Fix textures, implement lighting, clean up, etc
This commit is contained in:
parent
e08cb18db5
commit
7dbe316637
9 changed files with 423 additions and 113 deletions
98
src/cube.rs
98
src/cube.rs
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@ -1,63 +1,61 @@
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use crate::vertex::Vertex;
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#[rustfmt::skip]
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pub const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.5, -0.5, -0.5],
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texture_coordinates: [0.0, 0.0],
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}, // 0
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Vertex {
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position: [-0.5, -0.5, 0.5],
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texture_coordinates: [0.0, 1.0],
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}, // 1
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Vertex {
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position: [-0.5, 0.5, 0.5],
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texture_coordinates: [1.0, 1.0],
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}, // 2
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Vertex {
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position: [-0.5, 0.5, -0.5],
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texture_coordinates: [1.0, 0.0],
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}, // 3
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Vertex {
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position: [0.5, -0.5, -0.5],
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texture_coordinates: [1.0, 1.0],
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}, // 4
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Vertex {
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position: [0.5, -0.5, 0.5],
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texture_coordinates: [1.0, 0.0],
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}, // 5
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Vertex {
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position: [0.5, 0.5, 0.5],
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texture_coordinates: [0.0, 0.0],
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}, // 6
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Vertex {
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position: [0.5, 0.5, -0.5],
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texture_coordinates: [0.0, 1.0],
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}, // 7
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// Left
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Vertex { position: [-1.0, -1.0, -1.0], texture_coordinates: [1.0, 1.0], normal: [-1.0, 0.0, 0.0] },
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Vertex { position: [-1.0, -1.0, 1.0], texture_coordinates: [0.0, 1.0], normal: [-1.0, 0.0, 0.0] },
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Vertex { position: [-1.0, 1.0, 1.0], texture_coordinates: [0.0, 0.0], normal: [-1.0, 0.0, 0.0] },
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Vertex { position: [-1.0, 1.0, -1.0], texture_coordinates: [1.0, 0.0], normal: [-1.0, 0.0, 0.0] },
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// Right
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Vertex { position: [ 1.0, -1.0, -1.0], texture_coordinates: [0.0, 1.0], normal: [ 1.0, 0.0, 0.0] },
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Vertex { position: [ 1.0, -1.0, 1.0], texture_coordinates: [1.0, 1.0], normal: [ 1.0, 0.0, 0.0] },
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Vertex { position: [ 1.0, 1.0, 1.0], texture_coordinates: [1.0, 0.0], normal: [ 1.0, 0.0, 0.0] },
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Vertex { position: [ 1.0, 1.0, -1.0], texture_coordinates: [0.0, 0.0], normal: [ 1.0, 0.0, 0.0] },
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// Back
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Vertex { position: [-1.0, -1.0, -1.0], texture_coordinates: [1.0, 1.0], normal: [ 0.0, 0.0, -1.0] },
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Vertex { position: [-1.0, 1.0, -1.0], texture_coordinates: [1.0, 0.0], normal: [ 0.0, 0.0, -1.0] },
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Vertex { position: [ 1.0, 1.0, -1.0], texture_coordinates: [0.0, 0.0], normal: [ 0.0, 0.0, -1.0] },
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Vertex { position: [ 1.0, -1.0, -1.0], texture_coordinates: [0.0, 1.0], normal: [ 0.0, 0.0, -1.0] },
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// Front
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Vertex { position: [-1.0, -1.0, 1.0], texture_coordinates: [0.0, 1.0], normal: [ 0.0, 0.0, 1.0] },
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Vertex { position: [-1.0, 1.0, 1.0], texture_coordinates: [0.0, 0.0], normal: [ 0.0, 0.0, 1.0] },
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Vertex { position: [ 1.0, 1.0, 1.0], texture_coordinates: [1.0, 0.0], normal: [ 0.0, 0.0, 1.0] },
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Vertex { position: [ 1.0, -1.0, 1.0], texture_coordinates: [1.0, 1.0], normal: [ 0.0, 0.0, 1.0] },
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// Bottom
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Vertex { position: [-1.0, -1.0, -1.0], texture_coordinates: [1.0, 0.0], normal: [ 0.0, -1.0, 0.0] },
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Vertex { position: [-1.0, -1.0, 1.0], texture_coordinates: [1.0, 1.0], normal: [ 0.0, -1.0, 0.0] },
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Vertex { position: [ 1.0, -1.0, 1.0], texture_coordinates: [0.0, 1.0], normal: [ 0.0, -1.0, 0.0] },
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Vertex { position: [ 1.0, -1.0, -1.0], texture_coordinates: [0.0, 0.0], normal: [ 0.0, -1.0, 0.0] },
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// Top
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Vertex { position: [ -1.0, 1.0, -1.0], texture_coordinates: [0.0, 0.0], normal: [ 0.0, 1.0, 0.0] },
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Vertex { position: [ -1.0, 1.0, 1.0], texture_coordinates: [0.0, 1.0], normal: [ 0.0, 1.0, 0.0] },
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Vertex { position: [ 1.0, 1.0, 1.0], texture_coordinates: [1.0, 1.0], normal: [ 0.0, 1.0, 0.0] },
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Vertex { position: [ 1.0, 1.0, -1.0], texture_coordinates: [1.0, 0.0], normal: [ 0.0, 1.0, 0.0] },
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];
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#[rustfmt::skip]
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pub const INDICES: &[u16] = &[
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// left
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0, 1, 2,
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0, 2, 3,
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2, 0, 1,
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3, 0, 2,
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// bottom
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1, 0, 4,
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1, 4, 5,
