More clean-up
This commit is contained in:
parent
815930cba8
commit
e08cb18db5
2 changed files with 98 additions and 93 deletions
188
src/state.rs
188
src/state.rs
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@ -4,17 +4,19 @@ 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::{camera::Camera, cube, texture::Texture, uniforms::Uniforms, vertex::Vertex};
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pub struct State {
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pub struct State {
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pub surface: wgpu::Surface,
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pub render_surface: wgpu::Surface,
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pub device: wgpu::Device,
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pub render_device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub queue: wgpu::Queue,
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pub sc_desc: wgpu::SwapChainDescriptor,
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pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
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pub swap_chain: wgpu::SwapChain,
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pub swap_chain: wgpu::SwapChain,
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pub size: winit::dpi::PhysicalSize<u32>,
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pub size: winit::dpi::PhysicalSize<u32>,
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pub render_pipeline: wgpu::RenderPipeline,
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pub render_pipeline: wgpu::RenderPipeline,
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pub vertex_buffer: wgpu::Buffer,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_indices: u32,
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pub num_indices: u32,
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pub dirt_diffuse_bind_group: wgpu::BindGroup,
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pub texture_bind_group: wgpu::BindGroup,
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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 uniform_bind_group: wgpu::BindGroup,
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}
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}
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@ -22,41 +24,41 @@ impl State {
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pub async fn new(window: &Window) -> Self {
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pub async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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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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let instance = wgpu::Instance::new(wgpu::BackendBit::all());
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let render_surface = unsafe { instance.create_surface(window) };
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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compatible_surface: Some(&render_surface),
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})
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})
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.await
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.await
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.unwrap();
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.unwrap();
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let (device, queue) = adapter
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let (render_device, queue) = adapter
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.request_device(
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.request_device(
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&wgpu::DeviceDescriptor {
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&wgpu::DeviceDescriptor {
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label: None,
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label: Some("render_device"),
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features: wgpu::Features::empty(),
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features: wgpu::Features::NON_FILL_POLYGON_MODE,
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limits: wgpu::Limits::default(),
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limits: wgpu::Limits::default(),
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},
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},
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None, // Trace path
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None,
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)
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)
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.await
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.await
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.unwrap();
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.unwrap();
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let swap_chain_descriptor = wgpu::SwapChainDescriptor {
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let swap_chain_descriptor = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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format: adapter.get_swap_chain_preferred_format(&surface).unwrap(),
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format: adapter
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.get_swap_chain_preferred_format(&render_surface)
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.unwrap(),
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width: size.width,
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width: size.width,
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height: size.height,
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height: size.height,
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present_mode: wgpu::PresentMode::Immediate,
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present_mode: wgpu::PresentMode::Immediate,
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};
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};
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let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
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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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let dirt_diffuse_texture = Texture::from_bytes(
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&device,
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&render_device,
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&queue,
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&queue,
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include_bytes!("../assets/block/dirt.png"),
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include_bytes!("../assets/block/dirt.png"),
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"dirt_diffuse",
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"dirt_diffuse",
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@ -64,7 +66,7 @@ impl State {
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.unwrap();
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.unwrap();
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let texture_bind_group_layout =
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("exture_bind_group_layout"),
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label: Some("exture_bind_group_layout"),
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entries: &[
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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@ -89,7 +91,7 @@ impl State {
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],
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],
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});
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});
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let dirt_diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let texture_bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("dirt_diffuse_bind_group"),
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label: Some("dirt_diffuse_bind_group"),
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layout: &texture_bind_group_layout,
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layout: &texture_bind_group_layout,
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entries: &[
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entries: &[
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@ -104,21 +106,18 @@ impl State {
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],
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],
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});
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});
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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let shader = render_device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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label: Some("shader"),
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flags: wgpu::ShaderFlags::all(),
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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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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;
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let camera = 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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eye: (0.0, 1.0, 2.0).into(), // position the camera one unit up and 2 units back
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// +z is out of the screen
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target: (0.0, 0.0, 0.0).into(), // have it look at the origin
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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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up: cgmath::Vector3::unit_y(),
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aspect: swap_chain_descriptor.width as f32 / swap_chain_descriptor.height as f32,
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aspect,
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fovy: 45.0,
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fovy: 45.0,
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znear: 0.1,
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znear: 0.1,
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zfar: 100.0,
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zfar: 100.0,
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@ -127,14 +126,14 @@ impl State {
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let mut uniforms = Uniforms::new();
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let mut uniforms = Uniforms::new();
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uniforms.update_view_proj(&camera);
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uniforms.update_view_proj(&camera);
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let uniform_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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label: Some("uniform_buffer"),
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contents: bytemuck::cast_slice(&[uniforms]),
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contents: bytemuck::cast_slice(&[uniforms]),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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});
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let uniform_bind_group_layout =
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let uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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visibility: wgpu::ShaderStage::VERTEX,
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});
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});
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let render_pipeline_layout =
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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label: Some("render_pipeline_layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
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bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let render_pipeline =
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label: Some("Render Pipeline"),
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render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: Some(&render_pipeline_layout),
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label: Some("render_pipeline"),
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vertex: wgpu::VertexState {
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layout: Some(&render_pipeline_layout),
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module: &shader,
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vertex: wgpu::VertexState {
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entry_point: "main",
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module: &shader,
