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https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +00:00
Instancing
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71
Source/Instance.rs
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71
Source/Instance.rs
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@ -0,0 +1,71 @@
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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pub const NUM_INSTANCES_PER_ROW: u32 = 10;
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pub const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
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pub 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 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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impl Instance {
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pub fn to_raw(&self) -> InstanceRaw {
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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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#[repr(C)]
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#[derive(Copy, Clone, Pod, 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 InstanceRaw {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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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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@ -4,11 +4,16 @@
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mod _Camera;
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use _Camera::*;
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#[path = "Instance.rs"]
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mod _Instance;
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use _Instance::*;
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#[path = "Texture.rs"]
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mod _Texture;
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use _Texture::*;
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use bytemuck::{Pod, Zeroable};
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use cgmath::prelude::*;
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use image::GenericImageView;
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use std::mem;
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use wgpu::util::DeviceExt;
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@ -92,6 +97,8 @@ struct State {
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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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@ -305,7 +312,7 @@ impl State {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "main",
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buffers: &[Vertex::desc()],
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buffers: &[Vertex::desc(), InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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@ -354,6 +361,41 @@ impl State {
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let num_indices = INDICES.len() as u32;
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// Instances
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let instances = (0..NUM_INSTANCES_PER_ROW)
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.flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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let position = cgmath::Vector3 {
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x: x as f32,
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y: 0.0,
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z: z as f32,
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} - INSTANCE_DISPLACEMENT;
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let rotation = if position.is_zero() {
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// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can effect scale if they're not created correctly
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cgmath::Quaternion::from_axis_angle(
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cgmath::Vector3::unit_z(),
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cgmath::Deg(0.0),
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)
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} else {
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cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
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};
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Instance { position, rotation }
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})
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})
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.collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Self {
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surface,
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device,
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@ -371,6 +413,8 @@ impl State {
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camera_buffer,
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camera_bind_group,
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camera_controller,
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instances,
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instance_buffer,
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}
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}
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@ -437,9 +481,10 @@ impl State {
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
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}
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// submit will accept anything that implements IntoIter
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