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5, 4, 6,
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6, 4, 7,
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// right
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5, 7, 6,
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5, 4, 7,
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10, 8, 9,
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11, 8, 10,
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// top
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3, 2, 6,
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3, 6, 7,
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13, 12, 14,
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14, 12, 15,
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// front
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2, 1, 5,
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2, 5, 6,
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16, 18, 17,
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16, 19, 18,
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// back
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0, 3, 7,
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0, 7, 4,
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20, 21, 22,
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20, 22, 23,
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];
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53
src/instance.rs
Normal file
53
src/instance.rs
Normal file
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@ -0,0 +1,53 @@
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pub struct Instance {
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pub position: cgmath::Vector3<f32>,
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pub rotation: cgmath::Quaternion<f32>,
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct InstanceRaw {
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model: [[f32; 4]; 4],
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}
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impl Instance {
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pub fn to_raw(&self) -> InstanceRaw {
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let position = cgmath::Matrix4::from_translation(self.position);
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let rotation = cgmath::Matrix4::from(self.rotation);
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InstanceRaw {
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model: (position * rotation).into(),
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}
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}
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}
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impl InstanceRaw {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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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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step_mode: wgpu::InputStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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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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@ -1,7 +1,7 @@
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Light {
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position: [f32; 3],
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_padding: u32,
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color: [f32; 3],
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pub position: [f32; 3],
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pub _padding: u32,
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pub color: [f32; 3],
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}
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@ -1,5 +1,7 @@
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mod camera;
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mod cube;
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mod instance;
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mod light;
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mod state;
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mod texture;
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mod uniforms;
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@ -7,6 +9,7 @@ mod vertex;
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use std::time::Instant;
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use winit::{
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dpi::{PhysicalSize, Size},
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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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("\u{1f980}\u{1f980}\u{1f980}\u{1f980}\u{1f980}")
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.with_title(r#"minecrab"#)
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.with_inner_size(Size::Physical(PhysicalSize {
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width: 1280,
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height: 720,
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}))
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.build(&event_loop)
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.unwrap();
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[[block]]
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struct Uniforms {
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view_proj: mat4x4<f32>;
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view_position: vec4<f32>;
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view_projection: mat4x4<f32>;
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};
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[[block]]
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struct Light {
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position: vec3<f32>;
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color: vec3<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> uniforms: Uniforms;
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[[group(2), binding(0)]]
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var<uniform> light: Light;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] texture_coordinates: vec2<f32>;
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[[location(2)]] normal: vec3<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] texture_coordinates: vec2<f32>;
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[[location(1)]] world_normal: vec3<f32>;
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[[location(2)]] world_position: vec3<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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[[stage(vertex)]]
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fn main(
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model: VertexInput,
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) -> VertexOutput {
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fn main(model: VertexInput, instance: InstanceInput) -> 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.texture_coordinates = model.texture_coordinates;
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out.clip_position = uniforms.view_proj * vec4<f32>(model.position, 1.0);
