mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +00:00
3d model loading
This commit is contained in:
@ -9,13 +9,20 @@ publish = false
|
|||||||
|
|
||||||
default-run = "Renderer"
|
default-run = "Renderer"
|
||||||
|
|
||||||
|
[lib]
|
||||||
|
name = "Renderer"
|
||||||
|
crate-type = ["rlib"]
|
||||||
|
path = "Source/lib.rs"
|
||||||
|
|
||||||
[[bin]]
|
[[bin]]
|
||||||
name = "Renderer"
|
name = "Renderer"
|
||||||
path = "Source/Main.rs"
|
path = "Source/Main.rs"
|
||||||
|
doc = false
|
||||||
|
|
||||||
[[bin]]
|
[[bin]]
|
||||||
name = "Rainbow"
|
name = "Rainbow"
|
||||||
path = "Source/Rainbow.rs"
|
path = "Source/Rainbow.rs"
|
||||||
|
doc = false
|
||||||
|
|
||||||
[dependencies]
|
[dependencies]
|
||||||
anyhow = "1.0"
|
anyhow = "1.0"
|
||||||
@ -25,5 +32,6 @@ env_logger = "0.9"
|
|||||||
image = "0.23"
|
image = "0.23"
|
||||||
log = "0.4"
|
log = "0.4"
|
||||||
pollster = "0.2"
|
pollster = "0.2"
|
||||||
|
tobj = "3.0"
|
||||||
wgpu = "0.11"
|
wgpu = "0.11"
|
||||||
winit = "0.25"
|
winit = "0.25"
|
||||||
|
14
Resources/Cube.mtl
Normal file
14
Resources/Cube.mtl
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
# Blender MTL File: 'Cube.blend'
|
||||||
|
# Material Count: 1
|
||||||
|
|
||||||
|
newmtl Material
|
||||||
|
Ns 323.999994
|
||||||
|
Ka 1.000000 1.000000 1.000000
|
||||||
|
Kd 0.800000 0.800000 0.800000
|
||||||
|
Ks 0.500000 0.500000 0.500000
|
||||||
|
Ke 0.000000 0.000000 0.000000
|
||||||
|
Ni 1.450000
|
||||||
|
d 1.000000
|
||||||
|
illum 2
|
||||||
|
map_Bump T_Normal.png
|
||||||
|
map_Kd T_Stone.png
|
41
Resources/Cube.obj
Normal file
41
Resources/Cube.obj
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
# Blender v2.93.1 OBJ File: 'Cube.blend'
|
||||||
|
# www.blender.org
|
||||||
|
mtllib Cube.mtl
|
||||||
|
o Cube
|
||||||
|
v 1.000000 1.000000 -1.000000
|
||||||
|
v -1.000000 1.000000 -1.000000
|
||||||
|
v -1.000000 1.000000 1.000000
|
||||||
|
v 1.000000 1.000000 1.000000
|
||||||
|
v 1.000000 -1.000000 1.000000
|
||||||
|
v -1.000000 -1.000000 1.000000
|
||||||
|
v -1.000000 -1.000000 -1.000000
|
||||||
|
v 1.000000 -1.000000 -1.000000
|
||||||
|
vt 0.625000 0.500000
|
||||||
|
vt 0.875000 0.500000
|
||||||
|
vt 0.875000 0.750000
|
||||||
|
vt 0.625000 0.750000
|
||||||
|
vt 0.375000 0.750000
|
||||||
|
vt 0.625000 1.000000
|
||||||
|
vt 0.375000 1.000000
|
||||||
|
vt 0.375000 0.000000
|
||||||
|
vt 0.625000 0.000000
|
||||||
|
vt 0.625000 0.250000
|
||||||
|
vt 0.375000 0.250000
|
||||||
|
vt 0.125000 0.500000
|
||||||
|
vt 0.375000 0.500000
|
||||||
|
vt 0.125000 0.750000
|
||||||
|
vn 0.0000 1.0000 0.0000
|
||||||
|
vn 0.0000 -0.0000 1.0000
|
||||||
|
vn -1.0000 -0.0000 0.0000
|
||||||
|
vn 0.0000 -1.0000 -0.0000
|
||||||
|
vn 1.0000 0.0000 0.0000
|
||||||
|
vn 0.0000 0.0000 -1.0000
|
||||||
|
g Cube_Cube_Material
|
||||||
|
usemtl Material
|
||||||
|
s 1
|
||||||
|
f 1/1/1 2/2/1 3/3/1 4/4/1
|
||||||
|
f 5/5/2 4/4/2 3/6/2 6/7/2
|
||||||
|
f 6/8/3 3/9/3 2/10/3 7/11/3
|
||||||
|
f 7/12/4 8/13/4 5/5/4 6/14/4
|
||||||
|
f 8/13/5 1/1/5 4/4/5 5/5/5
|
||||||
|
f 7/11/6 2/10/6 1/1/6 8/13/6
|
BIN
Resources/T_Normal.png
Normal file
BIN
Resources/T_Normal.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 556 KiB |
BIN
Resources/T_Stone.png
Normal file
BIN
Resources/T_Stone.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 176 KiB |
BIN
Resources/T_White.png
Normal file
BIN
Resources/T_White.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 6.4 KiB |
66
Source/DrawModel.rs
Normal file
66
Source/DrawModel.rs
Normal file
@ -0,0 +1,66 @@
|
|||||||
|
use crate::{Material, Mesh, Model};
|
||||||
|
use std::ops::Range;
|
||||||
|
|
||||||
|
pub trait DrawModel<'a> {
|
||||||
|
fn draw_mesh(
|
||||||
|
&mut self,
|
||||||
|
mesh: &'a Mesh,
|
||||||
|
material: &'a Material,
|
||||||
|
camera_bind_group: &'a wgpu::BindGroup,
|
||||||
|
);
|
||||||
|
fn draw_mesh_instanced(
|
||||||
|
&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(
|
||||||
|
&mut self,
|
||||||
|
model: &'a Model,
|
||||||
|
instances: Range<u32>,
|
||||||
|
