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@@ -1,927 +0,0 @@
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-use rand::Rng;
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-use std::iter;
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-
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-use cgmath::prelude::*;
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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,
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-};
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-
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-use drk::gfx::{camera, model, texture};
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-
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-use model::{DrawModel, Vertex};
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-
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-use std::time::Instant;
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-#[macro_use]
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-extern crate lazy_static;
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-
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-lazy_static! {
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- static ref START: Instant = Instant::now();
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-}
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-
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-fn get_time() -> f32 {
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- START.elapsed().as_secs_f32()
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-}
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-
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-const FONT_BYTES: &[u8] = include_bytes!("../../res/font/PressStart2P-Regular.ttf");
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-
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-const NUM_INSTANCES_PER_ROW: u32 = 10;
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-
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-#[repr(C)]
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-#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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-struct Uniforms {
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- view_position: [f32; 4],
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- view_proj: [[f32; 4]; 4],
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-}
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-
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-impl Uniforms {
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- fn new() -> Self {
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- Self {
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- view_position: [0.0; 4],
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- view_proj: cgmath::Matrix4::identity().into(),
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- }
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- }
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-
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- fn update_view_proj(&mut self, camera: &camera::Camera, projection: &camera::Projection) {
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- self.view_position = camera.position.to_homogeneous().into();
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- self.view_proj = (projection.calc_matrix() * camera.calc_matrix()).into()
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- }
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-}
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-
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-struct Instance {
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- position: cgmath::Vector3<f32>,
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- rotation: cgmath::Quaternion<f32>,
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-}
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-
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-impl Instance {
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- fn to_raw(&self) -> InstanceRaw {
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- InstanceRaw {
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- model: (cgmath::Matrix4::from_translation(self.position)
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- * cgmath::Matrix4::from(self.rotation))
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- .into(),
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- }
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- }
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-}
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-
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-#[repr(C)]
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-#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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-struct InstanceRaw {
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- #[allow(dead_code)]
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- model: [[f32; 4]; 4],
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-}
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-
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-impl model::Vertex for InstanceRaw {
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- fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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- use std::mem;
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- wgpu::VertexBufferLayout {
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- array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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- // We need to switch from using a step mode of Vertex to Instance
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- // This means that our shaders will only change to use the next
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- // instance when the shader starts processing a new instance
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- step_mode: wgpu::InputStepMode::Instance,
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- attributes: &[
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- wgpu::VertexAttribute {
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- offset: 0,
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- // While our vertex shader only uses locations 0, and 1 now, in later tutorials