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out.world_normal = model.normal;
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var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.clip_position = uniforms.view_projection * model_matrix * vec4<f32>(model.position, 1.0);
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return out;
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}
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@ -34,5 +66,21 @@ var s_diffuse: sampler;
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.texture_coordinates);
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.texture_coordinates);
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let ambient_strength = 0.2;
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let ambient_color = light.color * ambient_strength;
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let light_direction = normalize(light.position - in.world_position);
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let view_direction = normalize(uniforms.view_position.xyz - in.world_position);
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let half_direction = normalize(view_direction + light_direction);
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let diffuse_strength = max(dot(in.world_normal, light_direction), 0.0);
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let diffuse_color = light.color * diffuse_strength;
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let specular_strength = pow(max(dot(in.world_normal, half_direction), 0.0), 32.0);
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let specular_color = specular_strength * light.color;
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let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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return vec4<f32>(result, object_color.a);
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}
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249
src/state.rs
249
src/state.rs
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use cgmath::Rotation3;
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use wgpu::util::DeviceExt;
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use winit::{event::WindowEvent, window::Window};
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use crate::{camera::Camera, cube, texture::Texture, uniforms::Uniforms, vertex::Vertex};
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use crate::{
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camera::Camera,
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cube,
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instance::{Instance, InstanceRaw},
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light::Light,
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texture::Texture,
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uniforms::Uniforms,
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vertex::Vertex,
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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 * 1.5,
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0.0,
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NUM_INSTANCES_PER_ROW as f32 * 1.5,
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);
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pub struct State {
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pub render_surface: wgpu::Surface,
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pub _uniforms: Uniforms,
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pub _camera: Camera,
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pub uniform_bind_group: wgpu::BindGroup,
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pub instances: Vec<Instance>,
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pub instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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light: Light,
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light_buffer: wgpu::Buffer,
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light_bind_group: wgpu::BindGroup,
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}
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impl State {
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fn create_render_pipeline(
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device: &wgpu::Device,
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layout: &wgpu::PipelineLayout,
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color_format: wgpu::TextureFormat,
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depth_format: Option<wgpu::TextureFormat>,
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vertex_layouts: &[wgpu::VertexBufferLayout],
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shader: wgpu::ShaderModuleDescriptor,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(&shader);
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&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_layouts,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: color_format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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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: depth_format.map(|format| wgpu::DepthStencilState {
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format,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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})
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}
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pub async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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@ -53,14 +132,14 @@ impl State {
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.unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Immediate,
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present_mode: wgpu::PresentMode::Fifo,
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};
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let swap_chain = render_device.create_swap_chain(&render_surface, &swap_chain_descriptor);
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let dirt_diffuse_texture = Texture::from_bytes(
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&render_device,
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&queue,
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include_bytes!("../assets/block/dirt.png"),
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include_bytes!("../assets/block/cobblestone.png"),
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"dirt_diffuse",
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)
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.unwrap();
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|
@ -106,15 +185,15 @@ impl State {
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],
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});
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let shader = render_device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("shader"),
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flags: wgpu::ShaderFlags::all(),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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};
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let aspect = swap_chain_descriptor.width as f32 / swap_chain_descriptor.height as f32;
|
||||
let camera = Camera {
|
||||
