mirror of
https://github.com/darkrenaissance/darkfi.git
synced 2026-01-09 14:48:08 -05:00
Remove gui and gfx code, modules and dependencies.
This commit is contained in:
1972
Cargo.lock
generated
1972
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
24
Cargo.toml
24
Cargo.toml
@@ -64,22 +64,6 @@ http-types = "2.9.0"
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async-h1 = "2.3.0"
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async-native-tls = "0.3.3"
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# GUI deps
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anyhow = "1.0"
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bytemuck = { version = "1.4", features = [ "derive" ] }
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image = "0.23"
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winit = "0.23"
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shaderc = "0.7"
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cgmath = "0.17"
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env_logger = "0.7"
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wgpu = "0.7"
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wgpu_glyph = "0.11"
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tobj = "2.0.4"
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# used by compile-shaders
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fs_extra = "1.2"
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glob = "0.3"
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# zmq
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zeromq = { git="https://github.com/zeromq/zmq.rs", default-features = false, features = ["async-std-runtime", "all-transport"] }
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bytes = "1.0.1"
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@@ -120,14 +104,6 @@ path = "src/bin/spend-classic.rs"
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name = "tx"
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path = "src/bin/tx.rs"
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[[bin]]
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name = "dfg"
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path = "src/bin/dfg.rs"
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[[bin]]
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name = "compile-shaders"
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path = "src/bin/compile-shaders.rs"
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[[bin]]
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name = "gatewayd"
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path = "src/bin/gatewayd.rs"
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@@ -1,91 +0,0 @@
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use anyhow::*;
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use glob::glob;
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use std::fs::{read_to_string, write};
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use std::path::PathBuf;
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struct ShaderData {
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src: String,
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src_path: PathBuf,
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spv_path: PathBuf,
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kind: shaderc::ShaderKind,
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}
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impl ShaderData {
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pub fn load(src_path: PathBuf) -> Result<Self> {
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let extension = src_path
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.extension()
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.context("File has no extension")?
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.to_str()
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.context("Extension cannot be converted to &str")?;
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let kind = match extension {
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"vert" => shaderc::ShaderKind::Vertex,
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"frag" => shaderc::ShaderKind::Fragment,
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"comp" => shaderc::ShaderKind::Compute,
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_ => bail!("Unsupported shader: {}", src_path.display()),
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};
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let src = read_to_string(src_path.clone())?;
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let spv_path = src_path.with_extension(format!("{}.spv", extension));
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Ok(Self {
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src,
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src_path,
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spv_path,
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kind,
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})
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}
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}
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fn main() -> Result<()> {
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// Collect all shaders recursively within /src/
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let mut shader_paths = [
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glob("./res/shader/**/*.vert")?,
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glob("./res/shader/**/*.frag")?,
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glob("./res/shader/**/*.comp")?,
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];
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// This could be parallelized
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let shaders = shader_paths
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.iter_mut()
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.flatten()
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.map(|glob_result| ShaderData::load(glob_result?))
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.collect::<Vec<Result<_>>>()
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.into_iter()
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.collect::<Result<Vec<_>>>()?;
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let mut compiler = shaderc::Compiler::new().context("Unable to create shader compiler")?;
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// This can't be parallelized. The [shaderc::Compiler] is not
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// thread safe. Also, it creates a lot of resources. You could
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// spawn multiple processes to handle this, but it would probably
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// be better just to only compile shaders that have been changed
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// recently.
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for shader in shaders {
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// This tells cargo to rerun this script if something in /src/ changes.
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println!(
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"cargo:rerun-if-changed={}",
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shader.src_path.as_os_str().to_str().unwrap()
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);
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let compiled = compiler.compile_into_spirv(
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&shader.src,
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shader.kind,
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&shader.src_path.to_str().unwrap(),
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"main",
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None,
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)?;
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write(shader.spv_path, compiled.as_binary_u8())?;
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}
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// This tells cargo to rerun this script if something in /res/ changes.
