mirror of
https://github.com/gfx-rs/wgpu.git
synced 2026-04-22 03:02:01 -04:00
360 lines
13 KiB
Rust
360 lines
13 KiB
Rust
#[path = "../framework.rs"]
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mod framework;
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#[derive(Clone, Copy)]
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struct Vertex {
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_pos: [f32; 4],
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_tex_coord: [f32; 2],
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}
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fn vertex(pos: [i8; 3], tc: [i8; 2]) -> Vertex {
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Vertex {
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_pos: [pos[0] as f32, pos[1] as f32, pos[2] as f32, 1.0],
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_tex_coord: [tc[0] as f32, tc[1] as f32],
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}
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}
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fn create_vertices() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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// top (0, 0, 1)
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vertex([-1, -1, 1], [0, 0]),
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vertex([1, -1, 1], [1, 0]),
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vertex([1, 1, 1], [1, 1]),
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vertex([-1, 1, 1], [0, 1]),
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// bottom (0, 0, -1)
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vertex([-1, 1, -1], [1, 0]),
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vertex([1, 1, -1], [0, 0]),
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vertex([1, -1, -1], [0, 1]),
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vertex([-1, -1, -1], [1, 1]),
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// right (1, 0, 0)
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vertex([1, -1, -1], [0, 0]),
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vertex([1, 1, -1], [1, 0]),
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vertex([1, 1, 1], [1, 1]),
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vertex([1, -1, 1], [0, 1]),
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// left (-1, 0, 0)
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vertex([-1, -1, 1], [1, 0]),
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vertex([-1, 1, 1], [0, 0]),
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vertex([-1, 1, -1], [0, 1]),
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vertex([-1, -1, -1], [1, 1]),
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// front (0, 1, 0)
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vertex([1, 1, -1], [1, 0]),
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vertex([-1, 1, -1], [0, 0]),
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vertex([-1, 1, 1], [0, 1]),
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vertex([1, 1, 1], [1, 1]),
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// back (0, -1, 0)
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vertex([1, -1, 1], [0, 0]),
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vertex([-1, -1, 1], [1, 0]),
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vertex([-1, -1, -1], [1, 1]),
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vertex([1, -1, -1], [0, 1]),
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];
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let index_data: &[u16] = &[
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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fn create_texels(size: usize) -> Vec<u8> {
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use std::iter;
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(0 .. size * size)
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.flat_map(|id| {
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// get high five for recognizing this ;)
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let cx = 3.0 * (id % size) as f32 / (size - 1) as f32 - 2.0;
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let cy = 2.0 * (id / size) as f32 / (size - 1) as f32 - 1.0;
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let (mut x, mut y, mut count) = (cx, cy, 0);
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while count < 0xFF && x * x + y * y < 4.0 {
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let old_x = x;
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x = x * x - y * y + cx;
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y = 2.0 * old_x * y + cy;
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count += 1;
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}
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iter::once(0xFF - (count * 5) as u8)
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.chain(iter::once(0xFF - (count * 15) as u8))
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.chain(iter::once(0xFF - (count * 50) as u8))
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.chain(iter::once(1))
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})
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.collect()
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}
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struct Example {
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vertex_buf: wgpu::Buffer,
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index_buf: wgpu::Buffer,
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index_count: usize,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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pipeline: wgpu::RenderPipeline,
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}
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impl Example {
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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 10.0);
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(1.5f32, -5.0, 3.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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cgmath::Vector3::unit_z(),
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);
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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}
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impl framework::Example for Example {
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fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self {
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use std::mem;
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let mut init_encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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// Create the vertex and index buffers
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let vertex_size = mem::size_of::<Vertex>();
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let (vertex_data, index_data) = create_vertices();
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let vertex_buf = device
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.create_buffer_mapped(vertex_data.len(), wgpu::BufferUsage::VERTEX)
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.fill_from_slice(&vertex_data);
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let index_buf = device
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.create_buffer_mapped(index_data.len(), wgpu::BufferUsage::INDEX)
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.fill_from_slice(&index_data);
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// Create pipeline layout
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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},
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},
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wgpu::BindGroupLayoutBinding {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2,
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},
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},
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wgpu::BindGroupLayoutBinding {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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// Create the texture
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let size = 256u32;
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let texels = create_texels(size as usize);
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let texture_extent = wgpu::Extent3d {
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width: size,
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height: size,
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depth: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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size: texture_extent,
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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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});
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let texture_view = texture.create_default_view();
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let temp_buf = device
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.create_buffer_mapped(texels.len(), wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&texels);
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init_encoder.copy_buffer_to_texture(
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wgpu::BufferCopyView {
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buffer: &temp_buf,
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offset: 0,
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row_pitch: 4 * size,
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image_height: size,
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},
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wgpu::TextureCopyView {
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texture: &texture,
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mip_level: 0,
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array_layer: 0,
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origin: wgpu::Origin3d {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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},
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},
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texture_extent,
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);
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// Create other resources
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare_function: wgpu::CompareFunction::Always,
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});
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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let uniform_buf = device
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.create_buffer_mapped(
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16,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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)
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.fill_from_slice(mx_ref);
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. 64,
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},
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&texture_view),
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},
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wgpu::Binding {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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});
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// Create the render pipeline
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let vs_bytes =
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framework::load_glsl(include_str!("shader.vert"), framework::ShaderStage::Vertex);
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let fs_bytes = framework::load_glsl(
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include_str!("shader.frag"),
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framework::ShaderStage::Fragment,
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);
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let vs_module = device.create_shader_module(&vs_bytes);
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let fs_module = device.create_shader_module(&fs_bytes);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Float4,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Float2,
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offset: 4 * 4,
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shader_location: 1,
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},
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],
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}],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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// Done
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let init_command_buf = init_encoder.finish();
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device.get_queue().submit(&[init_command_buf]);
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Example {
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vertex_buf,
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index_buf,
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index_count: index_data.len(),
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bind_group,
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uniform_buf,
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pipeline,
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}
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}
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fn update(&mut self, _event: winit::event::WindowEvent) {
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//empty
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}
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fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) {
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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let temp_buf = device
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.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(mx_ref);
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.uniform_buf, 0, 64);
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device.get_queue().submit(&[encoder.finish()]);
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}
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fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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{
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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},
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}],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.set_index_buffer(&self.index_buf, 0);
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rpass.set_vertex_buffers(0, &[(&self.vertex_buf, 0)]);
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rpass.draw_indexed(0 .. self.index_count as u32, 0, 0 .. 1);
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}
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device.get_queue().submit(&[encoder.finish()]);
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}
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}
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fn main() {
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framework::run::<Example>("cube");
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}
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