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- // we'll be using 2, 3, and 4, for Vertex. We'll start at
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- // slot 5 not conflict with them later
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- shader_location: 5,
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- format: wgpu::VertexFormat::Float4,
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- },
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- // A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a
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- // slot for each vec4. We don't have to do this in code though.
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- wgpu::VertexAttribute {
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- offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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- shader_location: 6,
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- format: wgpu::VertexFormat::Float4,
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- },
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- wgpu::VertexAttribute {
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- offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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- shader_location: 7,
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- format: wgpu::VertexFormat::Float4,
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- },
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- wgpu::VertexAttribute {
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- offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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- shader_location: 8,
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- format: wgpu::VertexFormat::Float4,
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- },
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- ],
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- }
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- }
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-}
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-
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-#[repr(C)]
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-#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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-struct Light {
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- position: [f32; 3],
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- // Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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- _padding: u32,
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- color: [f32; 3],
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-}
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-
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-pub const UNBOUNDED_F32: f32 = std::f32::INFINITY;
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-
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-#[derive(Debug)]
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-pub struct Text {
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- pub position: cgmath::Vector2<f32>,
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- pub bounds: cgmath::Vector2<f32>,
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- pub color: cgmath::Vector4<f32>,
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- pub text: String,
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- pub size: f32,
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- pub visible: bool,
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- pub focused: bool,
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- pub centered: bool,
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-}
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-
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-impl Default for Text {
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- fn default() -> Self {
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- Self {
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- position: (0.0, 0.0).into(),
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- bounds: (UNBOUNDED_F32, UNBOUNDED_F32).into(),
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- color: (1.0, 1.0, 1.0, 1.0).into(),
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- text: String::new(),
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- size: 16.0,
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- visible: false,
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- focused: false,
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- centered: false,
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- }
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- }
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-}
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-
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-const VERTEX_Z: f32 = 0.0;
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-// (-1, 1) (1, 1)
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-// +-----------------------+
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-// | |
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-// | |
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-// | |
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-// | |
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-// | |
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-// | |
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-// | |
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-// +-----------------------+
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-// (-1, -1) (1, -1)
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-const VERTICES: &[model::ModelVertex] = &[
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- // top left
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- model::ModelVertex {
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- position: [-1.0, 1.0, VERTEX_Z],
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- tex_coords: [0.0, 0.0],
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- normal: [0.0, 0.0, -1.0],
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- },
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- // bottom left
