Added sphere, circle, cone
This commit is contained in:
51
src/camera.rs
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51
src/camera.rs
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use crate::EPSILON;
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use nalgebra as nm;
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use nalgebra::Matrix4;
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use nalgebra::Point3;
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use nalgebra::Vector3;
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0,
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);
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struct Camera {
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eye: Point3<f32>,
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target: Point3<f32>,
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up: Vector3<f32>,
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fovy: f32,
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aspect: f32,
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znear: f32,
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zfar: f32,
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}
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impl Camera {
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fn new(
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eye: Point3<f32>,
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target: Point3<f32>,
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up: Vector3<f32>,
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fovy: f32,
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aspect: f32,
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) -> Self {
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let znear = EPSILON;
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let zfar = 1.0 / EPSILON;
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Camera {
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eye,
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target,
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up,
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fovy,
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aspect,
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znear,
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zfar,
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}
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}
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fn build_mvp_matrix(&self, model: Matrix4<f32>) -> Matrix4<f32> {
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let view = Matrix4::look_at_lh(&self.eye, &self.target, &self.up);
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let proj = Matrix4::new_perspective(self.aspect, self.fovy, self.znear, self.zfar);
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return OPENGL_TO_WGPU_MATRIX * proj * view * model;
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}
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}
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BIN
src/happy-tree.png
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BIN
src/happy-tree.png
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Binary file not shown.
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After Width: | Height: | Size: 28 KiB |
345
src/primitive.rs
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345
src/primitive.rs
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@@ -0,0 +1,345 @@
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use crate::ray::Ray;
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use crate::EPSILON;
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use nalgebra::{distance, Matrix4, Point3, Vector3};
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use roots::{find_roots_quadratic, Roots};
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// MATERIAL -----------------------------------------------------------------
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struct Material {
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kd: Vector3<f32>,
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ks: Vector3<f32>,
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shininess: f32,
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}
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impl Material {
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fn new(kd: Vector3<f32>, ks: Vector3<f32>, shininess: f32) -> Self {
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Material { kd, ks, shininess }
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}
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fn magenta() -> Self {
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let kd = Vector3::new(1.0, 0.0, 1.0);
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let ks = Vector3::new(0.0, 1.0, 1.0);
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let shininess = 0.5;
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Material { kd, ks, shininess }
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}
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}
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// INTERSECTION -----------------------------------------------------------------
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struct Intersection {
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point: Point3<f32>,
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normal: Vector3<f32>,
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// Information about an intersection
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}
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impl Intersection {
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fn new(point: Point3<f32>, normal: Vector3<f32>) -> Self {
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Intersection { point, normal }
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}
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}
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// BOUNDING BOX -----------------------------------------------------------------
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struct BoundingBox {
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bln: Point3<f32>,
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trf: Point3<f32>,
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}
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impl BoundingBox {
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fn new(bln: Point3<f32>, trf: Point3<f32>) -> Self {
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BoundingBox { bln, trf }
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}
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fn intersect_bounding_box(
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&self,
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position: &Vector3<f32>,
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direction: &Vector3<f32>,
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) -> Option<&Self> {
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unimplemented!()
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}
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fn distance_to_point(&self, point: &Vector3<f32>) -> f32 {
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unimplemented!()
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}
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fn update(&self, bln: Point3<f32>, trf: Point3<f32>) {
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unimplemented!()
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}
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}
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// PRIMITIVE TRAIT -----------------------------------------------------------------
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trait Primitive {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection>;
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fn get_material(self) -> Material;
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}
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// SPHERE -----------------------------------------------------------------
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struct Sphere {
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position: Point3<f32>,
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radius: f32,
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material: Material,
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bounding_box: BoundingBox,
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}
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impl Sphere {
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fn new(position: Point3<f32>, radius: f32, material: Material) -> Self {
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let radius_vec = Vector3::new(radius, radius, radius);
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let bln = position - radius_vec;
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let trf = position + radius_vec;
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let bounding_box = BoundingBox::new(bln, trf);
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Sphere {
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position,
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radius,
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material,
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bounding_box,
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}
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}
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fn unit() -> Self {
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let position = Point3::new(0.0, 0.0, 0.0);
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let radius = 1.0;
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let radius_vec = Vector3::new(radius, radius, radius);
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let material = Material::magenta();
