Texture and bind groups

This commit is contained in:
Werner
2021-11-03 10:00:01 -03:00
parent 52c16d7b69
commit 7d2bd7322f
6 changed files with 256 additions and 11 deletions

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@ -10,9 +10,9 @@ publish = false
[[bin]] [[bin]]
name = "Renderer" name = "Renderer"
path = "Source/Main.rs" path = "Source/Main.rs"
doc = false
[dependencies] [dependencies]
anyhow = "1.0"
bytemuck = { version = "1.4", features = [ "derive" ] } bytemuck = { version = "1.4", features = [ "derive" ] }
cgmath = "0.18" cgmath = "0.18"
env_logger = "0.9" env_logger = "0.9"

BIN
Resources/Tree.png Normal file

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34
Shaders/Texture.wgsl Normal file
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@ -0,0 +1,34 @@
// Vertex shader
struct VertexInput {
[[location(0)]] position: vec3<f32>;
[[location(1)]] tex_coords: vec2<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] tex_coords: vec2<f32>;
};
[[stage(vertex)]]
fn main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 1.0);
return out;
}
// Fragment shader
[[group(0), binding(0)]]
var t_diffuse: texture_2d<f32>;
[[group(0), binding(1)]]
var s_diffuse: sampler;
[[stage(fragment)]]
fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}

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@ -1,6 +1,12 @@
#![allow(non_snake_case)] #![allow(non_snake_case)]
#[path = "Texture.rs"]
mod _Texture;
use _Texture::Texture;
use bytemuck::{Pod, Zeroable}; use bytemuck::{Pod, Zeroable};
use image::GenericImageView;
use std::mem;
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
use winit::dpi::LogicalSize; use winit::dpi::LogicalSize;
use winit::event::*; use winit::event::*;
@ -12,13 +18,13 @@ use winit::window::WindowBuilder;
#[derive(Copy, Clone, Debug, Pod, Zeroable)] #[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct Vertex { struct Vertex {
position: [f32; 3], position: [f32; 3],
color: [f32; 3], tex_coords: [f32; 2],
} }
impl Vertex { impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout { wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress, array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex, step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[ attributes: &[
wgpu::VertexAttribute { wgpu::VertexAttribute {
@ -27,25 +33,42 @@ impl Vertex {
format: wgpu::VertexFormat::Float32x3, format: wgpu::VertexFormat::Float32x3,
}, },
wgpu::VertexAttribute { wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1, shader_location: 1,
format: wgpu::VertexFormat::Float32x3, format: wgpu::VertexFormat::Float32x2, // NEW!
}, },
], ],
} }
} }
} }
/// Texture coordinates.
///
/// ```no_run
/// (0.0) (1.0)
/// V1 ----------------- V2
/// | / |
/// | Q1 / |
/// | / |
/// | / |
/// | / |
/// | / Q2 |
/// | / |
/// V3 ----------------- V4
/// (0.1) (1.1)
/// ```
#[rustfmt::skip] #[rustfmt::skip]
const VERTICES: &[Vertex] = &[ 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], tex_coords: [0.0, 0.0] }, // A
Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] }, Vertex { position: [0.5, 0.5, 0.0], tex_coords: [1.0, 0.0] }, // B
Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] }, Vertex { position: [-0.5, -0.5, 0.0], tex_coords: [0.0, 1.0] }, // C
Vertex { position: [0.5, -0.5, 0.0], tex_coords: [1.0, 1.0] }, // D
]; ];
#[rustfmt::skip] #[rustfmt::skip]
const INDICES: &[u16] = &[ const INDICES: &[u16] = &[
0, 1, 2, 1, 0, 2,
1, 2, 3,
]; ];
struct State { struct State {
@ -58,6 +81,8 @@ struct State {
vertex_buffer: wgpu::Buffer, vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer, index_buffer: wgpu::Buffer,
num_indices: u32, num_indices: u32,
diffuse_bind_group: wgpu::BindGroup,
diffuse_texture: Texture,
} }
impl State { impl State {
@ -101,15 +126,116 @@ impl State {
surface.configure(&device, &config); surface.configure(&device, &config);
// Texture
let diffuse_bytes = include_bytes!("../Resources/Tree.png");
let diffuse_image = image::load_from_memory(diffuse_bytes).unwrap();
let diffuse_rgba = diffuse_image.as_rgba8().unwrap();
let dimensions = diffuse_image.dimensions();
let texture_size = wgpu::Extent3d {
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_bytes = include_bytes!("../Resources/Tree.png");
let diffuse_texture =
Texture::from_bytes(&device, &queue, diffuse_bytes, "Tree.png").unwrap();
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 {
// This is only for TextureSampleType::Depth
comparison: false,
// This should be true if the sample_type of the texture is:
// TextureSampleType::Float { filterable: true }
// Otherwise you'll get an error.
filtering: true,
},
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
// Shader
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/Main.wgsl").into()), source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Texture.wgsl").into()),
}); });
// Pipeline
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: &[], bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[], push_constant_ranges: &[],
}); });
@ -152,6 +278,8 @@ impl State {
}, },
}); });
// Buffers
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"), label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES), contents: bytemuck::cast_slice(VERTICES),
@ -176,6 +304,8 @@ impl State {
vertex_buffer, vertex_buffer,
index_buffer, index_buffer,
num_indices, num_indices,
diffuse_bind_group,
diffuse_texture,
} }
} }
@ -229,6 +359,7 @@ 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_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_vertex_buffer(0, self.vertex_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..1);

80
Source/Texture.rs Normal file
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@ -0,0 +1,80 @@
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.as_rgba8().unwrap();
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()
});
Ok(Self {
texture,
view,
sampler,
})
}
}