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println!("cargo:rerun-if-changed=res/*");
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//let out_dir = env::var("OUT_DIR")?;
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//let mut copy_options = CopyOptions::new();
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//copy_options.overwrite = true;
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//let mut paths_to_copy = Vec::new();
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//paths_to_copy.push("res/");
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//copy_items(&paths_to_copy, out_dir, ©_options)?;
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Ok(())
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}
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927
src/bin/dfg.rs
927
src/bin/dfg.rs
@@ -1,927 +0,0 @@
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use rand::Rng;
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use std::iter;
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use cgmath::prelude::*;
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use wgpu::util::DeviceExt;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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use drk::gfx::{camera, model, texture};
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use model::{DrawModel, Vertex};
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use std::time::Instant;
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#[macro_use]
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extern crate lazy_static;
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lazy_static! {
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static ref START: Instant = Instant::now();
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}
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fn get_time() -> f32 {
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START.elapsed().as_secs_f32()
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}
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const FONT_BYTES: &[u8] = include_bytes!("../../res/font/PressStart2P-Regular.ttf");
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Uniforms {
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view_position: [f32; 4],
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view_proj: [[f32; 4]; 4],
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}
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impl Uniforms {
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fn new() -> Self {
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Self {
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view_position: [0.0; 4],
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view_proj: cgmath::Matrix4::identity().into(),
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}
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}
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fn update_view_proj(&mut self, camera: &camera::Camera, projection: &camera::Projection) {
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self.view_position = camera.position.to_homogeneous().into();
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self.view_proj = (projection.calc_matrix() * camera.calc_matrix()).into()
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}
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}
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struct Instance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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}
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impl Instance {
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fn to_raw(&self) -> InstanceRaw {
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InstanceRaw {
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model: (cgmath::Matrix4::from_translation(self.position)
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* cgmath::Matrix4::from(self.rotation))
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.into(),
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct InstanceRaw {
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#[allow(dead_code)]
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model: [[f32; 4]; 4],
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}
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impl model::Vertex for InstanceRaw {
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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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// We need to switch from using a step mode of Vertex to Instance
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// This means that our shaders will only change to use the next
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// instance when the shader starts processing a new instance
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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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// While our vertex shader only uses locations 0, and 1 now, in later tutorials
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// we'll be using 2, 3, and 4, for Vertex. We'll start at
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// slot 5 not conflict with them later
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shader_location: 5,
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format: wgpu::VertexFormat::Float4,
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},
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// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a
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// slot for each vec4. We don't have to do this in code though.
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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::Float4,
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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::Float4,
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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::Float4,
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},
|
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],
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Light {
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position: [f32; 3],
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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_padding: u32,
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color: [f32; 3],
|
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}
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pub const UNBOUNDED_F32: f32 = std::f32::INFINITY;
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#[derive(Debug)]
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pub struct Text {
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pub position: cgmath::Vector2<f32>,
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pub bounds: cgmath::Vector2<f32>,
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pub color: cgmath::Vector4<f32>,
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pub text: String,
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pub size: f32,
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pub visible: bool,
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pub focused: bool,
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pub centered: bool,
|
||||
}
|
||||
|
||||
impl Default for Text {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
position: (0.0, 0.0).into(),
|
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bounds: (UNBOUNDED_F32, UNBOUNDED_F32).into(),
|
||||
color: (1.0, 1.0, 1.0, 1.0).into(),
|
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text: String::new(),
|
||||
size: 16.0,
|
||||
visible: false,
|
||||
focused: false,
|
||||
centered: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const VERTEX_Z: f32 = 0.0;
|
||||
// (-1, 1) (1, 1)
|
||||
// +-----------------------+
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// +-----------------------+
|
||||
// (-1, -1) (1, -1)
|
||||
const VERTICES: &[model::ModelVertex] = &[
|
||||
// top left
|
||||
model::ModelVertex {
|
||||
position: [-1.0, 1.0, VERTEX_Z],
|
||||
tex_coords: [0.0, 0.0],
|
||||
normal: [0.0, 0.0, -1.0],
|
||||
},
|
||||
// bottom left
|
||||
model::ModelVertex {
|
||||
position: [-1.0, 0.5, VERTEX_Z],
|
||||
tex_coords: [0.0, 1.0],
|
||||
normal: [0.0, 0.0, -1.0],
|
||||
},
|
||||
// bottom right
|
||||
model::ModelVertex {
|
||||
position: [-0.5, 0.5, VERTEX_Z],
|
||||
tex_coords: [1.0, 1.0],
|
||||
normal: [0.0, 0.0, -1.0],
|
||||
},
|
||||
// top right
|
||||
model::ModelVertex {
|
||||
position: [-0.5, 1.0, VERTEX_Z],
|
||||
tex_coords: [1.0, 0.0],
|
||||
normal: [0.0, 0.0, -1.0],
|
||||
},
|
||||
];
|
||||
|
||||
//const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
|
||||
const INDICES: &[u16] = &[0, 1, 2, 0, 2, 3];
|
||||
|
||||
#[allow(dead_code)]
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
sc_desc: wgpu::SwapChainDescriptor,
|
||||
swap_chain: wgpu::SwapChain,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
obj_model: model::Model,
|
||||
|
||||
camera: camera::Camera, // UPDATED!
|
||||
projection: camera::Projection, // NEW!
|
||||
camera_controller: camera::CameraController, // UPDATED!
