#[path = "../framework.rs"] mod framework; #[derive(Clone, Copy)] struct Vertex { _pos: [f32; 4], _tex_coord: [f32; 2], } fn vertex(pos: [i8; 3], tc: [i8; 2]) -> Vertex { Vertex { _pos: [pos[0] as f32, pos[1] as f32, pos[2] as f32, 1.0], _tex_coord: [tc[0] as f32, tc[1] as f32], } } fn create_vertices() -> (Vec, Vec) { let vertex_data = [ // top (0, 0, 1) vertex([-1, -1, 1], [0, 0]), vertex([1, -1, 1], [1, 0]), vertex([1, 1, 1], [1, 1]), vertex([-1, 1, 1], [0, 1]), // bottom (0, 0, -1) vertex([-1, 1, -1], [1, 0]), vertex([1, 1, -1], [0, 0]), vertex([1, -1, -1], [0, 1]), vertex([-1, -1, -1], [1, 1]), // right (1, 0, 0) vertex([1, -1, -1], [0, 0]), vertex([1, 1, -1], [1, 0]), vertex([1, 1, 1], [1, 1]), vertex([1, -1, 1], [0, 1]), // left (-1, 0, 0) vertex([-1, -1, 1], [1, 0]), vertex([-1, 1, 1], [0, 0]), vertex([-1, 1, -1], [0, 1]), vertex([-1, -1, -1], [1, 1]), // front (0, 1, 0) vertex([1, 1, -1], [1, 0]), vertex([-1, 1, -1], [0, 0]), vertex([-1, 1, 1], [0, 1]), vertex([1, 1, 1], [1, 1]), // back (0, -1, 0) vertex([1, -1, 1], [0, 0]), vertex([-1, -1, 1], [1, 0]), vertex([-1, -1, -1], [1, 1]), vertex([1, -1, -1], [0, 1]), ]; let index_data: &[u16] = &[ 0, 1, 2, 2, 3, 0, // top 4, 5, 6, 6, 7, 4, // bottom 8, 9, 10, 10, 11, 8, // right 12, 13, 14, 14, 15, 12, // left 16, 17, 18, 18, 19, 16, // front 20, 21, 22, 22, 23, 20, // back ]; (vertex_data.to_vec(), index_data.to_vec()) } fn create_texels(size: usize) -> Vec { use std::iter; (0 .. size * size) .flat_map(|id| { // get high five for recognizing this ;) let cx = 3.0 * (id % size) as f32 / (size - 1) as f32 - 2.0; let cy = 2.0 * (id / size) as f32 / (size - 1) as f32 - 1.0; let (mut x, mut y, mut count) = (cx, cy, 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 * 5) as u8) .chain(iter::once(0xFF - (count * 15) as u8)) .chain(iter::once(0xFF - (count * 50) as u8)) .chain(iter::once(1)) }) .collect() } struct Example { vertex_buf: wgpu::Buffer, index_buf: wgpu::Buffer, index_count: usize, bind_group: wgpu::BindGroup, uniform_buf: wgpu::Buffer, 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, 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_view } } impl framework::Example for Example { fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &wgpu::Device) -> (Self, Option) { 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, index_data) = create_vertices(); let vertex_buf = device .create_buffer_mapped(vertex_data.len(), wgpu::BufferUsage::VERTEX) .fill_from_slice(&vertex_data); let index_buf = device .create_buffer_mapped(index_data.len(), wgpu::BufferUsage::INDEX) .fill_from_slice(&index_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 size = 256u32; let texels = create_texels(size as usize); 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: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba8UnormSrgb, usage: wgpu::TextureUsage::SAMPLED | 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::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 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!("shader.vert"), framework::ShaderStage::Vertex); let fs_bytes = framework::load_glsl( include_str!("shader.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::Back, 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: &[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, }, wgpu::VertexAttributeDescriptor { format: wgpu::VertexFormat::Float2, offset: 4 * 4, shader_location: 1, }, ], }], sample_count: 1, sample_mask: !0, alpha_to_coverage_enabled: false, }); // Done let this = Example { vertex_buf, index_buf, index_count: index_data.len(), bind_group, uniform_buf, pipeline, }; (this, 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 { 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); Some(encoder.finish()) } fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &wgpu::Device) -> wgpu::CommandBuffer { 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.pipeline); rpass.set_bind_group(0, &self.bind_group, &[]); rpass.set_index_buffer(&self.index_buf, 0); rpass.set_vertex_buffers(0, &[(&self.vertex_buf, 0)]); rpass.draw_indexed(0 .. self.index_count as u32, 0, 0 .. 1); } encoder.finish() } } fn main() { framework::run::("cube"); }