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- model::ModelVertex {
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- position: [-1.0, 0.5, VERTEX_Z],
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- tex_coords: [0.0, 1.0],
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- normal: [0.0, 0.0, -1.0],
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- },
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- // bottom right
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- model::ModelVertex {
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- position: [-0.5, 0.5, VERTEX_Z],
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- tex_coords: [1.0, 1.0],
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- normal: [0.0, 0.0, -1.0],
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- },
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- // top right
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- model::ModelVertex {
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- position: [-0.5, 1.0, VERTEX_Z],
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- tex_coords: [1.0, 0.0],
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- normal: [0.0, 0.0, -1.0],
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- },
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-];
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-
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-//const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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-const INDICES: &[u16] = &[0, 1, 2, 0, 2, 3];
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-
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-#[allow(dead_code)]
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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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- sc_desc: wgpu::SwapChainDescriptor,
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- swap_chain: wgpu::SwapChain,
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- render_pipeline: wgpu::RenderPipeline,
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- obj_model: model::Model,
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-
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- camera: camera::Camera, // UPDATED!
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- projection: camera::Projection, // NEW!
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- camera_controller: camera::CameraController, // UPDATED!
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-
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- uniforms: Uniforms,
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- uniform_buffer: wgpu::Buffer,
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- uniform_bind_group: wgpu::BindGroup,
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- instances: Vec<Instance>,
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- #[allow(dead_code)]
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- instance_buffer: wgpu::Buffer,
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- depth_texture: texture::Texture,
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- size: winit::dpi::PhysicalSize<u32>,
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- light: Light,
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- light_buffer: wgpu::Buffer,
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- light_bind_group: wgpu::BindGroup,
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- light_render_pipeline: wgpu::RenderPipeline,
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-
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- ui_render_pipeline: wgpu::RenderPipeline,
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- vertex_buffer: wgpu::Buffer,
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- index_buffer: wgpu::Buffer,
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- num_indices: u32,
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- #[allow(dead_code)]
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- diffuse_texture: texture::Texture,
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- diffuse_bind_group: wgpu::BindGroup,
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- #[allow(dead_code)]
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- cartoon_texture: texture::Texture,
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- cartoon_bind_group: wgpu::BindGroup,
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-
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- glyph_brush: wgpu_glyph::GlyphBrush<()>,
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- staging_belt: wgpu::util::StagingBelt,
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-
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- is_space_pressed: bool,
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- mouse_pressed: bool,
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-}
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-
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-fn create_render_pipeline(
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- device: &wgpu::Device,
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- layout: &wgpu::PipelineLayout,
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- color_format: wgpu::TextureFormat,
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- depth_format: Option<wgpu::TextureFormat>,
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- vertex_layouts: &[wgpu::VertexBufferLayout],
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- vs_src: wgpu::ShaderModuleDescriptor,
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- fs_src: wgpu::ShaderModuleDescriptor,
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-) -> wgpu::RenderPipeline {
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- let vs_module = device.create_shader_module(&vs_src);
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- let fs_module = device.create_shader_module(&fs_src);
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-
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- device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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- label: Some("Render Pipeline"),
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- layout: Some(&layout),
