562 lines
19 KiB
Rust
562 lines
19 KiB
Rust
use model::{DrawLight, DrawModel, Model, Vertex};
|
|
use wgpu::util::DeviceExt;
|
|
use winit::{
|
|
event::*,
|
|
event_loop::{ControlFlow, EventLoop},
|
|
window::{Window, WindowBuilder},
|
|
};
|
|
|
|
use cgmath::prelude::*;
|
|
|
|
mod camera;
|
|
mod light;
|
|
mod model;
|
|
mod texture;
|
|
|
|
type Vec3 = cgmath::Vector3<f32>;
|
|
type Mat4 = cgmath::Matrix4<f32>;
|
|
|
|
const NUM_INSTANCES_PER_ROW: u32 = 11;
|
|
|
|
fn main() {
|
|
let event_loop = EventLoop::new();
|
|
let window = WindowBuilder::new()
|
|
.with_title("wgpu tutorial")
|
|
.build(&event_loop)
|
|
.expect("Failed to create window");
|
|
|
|
let mut state = futures::executor::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 => *control_flow = ControlFlow::Exit,
|
|
WindowEvent::KeyboardInput { input, .. } => match 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.render();
|
|
}
|
|
Event::MainEventsCleared => {
|
|
state.update();
|
|
window.request_redraw();
|
|
}
|
|
_ => {}
|
|
});
|
|
}
|
|
|
|
#[repr(C)]
|
|
#[derive(Debug, Copy, Clone)]
|
|
struct Uniforms {
|
|
view_position: cgmath::Vector4<f32>,
|
|
view_proj: cgmath::Matrix4<f32>,
|
|
}
|
|
|
|
impl Uniforms {
|
|
fn new() -> Self {
|
|
Self {
|
|
view_position: Zero::zero(),
|
|
view_proj: cgmath::Matrix4::identity(),
|
|
}
|
|
}
|
|
|
|
fn update_view_proj(&mut self, camera: &camera::Camera) {
|
|
self.view_position = camera.eye.to_homogeneous();
|
|
self.view_proj = camera.build_view_projection_matrix();
|
|
}
|
|
}
|
|
|
|
unsafe impl bytemuck::Pod for Uniforms {}
|
|
unsafe impl bytemuck::Zeroable for Uniforms {}
|
|
|
|
struct Instance {
|
|
position: cgmath::Vector3<f32>,
|
|
rotation: cgmath::Quaternion<f32>,
|
|
}
|
|
|
|
impl Instance {
|
|
fn to_raw(&self) -> InstanceRaw {
|
|
InstanceRaw {
|
|
model: cgmath::Matrix4::from_translation(self.position)
|
|
* cgmath::Matrix4::from(self.rotation),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[repr(C)]
|
|
#[derive(Copy, Clone)]
|
|
struct InstanceRaw {
|
|
model: cgmath::Matrix4<f32>,
|
|
}
|
|
|
|
unsafe impl bytemuck::Pod for InstanceRaw {}
|
|
unsafe impl bytemuck::Zeroable for InstanceRaw {}
|
|
|
|
struct State {
|
|
instance: wgpu::Instance,
|
|
surface: wgpu::Surface,
|
|
adapter: wgpu::Adapter,
|
|
device: wgpu::Device,
|
|
queue: wgpu::Queue,
|
|
sc_desc: wgpu::SwapChainDescriptor,
|
|
swap_chain: wgpu::SwapChain,
|
|
|
|
depth_texture: texture::Texture,
|
|
|
|
camera: camera::Camera,
|
|
camera_controller: camera::CameraController,
|
|
|
|
uniforms: Uniforms,
|
|
uniform_buffer: wgpu::Buffer,
|
|
uniform_bind_group: wgpu::BindGroup,
|
|
|
|
obj_model: Model,
|
|
instances: Vec<Instance>,
|
|
instance_buffer: wgpu::Buffer,
|
|
|
|
light: light::Light,
|
|
light_buffer: wgpu::Buffer,
|
|
light_bind_group: wgpu::BindGroup,
|
|
light_render_pipeline: wgpu::RenderPipeline,
|
|
|
|
render_pipeline: wgpu::RenderPipeline,
|
|
|
|
size: winit::dpi::PhysicalSize<u32>,
|
|
}
|
|
|
|
impl State {
|
|
async fn new(window: &Window) -> Self {
|
|
let size = window.inner_size();
|
|
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
|
|
|
|
let surface = unsafe { instance.create_surface(window) };
|
|
|
|
let adapter = instance
|
|
.request_adapter(&wgpu::RequestAdapterOptions {
|
|
power_preference: wgpu::PowerPreference::HighPerformance,
|
|
compatible_surface: Some(&surface),
