Files
wgpu-renderer/Examples/Cubes.rs
2022-01-05 09:41:22 -03:00

333 lines
12 KiB
Rust

#![allow(non_snake_case)]
#![allow(unused_variables)]
use anyhow::Result;
use cgmath::prelude::*;
use std::path::PathBuf;
use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::event::*;
use Graphics::Camera::*;
use Graphics::Render::*;
use Graphics::{Runtime, State};
struct Cubes {
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 for Cubes {
fn Init(renderer: &mut Renderer) -> Result<Self> {
let texture_bind_group_layout =
renderer
.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: renderer.config.width as f32 / renderer.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.UpdateViewProjection(&camera);
let camera_buffer = renderer
.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::ToRaw).collect::<Vec<_>>();
let instance_buffer =
renderer
.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 =
renderer
.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 = renderer
.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(
&renderer.device,
&renderer.queue,
&texture_bind_group_layout,
PathBuf::from("./Content/SM_Cube.obj"),
)
.unwrap();
// Shader
let shader = renderer
.device
.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("shader.wgsl"),
source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Cubes.wgsl").into()),
});
// Texture
let depth_texture =
Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
// Pipeline
let render_pipeline_layout =
renderer
.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 = {
let mut layout = ModelVertex::GetLayout();
let attributes = layout
.attributes
.drain(..)
.map(|x| x.into())
.collect::<Vec<_>>();
let wgpu_layout = wgpu::VertexBufferLayout {
array_stride: layout.stride as wgpu::BufferAddress,
step_mode: layout.step_mode.into(),
attributes: attributes.as_ref(),
};
renderer
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[wgpu_layout, InstanceRaw::GetLayout()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: renderer.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,
},
})
};
Ok(Self {
render_pipeline,
obj_model,
camera,
camera_controller,
camera_buffer,
camera_bind_group,
camera_uniform,
instances,
instance_buffer,
depth_texture,
})
}
fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool {
self.camera_controller.ProcessEvents(event)
}
fn Update(&mut self, renderer: &mut Renderer, delta: Duration) {
self.camera_controller.UpdateCamera(&mut self.camera);
self.camera_uniform.UpdateViewProjection(&self.camera);
renderer.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
}
fn Resize(&mut self, renderer: &mut Renderer) {
self.depth_texture =
Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
}
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
let output = renderer.surface.get_current_texture().unwrap();
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = renderer
.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.DrawModelInstanced(
&self.obj_model,
0..self.instances.len() as u32,
&self.camera_bind_group,
);
}
renderer.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
fn main() -> Result<()> {
Runtime::Execute::<Cubes>()
}