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- vertex: wgpu::VertexState {
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- module: &vs_module,
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- entry_point: "main",
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- buffers: vertex_layouts,
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- },
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- fragment: Some(wgpu::FragmentState {
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- module: &fs_module,
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- entry_point: "main",
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- targets: &[wgpu::ColorTargetState {
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- format: color_format,
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- alpha_blend: wgpu::BlendState::REPLACE,
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- color_blend: wgpu::BlendState::REPLACE,
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- write_mask: wgpu::ColorWrite::ALL,
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- }],
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- }),
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- primitive: wgpu::PrimitiveState {
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- topology: wgpu::PrimitiveTopology::TriangleList,
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- strip_index_format: None,
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- front_face: wgpu::FrontFace::Ccw,
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- cull_mode: wgpu::CullMode::Back,
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- // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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- polygon_mode: wgpu::PolygonMode::Fill,
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- },
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- depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
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- format,
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- depth_write_enabled: true,
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- depth_compare: wgpu::CompareFunction::Less,
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- stencil: wgpu::StencilState::default(),
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- bias: wgpu::DepthBiasState::default(),
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- // Setting this to true requires Features::DEPTH_CLAMPING
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- clamp_depth: false,
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- }),
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- multisample: wgpu::MultisampleState {
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- count: 1,
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- mask: !0,
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- alpha_to_coverage_enabled: false,
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- },
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- })
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-}
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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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-
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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::BackendBit::PRIMARY);
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- let surface = unsafe { instance.create_surface(window) };
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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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- })
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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 {
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- label: None,
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- features: wgpu::Features::empty(),
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- limits: wgpu::Limits::default(),
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- },
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- None, // Trace path
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- )
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- .await
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- .unwrap();
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-
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- let sc_desc = wgpu::SwapChainDescriptor {
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- usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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- format: adapter.get_swap_chain_preferred_format(&surface),
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- width: size.width,
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- height: size.height,
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- present_mode: wgpu::PresentMode::Fifo,
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- };
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-
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- let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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-
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- let texture_bind_group_layout =
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- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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- entries: &[
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- wgpu::BindGroupLayoutEntry {
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- binding: 0,
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- visibility: wgpu::ShaderStage::FRAGMENT,
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- ty: wgpu::BindingType::Texture {
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- multisampled: false,
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- view_dimension: wgpu::TextureViewDimension::D2,
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- sample_type: wgpu::TextureSampleType::Float { filterable: false },
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- },
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- count: None,
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- },
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- wgpu::BindGroupLayoutEntry {