eye: (0.0, 1.0, 2.0).into(), // position the camera one unit up and 2 units back
|
||||
eye: (0.0, 5.0, 10.0).into(), // position the camera one unit up and 2 units back
|
||||
target: (0.0, 0.0, 0.0).into(), // have it look at the origin
|
||||
up: cgmath::Vector3::unit_y(),
|
||||
aspect,
|
||||
|
@ -136,7 +215,7 @@ impl State {
|
|||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
|
@ -147,50 +226,62 @@ impl State {
|
|||
label: Some("uniform_bind_group_layout"),
|
||||
});
|
||||
|
||||
let light = Light {
|
||||
position: [5.0, 5.0, 5.0],
|
||||
_padding: 0,
|
||||
color: [1.0, 1.0, 1.0],
|
||||
};
|
||||
|
||||
// We'll want to update our lights position, so we use COPY_DST
|
||||
let light_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("light_buffer"),
|
||||
contents: bytemuck::cast_slice(&[light]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let light_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let light_bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &light_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: light_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("render_pipeline_layout"),
|
||||
bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
|
||||
bind_group_layouts: &[
|
||||
&texture_bind_group_layout,
|
||||
&uniform_bind_group_layout,
|
||||
&light_bind_group_layout,
|
||||
],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline =
|
||||
render_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),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
clamp_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
});
|
||||
let render_pipeline = Self::create_render_pipeline(
|
||||
&render_device,
|
||||
&render_pipeline_layout,
|
||||
swap_chain_descriptor.format,
|
||||
Some(Texture::DEPTH_FORMAT),
|
||||
&[Vertex::desc(), InstanceRaw::desc()],
|
||||
shader,
|
||||
);
|
||||
|
||||
let vertex_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("vertex_buffer"),
|
||||
|
@ -213,6 +304,35 @@ impl State {
|
|||
label: Some("uniform_bind_group"),
|
||||
});
|
||||
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
let position = cgmath::Vector3 {
|
||||
x: x as f32 * 3.0,
|
||||
y: 0.0,
|
||||
z: z as f32 * 3.0,
|
||||
} - INSTANCE_DISPLACEMENT;
|
||||
|
||||
let rotation = cgmath::Quaternion::from_axis_angle(
|
||||
cgmath::Vector3::unit_z(),
|
||||
cgmath::Deg(0.0),
|
||||
);
|
||||
|
||||
Instance { position, rotation }
|
||||
})
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
let instance_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance Buffer"),
|
||||
contents: bytemuck::cast_slice(&instance_data),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
|
||||
let depth_texture =
|
||||
Texture::create_depth_texture(&render_device, &swap_chain_descriptor, "depth_texture");
|
||||
|
||||
Self {
|
||||
render_surface,
|
||||
render_device,
|
||||
|
@ -228,6 +348,12 @@ impl State {
|
|||
_camera: camera,
|
||||
uniform_bind_group,
|
||||
texture_bind_group,
|
||||
instances,
|
||||
instance_buffer,
|
||||
depth_texture,
|
||||
light,
|
||||
light_buffer,
|
||||
light_bind_group,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -236,6 +362,13 @@ impl State {
|
|||
self.size = new_size;
|
||||
self.swap_chain_descriptor.width = new_size.width;
|
||||
self.swap_chain_descriptor.height = new_size.height;
|
||||
|
||||
self.depth_texture = Texture::create_depth_texture(
|
||||
&self.render_device,
|
||||
&self.swap_chain_descriptor,
|
||||
"depth_texture",
|
||||
);
|
||||
|
||||
self.swap_chain = self
|
||||
.render_device
|
||||
.create_swap_chain(&self.render_surface, &self.swap_chain_descriptor);
|
||||
|
@ -246,7 +379,15 @@ impl State {
|
|||
false
|
||||
}
|
||||
|
||||
pub fn update(&mut self) {}
|
||||
pub fn update(&mut self) {
|
||||
let old_position: cgmath::Vector3<_> = self.light.position.into();
|
||||
self.light.position =
|
||||
(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
|
||||
* old_position)
|
||||
.into();
|
||||
self.queue
|
||||
.write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
|
||||
}
|
||||
|
||||
pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
|
||||
let frame = self.swap_chain.get_current_frame()?.output;
|
||||
|
@ -264,22 +405,32 @@ impl State {
|
|||
view: &frame.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
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_pipeline(&self.render_pipeline);
|
||||
|
||||
render_pass.set_bind_group(0, &self.texture_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &self.light_bind_group, &[]);
|
||||
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_vertex_buffer(1, self.instance_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);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(render_encoder.finish()));
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
use std::num::NonZeroU32;
|
||||
|
||||
use image::EncodableLayout;
|
||||
|
||||
pub struct Texture {
|
||||
pub texture: wgpu::Texture,
|
||||
pub sampler: wgpu::Sampler,
|
||||
|
@ -7,6 +9,50 @@ pub struct Texture {
|
|||
}
|
||||
|
||||
impl Texture {
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn create_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
swap_chain_descriptor: &wgpu::SwapChainDescriptor,
|
||||
label: &str,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width: swap_chain_descriptor.width,
|
||||
height: swap_chain_descriptor.height,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
|
||||
});
|
||||
|
||||
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::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
compare: Some(wgpu::CompareFunction::LessEqual), // 5.
|
||||
lod_min_clamp: -100.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
texture,
|
||||
sampler,
|
||||
view,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_bytes(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
|
@ -14,7 +60,7 @@ impl Texture {
|
|||
label: &str,
|
||||
) -> anyhow::Result<Self> {
|
||||
let image = image::load_from_memory(bytes)?;
|
||||
let rgba = image.as_rgba8().unwrap();
|
||||
let rgba = image.into_rgba8();
|
||||
let (width, height) = rgba.dimensions();
|
||||
|
||||
let texture_size = wgpu::Extent3d {
|
||||
|
@ -39,7 +85,7 @@ impl Texture {
|
|||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
},
|
||||
rgba,
|
||||
rgba.as_bytes(),
|
||||
wgpu::ImageDataLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: NonZeroU32::new(4 * width),
|
||||
|
|
|
@ -5,19 +5,20 @@ 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_position: [f32; 4],
|
||||
view_projection: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl Uniforms {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
view_position: [0.0; 4],
|
||||
view_projection: cgmath::Matrix4::identity().into(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_view_proj(&mut self, camera: &Camera) {
|
||||
self.view_position = camera.eye.to_homogeneous().into();
|
||||
self.view_projection = camera.build_view_projection_matrix().into();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@ use std::mem::size_of;
|
|||
pub struct Vertex {
|
||||
pub position: [f32; 3],
|
||||
pub texture_coordinates: [f32; 2],
|
||||
pub normal: [f32; 3],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
|
@ -23,6 +24,11 @@ impl Vertex {
|
|||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: size_of::<[f32; 3 + 2]>() as wgpu::BufferAddress,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue