Initial commit

This commit is contained in:
Sijmen 2021-05-28 02:54:06 +02:00
commit 361d0206d5
Signed by: vijfhoek
GPG key ID: 82D05C89B28B0DAE
10 changed files with 2442 additions and 0 deletions

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assets filter=lfs diff=lfs merge=lfs -text
assets/block filter=lfs diff=lfs merge=lfs -text

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/target

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[package]
name = "rustwgpu"
version = "0.1.0"
authors = ["Vijfhoek <me@vijf.life>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
anyhow = "1.0.40"
bytemuck = { version = "1.5.1", features = ["derive"] }
cgmath = "0.18.0"
env_logger = "0.8.3"
futures = "0.3.15"
image = "0.23.14"
log = "0.4.14"
wgpu = "0.8.1"
winit = { version = "0.25.0", default_features = false, features = ["x11"] }

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#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
pub struct Camera {
pub eye: cgmath::Point3<f32>,
pub target: cgmath::Point3<f32>,
pub up: cgmath::Vector3<f32>,
pub aspect: f32,
pub fovy: f32,
pub znear: f32,
pub zfar: f32,
}
impl Camera {
pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
return OPENGL_TO_WGPU_MATRIX * proj * view;
}
}

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#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Light {
position: [f32; 3],
// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
_padding: u32,
color: [f32; 3],
}

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mod camera;
mod texture;
mod uniforms;
use image::GenericImageView;
use std::{iter, mem::size_of, num::NonZeroU32, time::Instant};
use wgpu::{util::DeviceExt, BufferAddress};
use winit::{
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::{Window, WindowBuilder},
};
use crate::{camera::Camera, texture::Texture, uniforms::Uniforms};
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
texture_coordinates: [f32; 2],
}
impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: size_of::<[f32; 3]>() as BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
],
}
}
}
const VERTICES: &[Vertex] = &[
Vertex {
position: [-0.5, -0.5, -0.5],
texture_coordinates: [0.0, 0.0],
}, // 0
Vertex {
position: [-0.5, -0.5, 0.5],
texture_coordinates: [0.0, 1.0],
}, // 1
Vertex {
position: [-0.5, 0.5, 0.5],
texture_coordinates: [1.0, 1.0],
}, // 2
Vertex {
position: [-0.5, 0.5, -0.5],
texture_coordinates: [1.0, 0.0],
}, // 3
Vertex {
position: [0.5, -0.5, -0.5],
texture_coordinates: [1.0, 1.0],
}, // 4
Vertex {
position: [0.5, -0.5, 0.5],
texture_coordinates: [1.0, 0.0],
}, // 5
Vertex {
position: [0.5, 0.5, 0.5],
texture_coordinates: [0.0, 0.0],
}, // 6
Vertex {
position: [0.5, 0.5, -0.5],
texture_coordinates: [0.0, 1.0],
}, // 7
];
#[rustfmt::skip]
const INDICES: &[u16] = &[
// left
0, 1, 2,
0, 2, 3,
// bottom
1, 0, 4,
1, 4, 5,
// right
5, 7, 6,
5, 4, 7,
// top
3, 2, 6,
3, 6, 7,
// front
2, 1, 5,
2, 5, 6,
// back
0, 3, 7,
0, 7, 4,
];
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
dirt_diffuse_bind_group: wgpu::BindGroup,
camera: Camera,
uniforms: Uniforms,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
}
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::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
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
},
None, // Trace path
)
.await
.unwrap();
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: adapter.get_swap_chain_preferred_format(&surface).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Immediate,
};
let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
let dirt_diffuse_texture = Texture::from_bytes(
&device,
&queue,
include_bytes!("../assets/block/dirt.png"),
"dirt_diffuse",
)
.unwrap();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("exture_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::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::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: true,
},
count: None,
},
],
});
let dirt_diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("dirt_diffuse_bind_group"),
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&dirt_diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&dirt_diffuse_texture.sampler),
},
],
});
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
flags: wgpu::ShaderFlags::all(),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
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: swap_chain_descriptor.width as f32 / swap_chain_descriptor.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 100.0,
};
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 {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("uniform_bind_group_layout"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &uniform_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()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: swap_chain_descriptor.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrite::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: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsage::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsage::INDEX,
});
let num_indices = INDICES.len() as u32;
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
label: Some("uniform_bind_group"),
});
Self {
surface,
device,
queue,
sc_desc: swap_chain_descriptor,
swap_chain,
size,
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
camera,
uniforms,
uniform_buffer,
uniform_bind_group,
dirt_diffuse_bind_group,
}
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
println!("resizing to {:?}", new_size);
self.size = new_size;
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
}
#[allow(unused_variables)]
fn input(&mut self, event: &WindowEvent) -> bool {
false
}
fn update(&mut self) {}
fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
let frame = self.swap_chain.get_current_frame()?.output;
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: &frame.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.dirt_diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
Ok(())
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("\u{1f980}\u{1f980}\u{1f980}\u{1f980}\u{1f980}")
.build(&event_loop)
.unwrap();
use futures::executor::block_on;
// Since main can't be async, we're going to need to block
let mut state = block_on(State::new(&window));
let mut frames = 0;
let mut instant = Instant::now();
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, .. } => {
// new_inner_size is &mut so w have to dereference it twice
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
frames += 1;
if frames % 1000 == 0 {
let frametime = instant.elapsed() / 1000;
let fps = 1_000_000 / frametime.as_micros();
println!("{:?} - {} fps", frametime, fps);
instant = Instant::now();
}
state.update();
match state.render() {
Ok(_) => {}
// Recreate the swap_chain if lost
Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SwapChainError::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();
}
_ => {}
}
});
}

