mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +00:00
Instance buffer
This commit is contained in:
110
src/lib.rs
110
src/lib.rs
@ -1,3 +1,4 @@
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use cgmath::prelude::*;
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use wgpu::util::DeviceExt;
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use winit::{
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dpi::LogicalSize,
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@ -121,6 +122,8 @@ pub 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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@ -212,6 +215,38 @@ impl State {
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let num_indices = INDICES.len() as u32;
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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 affect 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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// TEXTURE
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let diffuse_bytes = include_bytes!("../assets/happy-tree.png"); // CHANGED!
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@ -320,7 +355,7 @@ impl State {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_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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@ -372,6 +407,8 @@ 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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@ -440,8 +477,9 @@ impl State {
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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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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@ -496,3 +534,71 @@ const INDICES: &[u16] = &[
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1, 2, 4,
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2, 3, 4,
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];
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struct Instance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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}
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impl Instance {
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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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// NEW!
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct InstanceRaw {
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model: [[f32; 4]; 4],
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}
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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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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impl InstanceRaw {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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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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// 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 the shader.
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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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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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@ -17,13 +17,27 @@ struct VertexOutput {
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@location(0) tex_coords: vec2<f32>,
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}
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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};
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@vertex
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 2.
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out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
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return out;
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}
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