Test custom types with cubes example

This commit is contained in:
Werner
2022-01-05 09:41:22 -03:00
parent f45d465c3f
commit 1ac2662011
10 changed files with 153 additions and 130 deletions

View File

@ -9,7 +9,7 @@ use wgpu::util::DeviceExt;
use winit::event::*;
use Graphics::Camera::*;
use Graphics::Render::*;
use Graphics::{Display, Runtime, State};
use Graphics::{Runtime, State};
struct Cubes {
render_pipeline: wgpu::RenderPipeline,
@ -25,9 +25,9 @@ struct Cubes {
}
impl State for Cubes {
fn Init(display: &Display) -> Result<Self> {
fn Init(renderer: &mut Renderer) -> Result<Self> {
let texture_bind_group_layout =
display
renderer
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
@ -60,7 +60,7 @@ impl State for Cubes {
eye: (0.0, 5.0, -10.0).into(),
target: (0.0, 0.0, 0.0).into(),
up: cgmath::Vector3::unit_y(),
aspect: display.config.width as f32 / display.config.height as f32,
aspect: renderer.config.width as f32 / renderer.config.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 100.0,
@ -71,7 +71,7 @@ impl State for Cubes {
let mut camera_uniform = CameraUniform::New();
camera_uniform.UpdateViewProjection(&camera);
let camera_buffer = display
let camera_buffer = renderer
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
@ -104,7 +104,7 @@ impl State for Cubes {
let instance_data = instances.iter().map(Instance::ToRaw).collect::<Vec<_>>();
let instance_buffer =
display
renderer
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
@ -113,7 +113,7 @@ impl State for Cubes {
});
let camera_bind_group_layout =
display
renderer
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
@ -129,7 +129,7 @@ impl State for Cubes {
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = display
let camera_bind_group = renderer
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
@ -143,8 +143,8 @@ impl State for Cubes {
// Model
let obj_model = Model::Load(
&display.device,
&display.queue,
&renderer.device,
&renderer.queue,
&texture_bind_group_layout,
PathBuf::from("./Content/SM_Cube.obj"),
)
@ -152,7 +152,7 @@ impl State for Cubes {
// Shader
let shader = display
let shader = renderer
.device
.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("shader.wgsl"),
@ -162,12 +162,12 @@ impl State for Cubes {
// Texture
let depth_texture =
Texture::CreateDepthTexture(&display.device, &display.config, "depth_texture");
Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
// Pipeline
let render_pipeline_layout =
display
renderer
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
@ -175,54 +175,70 @@ impl State for Cubes {
push_constant_ranges: &[],
});
let render_pipeline =
display
.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::GetDescriptor(), InstanceRaw::GetDescriptor()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: display.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,
},
});
let render_pipeline = {
let mut layout = ModelVertex::GetLayout();
let attributes = layout
.attributes
.drain(..)
.map(|x| x.into())
.collect::<Vec<_>>();
let wgpu_layout = wgpu::VertexBufferLayout {
array_stride: layout.stride as wgpu::BufferAddress,
step_mode: layout.step_mode.into(),
attributes: attributes.as_ref(),
};
renderer
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[wgpu_layout, InstanceRaw::GetLayout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: renderer.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,
},
})
};
Ok(Self {
render_pipeline,
@ -238,32 +254,32 @@ impl State for Cubes {
})
}
fn Input(&mut self, display: &Display, event: &WindowEvent) -> bool {
fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool {
self.camera_controller.ProcessEvents(event)
}
fn Update(&mut self, display: &Display, delta: Duration) {
fn Update(&mut self, renderer: &mut Renderer, delta: Duration) {
self.camera_controller.UpdateCamera(&mut self.camera);
self.camera_uniform.UpdateViewProjection(&self.camera);
display.queue.write_buffer(
renderer.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
}
fn Resize(&mut self, display: &Display) {
fn Resize(&mut self, renderer: &mut Renderer) {
self.depth_texture =
Texture::CreateDepthTexture(&display.device, &display.config, "depth_texture");
Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
}
fn Draw(&mut self, display: &mut Display) -> Result<(), wgpu::SurfaceError> {
let output = display.surface.get_current_texture().unwrap();
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
let output = renderer.surface.get_current_texture().unwrap();
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = display
let mut encoder = renderer
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
@ -304,7 +320,7 @@ impl State for Cubes {
);
}
display.queue.submit(std::iter::once(encoder.finish()));
renderer.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())

View File

@ -60,7 +60,7 @@ struct Triangle {
}
impl State for Triangle {
fn Init(renderer: &Renderer) -> Result<Self> {
fn Init(renderer: &mut Renderer) -> Result<Self> {
// Shader
let shader = Shader::FromWgsl(include_str!("../Shaders/Triangle.wgsl"));
@ -99,12 +99,12 @@ impl State for Triangle {
label: Some("RENDER_PIPELINE"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader_module,
module: renderer.shaders.get("Wgsl").unwrap(),
entry_point: "main",
buffers: &[wgpu_layout],
},
fragment: Some(wgpu::FragmentState {
module: &shader_module,
module: renderer.shaders.get("Wgsl").unwrap(),
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: renderer.config.format,
@ -154,20 +154,20 @@ impl State for Triangle {
})
}
fn Input(&mut self, renderer: &Renderer, event: &WindowEvent) -> bool {
fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool {
false
}
fn Update(&mut self, renderer: &Renderer, delta: Duration) {}
fn Update(&mut self, renderer: &mut Renderer, delta: Duration) {}
fn Resize(&mut self, renderer: &Renderer) {}
fn Resize(&mut self, renderer: &mut Renderer) {}
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
renderer
.Draw(
&self.render_pipeline,
&self.vertex_buffer,
&self.index_buffer,
"Vertex Buffer",
"Index Buffer",
self.num_indices,
)
.unwrap();