#[path = "../framework.rs"] mod framework; const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb; #[derive(Clone, Copy)] struct Vertex { #[allow(dead_code)] pos: [f32; 4], } fn create_vertices() -> Vec { vec![ Vertex { pos: [100.0, 0.0, 0.0, 1.0], }, Vertex { pos: [100.0, 1000.0, 0.0, 1.0], }, Vertex { pos: [-100.0, 0.0, 0.0, 1.0], }, Vertex { pos: [-100.0, 1000.0, 0.0, 1.0], }, ] } fn create_texels(size: usize, cx: f32, cy: f32) -> Vec { use std::iter; (0 .. size * size) .flat_map(|id| { // get high five for recognizing this ;) let mut x = 4.0 * (id % size) as f32 / (size - 1) as f32 - 2.0; let mut y = 2.0 * (id / size) as f32 / (size - 1) as f32 - 1.0; let mut count = 0; while count < 0xFF && x * x + y * y < 4.0 { let old_x = x; x = x * x - y * y + cx; y = 2.0 * old_x * y + cy; count += 1; } iter::once(0xFF - (count * 2) as u8) .chain(iter::once(0xFF - (count * 5) as u8)) .chain(iter::once(0xFF - (count * 13) as u8)) .chain(iter::once(1)) }) .collect() } struct Example { vertex_buf: wgpu::Buffer, bind_group: wgpu::BindGroup, uniform_buf: wgpu::Buffer, draw_pipeline: wgpu::RenderPipeline, } impl Example { fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4 { let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 1000.0); let mx_view = cgmath::Matrix4::look_at( cgmath::Point3::new(0f32, 0.0, 10.0), cgmath::Point3::new(0f32, 50.0, 0.0), cgmath::Vector3::unit_z(), ); let mx_correction = framework::OPENGL_TO_WGPU_MATRIX; mx_correction * mx_projection * mx_view } fn generate_mipmaps( device: &wgpu::Device, texture: &wgpu::Texture, mip_count: u32 ) -> wgpu::CommandBuffer { let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[ wgpu::BindGroupLayoutBinding { binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { multisampled: false, dimension: wgpu::TextureViewDimension::D2, }, }, wgpu::BindGroupLayoutBinding { binding: 1, visibility: wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler, }, ], }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { bind_group_layouts: &[&bind_group_layout], }); let vs_bytes = framework::load_glsl( include_str!("blit.vert"), framework::ShaderStage::Vertex, ); let fs_bytes = framework::load_glsl( include_str!("blit.frag"), framework::ShaderStage::Fragment, ); let vs_module = device.create_shader_module(&vs_bytes); let fs_module = device.create_shader_module(&fs_bytes); 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::Ccw, cull_mode: wgpu::CullMode::None, depth_bias: 0, depth_bias_slope_scale: 0.0, depth_bias_clamp: 0.0, }), primitive_topology: wgpu::PrimitiveTopology::TriangleStrip, color_states: &[wgpu::ColorStateDescriptor { format: TEXTURE_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::Linear, min_filter: wgpu::FilterMode::Nearest, mipmap_filter: wgpu::FilterMode::Nearest, lod_min_clamp: -100.0, lod_max_clamp: 100.0, compare_function: wgpu::CompareFunction::Always, }); let views = (0 .. mip_count) .map(|mip| texture.create_view(&wgpu::TextureViewDescriptor { format: TEXTURE_FORMAT, dimension: wgpu::TextureViewDimension::D2, aspect: wgpu::TextureAspect::All, base_mip_level: mip, level_count: 1, base_array_layer: 0, array_layer_count: 1, })) .collect::>(); let mut encoder = device.create_command_encoder( &wgpu::CommandEncoderDescriptor { todo: 0 } ); for target_mip in 1 .. mip_count as usize { let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &bind_group_layout, bindings: &[ wgpu::Binding { binding: 0, resource: wgpu::BindingResource::TextureView(&views[target_mip - 1]), }, wgpu::Binding { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler), }, ], }); let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor { attachment: &views[target_mip], resolve_target: None, load_op: wgpu::LoadOp::Clear, store_op: wgpu::StoreOp::Store, clear_color: wgpu::Color::WHITE, }], depth_stencil_attachment: None, }); rpass.set_pipeline(&pipeline); rpass.set_bind_group(0, &bind_group, &[]); rpass.draw(0 .. 4, 0 .. 