|
||||
|
||||
uniforms: Uniforms,
|
||||
uniform_buffer: wgpu::Buffer,
|
||||
uniform_bind_group: wgpu::BindGroup,
|
||||
instances: Vec<Instance>,
|
||||
#[allow(dead_code)]
|
||||
instance_buffer: wgpu::Buffer,
|
||||
depth_texture: texture::Texture,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
light: Light,
|
||||
light_buffer: wgpu::Buffer,
|
||||
light_bind_group: wgpu::BindGroup,
|
||||
light_render_pipeline: wgpu::RenderPipeline,
|
||||
|
||||
ui_render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
#[allow(dead_code)]
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
#[allow(dead_code)]
|
||||
cartoon_texture: texture::Texture,
|
||||
cartoon_bind_group: wgpu::BindGroup,
|
||||
|
||||
glyph_brush: wgpu_glyph::GlyphBrush<()>,
|
||||
staging_belt: wgpu::util::StagingBelt,
|
||||
|
||||
is_space_pressed: bool,
|
||||
mouse_pressed: bool,
|
||||
}
|
||||
|
||||
fn create_render_pipeline(
|
||||
device: &wgpu::Device,
|
||||
layout: &wgpu::PipelineLayout,
|
||||
color_format: wgpu::TextureFormat,
|
||||
depth_format: Option<wgpu::TextureFormat>,
|
||||
vertex_layouts: &[wgpu::VertexBufferLayout],
|
||||
vs_src: wgpu::ShaderModuleDescriptor,
|
||||
fs_src: wgpu::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let vs_module = device.create_shader_module(&vs_src);
|
||||
let fs_module = device.create_shader_module(&fs_src);
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
buffers: vertex_layouts,
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: color_format,
|
||||
alpha_blend: wgpu::BlendState::REPLACE,
|
||||
color_blend: wgpu::BlendState::REPLACE,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: wgpu::CullMode::Back,
|
||||
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
},
|
||||
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
|
||||
format,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
// Setting this to true requires Features::DEPTH_CLAMPING
|
||||
clamp_depth: false,
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
impl State {
|
||||
async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
// The instance is a handle to our GPU
|
||||
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
|
||||
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
|
||||
let surface = unsafe { instance.create_surface(window) };
|
||||
let adapter = instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::default(),
|
||||
compatible_surface: Some(&surface),
|
||||
})
|
||||
.await
|
||||
.unwrap();
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::empty(),
|
||||
limits: wgpu::Limits::default(),
|
||||
},
|
||||
None, // Trace path
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let sc_desc = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
format: adapter.get_swap_chain_preferred_format(&surface),
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
|
||||
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
|
||||
let texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: false },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
filtering: true,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
|
||||
let projection =
|
||||
camera::Projection::new(sc_desc.width, sc_desc.height, cgmath::Deg(45.0), 0.1, 100.0);
|
||||
let camera_controller = camera::CameraController::new(4.0, 0.4);
|
||||
|
||||
let mut uniforms = Uniforms::new();
|
||||
uniforms.update_view_proj(&camera, &projection);
|
||||
|
||||
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Uniform Buffer"),
|
||||
contents: bytemuck::cast_slice(&[uniforms]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
const SPACE_BETWEEN: f32 = 3.0;
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
||||
let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
||||
|
||||
let y = 0.0;
|
||||
|
||||
let position = cgmath::Vector3 { x, y, z };
|
||||
|
||||
let rotation = cgmath::Quaternion::from_axis_angle(
|
||||
cgmath::Vector3::unit_z(),
|
||||
cgmath::Deg(180.0 + 0.0),
|
||||
);
|
||||
|
||||
Instance { position, rotation }
|
||||
})
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance Buffer"),
|
||||
contents: bytemuck::cast_slice(&instance_data),
|
||||
usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let uniform_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("uniform_bind_group_layout"),
|
||||
});
|
||||
|
||||
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &uniform_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: uniform_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("uniform_bind_group"),
|
||||
});
|
||||
|
||||
let res_dir = std::path::Path::new("res/model/");
|
||||
let obj_model = model::Model::load(
|
||||
&device,
|
||||
&queue,
|
||||
&texture_bind_group_layout,
|
||||
res_dir.join("earth.obj"),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let light = Light {
|
||||
position: [4.0, 4.0, 2.0],
|
||||
_padding: 0,
|
||||