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[[block]]
struct Uniforms {
view_proj: mat4x4<f32>;
};
[[group(1), binding(0)]]
var<uniform> uniforms: Uniforms;
struct VertexInput {
[[location(0)]] position: vec3<f32>;
[[location(1)]] texture_coordinates: vec2<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] texture_coordinates: vec2<f32>;
};
[[stage(vertex)]]
fn main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.texture_coordinates = model.texture_coordinates;
out.clip_position = uniforms.view_proj * vec4<f32>(model.position, 1.0);
return out;
}
[[group(0), binding(0)]]
var t_diffuse: texture_2d<f32>;
[[group(0), binding(1)]]
var s_diffuse: sampler;
[[stage(fragment)]]
fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.texture_coordinates);
}

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use std::num::NonZeroU32;
pub struct Texture {
pub texture: wgpu::Texture,
pub sampler: wgpu::Sampler,
pub view: wgpu::TextureView,
}
impl Texture {
pub fn from_bytes(
device: &wgpu::Device,
queue: &wgpu::Queue,
bytes: &[u8],
label: &str,
) -> anyhow::Result<Self> {
let image = image::load_from_memory(bytes)?;
let rgba = image.as_rgba8().unwrap();
let (width, height) = rgba.dimensions();
let texture_size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: texture_size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
queue.write_texture(
wgpu::ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
},
rgba,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * width),
rows_per_image: NonZeroU32::new(height),
},
texture_size,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..wgpu::SamplerDescriptor::default()
});
Ok(Self {
texture,
view,
sampler,
})
}
}

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use crate::camera::Camera;
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Uniforms {
// We can't use cgmath with bytemuck directly so we'll have
// to convert the Matrix4 into a 4x4 f32 array
view_projection: [[f32; 4]; 4],
}
impl Uniforms {
pub fn new() -> Self {
use cgmath::SquareMatrix;
Self {
view_projection: cgmath::Matrix4::identity().into(),
}
}
pub fn update_view_proj(&mut self, camera: &Camera) {
self.view_projection = camera.build_view_projection_matrix().into();
}
}