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- binding: 1,
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- visibility: wgpu::ShaderStage::FRAGMENT,
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- ty: wgpu::BindingType::Sampler {
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- comparison: false,
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- filtering: true,
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- },
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- count: None,
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- },
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- ],
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- label: Some("texture_bind_group_layout"),
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- });
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-
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- let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
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- let projection =
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- camera::Projection::new(sc_desc.width, sc_desc.height, cgmath::Deg(45.0), 0.1, 100.0);
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- let camera_controller = camera::CameraController::new(4.0, 0.4);
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-
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- let mut uniforms = Uniforms::new();
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- uniforms.update_view_proj(&camera, &projection);
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-
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- let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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- label: Some("Uniform Buffer"),
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- contents: bytemuck::cast_slice(&[uniforms]),
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- usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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- });
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-
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- const SPACE_BETWEEN: f32 = 3.0;
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- let instances = (0..NUM_INSTANCES_PER_ROW)
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- .flat_map(|z| {
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- (0..NUM_INSTANCES_PER_ROW).map(move |x| {
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- let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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- let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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-
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- let y = 0.0;
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-
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- let position = cgmath::Vector3 { x, y, z };
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-
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- let rotation = cgmath::Quaternion::from_axis_angle(
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- cgmath::Vector3::unit_z(),
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- cgmath::Deg(180.0 + 0.0),
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- );
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-
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- Instance { position, rotation }
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- })
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- })
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- .collect::<Vec<_>>();
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-
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- let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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- let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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- label: Some("Instance Buffer"),
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- contents: bytemuck::cast_slice(&instance_data),
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- usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
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- });
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-
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- let uniform_bind_group_layout =
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- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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- entries: &[wgpu::BindGroupLayoutEntry {
|
|
|
- binding: 0,
|
|
|
- visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
|
- ty: wgpu::BindingType::Buffer {
|
|
|
- ty: wgpu::BufferBindingType::Uniform,
|
|
|
- has_dynamic_offset: false,
|
|
|
- min_binding_size: None,
|
|
|
- },
|
|
|
- count: None,
|
|
|
- }],
|
|
|
- label: Some("uniform_bind_group_layout"),
|
|
|
- });
|
|
|
-
|
|
|
- let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
|
- layout: &uniform_bind_group_layout,
|
|
|
- entries: &[wgpu::BindGroupEntry {
|
|
|
- binding: 0,
|
|
|
- resource: uniform_buffer.as_entire_binding(),
|
|
|
- }],
|
|
|
- label: Some("uniform_bind_group"),
|
|
|
- });
|
|
|
-
|
|
|
- let res_dir = std::path::Path::new("res/model/");
|
|
|
- let obj_model = model::Model::load(
|
|
|
- &device,
|
|
|
- &queue,
|
|
|
- &texture_bind_group_layout,
|
|
|
- res_dir.join("earth.obj"),
|
|
|
- )
|
|
|
- .unwrap();
|
|
|
-
|
|
|
- let light = Light {
|
|
|
- position: [4.0, 4.0, 2.0],
|
|
|
- _padding: 0,
|
|
|
- color: [1.0, 1.0, 1.0],
|
|
|
- };
|
|
|
-
|
|
|
- let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
|
- label: Some("Light VB"),
|
|
|
- contents: bytemuck::cast_slice(&[light]),
|
|
|
- usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
|
|
- });
|
|
|
-
|
|
|
- let light_bind_group_layout =
|
|
|
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
|
- entries: &[wgpu::BindGroupLayoutEntry {
|
|
|
- binding: 0,
|
|
|
- visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
|
- ty: wgpu::BindingType::Buffer {
|
|
|
- ty: wgpu::BufferBindingType::Uniform,
|
|
|
- has_dynamic_offset: false,
|
|
|
- min_binding_size: None,
|
|
|
- },
|
|
|
- count: None,
|
|
|
- }],
|
|
|
- label: None,
|
|
|
- });
|
|
|
-
|
|
|
- let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