color: [1.0, 1.0, 1.0],
|
||||
};
|
||||
|
||||
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Light VB"),
|
||||
contents: bytemuck::cast_slice(&[light]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let light_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &light_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: light_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let depth_texture =
|
||||
texture::Texture::create_depth_texture(&device, &sc_desc, "depth_texture");
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[
|
||||
&texture_bind_group_layout,
|
||||
&uniform_bind_group_layout,
|
||||
&light_bind_group_layout,
|
||||
],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = create_render_pipeline(
|
||||
&device,
|
||||
&render_pipeline_layout,
|
||||
sc_desc.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
&[model::ModelVertex::desc(), InstanceRaw::desc()],
|
||||
wgpu::include_spirv!("../../res/shader/shader.vert.spv"),
|
||||
wgpu::include_spirv!("../../res/shader/shader.frag.spv"),
|
||||
);
|
||||
|
||||
let light_render_pipeline = {
|
||||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Light Pipeline Layout"),
|
||||
bind_group_layouts: &[&uniform_bind_group_layout, &light_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
create_render_pipeline(
|
||||
&device,
|
||||
&layout,
|
||||
sc_desc.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
&[model::ModelVertex::desc()],
|
||||
wgpu::include_spirv!("../../res/shader/light.vert.spv"),
|
||||
wgpu::include_spirv!("../../res/shader/light.frag.spv"),
|
||||
)
|
||||
};
|
||||
|
||||
//-------------------
|
||||
|
||||
let texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: false },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: false,
|
||||
filtering: true,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
let diffuse_bytes = include_bytes!("../../res/img/absolutely-proprietary.png");
|
||||
let diffuse_texture =
|
||||
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "stallman1").unwrap();
|
||||
|
||||
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
let cartoon_bytes = include_bytes!("../../res/img/absolutely-proprietary2.png");
|
||||
let cartoon_texture =
|
||||
texture::Texture::from_bytes(&device, &queue, cartoon_bytes, "stallman2").unwrap();
|
||||
|
||||
let cartoon_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&cartoon_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&cartoon_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("cartoon_bind_group"),
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[&texture_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let ui_render_pipeline = create_render_pipeline(
|
||||
&device,
|
||||
&render_pipeline_layout,
|
||||
sc_desc.format,
|
||||
Some(texture::Texture::DEPTH_FORMAT),
|
||||
&[model::ModelVertex::desc()],
|
||||
wgpu::include_spirv!("../../res/shader/ui_shader.vert.spv"),
|
||||
wgpu::include_spirv!("../../res/shader/ui_shader.frag.spv"),
|
||||
);
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
});
|
||||
let num_indices = INDICES.len() as u32;
|
||||
|
||||
let font = wgpu_glyph::ab_glyph::FontArc::try_from_slice(FONT_BYTES).unwrap();
|
||||
let glyph_brush =
|
||||
wgpu_glyph::GlyphBrushBuilder::using_font(font).build(&device, sc_desc.format);
|
||||
let staging_belt = wgpu::util::StagingBelt::new(1024);
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
sc_desc,
|
||||
swap_chain,
|
||||
render_pipeline,
|
||||
obj_model,
|
||||
|
||||
camera,
|
||||
projection,
|
||||
camera_controller,
|
||||
|
||||
uniform_buffer,
|
||||
uniform_bind_group,
|
||||
uniforms,
|
||||
instances,
|
||||
instance_buffer,
|
||||
depth_texture,
|
||||
size,
|
||||
light,
|
||||
light_buffer,
|
||||
light_bind_group,
|
||||
light_render_pipeline,
|
||||
|
||||
ui_render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
cartoon_texture,
|
||||
cartoon_bind_group,
|
||||
|
||||
glyph_brush,
|
||||
staging_belt,
|
||||
|
||||
is_space_pressed: true,
|
||||
mouse_pressed: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
self.projection.resize(new_size.width, new_size.height);
|
||||
self.size = new_size;
|
||||
self.sc_desc.width = new_size.width;
|
||||
self.sc_desc.height = new_size.height;
|
||||
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
|
||||
self.depth_texture =
|
||||
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &DeviceEvent) -> bool {
|
||||
match event {
|
||||
DeviceEvent::Key(KeyboardInput {
|
||||
virtual_keycode: Some(key),
|
||||
state,
|
||||
..
|
||||
}) => self.camera_controller.process_keyboard(*key, *state),
|
||||
DeviceEvent::MouseWheel { delta, .. } => {
|
||||
self.camera_controller.process_scroll(delta);
|
||||
true
|
||||
}
|
||||
DeviceEvent::Button {
|
||||
button: 1, // Left Mouse Button
|
||||
state,
|
||||
} => {
|
||||
self.mouse_pressed = *state == ElementState::Pressed;
