Split up State::new
This commit is contained in:
parent
7dbe316637
commit
dc5ed8eb9a
1 changed files with 150 additions and 110 deletions
260
src/state.rs
260
src/state.rs
|
@ -1,5 +1,5 @@
|
|||
use cgmath::Rotation3;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::util::{BufferInitDescriptor, DeviceExt};
|
||||
use winit::{event::WindowEvent, window::Window};
|
||||
|
||||
use crate::{
|
||||
|
@ -13,29 +13,21 @@ use crate::{
|
|||
};
|
||||
|
||||
const NUM_INSTANCES_PER_ROW: u32 = 10;
|
||||
const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
|
||||
NUM_INSTANCES_PER_ROW as f32 * 1.5,
|
||||
0.0,
|
||||
NUM_INSTANCES_PER_ROW as f32 * 1.5,
|
||||
);
|
||||
|
||||
pub struct State {
|
||||
pub render_surface: wgpu::Surface,
|
||||
pub render_device: wgpu::Device,
|
||||
pub queue: wgpu::Queue,
|
||||
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
|
||||
pub swap_chain: wgpu::SwapChain,
|
||||
render_surface: wgpu::Surface,
|
||||
render_device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
swap_chain_descriptor: wgpu::SwapChainDescriptor,
|
||||
swap_chain: wgpu::SwapChain,
|
||||
pub size: winit::dpi::PhysicalSize<u32>,
|
||||
pub render_pipeline: wgpu::RenderPipeline,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub num_indices: u32,
|
||||
pub texture_bind_group: wgpu::BindGroup,
|
||||
pub _uniforms: Uniforms,
|
||||
pub _camera: Camera,
|
||||
pub uniform_bind_group: wgpu::BindGroup,
|
||||
pub instances: Vec<Instance>,
|
||||
pub instance_buffer: wgpu::Buffer,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
texture_bind_group: wgpu::BindGroup,
|
||||
uniform_bind_group: wgpu::BindGroup,
|
||||
instances: Vec<Instance>,
|
||||
instance_buffer: wgpu::Buffer,
|
||||
depth_texture: Texture,
|
||||
light: Light,
|
||||
light_buffer: wgpu::Buffer,
|
||||
|
@ -44,28 +36,38 @@ pub struct State {
|
|||
|
||||
impl State {
|
||||
fn create_render_pipeline(
|
||||
device: &wgpu::Device,
|
||||
layout: &wgpu::PipelineLayout,
|
||||
color_format: wgpu::TextureFormat,
|
||||
depth_format: Option<wgpu::TextureFormat>,
|
||||
vertex_layouts: &[wgpu::VertexBufferLayout],
|
||||
shader: wgpu::ShaderModuleDescriptor,
|
||||
render_device: &wgpu::Device,
|
||||
swap_chain_descriptor: &wgpu::SwapChainDescriptor,
|
||||
bind_group_layouts: &[&wgpu::BindGroupLayout],
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(&shader);
|
||||
let shader = render_device.create_shader_module(
|
||||
&(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("shader"),
|
||||
flags: wgpu::ShaderFlags::all(),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
}),
|
||||
);
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
let render_pipeline_layout =
|
||||
render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("render_pipeline_layout"),
|
||||
bind_group_layouts,
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&layout),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "main",
|
||||
buffers: vertex_layouts,
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: color_format,
|
||||
format: swap_chain_descriptor.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
alpha: wgpu::BlendComponent::REPLACE,
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
|
@ -78,15 +80,12 @@ impl State {
|
|||
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: depth_format.map(|format| wgpu::DepthStencilState {
|
||||
format,
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: Texture::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
|
@ -100,9 +99,9 @@ impl State {
|
|||
})
|
||||
}
|
||||
|
||||
pub async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
async fn create_render_device(
|
||||
window: &Window,
|
||||
) -> (wgpu::Surface, wgpu::Adapter, wgpu::Device, wgpu::Queue) {
|
||||
let instance = wgpu::Instance::new(wgpu::BackendBit::all());
|
||||
let render_surface = unsafe { instance.create_surface(window) };
|
||||