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let bln = position - radius_vec;
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let trf = position + radius_vec;
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let bounding_box = BoundingBox { bln, trf };
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Sphere {
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position,
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radius,
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material,
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bounding_box,
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}
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}
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}
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impl Primitive for Sphere {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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let pos = &ray.a;
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let dir = &ray.b;
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let l = pos - self.position;
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let a = dir.dot(dir);
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let b = 2.0 * l.dot(dir);
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let c = l.dot(&l) - self.radius * self.radius;
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let t = match find_roots_quadratic(a, b, c) {
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Roots::No(_) => return None,
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Roots::One([x1]) => x1,
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Roots::Two([x1, x2]) => {
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if x1 <= 0.0 && x2 <= 0.0 {
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return None;
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} else {
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if x1.abs() < x2.abs() {
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x1
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} else {
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x2
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}
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}
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}
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_ => return None,
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};
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let intersect = ray.at_t(t);
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let normal = (intersect - self.position).normalize();
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Some(Intersection {
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point: intersect,
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normal,
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})
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}
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fn get_material(self) -> Material {
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self.material
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}
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}
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// CIRCLE -----------------------------------------------------------------
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struct Circle {
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position: Point3<f32>,
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radius: f32,
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normal: Vector3<f32>,
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material: Material,
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bounding_box: BoundingBox,
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}
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impl Circle {
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fn new(position: Point3<f32>, radius: f32, normal: Vector3<f32>, material: Material) -> Self {
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let normal = normal.normalize();
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let radius_vec = Vector3::new(radius, radius, radius);
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let bln = position - radius_vec;
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let trf = position + radius_vec;
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let bounding_box = BoundingBox::new(bln, trf);
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Circle {
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position,
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radius,
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normal,
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material,
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bounding_box,
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}
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}
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fn unit() -> Self {
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let position = Point3::new(0.0, 0.0, 0.0);
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let normal = Vector3::new(0.0, 1.0, 0.0);
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let radius = 1.0;
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let material = Material::magenta();
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let bln = Point3::new(-radius, 0.0, -EPSILON);
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let trf = Point3::new(radius, 0.0, EPSILON);
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let bounding_box = BoundingBox { bln, trf };
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Circle {
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position,
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normal,
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radius,
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material,
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bounding_box,
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}
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}
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}
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impl Primitive for Circle {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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let constant = self.position.coords.dot(&self.normal);
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let denominator = ray.b.dot(&self.normal);
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let t = (constant - ray.a.coords.dot(&self.normal)) / denominator;
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let intersect = ray.at_t(t);
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let distance = distance(&intersect, &self.position);
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match distance > self.radius {
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true => return None,
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false => {
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return Some(Intersection {
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point: intersect,
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normal: self.normal,
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})
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}
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}
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}
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fn get_material(self) -> Material {
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self.material
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}
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}
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// CYLINDER -----------------------------------------------------------------
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struct Cylinder {}
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impl Cylinder {}
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impl Primitive for Cylinder {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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todo!()
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}
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fn get_material(self) -> Material {
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todo!()
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}
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}
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// CONE -----------------------------------------------------------------
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struct Cone {
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radius: f32,
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height: f32,
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base: f32,
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circle: Circle,
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}
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impl Cone {
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fn get_normal(&self, intersect: Point3<f32>) -> Vector3<f32> {
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let r = self.radius;
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let h = self.height;
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let (x, y, z) = (intersect.x, intersect.y, intersect.z);
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let normal = Vector3::new(2.0 * x, 2.0 * r * r * (h - y), 2.0 * z).normalize();
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return normal;
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}
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}
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impl Primitive for Cone {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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let point = &ray.a;
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let dir = &ray.b;
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let (r, h) = (self.radius, self.height);
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let (a1, a2, a3) = (point.x, point.y, point.z);