|
||||
true
|
||||
}
|
||||
DeviceEvent::MouseMotion { delta } => {
|
||||
if self.mouse_pressed {
|
||||
self.camera_controller.process_mouse(delta.0, delta.1);
|
||||
}
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, dt: std::time::Duration) {
|
||||
if rand::thread_rng().gen_range(0, 5) == 0 {
|
||||
self.is_space_pressed = !self.is_space_pressed;
|
||||
}
|
||||
|
||||
self.camera_controller.update_camera(&mut self.camera, dt);
|
||||
self.uniforms
|
||||
.update_view_proj(&self.camera, &self.projection);
|
||||
self.queue.write_buffer(
|
||||
&self.uniform_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.uniforms]),
|
||||
);
|
||||
|
||||
let time = get_time();
|
||||
const SPACE_BETWEEN: f32 = 3.0;
|
||||
let instances = (0..NUM_INSTANCES_PER_ROW)
|
||||
.flat_map(|z| {
|
||||
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
||||
let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
||||
let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
||||
|
||||
//println!("{} {} {}", x, z, time);
|
||||
let y = ((x / 3.0 + time).sin() + (z / 3.0 + time).cos()) * 1.5;
|
||||
|
||||
let position = cgmath::Vector3 { x, y, z };
|
||||
|
||||
let rotation = cgmath::Quaternion::from_axis_angle(
|
||||
cgmath::Vector3::unit_z(),
|
||||
cgmath::Deg(180.0 + 0.0),
|
||||
);
|
||||
|
||||
Instance { position, rotation }
|
||||
})
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
||||
self.queue.write_buffer(
|
||||
&self.instance_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&instance_data),
|
||||
);
|
||||
|
||||
// Update the light
|
||||
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]));
|
||||
}
|
||||
|
||||
fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
|
||||
let frame = self.swap_chain.get_current_frame()?.output;
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &self.depth_texture.view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
|
||||
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
//render_pass.set_pipeline(&self.light_render_pipeline);
|
||||
//render_pass.draw_light_model(
|
||||
// &self.obj_model,
|
||||
// &self.uniform_bind_group,
|
||||
// &self.light_bind_group,
|
||||
//);
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.draw_model_instanced(
|
||||
&self.obj_model,
|
||||
0..self.instances.len() as u32,
|
||||
&self.uniform_bind_group,
|
||||
&self.light_bind_group,
|
||||
);
|
||||
|
||||
let bind_group = if self.is_space_pressed {
|
||||
&self.cartoon_bind_group
|
||||
} else {
|
||||
&self.diffuse_bind_group
|
||||
};
|
||||
|
||||
render_pass.set_pipeline(&self.ui_render_pipeline);
|
||||
render_pass.set_bind_group(0, bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
let play_text = Text {
|
||||
position: (40.0, 40.0).into(),
|
||||
color: (1.0, 1.0, 1.0, 1.0).into(),
|
||||
text: String::from("Absolutely Proprietary"),
|
||||
size: 32.0,
|
||||
centered: false,
|
||||
..Default::default()
|
||||
};
|
||||
draw_text(&play_text, &mut self.glyph_brush);
|
||||
|
||||
self.glyph_brush
|
||||
.draw_queued(
|
||||
&self.device,
|
||||
&mut self.staging_belt,
|
||||
&mut encoder,
|
||||
&frame.view,
|
||||
self.sc_desc.width,
|
||||
self.sc_desc.height,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
self.staging_belt.finish();
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_text(text: &Text, glyph_brush: &mut wgpu_glyph::GlyphBrush<()>) {
|
||||
let layout = wgpu_glyph::Layout::default().h_align(if text.centered {
|
||||
wgpu_glyph::HorizontalAlign::Center
|
||||
} else {
|
||||
wgpu_glyph::HorizontalAlign::Left
|
||||
});
|
||||
|
||||
let section = wgpu_glyph::Section {
|
||||
screen_position: text.position.into(),
|
||||
bounds: text.bounds.into(),
|
||||
layout,
|
||||
..Default::default()
|
||||
}
|
||||
.add_text(
|
||||
wgpu_glyph::Text::new(&text.text)
|
||||
.with_color(text.color)
|
||||
.with_scale(if text.focused {
|
||||
text.size + 8.0
|
||||
} else {
|
||||
text.size
|
||||
}),
|
||||
);
|
||||
|
||||
glyph_brush.queue(section);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let title = env!("CARGO_PKG_NAME");
|
||||
let window = winit::window::WindowBuilder::new()
|
||||
.with_title(title)
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
use futures::executor::block_on;
|
||||
let mut state = block_on(State::new(&window));
|
||||
let mut last_render_time = std::time::Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Poll;
|
||||
match event {
|
||||
Event::MainEventsCleared => window.request_redraw(),
|
||||
Event::DeviceEvent {
|
||||
ref event,
|
||||
.. // We're not using device_id currently
|
||||
} => {
|
||||
state.input(event);
|
||||
}
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
match event {
|
||||
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::KeyboardInput { input, .. } => match input {
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
||||
..