|
- layout: &light_bind_group_layout,
|
|
|
- entries: &[wgpu::BindGroupEntry {
|
|
|
- binding: 0,
|
|
|
- resource: light_buffer.as_entire_binding(),
|
|
|
- }],
|
|
|
- label: None,
|
|
|
- });
|
|
|
-
|
|
|
- let depth_texture =
|
|
|
- texture::Texture::create_depth_texture(&device, &sc_desc, "depth_texture");
|
|
|
-
|
|
|
- let render_pipeline_layout =
|
|
|
- device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
|
- label: Some("Render Pipeline Layout"),
|
|
|
- bind_group_layouts: &[
|
|
|
- &texture_bind_group_layout,
|
|
|
- &uniform_bind_group_layout,
|
|
|
- &light_bind_group_layout,
|
|
|
- ],
|
|
|
- push_constant_ranges: &[],
|
|
|
- });
|
|
|
-
|
|
|
- let render_pipeline = create_render_pipeline(
|
|
|
- &device,
|
|
|
- &render_pipeline_layout,
|
|
|
- sc_desc.format,
|
|
|
- Some(texture::Texture::DEPTH_FORMAT),
|
|
|
- &[model::ModelVertex::desc(), InstanceRaw::desc()],
|
|
|
- wgpu::include_spirv!("../../res/shader/shader.vert.spv"),
|
|
|
- wgpu::include_spirv!("../../res/shader/shader.frag.spv"),
|
|
|
- );
|
|
|
-
|
|
|
- let light_render_pipeline = {
|
|
|
- let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
|
- label: Some("Light Pipeline Layout"),
|
|
|
- bind_group_layouts: &[&uniform_bind_group_layout, &light_bind_group_layout],
|
|
|
- push_constant_ranges: &[],
|
|
|
- });
|
|
|
-
|
|
|
- create_render_pipeline(
|
|
|
- &device,
|
|
|
- &layout,
|
|
|
- sc_desc.format,
|
|
|
- Some(texture::Texture::DEPTH_FORMAT),
|
|
|
- &[model::ModelVertex::desc()],
|
|
|
- wgpu::include_spirv!("../../res/shader/light.vert.spv"),
|
|
|
- wgpu::include_spirv!("../../res/shader/light.frag.spv"),
|
|
|
- )
|
|
|
- };
|
|
|
-
|
|
|
- //-------------------
|
|
|
-
|
|
|
- let texture_bind_group_layout =
|
|
|
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
|
- entries: &[
|
|
|
- wgpu::BindGroupLayoutEntry {
|
|
|
- binding: 0,
|
|
|
- visibility: wgpu::ShaderStage::FRAGMENT,
|
|
|
- ty: wgpu::BindingType::Texture {
|
|
|
- multisampled: false,
|
|
|
- view_dimension: wgpu::TextureViewDimension::D2,
|
|
|
- sample_type: wgpu::TextureSampleType::Float { filterable: false },
|
|
|
- },
|
|
|
- count: None,
|
|
|
- },
|
|
|
- wgpu::BindGroupLayoutEntry {
|
|
|
- binding: 1,
|
|
|
- visibility: wgpu::ShaderStage::FRAGMENT,
|
|
|
- ty: wgpu::BindingType::Sampler {
|
|
|
- comparison: false,
|
|
|
- filtering: true,
|
|
|
- },
|
|
|
- count: None,
|
|
|
- },
|
|
|
- ],
|
|
|
- label: Some("texture_bind_group_layout"),
|
|
|
- });
|
|
|
-
|
|
|
- let diffuse_bytes = include_bytes!("../../res/img/absolutely-proprietary.png");
|
|
|
- let diffuse_texture =
|
|
|
- texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "stallman1").unwrap();
|
|
|
-
|
|
|
- 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),
|
|
|
- },
|
|
|
- wgpu::BindGroupEntry {
|
|
|
- binding: 1,
|
|
|
- resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
|
|
- },
|
|
|
- ],
|
|
|
- label: Some("diffuse_bind_group"),
|
|
|
- });
|
|
|
-
|
|
|
- let cartoon_bytes = include_bytes!("../../res/img/absolutely-proprietary2.png");
|
|
|
- let cartoon_texture =
|
|
|
- texture::Texture::from_bytes(&device, &queue, cartoon_bytes, "stallman2").unwrap();
|
|
|
-
|
|
|
- let cartoon_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
|
- layout: &texture_bind_group_layout,
|
|
|
- entries: &[
|
|
|
- wgpu::BindGroupEntry {
|
|
|
- binding: 0,
|
|
|
- resource: wgpu::BindingResource::TextureView(&cartoon_texture.view),
|
|
|
- },
|
|
|
- wgpu::BindGroupEntry {
|
|
|
- binding: 1,
|
|
|
- resource: wgpu::BindingResource::Sampler(&cartoon_texture.sampler),
|
|
|
- },
|
|
|
- ],
|
|
|
- label: Some("cartoon_bind_group"),
|
|
|
- });
|
|
|
-
|
|
|
- let render_pipeline_layout =
|
|
|
- device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
|
- label: Some("Render Pipeline Layout"),
|
|
|
- bind_group_layouts: &[&texture_bind_group_layout],
|
|
|
- push_constant_ranges: &[],
|
|
|
- });
|
|
|
-
|
|
|
- let ui_render_pipeline = create_render_pipeline(
|
|
|
- &device,
|
|
|
- &render_pipeline_layout,
|
|
|
- sc_desc.format,
|
|
|
- Some(texture::Texture::DEPTH_FORMAT),
|
|
|
- &[model::ModelVertex::desc()],
|
|
|
- wgpu::include_spirv!("../../res/shader/ui_shader.vert.spv"),
|
|
|
- wgpu::include_spirv!("../../res/shader/ui_shader.frag.spv"),
|
|
|
- );
|
|
|
-
|
|
|
- let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
|
- label: Some("Vertex Buffer"),
|
|
|
- contents: bytemuck::cast_slice(VERTICES),
|
|
|
- usage: wgpu::BufferUsage::VERTEX,
|
|
|
- });
|
|
|
- let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
|
- label: Some("Index Buffer"),
|
|
|
- contents: bytemuck::cast_slice(INDICES),
|
|
|
- usage: wgpu::BufferUsage::INDEX,
|
|
|
- });
|
|
|
- let num_indices = INDICES.len() as u32;
|
|
|
-
|
|
|
- let font = wgpu_glyph::ab_glyph::FontArc::try_from_slice(FONT_BYTES).unwrap();
|
|
|
- let glyph_brush =
|
|
|
- wgpu_glyph::GlyphBrushBuilder::using_font(font).build(&device, sc_desc.format);
|
|
|
- let staging_belt = wgpu::util::StagingBelt::new(1024);
|
|
|
-
|
|
|
- Self {
|
|
|
- surface,
|
|
|
- device,
|
|
|
- queue,
|
|
|
- sc_desc,
|
|
|
- swap_chain,
|
|
|
- render_pipeline,
|
|
|
- obj_model,
|
|
|
-
|
|
|
- camera,
|
|
|
- projection,
|
|
|
- camera_controller,
|
|
|
-
|
|
|
- uniform_buffer,
|
|
|
- uniform_bind_group,
|
|
|
- uniforms,
|
|
|
- instances,
|
|
|
- instance_buffer,
|
|
|
- depth_texture,
|
|
|
- size,
|
|
|
- light,
|
|
|
- light_buffer,
|
|
|
- light_bind_group,
|
|
|
- light_render_pipeline,
|
|
|
-
|
|
|
- ui_render_pipeline,
|
|
|
- vertex_buffer,
|
|
|
- index_buffer,
|
|
|
- num_indices,
|
|
|
- diffuse_texture,
|
|
|
- diffuse_bind_group,
|
|
|
- cartoon_texture,
|
|
|
- cartoon_bind_group,
|
|
|
-
|
|
|
- glyph_brush,
|
|
|
- staging_belt,
|
|
|
-
|
|
|
- is_space_pressed: true,
|
|
|
- mouse_pressed: false,
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
|
|
- self.projection.resize(new_size.width, new_size.height);
|
|
|
- self.size = new_size;
|
|
|
- self.sc_desc.width = new_size.width;
|
|
|
- self.sc_desc.height = new_size.height;
|
|
|
- self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
|
|
|
- self.depth_texture =
|
|
|
- texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
|
|
|
- }
|
|
|
-
|
|
|
- fn input(&mut self, event: &DeviceEvent) -> bool {
|
|
|
- match event {
|
|
|
- DeviceEvent::Key(KeyboardInput {
|
|
|
- virtual_keycode: Some(key),
|
|
|
- state,
|
|
|
- ..