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let (b1, b2, b3) = (dir.x, dir.y, dir.z);
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let r2 = r * r;
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let a = b1 * b1 + b3 * b3 - r2 * (b2 * b2);
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let b = 2.0 * (a1 * b1 + a3 * b3 + r2 * (h * b2 - a2 * b2));
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let c = a1 * a1 + a3 * a3 + r2 * (2.0 * h * a2 - h * h - a2 * a2);
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let t = match find_roots_quadratic(a, b, c) {
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Roots::No(_) => None,
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Roots::One([x1]) => Some(x1),
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Roots::Two([x1, x2]) => {
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if x1 <= 0.0 && x2 <= 0.0 {
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None
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} else {
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if x1.abs() < x2.abs() {
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Some(x1)
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} else {
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Some(x2)
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}
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}
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}
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_ => None,
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};
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let cone_intersect = match t {
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None => None,
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Some(t) => {
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let intersect = ray.at_t(t);
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match intersect.y >= self.base && intersect.y <= self.height {
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true => Some(Intersection {
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point: intersect,
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normal: self.get_normal(intersect),
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}),
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false => None,
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}
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}
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};
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let circle_intersect = self.circle.intersect_ray(ray);
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match (cone_intersect, circle_intersect) {
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(None, None) => return None,
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(Some(cone_intersect), None) => return Some(cone_intersect),
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(None, Some(circle_intersect)) => return Some(circle_intersect),
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(Some(cone_intersect), Some(circle_intersect)) => {
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let circle_distance = distance(&ray.a, &circle_intersect.point);
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let cone_distance = distance(&ray.a, &cone_intersect.point);
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match cone_distance < circle_distance {
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true => return Some(cone_intersect),
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false => return Some(circle_intersect),
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}
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}
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};
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}
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fn get_material(self) -> Material {
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todo!()
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}
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}
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// BOX -----------------------------------------------------------------
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struct Box {}
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impl Box {}
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impl Primitive for Box {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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todo!()
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}
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fn get_material(self) -> Material {
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todo!()
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}
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}
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// TRIANGLE -----------------------------------------------------------------
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struct Triangle {}
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impl Triangle {}
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impl Primitive for Triangle {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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todo!()
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}
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fn get_material(self) -> Material {
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todo!()
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}
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}
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// MESH -----------------------------------------------------------------
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struct Mesh {}
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impl Mesh {}
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impl Primitive for Mesh {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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todo!()
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}
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fn get_material(self) -> Material {
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todo!()
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}
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}
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31
src/shaders/shader.wgsl
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31
src/shaders/shader.wgsl
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@@ -0,0 +1,31 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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387
src/state.rs
Normal file
387
src/state.rs
Normal file
@@ -0,0 +1,387 @@
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use crate::texture::Texture;
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use crate::vertex::Vertex;
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use std::{fs, iter};
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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, WindowBuilder},
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};
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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window: Window,
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//Vertex buffer
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num_vertices: u32,
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vertex_buffer: wgpu::Buffer,
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//Indicies buffer
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num_indices: u32,
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index_buffer: wgpu::Buffer,
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diffuse_bind_group: wgpu::BindGroup,
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diffuse_texture: Texture, // NEW
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}
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impl State {
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async fn new(window: Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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|
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// # Safety
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//
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// The surface needs to live as long as the window that created it.
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// State owns the window so this should be safe.
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
|
||||
|
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::empty(),
|
||||
// WebGL doesn't support all of wgpu's features, so if
|
||||
// we're building for the web we'll have to disable some.
|
||||
limits: if cfg!(target_arch = "wasm32") {
|
||||
wgpu::Limits::downlevel_webgl2_defaults()
|
||||
} else {
|
||||
wgpu::Limits::default()
|
||||
},
|
||||
},
|
||||
None, // Trace path
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let surface_caps = surface.get_capabilities(&adapter);
|
||||
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
|
||||
// one will result all the colors comming out darker. If you want to support non
|
||||
// Srgb surfaces, you'll need to account for that when drawing to the frame.
|
||||
let surface_format = surface_caps
|
||||
.formats
|
||||
.iter()
|
||||
.copied()
|
||||
.find(|f| f.is_srgb())
|
||||
.unwrap_or(surface_caps.formats[0]);
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface_format,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: surface_caps.present_modes[0],
|
||||
alpha_mode: surface_caps.alpha_modes[0],
|
||||
view_formats: vec![],
|
||||
};
|
||||
|
||||
surface.configure(&device, &config);
|
||||
|
||||
let diffuse_bytes = include_bytes!("happy-tree.png"); // CHANGED!
|
||||
let diffuse_texture =
|
||||
Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap(); // CHANGED!
|
||||
|
||||
let texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
// This should match the filterable field of the
|
||||
// corresponding Texture entry above.
