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27
crates/comet_renderer/Cargo.toml
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27
crates/comet_renderer/Cargo.toml
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[package]
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name = "comet_renderer"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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comet_math = { path = "../comet_math" }
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comet_resources = { path = "../comet_resources" }
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comet_colors = { path = "../comet_colors" }
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comet_log = { path = "../comet_log" }
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cfg-if = "1"
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anyhow = "1.0"
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bytemuck = { version = "1.16", features = [ "derive" ] }
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cgmath = "0.18"
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env_logger = "0.10"
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pollster = "0.3"
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log = "0.4"
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tobj = { version = "3.2", default-features = false, features = ["async"]}
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wgpu = { version = "22.0"}
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winit = { version = "0.29", features = ["rwh_05"] }
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instant = "0.1"
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[dependencies.image]
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version = "0.24"
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default-features = false
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features = ["png", "jpeg", "hdr"]
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321
crates/comet_renderer/src/camera.rs
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321
crates/comet_renderer/src/camera.rs
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use comet_math::Point3;
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::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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const SAFE_FRAC_PI_2: f32 = std::f32::consts::FRAC_PI_2 - 0.0001;
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pub struct Camera {
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eye: cgmath::Point3<f32>,
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target: cgmath::Point3<f32>,
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up: cgmath::Vector3<f32>,
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aspect: f32,
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fovy: 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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pub fn new(
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eye: cgmath::Point3<f32>,
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target: cgmath::Point3<f32>,
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up: cgmath::Vector3<f32>,
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aspect: f32,
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fovy: f32,
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znear: f32,
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zfar: f32,
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) -> Self {
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Self {
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eye,
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target,
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up,
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aspect,
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fovy,
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znear,
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zfar,
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}
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}
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pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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// 1.
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let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
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// 2.
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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// 3.
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return OPENGL_TO_WGPU_MATRIX * proj * view;
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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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pub struct CameraUniform {
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view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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view_proj: cgmath::Matrix4::identity().into(),
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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}
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}
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/*use comet_math::{Mat4, Point3, Vec3};
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: Mat4 = Mat4::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, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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pub struct Camera {
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eye: Point3,
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target: Point3,
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up: Vec3,
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aspect: f32,
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fovy: 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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pub fn new(eye: Point3, target: Point3, up: Vec3, aspect: f32, fovy: f32, znear: f32, zfar: f32) -> Self {
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Self {
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eye,
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target,
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up,
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aspect,
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fovy,
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znear,
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zfar,
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}
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}
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pub fn build_view_projection_matrix(&self) -> Mat4 {
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let view = Mat4::look_at_rh(self.eye, self.target, self.up);
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let proj = Mat4::perspective_matrix(self.fovy, self.aspect, self.znear, self.zfar);
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(OPENGL_TO_WGPU_MATRIX * proj * view).transpose()
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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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pub struct CameraUniform {
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view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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Self {
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view_proj: Mat4::IDENTITY.into(),
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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}
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}*/
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/*use std::f32::consts::FRAC_PI_2;
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use std::time::Duration;
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use winit::dpi::PhysicalPosition;
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use winit::event::*;
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use winit::keyboard::KeyCode;
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const SAFE_FRAC_PI_2: f32 = FRAC_PI_2 - 0.0001;
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#[derive(Debug)]
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pub struct Camera3D {
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pub position: Point3,
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yaw: f32,
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pitch: f32,
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}
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impl Camera3D {
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pub fn new(
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position: Point3,
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yaw: f32,
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pitch: f32,
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) -> Self {
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Self {
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position: position.into(),
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yaw: yaw.into(),
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pitch: pitch.into(),
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}
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}
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pub fn calc_matrix(&self) -> Mat4 {
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let (sin_pitch, cos_pitch) = self.pitch.0.sin_cos();
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let (sin_yaw, cos_yaw) = self.yaw.0.sin_cos();
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Mat4::look_to_rh(
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self.position,
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Vec3::new(cos_pitch * cos_yaw, sin_pitch, cos_pitch * sin_yaw).normalize(),