1); } encoder.finish() } } impl framework::Example for Example { fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self { use std::mem; let mut init_encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); // Create the vertex and index buffers let vertex_size = mem::size_of::(); let vertex_data = create_vertices(); let vertex_buf = device .create_buffer_mapped(vertex_data.len(), wgpu::BufferUsage::VERTEX) .fill_from_slice(&vertex_data); // Create pipeline layout let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[ wgpu::BindGroupLayoutBinding { binding: 0, visibility: wgpu::ShaderStage::VERTEX, ty: wgpu::BindingType::UniformBuffer { dynamic: false, }, }, wgpu::BindGroupLayoutBinding { binding: 1, visibility: wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::SampledTexture { multisampled: false, dimension: wgpu::TextureViewDimension::D2, }, }, wgpu::BindGroupLayoutBinding { binding: 2, visibility: wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Sampler, }, ], }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { bind_group_layouts: &[&bind_group_layout], }); // Create the texture let mip_level_count = 9; let size = 1 << mip_level_count; let texels = create_texels(size as usize, -0.8, 0.156); let texture_extent = wgpu::Extent3d { width: size, height: size, depth: 1, }; let texture = device.create_texture(&wgpu::TextureDescriptor { size: texture_extent, array_layer_count: 1, mip_level_count, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: TEXTURE_FORMAT, usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::COPY_DST, }); let texture_view = texture.create_default_view(); let temp_buf = device .create_buffer_mapped(texels.len(), wgpu::BufferUsage::COPY_SRC) .fill_from_slice(&texels); init_encoder.copy_buffer_to_texture( wgpu::BufferCopyView { buffer: &temp_buf, offset: 0, row_pitch: 4 * size, image_height: size, }, wgpu::TextureCopyView { texture: &texture, mip_level: 0, array_layer: 0, origin: wgpu::Origin3d { x: 0.0, y: 0.0, z: 0.0, }, }, texture_extent, ); // Create other resources let sampler = device.create_sampler(&wgpu::SamplerDescriptor { address_mode_u: wgpu::AddressMode::Repeat, address_mode_v: wgpu::AddressMode::Repeat, address_mode_w: wgpu::AddressMode::Repeat, mag_filter: wgpu::FilterMode::Linear, min_filter: wgpu::FilterMode::Linear, mipmap_filter: wgpu::FilterMode::Linear, lod_min_clamp: -100.0, lod_max_clamp: 100.0, compare_function: wgpu::CompareFunction::Always, }); let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32); let mx_ref: &[f32; 16] = mx_total.as_ref(); let uniform_buf = device .create_buffer_mapped( 16, wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, ) .fill_from_slice(mx_ref); // Create bind group 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 .. 64, }, }, wgpu::Binding { binding: 1, resource: wgpu::BindingResource::TextureView(&texture_view), }, wgpu::Binding { binding: 2, resource: wgpu::BindingResource::Sampler(&sampler), }, ], }); // Create the render pipeline let vs_bytes = framework::load_glsl( include_str!("draw.vert"), framework::ShaderStage::Vertex, ); let fs_bytes = framework::load_glsl( include_str!("draw.frag"), framework::ShaderStage::Fragment, ); let vs_module = device.create_shader_module(&vs_bytes); let fs_module = device.create_shader_module(&fs_bytes); let draw_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::Ccw, cull_mode: wgpu::CullMode::Back, depth_bias: 0, depth_bias_slope_scale: 0.0, depth_bias_clamp: 0.0, }), primitive_topology: wgpu::PrimitiveTopology::TriangleStrip, 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: &[wgpu::VertexBufferDescriptor { stride: vertex_size as wgpu::BufferAddress, step_mode: wgpu::InputStepMode::Vertex, attributes: &[ wgpu::VertexAttributeDescriptor { format: wgpu::VertexFormat::Float4, offset: 0, shader_location: 0, }, ], }], sample_count: 1, sample_mask: !0, alpha_to_coverage_enabled: false, }); // Done let init_command_buf = init_encoder.finish(); let mipmap_command_buf = Self::generate_mipmaps(&device, &texture, mip_level_count); device.get_queue().submit(&[init_command_buf, mipmap_command_buf]); Example { vertex_buf, bind_group, uniform_buf, draw_pipeline, } } fn update(&mut self, _event: winit::event::WindowEvent) { //empty } fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) { let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32); 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 encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.uniform_buf, 0, 64); device.get_queue().submit(&[encoder.finish()]); } fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) { let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); { let mut rpass = 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.draw_pipeline); rpass.set_bind_group(0, &self.bind_group, &[]); rpass.set_vertex_buffers(0, &[(&self.vertex_buf, 0)]); rpass.draw(0 .. 4, 0 .. 1); } device.get_queue().submit(&[encoder.finish()]); } } fn main() { framework::run::("mipmap"); }