Added sphere, circle, cone

This commit is contained in:
STP
2023-11-12 03:47:19 -05:00
parent 9c863dc8bf
commit 04bc278f4a
7 changed files with 915 additions and 0 deletions

51
src/camera.rs Normal file
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use crate::EPSILON;
use nalgebra as nm;
use nalgebra::Matrix4;
use nalgebra::Point3;
use nalgebra::Vector3;
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0,
);
struct Camera {
eye: Point3<f32>,
target: Point3<f32>,
up: Vector3<f32>,
fovy: f32,
aspect: f32,
znear: f32,
zfar: f32,
}
impl Camera {
fn new(
eye: Point3<f32>,
target: Point3<f32>,
up: Vector3<f32>,
fovy: f32,
aspect: f32,
) -> Self {
let znear = EPSILON;
let zfar = 1.0 / EPSILON;
Camera {
eye,
target,
up,
fovy,
aspect,
znear,
zfar,
}
}
fn build_mvp_matrix(&self, model: Matrix4<f32>) -> Matrix4<f32> {
let view = Matrix4::look_at_lh(&self.eye, &self.target, &self.up);
let proj = Matrix4::new_perspective(self.aspect, self.fovy, self.znear, self.zfar);
return OPENGL_TO_WGPU_MATRIX * proj * view * model;
}
}