camera_bind_group: &'a wgpu::BindGroup,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
impl<'a> DrawModel<'a> for wgpu::RenderPass<'a> {
|
||||||
|
fn draw_mesh(
|
||||||
|
&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);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_mesh_instanced(
|
||||||
|
&mut self,
|
||||||
|
mesh: &'a Mesh,
|
||||||
|
material: &'a Material,
|
||||||
|
instances: Range<u32>,
|
||||||
|
camera_bind_group: &'a wgpu::BindGroup,
|
||||||
|
) {
|
||||||
|
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||||
|
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||||
|
self.set_bind_group(0, &material.bind_group, &[]);
|
||||||
|
self.set_bind_group(1, camera_bind_group, &[]);
|
||||||
|
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 draw_model_instanced(
|
||||||
|
&mut self,
|
||||||
|
model: &'a Model,
|
||||||
|
instances: Range<u32>,
|
||||||
|
camera_bind_group: &'a wgpu::BindGroup,
|
||||||
|
) {
|
||||||
|
for mesh in &model.meshes {
|
||||||
|
let material = &model.materials[mesh.material];
|
||||||
|
self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
576
Source/Main.rs
576
Source/Main.rs
@ -1,579 +1,5 @@
|
|||||||
#![allow(non_snake_case)]
|
#![allow(non_snake_case)]
|
||||||
|
|
||||||
#[path = "Camera.rs"]
|
|
||||||
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;
|
|
||||||
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],
|
|
||||||
tex_coords: [f32; 2],
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Vertex {
|
|
||||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
|
||||||
wgpu::VertexBufferLayout {
|
|
||||||
array_stride: 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: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
|
||||||
shader_location: 1,
|
|
||||||
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]
|
|
||||||
const VERTICES: &[Vertex] = &[
|
|
||||||
Vertex { position: [-0.5, 0.5, 0.0], tex_coords: [0.0, 0.0] }, // A
|
|
||||||
Vertex { position: [0.5, 0.5, 0.0], tex_coords: [1.0, 0.0] }, // B
|
|
||||||
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]
|
|
||||||
const INDICES: &[u16] = &[
|
|
||||||
1, 0, 2,
|
|
||||||
1, 2, 3,
|
|
||||||
];
|
|
||||||
|
|
||||||
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,
|
|
||||||
diffuse_bind_group: wgpu::BindGroup,
|
|
||||||
diffuse_texture: Texture,
|
|
||||||
camera: Camera,
|
|
||||||
camera_uniform: CameraUniform,
|
|
||||||
camera_buffer: wgpu::Buffer,
|
|
||||||
camera_bind_group: wgpu::BindGroup,
|
|
||||||
camera_controller: CameraController,
|
|
||||||
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
|
|
||||||
// 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);
|
|
||||||
|
|
||||||
// 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"),
|
|
||||||
});
|
|
||||||
|
|
||||||
// Camera
|
|
||||||
|
|
||||||
let camera = Camera {
|
|
||||||
// position the camera one unit up and 2 units back
|
|
||||||
// +z is out of the screen
|
|
||||||
eye: (0.0, 1.0, 2.0).into(),
|
|
||||||
// have it look at the origin
|
|
||||||
target: (0.0, 0.0, 0.0).into(),
|
|
||||||
// which way is "up"
|
|
||||||
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,
|
|
||||||
});
|
|
||||||
|
|
||||||
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"),
|
|
||||||
});
|
|
||||||
|
|
||||||
let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
|
|
||||||
|
|
||||||
// Shader
|
|
||||||
|
|
||||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
|
||||||
label: Some("Shader"),
|
|
||||||
source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Texture.wgsl").into()),
|
|
||||||
});
|
|
||||||
|
|
||||||
// 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: &[Vertex::desc(), InstanceRaw::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: 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,
|
|
||||||
},
|
|
||||||
});
|
|
||||||
|
|
||||||
// Buffers
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
// 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,
|
|
||||||
queue,
|
|
||||||
config,
|
|
||||||
size,
|
|
||||||
render_pipeline,