|
|
})
|
|
.await
|
|
.expect("Could not get surface");
|
|
|
|
let (device, queue) = adapter
|
|
.request_device(
|
|
&wgpu::DeviceDescriptor {
|
|
features: wgpu::Features::default(),
|
|
limits: Default::default(),
|
|
shader_validation: true,
|
|
},
|
|
None,
|
|
)
|
|
.await
|
|
.expect("Failed to get device");
|
|
|
|
let sc_desc = wgpu::SwapChainDescriptor {
|
|
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
|
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
|
width: size.width,
|
|
height: size.height,
|
|
present_mode: wgpu::PresentMode::Fifo,
|
|
};
|
|
|
|
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
|
|
|
let texture_bind_group_layout =
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("texture_bind_group_layout"),
|
|
entries: &[
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::SampledTexture {
|
|
dimension: wgpu::TextureViewDimension::D2,
|
|
component_type: wgpu::TextureComponentType::Uint,
|
|
multisampled: false,
|
|
},
|
|
count: None,
|
|
},
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 1,
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::Sampler { comparison: false },
|
|
count: None,
|
|
},
|
|
],
|
|
});
|
|
|
|
let res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
|
|
let obj_model = Model::load(
|
|
&device,
|
|
&queue,
|
|
&texture_bind_group_layout,
|
|
res_dir.join("cube.obj"),
|
|
)
|
|
.unwrap();
|
|
|
|
const SPACE_BETWEEN: f32 = 3.0;
|
|
let instances: Vec<Instance> = (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: Vec3 = (x, 0.0, z).into();
|
|
|
|
let rotation = if Vec3::zero() == position {
|
|
cgmath::Quaternion::from_axis_angle(Vec3::unit_z(), cgmath::Deg(0.0))
|
|
} else {
|
|
cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
|
|
};
|
|
|
|
Instance { position, rotation }
|
|
})
|
|
})
|
|
.collect();
|
|
let instance_data: Vec<_> = instances.iter().map(Instance::to_raw).collect();
|
|
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("instance_buffer"),
|
|
contents: bytemuck::cast_slice(&instance_data),
|
|
usage: wgpu::BufferUsage::STORAGE,
|
|
});
|
|
|
|
let camera = camera::Camera {
|
|
eye: (0.0, 1.0, 2.0).into(),
|
|
target: (0.0, 0.0, 0.0).into(),
|
|
up: (0.0, 1.0, 0.0).into(),
|
|
aspect: sc_desc.width as f32 / sc_desc.height as f32,
|
|
fovy: 45.0,
|
|
znear: 0.1,
|
|
zfar: 100.0,
|
|
};
|
|
|
|
let camera_controller = camera::CameraController::new(0.2);
|
|
|
|
let mut uniforms = Uniforms::new();
|
|
uniforms.update_view_proj(&camera);
|
|
|
|
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("uniform_buffer"),
|
|
contents: bytemuck::cast_slice(&[uniforms]),
|
|
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
|
});
|
|
|
|
let uniform_bind_group_layout =
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("uniform_bind_group_layout"),
|
|
entries: &[
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::UniformBuffer {
|
|
dynamic: false,
|
|
min_binding_size: None,
|
|
},
|
|
count: None,
|
|
},
|
|
wgpu::BindGroupLayoutEntry {
|
|
binding: 1,
|
|
visibility: wgpu::ShaderStage::VERTEX,
|
|
ty: wgpu::BindingType::StorageBuffer {
|
|
dynamic: false,
|
|
min_binding_size: None,
|
|
readonly: true,
|
|
},
|
|
count: None,
|
|
},
|
|
],
|
|
});
|
|
|
|
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label: Some("uniform_bind_group"),
|
|