let adapter = instance
|
||||
|
@ -125,10 +124,21 @@ impl State {
|
|||
.await
|
||||
.unwrap();
|
||||
|
||||
(render_surface, adapter, render_device, queue)
|
||||
}
|
||||
|
||||
fn create_swap_chain(
|
||||
window: &Window,
|
||||
adapter: &wgpu::Adapter,
|
||||
render_device: &wgpu::Device,
|
||||
render_surface: &wgpu::Surface,
|
||||
) -> (wgpu::SwapChainDescriptor, wgpu::SwapChain) {
|
||||
let size = window.inner_size();
|
||||
|
||||
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
format: adapter
|
||||
.get_swap_chain_preferred_format(&render_surface)
|
||||
.get_swap_chain_preferred_format(render_surface)
|
||||
.unwrap(),
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
|
@ -136,9 +146,16 @@ impl State {
|
|||
};
|
||||
let swap_chain = render_device.create_swap_chain(&render_surface, &swap_chain_descriptor);
|
||||
|
||||
let dirt_diffuse_texture = Texture::from_bytes(
|
||||
&render_device,
|
||||
&queue,
|
||||
(swap_chain_descriptor, swap_chain)
|
||||
}
|
||||
|
||||
fn create_textures(
|
||||
render_device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
|
||||
let texture = Texture::from_bytes(
|
||||
render_device,
|
||||
queue,
|
||||
include_bytes!("../assets/block/cobblestone.png"),
|
||||
"dirt_diffuse",
|
||||
)
|
||||
|
@ -146,7 +163,7 @@ impl State {
|
|||
|
||||
let texture_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("exture_bind_group_layout"),
|
||||
label: Some("texture_bind_group_layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
|
@ -176,36 +193,38 @@ impl State {
|
|||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&dirt_diffuse_texture.view),
|
||||
resource: wgpu::BindingResource::TextureView(&texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&dirt_diffuse_texture.sampler),
|
||||
resource: wgpu::BindingResource::Sampler(&texture.sampler),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("shader"),
|
||||
flags: wgpu::ShaderFlags::all(),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
};
|
||||
(texture_bind_group_layout, texture_bind_group)
|
||||
}
|
||||
|
||||
let aspect = swap_chain_descriptor.width as f32 / swap_chain_descriptor.height as f32;
|
||||
let camera = Camera {
|
||||
fn create_camera(swap_chain_descriptor: &wgpu::SwapChainDescriptor) -> Camera {
|
||||
Camera {
|
||||
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,
|
||||
aspect: swap_chain_descriptor.width as f32 / swap_chain_descriptor.height as f32,
|
||||
fovy: 45.0,
|
||||
znear: 0.1,
|
||||
zfar: 100.0,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
fn create_uniforms(
|
||||
camera: &Camera,
|
||||
render_device: &wgpu::Device,
|
||||
) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
|
||||
let mut uniforms = Uniforms::new();
|
||||
uniforms.update_view_proj(&camera);
|
||||
uniforms.update_view_proj(camera);
|
||||
|
||||
let uniform_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
let uniform_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("uniform_buffer"),
|
||||
contents: bytemuck::cast_slice(&[uniforms]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
|
@ -226,14 +245,28 @@ impl State {
|
|||
label: Some("uniform_bind_group_layout"),
|
||||
});
|
||||
|
||||
let uniform_bind_group = render_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"),
|
||||
});
|
||||
|
||||
(uniform_bind_group_layout, uniform_bind_group)
|
||||
}
|
||||
|
||||
fn create_light(
|
||||
render_device: &wgpu::Device,
|
||||
) -> (Light, wgpu::Buffer, wgpu::BindGroupLayout, wgpu::BindGroup) {
|
||||
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 {
|
||||
let light_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("light_buffer"),
|
||||
contents: bytemuck::cast_slice(&[light]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
|
@ -263,55 +296,23 @@ impl State {
|
|||
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,
|
||||
&light_bind_group_layout,
|
||||