|
||||
} => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
state.resize(*physical_size);
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
let now = std::time::Instant::now();
|
||||
let dt = now - last_render_time;
|
||||
last_render_time = now;
|
||||
state.update(dt);
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Recreate the swap_chain if lost
|
||||
Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -1,191 +0,0 @@
|
||||
use cgmath::*;
|
||||
use std::f32::consts::FRAC_PI_2;
|
||||
use std::time::Duration;
|
||||
use winit::dpi::PhysicalPosition;
|
||||
use winit::event::*;
|
||||
|
||||
#[rustfmt::skip]
|
||||
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
|
||||
1.0, 0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.0, 0.0, 0.5, 1.0,
|
||||
);
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Camera {
|
||||
pub position: Point3<f32>,
|
||||
yaw: Rad<f32>,
|
||||
pitch: Rad<f32>,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
|
||||
position: V,
|
||||
yaw: Y,
|
||||
pitch: P,
|
||||
) -> Self {
|
||||
Self {
|
||||
position: position.into(),
|
||||
yaw: yaw.into(),
|
||||
pitch: pitch.into(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn calc_matrix(&self) -> Matrix4<f32> {
|
||||
Matrix4::look_at_dir(
|
||||
self.position,
|
||||
Vector3::new(self.yaw.0.cos(), self.pitch.0.sin(), self.yaw.0.sin()).normalize(),
|
||||
Vector3::unit_y(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Projection {
|
||||
aspect: f32,
|
||||
fovy: Rad<f32>,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
}
|
||||
|
||||
impl Projection {
|
||||
pub fn new<F: Into<Rad<f32>>>(width: u32, height: u32, fovy: F, znear: f32, zfar: f32) -> Self {
|
||||
Self {
|
||||
aspect: width as f32 / height as f32,
|
||||
fovy: fovy.into(),
|
||||
znear,
|
||||
zfar,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
self.aspect = width as f32 / height as f32;
|
||||
}
|
||||
|
||||
pub fn calc_matrix(&self) -> Matrix4<f32> {
|
||||
OPENGL_TO_WGPU_MATRIX * perspective(self.fovy, self.aspect, self.znear, self.zfar)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct CameraController {
|
||||
amount_left: f32,
|
||||
amount_right: f32,
|
||||
amount_forward: f32,
|
||||
amount_backward: f32,
|
||||
amount_up: f32,
|
||||
amount_down: f32,
|
||||
rotate_horizontal: f32,
|
||||
rotate_vertical: f32,
|
||||
scroll: f32,
|
||||
speed: f32,
|
||||
sensitivity: f32,
|
||||
}
|
||||
|
||||
impl CameraController {
|
||||
pub fn new(speed: f32, sensitivity: f32) -> Self {
|
||||
Self {
|
||||
amount_left: 0.0,
|
||||
amount_right: 0.0,
|
||||
amount_forward: 0.0,
|
||||
amount_backward: 0.0,
|
||||
amount_up: 0.0,
|
||||
amount_down: 0.0,
|
||||
rotate_horizontal: 0.0,
|
||||
rotate_vertical: 0.0,
|
||||
scroll: 0.0,
|
||||
speed,
|
||||
sensitivity,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
|
||||
let amount = if state == ElementState::Pressed {
|
||||
1.0
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
match key {
|
||||
VirtualKeyCode::W | VirtualKeyCode::Up => {
|
||||
self.amount_forward = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::S | VirtualKeyCode::Down => {
|
||||
self.amount_backward = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A | VirtualKeyCode::Left => {
|
||||
self.amount_left = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::D | VirtualKeyCode::Right => {
|
||||
self.amount_right = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Space => {
|
||||
self.amount_up = amount;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::LShift => {
|
||||
self.amount_down = amount;
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
|
||||
self.rotate_horizontal = mouse_dx as f32;
|
||||
self.rotate_vertical = mouse_dy as f32;
|
||||
}
|
||||
|
||||
pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
|
||||
self.scroll = match delta {
|
||||
// I'm assuming a line is about 100 pixels
|
||||
MouseScrollDelta::LineDelta(_, scroll) => -scroll * 0.5,
|
||||
MouseScrollDelta::PixelDelta(PhysicalPosition { y: scroll, .. }) => -*scroll as f32,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn update_camera(&mut self, camera: &mut Camera, dt: Duration) {
|
||||
let dt = dt.as_secs_f32();
|
||||
|
||||
// Move forward/backward and left/right
|
||||
let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
|
||||
let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
|
||||
let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
|
||||
camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
|
||||
camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
|
||||
|
||||
// Move in/out (aka. "zoom")
|
||||
// Note: this isn't an actual zoom. The camera's position
|
||||
// changes when zooming. I've added this to make it easier
|
||||
// to get closer to an object you want to focus on.
|
||||
let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
|
||||
let scrollward =
|
||||
Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
|
||||
camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
|
||||
self.scroll = 0.0;
|
||||
|
||||
// Move up/down. Since we don't use roll, we can just
|
||||
// modify the y coordinate directly.
|
||||
camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
|
||||
|
||||
// Rotate
|
||||
camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
|
||||
camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
|
||||
|
||||
// If process_mouse isn't called every frame, these values
|
||||
// will not get set to zero, and the camera will rotate
|
||||
// when moving in a non cardinal direction.
|
||||
self.rotate_horizontal = 0.0;
|
||||
self.rotate_vertical = 0.0;
|
||||
|
||||
// Keep the camera's angle from going too high/low.