|
|
|
- }) => self.camera_controller.process_keyboard(*key, *state),
|
|
|
- DeviceEvent::MouseWheel { delta, .. } => {
|
|
|
- self.camera_controller.process_scroll(delta);
|
|
|
- true
|
|
|
- }
|
|
|
- DeviceEvent::Button {
|
|
|
- button: 1, // Left Mouse Button
|
|
|
- state,
|
|
|
- } => {
|
|
|
- self.mouse_pressed = *state == ElementState::Pressed;
|
|
|
- true
|
|
|
- }
|
|
|
- DeviceEvent::MouseMotion { delta } => {
|
|
|
- if self.mouse_pressed {
|
|
|
- self.camera_controller.process_mouse(delta.0, delta.1);
|
|
|
- }
|
|
|
- true
|
|
|
- }
|
|
|
- _ => false,
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- fn update(&mut self, dt: std::time::Duration) {
|
|
|
- if rand::thread_rng().gen_range(0, 5) == 0 {
|
|
|
- self.is_space_pressed = !self.is_space_pressed;
|
|
|
- }
|
|
|
-
|
|
|
- self.camera_controller.update_camera(&mut self.camera, dt);
|
|
|
- self.uniforms
|
|
|
- .update_view_proj(&self.camera, &self.projection);
|
|
|
- self.queue.write_buffer(
|
|
|
- &self.uniform_buffer,
|
|
|
- 0,
|
|
|
- bytemuck::cast_slice(&[self.uniforms]),
|
|
|
- );
|
|
|
-
|
|
|
- let time = get_time();
|
|
|
- const SPACE_BETWEEN: f32 = 3.0;
|
|
|
- let instances = (0..NUM_INSTANCES_PER_ROW)
|
|
|
- .flat_map(|z| {
|
|
|
- (0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
|
|
- let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
|
|
- let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
|
|
|
-
|
|
|
- //println!("{} {} {}", x, z, time);
|
|
|
- let y = ((x / 3.0 + time).sin() + (z / 3.0 + time).cos()) * 1.5;
|
|
|
-
|
|
|
- let position = cgmath::Vector3 { x, y, z };
|
|
|
-
|
|
|
- let rotation = cgmath::Quaternion::from_axis_angle(
|
|
|
- cgmath::Vector3::unit_z(),
|
|
|
- cgmath::Deg(180.0 + 0.0),
|
|
|
- );
|
|
|
-
|
|
|
- Instance { position, rotation }
|
|
|
- })
|
|
|
- })
|
|
|
- .collect::<Vec<_>>();
|
|
|
-
|
|
|
- let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
|
|
- self.queue.write_buffer(
|
|
|
- &self.instance_buffer,
|
|
|
- 0,
|
|
|
- bytemuck::cast_slice(&instance_data),
|
|
|
- );
|
|
|
-
|
|
|
- // Update the light
|
|
|
- let old_position: cgmath::Vector3<_> = self.light.position.into();
|
|
|
- self.light.position =
|
|
|
- (cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
|
|
|
- * old_position)
|
|
|
- .into();
|
|
|
- self.queue
|
|
|
- .write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
|
|
|
- }
|
|
|
-
|
|
|
- fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
|
|
|
- let frame = self.swap_chain.get_current_frame()?.output;
|
|
|
-
|
|
|
- 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: &[wgpu::RenderPassColorAttachmentDescriptor {
|
|
|
- attachment: &frame.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: true,
|
|
|
- },
|
|
|
- }],
|
|
|
- depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
|
|
- attachment: &self.depth_texture.view,
|
|
|
- depth_ops: Some(wgpu::Operations {
|
|
|
- load: wgpu::LoadOp::Clear(1.0),
|
|
|
- store: true,
|
|
|
- }),
|
|
|
- stencil_ops: None,
|
|
|
- }),
|
|
|
- });
|
|
|
-
|
|
|
- render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
|
|
- //render_pass.set_pipeline(&self.light_render_pipeline);
|
|
|
- //render_pass.draw_light_model(
|
|
|
- // &self.obj_model,
|
|
|
- // &self.uniform_bind_group,
|
|
|
- // &self.light_bind_group,
|
|
|
- //);
|
|
|
- render_pass.set_pipeline(&self.render_pipeline);
|
|
|
- render_pass.draw_model_instanced(
|
|
|
- &self.obj_model,
|
|
|
- 0..self.instances.len() as u32,
|
|
|
- &self.uniform_bind_group,
|
|
|
- &self.light_bind_group,
|
|
|
- );
|
|
|
-
|
|
|