],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
(
|
||||
light,
|
||||
light_buffer,
|
||||
light_bind_group_layout,
|
||||
light_bind_group,
|
||||
)
|
||||
}
|
||||
|
||||
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"),
|
||||
contents: bytemuck::cast_slice(cube::VERTICES),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
let index_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("index_buffer"),
|
||||
contents: bytemuck::cast_slice(cube::INDICES),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
});
|
||||
let num_indices = cube::INDICES.len() as u32;
|
||||
|
||||
let uniform_bind_group = render_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"),
|
||||
});
|
||||
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
fn create_instances(render_device: &wgpu::Device) -> (Vec<Instance>, wgpu::Buffer) {
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW as i32)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
(0..NUM_INSTANCES_PER_ROW as i32).map(move |x| {
|
||||
let position = cgmath::Vector3 {
|
||||
x: x as f32 * 3.0,
|
||||
x: (x - NUM_INSTANCES_PER_ROW as i32 / 2) as f32 * 2.0,
|
||||
y: 0.0,
|
||||
z: z as f32 * 3.0,
|
||||
} - INSTANCE_DISPLACEMENT;
|
||||
z: (z - NUM_INSTANCES_PER_ROW as i32 / 2) as f32 * 2.0,
|
||||
};
|
||||
|
||||
let rotation = cgmath::Quaternion::from_axis_angle(
|
||||
cgmath::Vector3::unit_z(),
|
||||
|
@ -324,12 +325,50 @@ impl State {
|
|||
.collect::<Vec<_>>();
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
let instance_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
let instance_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("Instance Buffer"),
|
||||
contents: bytemuck::cast_slice(&instance_data),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
|
||||
(instances, instance_buffer)
|
||||
}
|
||||
|
||||
pub async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
let (render_surface, adapter, render_device, queue) =
|
||||
Self::create_render_device(window).await;
|
||||
|
||||
let (swap_chain_descriptor, swap_chain) =
|
||||
Self::create_swap_chain(window, &adapter, &render_device, &render_surface);
|
||||
|
||||
let (texture_layout, texture_bind_group) = Self::create_textures(&render_device, &queue);
|
||||
|
||||
let camera = Self::create_camera(&swap_chain_descriptor);
|
||||
|
||||
let (uniform_layout, uniform_bind_group) = Self::create_uniforms(&camera, &render_device);
|
||||
|
||||
let (light, light_buffer, light_layout, light_bind_group) =
|
||||
Self::create_light(&render_device);
|
||||
|
||||
let layouts = [&texture_layout, &uniform_layout, &light_layout];
|
||||
let render_pipeline =
|
||||
Self::create_render_pipeline(&render_device, &swap_chain_descriptor, &layouts);
|
||||
|
||||
let vertex_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("vertex_buffer"),
|
||||
contents: bytemuck::cast_slice(cube::VERTICES),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
let index_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("index_buffer"),
|
||||
contents: bytemuck::cast_slice(cube::INDICES),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
});
|
||||
|
||||
let (instances, instance_buffer) = Self::create_instances(&render_device);
|
||||
|
||||
let depth_texture =
|
||||
Texture::create_depth_texture(&render_device, &swap_chain_descriptor, "depth_texture");
|
||||
|
||||
|
@ -343,9 +382,6 @@ impl State {
|
|||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
_uniforms: uniforms,
|
||||
_camera: camera,
|
||||
uniform_bind_group,
|
||||
texture_bind_group,
|
||||
instances,
|
||||
|
@ -430,7 +466,11 @@ impl State {
|
|||
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
|
||||
render_pass.draw_indexed(
|
||||
0..cube::INDICES.len() as u32,
|
||||
0,
|
||||
0..self.instances.len() as u32,
|
||||
);
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(render_encoder.finish()));
|
||||
|
|
Loading…
Reference in a new issue