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src/primitive.rs Normal file
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use crate::ray::Ray;
use crate::EPSILON;
use nalgebra::{distance, Matrix4, Point3, Vector3};
use roots::{find_roots_quadratic, Roots};
// MATERIAL -----------------------------------------------------------------
struct Material {
kd: Vector3<f32>,
ks: Vector3<f32>,
shininess: f32,
}
impl Material {
fn new(kd: Vector3<f32>, ks: Vector3<f32>, shininess: f32) -> Self {
Material { kd, ks, shininess }
}
fn magenta() -> Self {
let kd = Vector3::new(1.0, 0.0, 1.0);
let ks = Vector3::new(0.0, 1.0, 1.0);
let shininess = 0.5;
Material { kd, ks, shininess }
}
}
// INTERSECTION -----------------------------------------------------------------
struct Intersection {
point: Point3<f32>,
normal: Vector3<f32>,
// Information about an intersection
}
impl Intersection {
fn new(point: Point3<f32>, normal: Vector3<f32>) -> Self {
Intersection { point, normal }
}
}
// BOUNDING BOX -----------------------------------------------------------------
struct BoundingBox {
bln: Point3<f32>,
trf: Point3<f32>,
}
impl BoundingBox {
fn new(bln: Point3<f32>, trf: Point3<f32>) -> Self {
BoundingBox { bln, trf }
}
fn intersect_bounding_box(
&self,
position: &Vector3<f32>,
direction: &Vector3<f32>,
) -> Option<&Self> {
unimplemented!()
}
fn distance_to_point(&self, point: &Vector3<f32>) -> f32 {
unimplemented!()
}
fn update(&self, bln: Point3<f32>, trf: Point3<f32>) {
unimplemented!()
}
}
// PRIMITIVE TRAIT -----------------------------------------------------------------
trait Primitive {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection>;
fn get_material(self) -> Material;
}
// SPHERE -----------------------------------------------------------------
struct Sphere {
position: Point3<f32>,
radius: f32,
material: Material,
bounding_box: BoundingBox,
}
impl Sphere {
fn new(position: Point3<f32>, radius: f32, material: Material) -> Self {
let radius_vec = Vector3::new(radius, radius, radius);
let bln = position - radius_vec;
let trf = position + radius_vec;
let bounding_box = BoundingBox::new(bln, trf);
Sphere {
position,
radius,
material,
bounding_box,
}
}
fn unit() -> Self {
let position = Point3::new(0.0, 0.0, 0.0);
let radius = 1.0;
let radius_vec = Vector3::new(radius, radius, radius);
let material = Material::magenta();
let bln = position - radius_vec;
let trf = position + radius_vec;
let bounding_box = BoundingBox { bln, trf };
Sphere {
position,
radius,
material,
bounding_box,
}
}
}
impl Primitive for Sphere {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
let pos = &ray.a;
let dir = &ray.b;
let l = pos - self.position;
let a = dir.dot(dir);
let b = 2.0 * l.dot(dir);
let c = l.dot(&l) - self.radius * self.radius;
let t = match find_roots_quadratic(a, b, c) {
Roots::No(_) => return None,
Roots::One([x1]) => x1,
Roots::Two([x1, x2]) => {
if x1 <= 0.0 && x2 <= 0.0 {
return None;
} else {
if x1.abs() < x2.abs() {
x1
} else {
x2
}
}
}
_ => return None,
};
let intersect = ray.at_t(t);
let normal = (intersect - self.position).normalize();
Some(Intersection {
point: intersect,
normal,
})
}
fn get_material(self) -> Material {
self.material
}
}
// CIRCLE -----------------------------------------------------------------
struct Circle {
position: Point3<f32>,
radius: f32,
normal: Vector3<f32>,
material: Material,
bounding_box: BoundingBox,
}
impl Circle {
fn new(position: Point3<f32>, radius: f32, normal: Vector3<f32>, material: Material) -> Self {
let normal = normal.normalize();
let radius_vec = Vector3::new(radius, radius, radius);
let bln = position - radius_vec;
let trf = position + radius_vec;
let bounding_box = BoundingBox::new(bln, trf);
Circle {
position,
radius,
normal,
material,
bounding_box,
}
}
fn unit() -> Self {
let position = Point3::new(0.0, 0.0, 0.0);
let normal = Vector3::new(0.0, 1.0, 0.0);
let radius = 1.0;
let material = Material::magenta();
let bln = Point3::new(-radius, 0.0, -EPSILON);
let trf = Point3::new(radius, 0.0, EPSILON);
let bounding_box = BoundingBox { bln, trf };
Circle {
position,
normal,
radius,
material,
bounding_box,
}
}
}
impl Primitive for Circle {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
let constant = self.position.coords.dot(&self.normal);
let denominator = ray.b.dot(&self.normal);
let t = (constant - ray.a.coords.dot(&self.normal)) / denominator;
let intersect = ray.at_t(t);
let distance = distance(&intersect, &self.position);
match distance > self.radius {
true => return None,
false => {
return Some(Intersection {
point: intersect,
normal: self.normal,
})
}
}
}
fn get_material(self) -> Material {
self.material
}
}
// CYLINDER -----------------------------------------------------------------
struct Cylinder {}
impl Cylinder {}
impl Primitive for Cylinder {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
todo!()
}
fn get_material(self) -> Material {
todo!()
}
}
// CONE -----------------------------------------------------------------
struct Cone {
radius: f32,
height: f32,
base: f32,
circle: Circle,
}
impl Cone {
fn get_normal(&self, intersect: Point3<f32>) -> Vector3<f32> {
let r = self.radius;
let h = self.height;
let (x, y, z) = (intersect.x, intersect.y, intersect.z);
let normal = Vector3::new(2.0 * x, 2.0 * r * r * (h - y), 2.0 * z).normalize();
return normal;
}
}
impl Primitive for Cone {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
let point = &ray.a;
let dir = &ray.b;
let (r, h) = (self.radius, self.height);
let (a1, a2, a3) = (point.x, point.y, point.z);
let (b1, b2, b3) = (dir.x, dir.y, dir.z);
let r2 = r * r;
let a = b1 * b1 + b3 * b3 - r2 * (b2 * b2);
let b = 2.0 * (a1 * b1 + a3 * b3 + r2 * (h * b2 - a2 * b2));
let c = a1 * a1 + a3 * a3 + r2 * (2.0 * h * a2 - h * h - a2 * a2);
let t = match find_roots_quadratic(a, b, c) {
Roots::No(_) => None,
Roots::One([x1]) => Some(x1),
Roots::Two([x1, x2]) => {
if x1 <= 0.0 && x2 <= 0.0 {
None
} else {
if x1.abs() < x2.abs() {
Some(x1)
} else {
Some(x2)
}
}
}
_ => None,
};
let cone_intersect = match t {
None => None,
Some(t) => {
let intersect = ray.at_t(t);
match intersect.y >= self.base && intersect.y <= self.height {
true => Some(Intersection {
point: intersect,
normal: self.get_normal(intersect),
}),
false => None,
}
}
};
let circle_intersect = self.circle.intersect_ray(ray);
match (cone_intersect, circle_intersect) {
(None, None) => return None,
(Some(cone_intersect), None) => return Some(cone_intersect),
(None, Some(circle_intersect)) => return Some(circle_intersect),
(Some(cone_intersect), Some(circle_intersect)) => {
let circle_distance = distance(&ray.a, &circle_intersect.point);
let cone_distance = distance(&ray.a, &cone_intersect.point);
match cone_distance < circle_distance {
true => return Some(cone_intersect),
false => return Some(circle_intersect),
}
}
};
}
fn get_material(self) -> Material {
todo!()
}
}
// BOX -----------------------------------------------------------------
struct Box {}
impl Box {}
impl Primitive for Box {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
todo!()
}
fn get_material(self) -> Material {
todo!()
}
}
// TRIANGLE -----------------------------------------------------------------
struct Triangle {}
impl Triangle {}
impl Primitive for Triangle {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
todo!()
}
fn get_material(self) -> Material {
todo!()
}
}
// MESH -----------------------------------------------------------------
struct Mesh {}
impl Mesh {}
impl Primitive for Mesh {
fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
todo!()
}
fn get_material(self) -> Material {
todo!()
}
}

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src/shaders/shader.wgsl Normal file
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struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 1.0);
return out;
}
// Fragment shader
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0)@binding(1)
var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}

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src/state.rs Normal file
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use crate::texture::Texture;
use crate::vertex::Vertex;
use std::{fs, iter};
use wgpu::util::DeviceExt;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::{Window, WindowBuilder},
};
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
window: Window,
//Vertex buffer
num_vertices: u32,
vertex_buffer: wgpu::Buffer,
//Indicies buffer
num_indices: u32,
index_buffer: wgpu::Buffer,
diffuse_bind_group: wgpu::BindGroup,
diffuse_texture: Texture, // NEW
}
impl State {
async fn new(window: Window) -> Self {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
// # Safety
//
// The surface needs to live as long as the window that created it.
// State owns the window so this should be safe.
let surface = unsafe { instance.create_surface(&window) }.unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&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();
}
_ => {}
}
});
}

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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
View 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,
}
}
}