109: add initial skybox example, ref #93 r=m4b a=m4b

1. doesn't render the images at all
2. mip map stuff needs clarification
3. will update uniform with temporal rotation so we can see the skybox better

Co-authored-by: m4b <m4b.github.com@gmail.com>
This commit is contained in:
bors[bot]
2019-11-03 07:08:43 +00:00
committed by GitHub
12 changed files with 368 additions and 6 deletions

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@@ -7,7 +7,7 @@ This is an idiomatic Rust wrapper over [wgpu-native](https://github.com/gfx-rs/w
## Gallery
![Cube](etc/example-cube.png) ![Shadow](etc/example-shadow.png) ![MipMap](etc/example-mipmap.png)
![Cube](etc/example-cube.png) ![Shadow](etc/example-shadow.png) ![MipMap](etc/example-mipmap.png) ![Skybox](etc/example-skybox.gif)
![vange-rs](etc/vange-rs.png) ![Brawl](etc/brawl-attack.gif) ![GLX map](etc/glx-map.png)
## Usage

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wgpu/etc/example-skybox.gif Normal file

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@@ -35,16 +35,27 @@ pub fn load_glsl(code: &str, stage: ShaderStage) -> Vec<u32> {
}
pub trait Example: 'static + Sized {
fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &wgpu::Device) -> (Self, Option<wgpu::CommandBuffer>);
fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &wgpu::Device) -> Option<wgpu::CommandBuffer>;
fn init(
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> (Self, Option<wgpu::CommandBuffer>);
fn resize(
&mut self,
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> Option<wgpu::CommandBuffer>;
fn update(&mut self, event: WindowEvent);
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &wgpu::Device) -> wgpu::CommandBuffer;
fn render(
&mut self,
frame: &wgpu::SwapChainOutput,
device: &wgpu::Device,
) -> wgpu::CommandBuffer;
}
pub fn run<E: Example>(title: &str) {
use winit::{
event_loop::{ControlFlow, EventLoop},
event,
event_loop::{ControlFlow, EventLoop},
};
env_logger::init();
@@ -86,7 +97,8 @@ pub fn run<E: Example>(title: &str) {
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
backends: wgpu::BackendBit::PRIMARY,
}).unwrap();
})
.unwrap();
let (device, mut queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {

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@@ -0,0 +1,317 @@
#[path = "../framework.rs"]
mod framework;
const SKYBOX_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
type Uniforms = [cgmath::Matrix4<f32>; 2];
pub struct Skybox {
aspect: f32,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
uniforms: Uniforms,
}
impl Skybox {
fn generate_uniforms(aspect_ratio: f32) -> Uniforms {
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 10.0);
let mx_view = cgmath::Matrix4::look_at(
cgmath::Point3::new(1.5f32, -5.0, 3.0),
cgmath::Point3::new(0f32, 0.0, 0.0),
cgmath::Vector3::unit_z(),
);
let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
[mx_correction * mx_projection, mx_correction * mx_view]
}
}
impl framework::Example for Skybox {
fn init(
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> (Self, Option<wgpu::CommandBuffer>) {
let mut init_encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::Cube,
},
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
// Create the render pipeline
let vs_bytes = framework::load_glsl(
include_str!("skybox_vert.glsl"),
framework::ShaderStage::Vertex,
);
let fs_bytes = framework::load_glsl(
include_str!("skybox_frag.glsl"),
framework::ShaderStage::Fragment,
);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let aspect = sc_desc.width as f32 / sc_desc.height as f32;
let uniforms = Self::generate_uniforms(aspect);
let uniform_buf = device
.create_buffer_mapped(
uniforms.len(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&uniforms);
let uniform_buf_size = std::mem::size_of::<Uniforms>();
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
// Create the render pipeline
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
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::Nearest,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::Always,
});
let paths: [&'static [u8]; 6] = [
&include_bytes!("images/posx.png")[..],
&include_bytes!("images/negx.png")[..],
&include_bytes!("images/posy.png")[..],
&include_bytes!("images/negy.png")[..],
&include_bytes!("images/posz.png")[..],
&include_bytes!("images/negz.png")[..],
];
// we set these multiple times, but whatever
let (mut image_width, mut image_height) = (0, 0);
let faces = paths
.iter()
.map(|png| {
let png = std::io::Cursor::new(png);
let decoder = png::Decoder::new(png);
let (info, mut reader) = decoder.read_info().expect("can read info");
image_width = info.width;
image_height = info.height;
let mut buf = vec![0; info.buffer_size()];
reader.next_frame(&mut buf).expect("can read png frame");
buf
})
.collect::<Vec<_>>();
let texture_extent = wgpu::Extent3d {
width: image_width,
height: image_height,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: texture_extent,
array_layer_count: 6,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: SKYBOX_FORMAT,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
for (i, image) in faces.iter().enumerate() {
println!(
"Copying skybox image {} of size {},{} to gpu",
i, image_width, image_height,
);
let image_buf = device
.create_buffer_mapped(image.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&image);
init_encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &image_buf,
offset: 0,
row_pitch: 4 * image_width,
image_height,
},
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: i as u32,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
texture_extent,
);
}
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor {
format: SKYBOX_FORMAT,
dimension: wgpu::TextureViewDimension::Cube,
aspect: wgpu::TextureAspect::default(),
base_mip_level: 0,
level_count: 1,
base_array_layer: 0,
array_layer_count: 6,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0..uniform_buf_size as wgpu::BufferAddress,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
(
Self {
pipeline,
bind_group,
uniform_buf,
aspect,
uniforms,
},
Some(init_encoder.finish()),
)
}
fn update(&mut self, _event: winit::event::WindowEvent) {
//empty
}
fn resize(
&mut self,
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> Option<wgpu::CommandBuffer> {
self.aspect = sc_desc.width as f32 / sc_desc.height as f32;
let uniforms = Skybox::generate_uniforms(self.aspect);
let mx_total = uniforms[0] * uniforms[1];
let mx_ref: &[f32; 16] = mx_total.as_ref();
let temp_buf = device
.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(mx_ref);
let mut init_encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
init_encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.uniform_buf, 0, 64);
self.uniforms = uniforms;
Some(init_encoder.finish())
}
fn render(
&mut self,
frame: &wgpu::SwapChainOutput,
device: &wgpu::Device,
) -> wgpu::CommandBuffer {
let mut init_encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
let rotation = cgmath::Matrix4::<f32>::from_angle_x(cgmath::Deg(1.0));
self.uniforms[1] = self.uniforms[1] * rotation;
let uniform_buf_size = std::mem::size_of::<Uniforms>();
let temp_buf = device
.create_buffer_mapped(2, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&self.uniforms);
init_encoder.copy_buffer_to_buffer(
&temp_buf,
0,
&self.uniform_buf,
0,
uniform_buf_size as wgpu::BufferAddress,
);
{
let mut rpass = init_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
}],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..3 as u32, 0..1);
}
init_encoder.finish()
}
}
fn main() {
framework::run::<Skybox>("skybox");
}

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@@ -0,0 +1,11 @@
#version 450
layout(set = 0, binding = 1) uniform textureCube t_Cubemap;
layout(set = 0, binding = 2) uniform sampler s_Cubemap;
layout(location = 0) in vec3 v_Uv;
layout(location = 0) out vec4 f_Color;
void main() {
f_Color = texture(samplerCube(t_Cubemap, s_Cubemap), v_Uv);
}

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@@ -0,0 +1,22 @@
#version 450
layout(location = 0) out vec3 v_Uv;
layout(set = 0, binding = 0) uniform Data {
mat4 proj;
mat4 view;
};
void main() {
vec4 pos = vec4(0.0);
switch(gl_VertexIndex) {
case 0: pos = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: pos = vec4( 3.0, -1.0, 0.0, 1.0); break;
case 2: pos = vec4(-1.0, 3.0, 0.0, 1.0); break;
}
mat3 invModelView = transpose(mat3(view));
vec3 unProjected = (inverse(proj) * pos).xyz;
v_Uv = invModelView * unProjected;
gl_Position = pos;
}