|
||||
if camera.pitch < -Rad(FRAC_PI_2) {
|
||||
camera.pitch = -Rad(FRAC_PI_2);
|
||||
} else if camera.pitch > Rad(FRAC_PI_2) {
|
||||
camera.pitch = Rad(FRAC_PI_2);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
pub mod camera;
|
||||
pub mod model;
|
||||
pub mod texture;
|
||||
317
src/gfx/model.rs
317
src/gfx/model.rs
@@ -1,317 +0,0 @@
|
||||
use anyhow::*;
|
||||
use std::ops::Range;
|
||||
use std::path::Path;
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
use crate::gfx::texture;
|
||||
|
||||
pub trait Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct ModelVertex {
|
||||
pub position: [f32; 3],
|
||||
pub tex_coords: [f32; 2],
|
||||
pub normal: [f32; 3],
|
||||
}
|
||||
|
||||
impl Vertex for ModelVertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float3,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Material {
|
||||
pub name: String,
|
||||
pub diffuse_texture: texture::Texture,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
pub struct Mesh {
|
||||
pub name: String,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub num_elements: u32,
|
||||
pub material: usize,
|
||||
}
|
||||
|
||||
pub struct Model {
|
||||
pub meshes: Vec<Mesh>,
|
||||
pub materials: Vec<Material>,
|
||||
}
|
||||
|
||||
impl Model {
|
||||
pub fn load<P: AsRef<Path>>(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
path: P,
|
||||
) -> Result<Self> {
|
||||
let (obj_models, obj_materials) = tobj::load_obj(path.as_ref(), true)?;
|
||||
|
||||
// We're assuming that the texture files are stored with the obj file
|
||||
let containing_folder = path.as_ref().parent().context("Directory has no parent")?;
|
||||
|
||||
let mut materials = Vec::new();
|
||||
for mat in obj_materials {
|
||||
let diffuse_path = mat.diffuse_texture;
|
||||
let diffuse_texture =
|
||||
texture::Texture::load(device, queue, containing_folder.join(diffuse_path))?;
|
||||
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: None,
|
||||
});
|
||||
|
||||
materials.push(Material {
|
||||
name: mat.name,
|
||||
diffuse_texture,
|
||||
bind_group,
|
||||
});
|
||||
}
|
||||
|
||||
let mut meshes = Vec::new();
|
||||
for m in obj_models {
|
||||
let mut vertices = Vec::new();
|
||||
for i in 0..m.mesh.positions.len() / 3 {
|
||||
vertices.push(ModelVertex {
|
||||
position: [
|
||||
m.mesh.positions[i * 3],
|
||||
m.mesh.positions[i * 3 + 1],
|
||||
m.mesh.positions[i * 3 + 2],
|
||||
],
|
||||
tex_coords: [1.0 - m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
|
||||
normal: [
|
||||
m.mesh.normals[i * 3],
|
||||
m.mesh.normals[i * 3 + 1],
|
||||
m.mesh.normals[i * 3 + 2],
|
||||
],
|
||||
});
|
||||
}
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(&format!("{:?} Vertex Buffer", path.as_ref())),
|
||||
contents: bytemuck::cast_slice(&vertices),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(&format!("{:?} Index Buffer", path.as_ref())),
|
||||
contents: bytemuck::cast_slice(&m.mesh.indices),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
});
|
||||
|
||||
meshes.push(Mesh {
|
||||
name: m.name,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_elements: m.mesh.indices.len() as u32,
|
||||
material: m.mesh.material_id.unwrap_or(0),
|
||||
});
|
||||
}
|
||||
|
||||
Ok(Self { meshes, materials })
|
||||
}
|
||||
}
|
||||
|
||||
pub trait DrawModel<'a, 'b>
|
||||
where
|
||||
'b: 'a,
|
||||
{
|
||||
fn draw_mesh(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
);
|
||||
fn draw_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
);
|
||||
|
||||
fn draw_model(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
);
|
||||
fn draw_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
);
|
||||
}
|
||||
|
||||
impl<'a, 'b> DrawModel<'a, 'b> for wgpu::RenderPass<'a>
|
||||
where
|
||||
'b: 'a,
|
||||
{
|
||||
fn draw_mesh(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_mesh_instanced(mesh, material, 0..1, uniforms, light);
|
||||
}
|
||||
|
||||
fn draw_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
self.set_bind_group(0, &material.bind_group, &[]);
|
||||
self.set_bind_group(1, &uniforms, &[]);
|
||||
self.set_bind_group(2, &light, &[]);
|
||||
self.draw_indexed(0..mesh.num_elements, 0, instances);
|
||||
}
|
||||
|
||||
fn draw_model(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_model_instanced(model, 0..1, uniforms, light);
|
||||
}
|
||||
|
||||
fn draw_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
for mesh in &model.meshes {
|
||||
let material = &model.materials[mesh.material];
|
||||
self.draw_mesh_instanced(mesh, material, instances.clone(), uniforms, light);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub trait DrawLight<'a, 'b>
|
||||
where
|
||||
'b: 'a,
|
||||
{
|
||||
fn draw_light_mesh(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
);
|
||||
fn draw_light_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) where
|
||||
'b: 'a;
|
||||
|
||||
fn draw_light_model(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
);
|
||||
fn draw_light_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
);
|
||||
}
|
||||
|
||||
impl<'a, 'b> DrawLight<'a, 'b> for wgpu::RenderPass<'a>
|
||||
where