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("texture_bind_group_layout"),
|
||||
});
|
||||
|
||||
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), // CHANGED!
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), // CHANGED!
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[&texture_bind_group_layout], // NEW!
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: wgpu::BlendComponent::REPLACE,
|
||||
}),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
|
||||
// or Features::POLYGON_MODE_POINT
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
|
||||
// If the pipeline will be used with a multiview render pass, this
|
||||
// indicates how many array layers the attachments will have.
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [-0.0868241, 0.49240386, 0.0],
|
||||
tex_coords: [0.4131759, 0.99240386],
|
||||
}, // A
|
||||
Vertex {
|
||||
position: [-0.49513406, 0.06958647, 0.0],
|
||||
tex_coords: [0.0048659444, 0.56958647],
|
||||
}, // B
|
||||
Vertex {
|
||||
position: [-0.21918549, -0.44939706, 0.0],
|
||||
tex_coords: [0.28081453, 0.05060294],
|
||||
}, // C
|
||||
Vertex {
|
||||
position: [0.35966998, -0.3473291, 0.0],
|
||||
tex_coords: [0.85967, 0.1526709],
|
||||
}, // D
|
||||
Vertex {
|
||||
position: [0.44147372, 0.2347359, 0.0],
|
||||
tex_coords: [0.9414737, 0.7347359],
|
||||
}, // E
|
||||
];
|
||||
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
|
||||
|
||||
let num_indices = INDICES.len() as u32;
|
||||
let num_vertices = VERTICES.len() as u32;
|
||||
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
render_pipeline,
|
||||
size,
|
||||
window,
|
||||
num_vertices,
|
||||
vertex_buffer,
|
||||
num_indices,
|
||||
index_buffer,
|
||||
diffuse_bind_group,
|
||||
diffuse_texture,
|
||||
}
|
||||
}
|
||||
|
||||
fn window(&self) -> &Window {
|
||||
&self.window
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state,
|
||||
virtual_keycode: Some(VirtualKeyCode::Space),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self) {}
|
||||
|
||||
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
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: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &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: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]); // NEW!
|
||||
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);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = State::new(window).await;
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == state.window().id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
WindowEvent::CloseRequested
|
||||
| WindowEvent::KeyboardInput {
|
||||
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, .. } => {
|
||||
// new_inner_size is &mut so w have to dereference it twice
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(window_id) if window_id == state.window().id() => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if it's lost or outdated
|
||||
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
|
||||
state.resize(state.size)
|
||||
}
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// We're ignoring timeouts
|
||||
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
state.window().request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
79
src/texture.rs
Normal file
79
src/texture.rs
Normal file
@@ -0,0 +1,79 @@
|
||||
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.to_rgba8();
|
||||
let dimensions = img.dimensions();
|
||||
|
||||
let size = wgpu::Extent3d {
|
||||
width: dimensions.0,
|
||||
height: dimensions.1,
|
||||
depth_or_array_layers: 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::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
queue.write_texture(
|
||||
wgpu::ImageCopyTexture {
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
texture: &texture,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
},
|
||||
&rgba,
|
||||
wgpu::ImageDataLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: Some(4 * dimensions.0),
|
||||
rows_per_image: Some(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,
|
||||
})
|
||||
}
|
||||
}
|
||||
22
src/vertex.rs
Normal file
22
src/vertex.rs
Normal file
@@ -0,0 +1,22 @@
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct Vertex {
|
||||
pub position: [f32; 3],
|
||||
pub tex_coords: [f32; 2], // NEW!
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
//Attributes of the vertexes
|
||||
const ATTRIBS: [wgpu::VertexAttribute; 2] =
|
||||
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2];
|
||||
|
||||
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
|
||||
use std::mem;
|
||||
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<Self>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &Self::ATTRIBS,
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user