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buffers: &[Vertex::desc()],
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entry_point: "main",
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},
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buffers: &[Vertex::desc()],
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fragment: Some(wgpu::FragmentState {
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},
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module: &shader,
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fragment: Some(wgpu::FragmentState {
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entry_point: "main",
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module: &shader,
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targets: &[wgpu::ColorTargetState {
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entry_point: "main",
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format: swap_chain_descriptor.format,
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targets: &[wgpu::ColorTargetState {
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blend: Some(wgpu::BlendState {
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format: swap_chain_descriptor.format,
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color: wgpu::BlendComponent::REPLACE,
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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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alpha: wgpu::BlendComponent::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}),
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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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}),
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topology: wgpu::PrimitiveTopology::TriangleList,
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primitive: wgpu::PrimitiveState {
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strip_index_format: None,
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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strip_index_format: None,
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cull_mode: Some(wgpu::Face::Back),
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front_face: wgpu::FrontFace::Ccw,
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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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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clamp_depth: false,
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conservative: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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},
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conservative: false,
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depth_stencil: None,
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},
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multisample: wgpu::MultisampleState {
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depth_stencil: None,
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count: 1,
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multisample: wgpu::MultisampleState {
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mask: !0,
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count: 1,
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alpha_to_coverage_enabled: false,
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mask: !0,
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},
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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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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let vertex_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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label: Some("vertex_buffer"),
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contents: bytemuck::cast_slice(cube::VERTICES),
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contents: bytemuck::cast_slice(cube::VERTICES),
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usage: wgpu::BufferUsage::VERTEX,
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usage: wgpu::BufferUsage::VERTEX,
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});
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let index_buffer = render_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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label: Some("index_buffer"),
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contents: bytemuck::cast_slice(cube::INDICES),
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contents: bytemuck::cast_slice(cube::INDICES),
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usage: wgpu::BufferUsage::INDEX,
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usage: wgpu::BufferUsage::INDEX,
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});
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});
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let num_indices = cube::INDICES.len() as u32;
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let num_indices = cube::INDICES.len() as u32;
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let uniform_bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &uniform_bind_group_layout,
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layout: &uniform_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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binding: 0,
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@ -217,27 +214,31 @@ impl State {
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});
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});
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Self {
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Self {
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surface,
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render_surface,
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device,
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render_device,
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queue,
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queue,
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sc_desc: swap_chain_descriptor,
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swap_chain_descriptor,
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swap_chain,
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swap_chain,
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size,
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size,
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render_pipeline,
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render_pipeline,
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vertex_buffer,
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vertex_buffer,
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index_buffer,
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index_buffer,
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num_indices,
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num_indices,
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_uniforms: uniforms,
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_camera: camera,
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uniform_bind_group,
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uniform_bind_group,
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dirt_diffuse_bind_group,
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texture_bind_group,
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}
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}
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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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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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println!("resizing to {:?}", new_size);
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println!("resizing to {:?}", new_size);
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self.size = new_size;
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self.size = new_size;
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self.sc_desc.width = new_size.width;
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self.swap_chain_descriptor.width = new_size.width;
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self.sc_desc.height = new_size.height;
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self.swap_chain_descriptor.height = new_size.height;
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self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
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self.swap_chain = self
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.render_device
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.create_swap_chain(&self.render_surface, &self.swap_chain_descriptor);
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}
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}
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#[allow(unused_variables)]
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#[allow(unused_variables)]
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@ -250,15 +251,15 @@ impl State {
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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let frame = self.swap_chain.get_current_frame()?.output;
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let frame = self.swap_chain.get_current_frame()?.output;
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let mut encoder = self
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let mut render_encoder =
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.device
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self.render_device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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label: Some("render_encoder"),
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});
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});
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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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let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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label: Some("render_pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &frame.view,
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view: &frame.view,
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resolve_target: None,
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resolve_target: None,
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@ -271,14 +272,17 @@ impl State {
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});
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.dirt_diffuse_bind_group, &[]);
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render_pass.set_bind_group(0, &self.texture_bind_group, &[]);
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render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
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render_pass.set_bind_group(1, &self.uniform_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(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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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..1);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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self.queue.submit(std::iter::once(render_encoder.finish()));
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Ok(())
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Ok(())
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}
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}
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@ -1,3 +1,5 @@
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use cgmath::SquareMatrix;
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use crate::camera::Camera;
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use crate::camera::Camera;
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#[repr(C)]
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#[repr(C)]
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@ -10,7 +12,6 @@ pub struct Uniforms {
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impl Uniforms {
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impl Uniforms {
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pub fn new() -> Self {
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pub fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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Self {
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view_projection: cgmath::Matrix4::identity().into(),
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view_projection: cgmath::Matrix4::identity().into(),
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}
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}
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