|
|
||||||
vertex_buffer,
|
|
||||||
index_buffer,
|
|
||||||
num_indices,
|
|
||||||
diffuse_bind_group,
|
|
||||||
diffuse_texture,
|
|
||||||
camera,
|
|
||||||
camera_uniform,
|
|
||||||
camera_buffer,
|
|
||||||
camera_bind_group,
|
|
||||||
camera_controller,
|
|
||||||
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: &[
|
|
||||||
// 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: 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_pipeline(&self.render_pipeline);
|
|
||||||
|
|
||||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
|
||||||
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..self.instances.len() as _);
|
|
||||||
}
|
|
||||||
|
|
||||||
// submit will accept anything that implements IntoIter
|
|
||||||
self.queue.submit(std::iter::once(encoder.finish()));
|
|
||||||
output.present();
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
env_logger::init();
|
Renderer::Main();
|
||||||
|
|
||||||
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();
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
7
Source/Material.rs
Normal file
7
Source/Material.rs
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
use crate::Texture;
|
||||||
|
|
||||||
|
pub struct Material {
|
||||||
|
pub name: String,
|
||||||
|
pub diffuse_texture: Texture,
|
||||||
|
pub bind_group: wgpu::BindGroup,
|
||||||
|
}
|
7
Source/Mesh.rs
Normal file
7
Source/Mesh.rs
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
pub struct Mesh {
|
||||||
|
pub name: String,
|
||||||
|
pub vertex_buffer: wgpu::Buffer,
|
||||||
|
pub index_buffer: wgpu::Buffer,
|
||||||
|
pub num_elements: u32,
|
||||||
|
pub material: usize,
|
||||||
|
}
|
139
Source/Model.rs
Normal file
139
Source/Model.rs
Normal file
@ -0,0 +1,139 @@
|
|||||||
|
use crate::Texture;
|
||||||
|
use crate::{Material, Mesh, Vertex};
|
||||||
|
use anyhow::Result;
|
||||||
|
use bytemuck::{Pod, Zeroable};
|
||||||
|
use std::path::Path;
|
||||||
|
use tobj::LoadOptions;
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
|
||||||
|
pub struct Model {
|
||||||
|
pub meshes: Vec<Mesh>,
|
||||||
|
pub materials: Vec<Material>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Model {
|
||||||
|
pub fn load<P: AsRef<Path>>(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
queue: &wgpu::Queue,
|
||||||
|
layout: &wgpu::BindGroupLayout,
|
||||||
|
path: P,
|
||||||
|
) -> Result<Self> {
|
||||||
|
let (obj_models, obj_materials) = tobj::load_obj(
|
||||||
|
path.as_ref(),
|
||||||
|
&LoadOptions {
|
||||||
|
triangulate: true,
|
||||||
|
single_index: true,
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
)?;
|
||||||
|
|
||||||
|
let obj_materials = obj_materials?;
|
||||||
|
|
||||||
|
// We're assuming that the texture files are stored with the obj file
|
||||||
|
let containing_folder = path.as_ref().parent().expect("Directory has no parent");
|
||||||
|
|
||||||
|
let mut materials = Vec::new();
|
||||||
|
for mat in obj_materials {
|
||||||
|
let diffuse_path = mat.diffuse_texture;
|
||||||
|
let diffuse_texture =
|
||||||
|
Texture::load(device, queue, containing_folder.join(diffuse_path))?;
|
||||||
|
|
||||||
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
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: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
materials.push(Material {
|
||||||
|
name: mat.name,
|
||||||
|
diffuse_texture,
|
||||||
|
bind_group,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
let mut meshes = Vec::new();
|
||||||
|
for m in obj_models {
|
||||||
|
let mut vertices = Vec::new();
|
||||||
|
for i in 0..m.mesh.positions.len() / 3 {
|
||||||
|
vertices.push(ModelVertex {
|
||||||
|
position: [
|
||||||
|
m.mesh.positions[i * 3],
|
||||||
|
m.mesh.positions[i * 3 + 1],
|
||||||
|
m.mesh.positions[i * 3 + 2],
|
||||||
|
],
|
||||||
|
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
|
||||||
|
normal: [
|
||||||
|
m.mesh.normals[i * 3],
|
||||||
|
m.mesh.normals[i * 3 + 1],
|
||||||
|
m.mesh.normals[i * 3 + 2],
|
||||||
|
],
