Instancing

This commit is contained in:
Werner
2021-11-03 19:16:23 -03:00
parent 20e0028e10
commit a0392e676b
3 changed files with 135 additions and 3 deletions

View File

@ -1,5 +1,12 @@
// Vertex shader
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>;
};
[[block]]
struct CameraUniform {
view_proj: mat4x4<f32>;
@ -21,10 +28,19 @@ struct VertexOutput {
[[stage(vertex)]]
fn 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 = camera.view_proj * vec4<f32>(model.position, 1.0); // 3.
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
return out;
}

71
Source/Instance.rs Normal file
View File

@ -0,0 +1,71 @@
use bytemuck::{Pod, Zeroable};
use std::mem;
pub const NUM_INSTANCES_PER_ROW: u32 = 10;
pub const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
pub const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
NUM_INSTANCES_PER_ROW as f32 * 0.5,
0.0,
NUM_INSTANCES_PER_ROW as f32 * 0.5,
);
pub struct Instance {
pub position: cgmath::Vector3<f32>,
pub rotation: cgmath::Quaternion<f32>,
}
impl Instance {
pub fn to_raw(&self) -> InstanceRaw {
InstanceRaw {
model: (cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation))
.into(),
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
pub struct InstanceRaw {
pub model: [[f32; 4]; 4],
}
impl InstanceRaw {
pub fn desc<'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
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We'll have to reassemble the mat4 in
// the shader.
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}

View File

@ -4,11 +4,16 @@
mod _Camera;
use _Camera::*;
#[path = "Instance.rs"]
mod _Instance;
use _Instance::*;
#[path = "Texture.rs"]
mod _Texture;
use _Texture::*;
use bytemuck::{Pod, Zeroable};
use cgmath::prelude::*;
use image::GenericImageView;
use std::mem;
use wgpu::util::DeviceExt;
@ -92,6 +97,8 @@ struct State {
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
camera_controller: CameraController,
instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
}
impl State {
@ -305,7 +312,7 @@ impl State {
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[Vertex::desc()],
buffers: &[Vertex::desc(), InstanceRaw::desc()],
},
fragment: Some(wgpu::FragmentState {
// 3.
@ -354,6 +361,41 @@ impl State {
let num_indices = INDICES.len() as u32;
// Instances
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,
});
Self {
surface,
device,
@ -371,6 +413,8 @@ impl State {
camera_buffer,
camera_bind_group,
camera_controller,
instances,
instance_buffer,
}
}
@ -437,9 +481,10 @@ impl State {
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