- let bind_group = if self.is_space_pressed {
|
|
|
- &self.cartoon_bind_group
|
|
|
- } else {
|
|
|
- &self.diffuse_bind_group
|
|
|
- };
|
|
|
-
|
|
|
- render_pass.set_pipeline(&self.ui_render_pipeline);
|
|
|
- render_pass.set_bind_group(0, bind_group, &[]);
|
|
|
- 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);
|
|
|
- }
|
|
|
-
|
|
|
- let play_text = Text {
|
|
|
- position: (40.0, 40.0).into(),
|
|
|
- color: (1.0, 1.0, 1.0, 1.0).into(),
|
|
|
- text: String::from("Absolutely Proprietary"),
|
|
|
- size: 32.0,
|
|
|
- centered: false,
|
|
|
- ..Default::default()
|
|
|
- };
|
|
|
- draw_text(&play_text, &mut self.glyph_brush);
|
|
|
-
|
|
|
- self.glyph_brush
|
|
|
- .draw_queued(
|
|
|
- &self.device,
|
|
|
- &mut self.staging_belt,
|
|
|
- &mut encoder,
|
|
|
- &frame.view,
|
|
|
- self.sc_desc.width,
|
|
|
- self.sc_desc.height,
|
|
|
- )
|
|
|
- .unwrap();
|
|
|
-
|
|
|
- self.staging_belt.finish();
|
|
|
-
|
|
|
- self.queue.submit(iter::once(encoder.finish()));
|
|
|
-
|
|
|
- Ok(())
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-fn draw_text(text: &Text, glyph_brush: &mut wgpu_glyph::GlyphBrush<()>) {
|
|
|
- let layout = wgpu_glyph::Layout::default().h_align(if text.centered {
|
|
|
- wgpu_glyph::HorizontalAlign::Center
|
|
|
- } else {
|
|
|
- wgpu_glyph::HorizontalAlign::Left
|
|
|
- });
|
|
|
-
|
|
|
- let section = wgpu_glyph::Section {
|
|
|
- screen_position: text.position.into(),
|
|
|
- bounds: text.bounds.into(),
|
|
|
- layout,
|
|
|
- ..Default::default()
|
|
|
- }
|
|
|
- .add_text(
|
|
|
- wgpu_glyph::Text::new(&text.text)
|
|
|
- .with_color(text.color)
|
|
|
- .with_scale(if text.focused {
|
|
|
- text.size + 8.0
|
|
|
- } else {
|
|
|
- text.size
|
|
|
- }),
|
|
|
- );
|
|
|
-
|
|
|
- glyph_brush.queue(section);
|
|
|
-}
|
|
|
-
|
|
|
-fn main() {
|
|
|
- env_logger::init();
|
|
|
- let event_loop = EventLoop::new();
|
|
|
- let title = env!("CARGO_PKG_NAME");
|
|
|
- let window = winit::window::WindowBuilder::new()
|
|
|
- .with_title(title)
|
|
|
- .build(&event_loop)
|
|
|
- .unwrap();
|
|
|
- use futures::executor::block_on;
|
|
|
- let mut state = block_on(State::new(&window));
|
|
|
- let mut last_render_time = std::time::Instant::now();
|
|
|
- event_loop.run(move |event, _, control_flow| {
|
|
|
- *control_flow = ControlFlow::Poll;
|
|
|
- match event {
|
|
|
- Event::MainEventsCleared => window.request_redraw(),
|
|
|
- Event::DeviceEvent {
|
|
|
- ref event,
|
|
|
- .. // We're not using device_id currently
|
|
|
- } => {
|
|
|
- state.input(event);
|
|
|
- }
|
|
|
- Event::WindowEvent {
|
|
|
- ref event,
|
|
|
- window_id,
|
|
|
- } if window_id == window.id() => {
|
|
|
- match event {
|
|
|
- WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
|
|
|
- WindowEvent::KeyboardInput { input, .. } => match 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, .. } => {
|
|
|
- state.resize(**new_inner_size);
|
|
|
- }
|
|
|
- _ => {}
|
|
|
- }
|
|
|
- }
|
|
|
- Event::RedrawRequested(_) => {
|
|
|
- let now = std::time::Instant::now();
|
|
|
- let dt = now - last_render_time;
|
|
|
- last_render_time = now;
|
|
|
- state.update(dt);
|
|
|
- match state.render() {
|
|
|
- Ok(_) => {}
|
|
|
- // Recreate the swap_chain if lost
|
|
|
- Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
|
|
|
- // The system is out of memory, we should probably quit
|
|
|
- Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
|
|
- // All other errors (Outdated, Timeout) should be resolved by the next frame
|
|
|
- Err(e) => eprintln!("{:?}", e),
|
|
|
- }
|
|
|
- }
|
|
|
- _ => {}
|
|
|
- }
|
|
|
- });
|
|
|
-}
|