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some(&format!("{:?} Vertex Buffer", path.as_ref())),
|
||||||
|
contents: bytemuck::cast_slice(&vertices),
|
||||||
|
usage: wgpu::BufferUsages::VERTEX,
|
||||||
|
});
|
||||||
|
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some(&format!("{:?} Index Buffer", path.as_ref())),
|
||||||
|
contents: bytemuck::cast_slice(&m.mesh.indices),
|
||||||
|
usage: wgpu::BufferUsages::INDEX,
|
||||||
|
});
|
||||||
|
|
||||||
|
meshes.push(Mesh {
|
||||||
|
name: m.name,
|
||||||
|
vertex_buffer,
|
||||||
|
index_buffer,
|
||||||
|
num_elements: m.mesh.indices.len() as u32,
|
||||||
|
material: m.mesh.material_id.unwrap_or(0),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(Self { meshes, materials })
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
|
||||||
|
pub struct ModelVertex {
|
||||||
|
position: [f32; 3],
|
||||||
|
tex_coords: [f32; 2],
|
||||||
|
normal: [f32; 3],
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Vertex for ModelVertex {
|
||||||
|
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||||
|
use std::mem;
|
||||||
|
wgpu::VertexBufferLayout {
|
||||||
|
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
|
||||||
|
step_mode: wgpu::VertexStepMode::Vertex,
|
||||||
|
attributes: &[
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: 0,
|
||||||
|
shader_location: 0,
|
||||||
|
format: wgpu::VertexFormat::Float32x3,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 1,
|
||||||
|
format: wgpu::VertexFormat::Float32x2,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 2,
|
||||||
|
format: wgpu::VertexFormat::Float32x3,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,6 @@
|
|||||||
use anyhow::*;
|
use anyhow::*;
|
||||||
use image::GenericImageView;
|
use image::GenericImageView;
|
||||||
|
use std::path::Path;
|
||||||
|
|
||||||
pub struct Texture {
|
pub struct Texture {
|
||||||
pub texture: wgpu::Texture,
|
pub texture: wgpu::Texture,
|
||||||
@ -9,6 +10,18 @@ pub struct Texture {
|
|||||||
|
|
||||||
impl Texture {
|
impl Texture {
|
||||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||||
|
pub fn load<P: AsRef<Path>>(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
queue: &wgpu::Queue,
|
||||||
|
path: P,
|
||||||
|
) -> Result<Self> {
|
||||||
|
// Needed to appease the borrow checker
|
||||||
|
let path_copy = path.as_ref().to_path_buf();
|
||||||
|
let label = path_copy.to_str();
|
||||||
|
let img = image::open(path)?;
|
||||||
|
|
||||||
|
Self::from_image(device, queue, &img, label)
|
||||||
|
}
|
||||||
|
|
||||||
pub fn from_bytes(
|
pub fn from_bytes(
|
||||||
device: &wgpu::Device,
|
device: &wgpu::Device,
|
||||||
@ -26,7 +39,7 @@ impl Texture {
|
|||||||
img: &image::DynamicImage,
|
img: &image::DynamicImage,
|
||||||
label: Option<&str>,
|
label: Option<&str>,
|
||||||
) -> Result<Self> {
|
) -> Result<Self> {
|
||||||
let rgba = img.as_rgba8().unwrap();
|
let rgba = img.to_rgba8();
|
||||||
let dimensions = img.dimensions();
|
let dimensions = img.dimensions();
|
||||||
|
|
||||||
let size = wgpu::Extent3d {
|
let size = wgpu::Extent3d {
|
||||||
@ -52,7 +65,7 @@ impl Texture {
|
|||||||
mip_level: 0,
|
mip_level: 0,
|
||||||
origin: wgpu::Origin3d::ZERO,
|
origin: wgpu::Origin3d::ZERO,
|
||||||
},
|
},
|
||||||
rgba,
|
&rgba,
|
||||||
wgpu::ImageDataLayout {
|
wgpu::ImageDataLayout {
|
||||||
offset: 0,
|
offset: 0,
|
||||||
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
|
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
|
||||||
|
3
Source/Vertex.rs
Normal file
3
Source/Vertex.rs
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
pub trait Vertex {
|
||||||
|
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
|
||||||
|
}
|
445
Source/lib.rs
Normal file
445
Source/lib.rs
Normal file
@ -0,0 +1,445 @@
|
|||||||
|
#![allow(non_snake_case)]
|
||||||
|
|
||||||
|
#[path = "Camera.rs"]
|
||||||
|
mod _Camera;
|
||||||
|
pub use self::_Camera::*;
|
||||||
|
|
||||||
|
#[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::*;
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
Reference in New Issue
Block a user