
&mut self,
mesh: &'a Mesh,
material: &'a Material,
@ -48,11 +48,11 @@ impl<'a> DrawModel<'a> for wgpu::RenderPass<'a> {
self.draw_indexed(0..mesh.num_elements, 0, instances);
}
fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup) {
self.draw_model_instanced(model, 0..1, camera_bind_group);
fn DrawModel(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup) {
self.DrawModelInstanced(model, 0..1, camera_bind_group);
}
fn draw_model_instanced(
fn DrawModelInstanced(
&mut self,
model: &'a Model,
instances: Range<u32>,
@ -60,7 +60,7 @@ impl<'a> DrawModel<'a> for wgpu::RenderPass<'a> {
) {
for mesh in &model.meshes {
let material = &model.materials[mesh.material];
self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
self.DrawMeshInstanced(mesh, material, instances.clone(), camera_bind_group);
}
}
}

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@ -16,7 +16,7 @@ pub struct Instance {
}
impl Instance {
pub fn to_raw(&self) -> InstanceRaw {
pub fn ToRaw(&self) -> InstanceRaw {
InstanceRaw {
model: (cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation))
@ -32,7 +32,7 @@ pub struct InstanceRaw {
}
impl InstanceRaw {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
pub fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance

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@ -1,4 +1,4 @@
use crate::Texture;
use super::Texture;
pub struct Material {
pub name: String,

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@ -1,5 +1,5 @@
use crate::Texture;
use crate::{Material, Mesh, Vertex};
use super::Texture;
use super::{Material, Mesh, Vertex};
use anyhow::Result;
use bytemuck::{Pod, Zeroable};
use std::path::Path;
@ -12,7 +12,7 @@ pub struct Model {
}
impl Model {
pub fn load<P: AsRef<Path>>(
pub fn Load<P: AsRef<Path>>(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
@ -36,7 +36,7 @@ impl Model {
for mat in obj_materials {
let diffuse_path = mat.diffuse_texture;
let diffuse_texture =
Texture::load(device, queue, containing_folder.join(diffuse_path))?;
Texture::Load(device, queue, containing_folder.join(diffuse_path))?;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout,
@ -112,7 +112,7 @@ pub struct ModelVertex {
}
impl Vertex for ModelVertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,

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@ -2,6 +2,21 @@ use anyhow::*;
use image::GenericImageView;
use std::path::Path;
/// Texture coordinates.
///
/// ```no_run
/// (0.0) (1.0)
/// V1 ----------------- V2
/// | / |
/// | Q1 / |
/// | / |
/// | / |
/// | / |
/// | / Q2 |
/// | / |
/// V3 ----------------- V4
/// (0.1) (1.1)
/// ```
pub struct Texture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
@ -10,7 +25,8 @@ pub struct Texture {
impl Texture {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn load<P: AsRef<Path>>(
pub fn Load<P: AsRef<Path>>(
device: &wgpu::Device,
queue: &wgpu::Queue,
path: P,
@ -20,20 +36,20 @@ impl Texture {
let label = path_copy.to_str();
let img = image::open(path)?;
Self::from_image(device, queue, &img, label)
Self::FromImage(device, queue, &img, label)
}
pub fn from_bytes(
pub fn FromBytes(
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))
Self::FromImage(device, queue, &img, Some(label))
}
pub fn from_image(
pub fn FromImage(
device: &wgpu::Device,
queue: &wgpu::Queue,
img: &image::DynamicImage,
@ -93,7 +109,7 @@ impl Texture {
})
}
pub fn create_depth_texture(
pub fn CreateDepthTexture(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
label: &str,

3
Source/Render/Vertex.rs Normal file
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@ -0,0 +1,3 @@
pub trait Vertex {
fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a>;
}

27
Source/Render/mod.rs Normal file
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@ -0,0 +1,27 @@
#[path = "DrawModel.rs"]
mod _DrawModel;
pub use self::_DrawModel::*;
#[path = "Instance.rs"]
mod _Instance;
pub use self::_Instance::*;
#[path = "Material.rs"]
mod _Material;
pub use self::_Material::*;
#[path = "Model.rs"]
mod _Model;
pub use self::_Model::*;
#[path = "Mesh.rs"]
mod _Mesh;
pub use self::_Mesh::*;
#[path = "Texture.rs"]
mod _Texture;
pub use self::_Texture::*;
#[path = "Vertex.rs"]
mod _Vertex;
pub use self::_Vertex::*;