|
||||
'b: 'a,
|
||||
{
|
||||
fn draw_light_mesh(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_light_mesh_instanced(mesh, 0..1, uniforms, light);
|
||||
}
|
||||
|
||||
fn draw_light_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
self.set_bind_group(0, uniforms, &[]);
|
||||
self.set_bind_group(1, light, &[]);
|
||||
self.draw_indexed(0..mesh.num_elements, 0, instances);
|
||||
}
|
||||
|
||||
fn draw_light_model(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_light_model_instanced(model, 0..1, uniforms, light);
|
||||
}
|
||||
fn draw_light_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
uniforms: &'b wgpu::BindGroup,
|
||||
light: &'b wgpu::BindGroup,
|
||||
) {
|
||||
for mesh in &model.meshes {
|
||||
self.draw_light_mesh_instanced(mesh, instances.clone(), uniforms, light);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,135 +0,0 @@
|
||||
use anyhow::*;
|
||||
use image::GenericImageView;
|
||||
use std::path::Path;
|
||||
|
||||
pub struct Texture {
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
pub sampler: wgpu::Sampler,
|
||||
}
|
||||
|
||||
impl Texture {
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn load<P: AsRef<Path>>(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
path: P,
|
||||
) -> Result<Self> {
|
||||
// Needed to appease the borrow checker
|
||||
let path_copy = path.as_ref().to_path_buf();
|
||||
let label = path_copy.to_str();
|
||||
|
||||
let img = image::open(path)?;
|
||||
Self::from_image(device, queue, &img, label)
|
||||
}
|
||||
|
||||
pub fn create_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
sc_desc: &wgpu::SwapChainDescriptor,
|
||||
label: &str,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 1,
|
||||
};
|
||||
let desc = 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 texture = device.create_texture(&desc);
|
||||
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),
|
||||
lod_min_clamp: -100.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn from_bytes(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
bytes: &[u8],
|
||||
label: &str,
|
||||
) -> Result<Self> {
|
||||
let img = image::load_from_memory(bytes)?;
|
||||
Self::from_image(device, queue, &img, Some(label))
|
||||
}
|
||||
|
||||
pub fn from_image(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
img: &image::DynamicImage,
|
||||
label: Option<&str>,
|
||||
) -> Result<Self> {
|
||||
let dimensions = img.dimensions();
|
||||
let rgba = img.to_rgba8();
|
||||
|
||||
let size = wgpu::Extent3d {
|
||||
width: dimensions.0,
|
||||
height: dimensions.1,
|
||||
depth: 1,
|
||||
};
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label,
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Rgba8UnormSrgb,
|
||||
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
|
||||
});
|
||||
|
||||
queue.write_texture(
|
||||
wgpu::TextureCopyView {
|
||||
texture: &texture,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
},
|
||||
&rgba,
|
||||
wgpu::TextureDataLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: 4 * dimensions.0,
|
||||
rows_per_image: dimensions.1,
|
||||
},
|
||||
size,
|
||||
);
|
||||
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Nearest,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Ok(Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
pub mod texture;
|
||||
@@ -1,77 +0,0 @@
|
||||
use anyhow::*;
|
||||
use image::GenericImageView;
|
||||
|
||||
pub struct Texture {
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
pub sampler: wgpu::Sampler,
|
||||
}
|
||||
|
||||
impl Texture {
|
||||
pub fn from_bytes(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
bytes: &[u8],
|
||||
label: &str,
|
||||
) -> Result<Self> {
|
||||
let img = image::load_from_memory(bytes)?;
|
||||
Self::from_image(device, queue, &img, Some(label))
|
||||
}
|
||||
|
||||
pub fn from_image(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
img: &image::DynamicImage,
|
||||
label: Option<&str>,
|
||||
) -> Result<Self> {
|
||||
let rgba = img.as_rgba8().unwrap();
|
||||
let dimensions = img.dimensions();
|
||||
|
||||
let size = wgpu::Extent3d {
|
||||
width: dimensions.0,
|
||||
height: dimensions.1,
|
||||
depth: 1,
|
||||
};
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label,
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Rgba8UnormSrgb,
|
||||
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
|
||||
});
|
||||
|
||||
queue.write_texture(
|
||||
wgpu::TextureCopyView {
|
||||
texture: &texture,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
},
|
||||
rgba,
|
||||
wgpu::TextureDataLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: 4 * dimensions.0,
|
||||
rows_per_image: dimensions.1,
|
||||
},
|
||||
size,
|
||||
);
|
||||
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Nearest,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Ok(Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -11,8 +11,6 @@ pub mod circuit;
|
||||
pub mod crypto;
|
||||
pub mod endian;
|
||||
pub mod error;
|
||||
pub mod gfx;
|
||||
pub mod gui;
|
||||
pub mod net;
|
||||
pub mod rpc;
|
||||
pub mod serial;
|
||||
|
||||
Reference in New Issue
Block a user