layout: &uniform_bind_group_layout,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: wgpu::BindingResource::Buffer(uniform_buffer.slice(..)),
|
|
},
|
|
wgpu::BindGroupEntry {
|
|
binding: 1,
|
|
resource: wgpu::BindingResource::Buffer(instance_buffer.slice(..)),
|
|
},
|
|
],
|
|
});
|
|
|
|
// Lights
|
|
let light = light::Light::new((2.0, 2.0, 2.0).into(), (1.0, 1.0, 1.0).into());
|
|
|
|
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("Light VB"),
|
|
contents: bytemuck::cast_slice(&[light]),
|
|
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
|
});
|
|
|
|
let light_bind_group_layout =
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
entries: &[wgpu::BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::UniformBuffer {
|
|
dynamic: false,
|
|
min_binding_size: None,
|
|
},
|
|
count: None,
|
|
}],
|
|
label: None,
|
|
});
|
|
|
|
let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
layout: &light_bind_group_layout,
|
|
entries: &[wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: wgpu::BindingResource::Buffer(light_buffer.slice(..)),
|
|
}],
|
|
label: None,
|
|
});
|
|
|
|
let render_pipeline = {
|
|
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
label: Some("render_pipeline_layout"),
|
|
bind_group_layouts: &[
|
|
&texture_bind_group_layout,
|
|
&uniform_bind_group_layout,
|
|
&light_bind_group_layout,
|
|
],
|
|
push_constant_ranges: &[],
|
|
});
|
|
|
|
create_render_pipeline(
|
|
&device,
|
|
&layout,
|
|
sc_desc.format,
|
|
Some(texture::Texture::DEPTH_FORMAT),
|
|
&[model::ModelVertex::desc()],
|
|
wgpu::include_spirv!("shader.vert.spv"),
|
|
wgpu::include_spirv!("shader.frag.spv"),
|
|
)
|
|
};
|
|
|
|
let light_render_pipeline = {
|
|
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
label: Some("light_render_pipeline_layout"),
|
|
bind_group_layouts: &[&uniform_bind_group_layout, &light_bind_group_layout],
|
|
push_constant_ranges: &[],
|
|
});
|
|
|
|
create_render_pipeline(
|
|
&device,
|
|
&layout,
|
|
sc_desc.format,
|
|
Some(texture::Texture::DEPTH_FORMAT),
|
|
&[model::ModelVertex::desc()],
|
|
wgpu::include_spirv!("light.vert.spv"),
|
|
wgpu::include_spirv!("light.frag.spv"),
|
|
)
|
|
};
|
|
|
|
let depth_texture =
|
|
texture::Texture::create_depth_texture(&device, &sc_desc, "depth_texture");
|
|
|
|
Self {
|
|
instance,
|
|
surface,
|
|
adapter,
|
|
device,
|
|
queue,
|
|
sc_desc,
|
|
swap_chain,
|
|
camera,
|
|
camera_controller,
|
|
depth_texture,
|
|
uniforms,
|
|
uniform_buffer,
|
|
uniform_bind_group,
|
|
obj_model,
|
|
light,
|
|
light_buffer,
|
|
light_bind_group,
|
|
light_render_pipeline,
|
|
instances,
|
|
instance_buffer,
|
|
render_pipeline,
|
|
size,
|
|
}
|
|
}
|
|
|
|
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
|
self.size = new_size;
|
|
self.sc_desc.width = new_size.width;
|
|
self.sc_desc.height = new_size.height;
|
|
self.depth_texture =
|
|
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
|
|
self.camera.aspect = new_size.width as f32 / new_size.height as f32;
|
|
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
|
|
}
|
|
|
|
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.uniforms.update_view_proj(&self.camera);
|
|
|
|
let mut encoder = self
|
|
.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("update encoder"),
|
|
});
|
|
|
|
let staging_buffer = self
|
|
.device
|
|
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
label: Some("staging_buffer"),
|
|
