mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +00:00
561 lines
20 KiB
Rust
561 lines
20 KiB
Rust
#![allow(non_snake_case)]
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#[path = "Camera.rs"]
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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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use winit::dpi::LogicalSize;
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use winit::event::*;
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::Window;
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use winit::window::WindowBuilder;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Pod, Zeroable)]
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struct Vertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2, // NEW!
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},
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],
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}
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}
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}
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/// Texture coordinates.
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///
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/// ```no_run
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/// (0.0) (1.0)
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/// V1 ----------------- V2
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/// | / |
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/// | Q1 / |
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/// | / |
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/// | / |
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/// | / |
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/// | / Q2 |
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/// | / |
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/// V3 ----------------- V4
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/// (0.1) (1.1)
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/// ```
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#[rustfmt::skip]
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.5, 0.5, 0.0], tex_coords: [0.0, 0.0] }, // A
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Vertex { position: [0.5, 0.5, 0.0], tex_coords: [1.0, 0.0] }, // B
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Vertex { position: [-0.5, -0.5, 0.0], tex_coords: [0.0, 1.0] }, // C
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Vertex { position: [0.5, -0.5, 0.0], tex_coords: [1.0, 1.0] }, // D
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];
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#[rustfmt::skip]
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const INDICES: &[u16] = &[
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1, 0, 2,
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1, 2, 3,
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];
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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diffuse_bind_group: wgpu::BindGroup,
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diffuse_texture: Texture,
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camera: Camera,
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camera_uniform: CameraUniform,
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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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async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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label: None,
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},
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None, // Trace path
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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// Texture
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let diffuse_bytes = include_bytes!("../Resources/Tree.png");
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let diffuse_image = image::load_from_memory(diffuse_bytes).unwrap();
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let diffuse_rgba = diffuse_image.as_rgba8().unwrap();
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let dimensions = diffuse_image.dimensions();
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let texture_size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth_or_array_layers: 1,
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};
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let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
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// All textures are stored as 3D, we represent our 2D texture
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// by setting depth to 1.
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size: texture_size,
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mip_level_count: 1, // We'll talk about this a little later
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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// Most images are stored using sRGB so we need to reflect that here.
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
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// COPY_DST means that we want to copy data to this texture
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some("diffuse_texture"),
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});
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queue.write_texture(
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// Tells wgpu where to copy the pixel data
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wgpu::ImageCopyTexture {
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texture: &diffuse_texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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// The actual pixel data
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diffuse_rgba,
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// The layout of the texture
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
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rows_per_image: std::num::NonZeroU32::new(dimensions.1),
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},
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texture_size,
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);
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let diffuse_bytes = include_bytes!("../Resources/Tree.png");
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "Tree.png").unwrap();
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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// This is only for TextureSampleType::Depth
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comparison: false,
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// This should be true if the sample_type of the texture is:
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// TextureSampleType::Float { filterable: true }
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// Otherwise you'll get an error.
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filtering: true,
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},
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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// Camera
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let camera = Camera {
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// position the camera one unit up and 2 units back
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// +z is out of the screen
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eye: (0.0, 1.0, 2.0).into(),
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// have it look at the origin
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target: (0.0, 0.0, 0.0).into(),
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// which way is "up"
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up: cgmath::Vector3::unit_y(),
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aspect: config.width as f32 / config.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let camera_controller = CameraController::new(0.2);
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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// Shader
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Texture.wgsl").into()),
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});
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// Pipeline
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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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(), InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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// 4.
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLAMPING
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clamp_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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});
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// Buffers
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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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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queue,
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config,
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size,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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num_indices,
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diffuse_bind_group,
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diffuse_texture,
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camera,
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camera_uniform,
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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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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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self.camera_controller.process_events(event)
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}
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fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.camera_uniform.update_view_proj(&self.camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[
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// This is what [[location(0)]] in the fragment shader targets
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wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: true,
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},
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},
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],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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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..self.instances.len() as _);
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}
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// submit will accept anything that implements IntoIter
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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fn main() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.with_title("Renderer")
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.with_inner_size(LogicalSize::new(1280, 720))
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.build(&event_loop)
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.unwrap();
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// State::new uses async code, so we're going to wait for it to finish
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let mut state = pollster::block_on(State::new(&window));
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => {
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if !state.input(event) {
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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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();
|
|
}
|
|
_ => {}
|
|
}
|
|
});
|
|
}
|