109
Source/Runtime.rs Normal file
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@ -0,0 +1,109 @@
use crate::{Display, State};
use anyhow::Result;
use std::time::Instant;
use winit::dpi::LogicalSize;
use winit::event::*;
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::WindowBuilder;
/// Runtime state executor and event loop.
pub struct Runtime;
impl Runtime {
pub fn Execute<T: State>() -> Result<()> {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Graphics")
.with_inner_size(LogicalSize::new(1280, 720))
.build(&event_loop)?;
let mut display = pollster::block_on(Display::New(window))?;
let mut app = T::Init(&display)?;
let mut last_update = Instant::now();
let mut is_resumed = true;
let mut is_focused = true;
let mut is_redraw_requested = true;
event_loop.run(move |event, _, control_flow| {
*control_flow = if is_resumed && is_focused {
ControlFlow::Poll
} else {
ControlFlow::Wait
};
match event {
Event::Resumed => is_resumed = true,
Event::Suspended => is_resumed = false,
Event::RedrawRequested(window_id) => {
if window_id == display.window.id() {
let now = Instant::now();
let delta = now - last_update;
last_update = now;
app.Update(&display, delta);
match app.Draw(&mut display) {
Ok(_) => {}
// Reconfigure the surface if lost
Err(wgpu::SurfaceError::Lost) => {
let size = display.window.inner_size();
display.Resize(size.width, size.height);
app.Resize(&display);
}
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => {
*control_flow = ControlFlow::Exit
}
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
is_redraw_requested = false;
}
}
Event::MainEventsCleared => {
if is_focused && is_resumed && !is_redraw_requested {
display.window.request_redraw();
is_redraw_requested = true;
} else {
// Freeze time while the app is not in the foreground
last_update = Instant::now();
}
}
Event::WindowEvent { event, window_id } if window_id == display.window.id() => {
if !app.Input(&display, &event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Focused(focused) => is_focused = focused,
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
display.Resize(new_inner_size.width, new_inner_size.height);
app.Resize(&display);
}
WindowEvent::Resized(physical_size) => {
display.Resize(physical_size.width, physical_size.height);
app.Resize(&display);
}
_ => {}
}
}
}
_ => {}
}
})
}
}

13
Source/State.rs Normal file
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@ -0,0 +1,13 @@
use crate::Display;
use anyhow::Result;
use std::time::Duration;
use winit::event::*;
/// Represents a application with reactive state.
pub trait State: Sized + 'static {
fn Init(display: &Display) -> Result<Self>;
fn Input(&mut self, display: &Display, event: &WindowEvent) -> bool;
fn Update(&mut self, display: &Display, delta: Duration);
fn Resize(&mut self, display: &Display);
fn Draw(&mut self, display: &mut Display) -> Result<(), wgpu::SurfaceError>;
}

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@ -1,3 +0,0 @@
pub trait Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
}

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@ -1,445 +1,16 @@
#![allow(non_snake_case)]
#[path = "Camera.rs"]
mod _Camera;
pub use self::_Camera::*;
pub mod Camera;
pub mod Render;
#[path = "DrawModel.rs"]
mod _DrawModel;
pub use self::_DrawModel::*;
#[path = "Display.rs"]
mod _Display;
pub use self::_Display::*;
#[path = "Instance.rs"]
mod _Instance;
pub use self::_Instance::*;
#[path = "Runtime.rs"]
mod _Runtime;
pub use self::_Runtime::*;
#[path = "Material.rs"]
mod _Material;
pub use self::_Material::*;
#[path = "Model.rs"]
mod _Model;
pub use self::_Model::*;
#[path = "Mesh.rs"]
mod _Mesh;
pub use self::_Mesh::*;
#[path = "Texture.rs"]
mod _Texture;
pub use self::_Texture::*;
#[path = "Vertex.rs"]
mod _Vertex;
pub use self::_Vertex::*;
use bytemuck::{Pod, Zeroable};
use cgmath::prelude::*;
use image::GenericImageView;
use std::mem;
use std::path::PathBuf;
use wgpu::util::DeviceExt;
use winit::dpi::LogicalSize;
use winit::event::*;
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::Window;
use winit::window::WindowBuilder;
pub struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
obj_model: Model,
camera: Camera,
camera_controller: CameraController,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
depth_texture: Texture,
}
impl State {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None,
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: true,
},
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
// Camera
let camera = Camera {
eye: (0.0, 5.0, -10.0).into(),
target: (0.0, 0.0, 0.0).into(),
up: cgmath::Vector3::unit_y(),
aspect: config.width as f32 / config.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 100.0,
};
let camera_controller = CameraController::new(0.2);
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,
});
const SPACE_BETWEEN: f32 = 3.0;
let instances = (0..NUM_INSTANCES_PER_ROW)
.flat_map(|z| {
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let position = cgmath::Vector3 { x, y: 0.0, z };
let rotation = if position.is_zero() {
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 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"),
});
// Model
let obj_model = Model::load(
&device,
&queue,
&texture_bind_group_layout,
PathBuf::from("./Resources/Cube.obj"),
)
.unwrap();
// Shader
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("shader.wgsl"),
source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Texture.wgsl").into()),
});
// Texture
let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
// Pipeline
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLAMPING
clamp_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
Self {
surface,
device,
queue,
config,
size,
render_pipeline,
obj_model,
camera,
camera_controller,
camera_buffer,
camera_bind_group,
camera_uniform,
instances,
instance_buffer,
depth_texture,
}
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
self.depth_texture =
Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
}
fn input(&mut self, event: &WindowEvent) -> bool {
self.camera_controller.process_events(event)
}
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.camera_uniform.update_view_proj(&self.camera);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: 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_vertex_buffer(1, self.instance_buffer.slice(..));
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw_model_instanced(
&self.obj_model,
0..self.instances.len() as u32,
&self.camera_bind_group,
);
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
#[doc(hidden)]
pub fn Main() {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Renderer")
.with_inner_size(LogicalSize::new(1280, 720))
.build(&event_loop)
.unwrap();
// State::new uses async code, so we're going to wait for it to finish
let mut state = pollster::block_on(State::new(&window));
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
state.update();
match state.render() {
Ok(_) => {}
// Reconfigure the surface if lost
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
}
_ => {}
}
});
}
#[path = "State.rs"]
mod _State;
pub use self::_State::*;