contents: bytemuck::cast_slice(&[self.uniforms]),
|
|
usage: wgpu::BufferUsage::COPY_SRC,
|
|
});
|
|
|
|
encoder.copy_buffer_to_buffer(
|
|
&staging_buffer,
|
|
0,
|
|
&self.uniform_buffer,
|
|
0,
|
|
std::mem::size_of::<Uniforms>() as wgpu::BufferAddress,
|
|
);
|
|
|
|
self.light.position =
|
|
cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
|
|
* self.light.position;
|
|
self.queue
|
|
.write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
|
|
|
|
self.queue.submit(Some(encoder.finish()));
|
|
}
|
|
|
|
fn render(&mut self) {
|
|
let frame = self
|
|
.swap_chain
|
|
.get_current_frame()
|
|
.expect("Failed getting frame");
|
|
|
|
let mut encoder = self
|
|
.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Render Encoder"),
|
|
});
|
|
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
|
attachment: &frame.output.view,
|
|
resolve_target: None,
|
|
ops: wgpu::Operations::<wgpu::Color> {
|
|
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::RenderPassDepthStencilAttachmentDescriptor {
|
|
attachment: &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.light_render_pipeline);
|
|
render_pass.draw_light_model_instanced(
|
|
&self.obj_model,
|
|
&self.uniform_bind_group,
|
|
&self.light_bind_group,
|
|
0..self.instances.len() as u32,
|
|
);
|
|
|
|
render_pass.set_pipeline(&self.render_pipeline);
|
|
render_pass.draw_model_instanced(
|
|
&self.obj_model,
|
|
&self.uniform_bind_group,
|
|
&self.light_bind_group,
|
|
0..self.instances.len() as u32,
|
|
);
|
|
|
|
drop(render_pass);
|
|
|
|
self.queue.submit(Some(encoder.finish()));
|
|
}
|
|
}
|
|
|
|
fn create_render_pipeline(
|
|
device: &wgpu::Device,
|
|
layout: &wgpu::PipelineLayout,
|
|
color_format: wgpu::TextureFormat,
|
|
depth_format: Option<wgpu::TextureFormat>,
|
|
vertex_descs: &[wgpu::VertexBufferDescriptor],
|
|
vs_src: wgpu::ShaderModuleSource,
|
|
fs_src: wgpu::ShaderModuleSource,
|
|
) -> wgpu::RenderPipeline {
|
|
let vs_module = device.create_shader_module(vs_src);
|
|
let fs_module = device.create_shader_module(fs_src);
|
|
|
|
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
label: Some("render_pipeline"),
|
|
layout: Some(layout),
|
|
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
|
module: &vs_module,
|
|
entry_point: "main",
|
|
},
|
|
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
|
module: &fs_module,
|
|
entry_point: "main",
|
|
}),
|
|
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
|
front_face: wgpu::FrontFace::Ccw,
|
|
cull_mode: wgpu::CullMode::Back,
|
|
clamp_depth: false,
|
|
depth_bias: 0,
|
|
depth_bias_slope_scale: 0.0,
|
|
depth_bias_clamp: 0.0,
|
|
}),
|
|
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
|
color_states: &[wgpu::ColorStateDescriptor {
|
|
format: color_format,
|
|
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
|
color_blend: wgpu::BlendDescriptor::REPLACE,
|
|
write_mask: wgpu::ColorWrite::ALL,
|
|
}],
|
|
depth_stencil_state: depth_format.map(|format| wgpu::DepthStencilStateDescriptor {
|
|
format,
|
|
depth_write_enabled: true,
|
|
depth_compare: wgpu::CompareFunction::Less,
|
|
stencil: wgpu::StencilStateDescriptor::default(),
|
|
}),
|
|
vertex_state: wgpu::VertexStateDescriptor {
|
|
index_format: wgpu::IndexFormat::Uint32,
|
|
vertex_buffers: vertex_descs,
|
|
},
|
|
sample_count: 1,
|
|
sample_mask: !0,
|
|
alpha_to_coverage_enabled: false,
|
|
})
|
|
}
|