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Vec3::unit_y(),
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)
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}
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}
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pub struct Projection {
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aspect: f32,
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fovy: Rad<f32>,
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znear: f32,
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zfar: f32,
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}
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impl Projection {
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pub fn new<F: Into<Rad<f32>>>(width: u32, height: u32, fovy: F, znear: f32, zfar: f32) -> Self {
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Self {
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aspect: width as f32 / height as f32,
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fovy: fovy.into(),
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znear,
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zfar,
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}
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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self.aspect = width as f32 / height as f32;
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}
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pub fn calc_matrix(&self) -> Matrix4<f32> {
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// UDPATE
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perspective(self.fovy, self.aspect, self.znear, self.zfar)
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}
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}
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#[derive(Debug)]
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pub struct CameraController {
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amount_left: f32,
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amount_right: f32,
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amount_forward: f32,
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amount_backward: f32,
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amount_up: f32,
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amount_down: f32,
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rotate_horizontal: f32,
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rotate_vertical: f32,
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scroll: f32,
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speed: f32,
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sensitivity: f32,
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}
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impl CameraController {
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pub fn new(speed: f32, sensitivity: f32) -> Self {
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Self {
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amount_left: 0.0,
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amount_right: 0.0,
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amount_forward: 0.0,
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amount_backward: 0.0,
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amount_up: 0.0,
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amount_down: 0.0,
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rotate_horizontal: 0.0,
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rotate_vertical: 0.0,
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scroll: 0.0,
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speed,
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sensitivity,
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}
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}
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pub fn process_keyboard(&mut self, key: KeyCode, state: ElementState) -> bool {
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let amount = if state == ElementState::Pressed {
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1.0
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} else {
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0.0
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||||
};
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match key {
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KeyCode::KeyW | KeyCode::ArrowUp => {
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self.amount_forward = amount;
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true
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}
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KeyCode::KeyS | KeyCode::ArrowDown => {
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self.amount_backward = amount;
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true
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}
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KeyCode::KeyA | KeyCode::ArrowLeft => {
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self.amount_left = amount;
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true
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}
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KeyCode::KeyD | KeyCode::ArrowRight => {
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self.amount_right = amount;
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true
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}
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KeyCode::Space => {
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self.amount_up = amount;
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true
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||||
}
|
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KeyCode::ShiftLeft => {
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self.amount_down = amount;
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true
|
||||
}
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_ => false,
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||||
}
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}
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|
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pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
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self.rotate_horizontal = mouse_dx as f32;
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self.rotate_vertical = mouse_dy as f32;
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}
|
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|
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pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
|
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self.scroll = match delta {
|
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// I'm assuming a line is about 100 pixels
|
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MouseScrollDelta::LineDelta(_, scroll) => -scroll * 0.5,
|
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MouseScrollDelta::PixelDelta(PhysicalPosition { y: scroll, .. }) => -*scroll as f32,
|
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};
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}
|
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|
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pub fn update_camera(&mut self, camera: &mut Camera, dt: Duration) {
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let dt = dt.as_secs_f32();
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|
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// Move forward/backward and left/right
|
||||
let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
|
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let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
|
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let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
|
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camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
|
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camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
|
||||
|
||||
// Move in/out (aka. "zoom")
|
||||
// Note: this isn't an actual zoom. The camera's position
|
||||
// changes when zooming. I've added this to make it easier
|
||||
// to get closer to an object you want to focus on.
|
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let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
|
||||
let scrollward =
|
||||
Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
|
||||
camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
|
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self.scroll = 0.0;
|
||||
|
||||
// Move up/down. Since we don't use roll, we can just
|
||||
// modify the y coordinate directly.
|
||||
camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
|
||||
|
||||
// Rotate
|
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camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
|
||||
camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
|
||||
|
||||
// If process_mouse isn't called every frame, these values
|
||||
// will not get set to zero, and the camera will rotate
|
||||
// when moving in a non cardinal direction.
|
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self.rotate_horizontal = 0.0;
|
||||
self.rotate_vertical = 0.0;
|
||||
|
||||
// Keep the camera's angle from going too high/low.
|
||||
if camera.pitch < -Rad(SAFE_FRAC_PI_2) {
|
||||
camera.pitch = -Rad(SAFE_FRAC_PI_2);
|
||||
} else if camera.pitch > Rad(SAFE_FRAC_PI_2) {
|
||||
camera.pitch = Rad(SAFE_FRAC_PI_2);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
671
crates/comet_renderer/src/lib.rs
Normal file
671
crates/comet_renderer/src/lib.rs
Normal file
|
|
@ -0,0 +1,671 @@
|
|||
mod camera;
|
||||
|
||||
use core::default::Default;
|
||||
use std::iter;
|
||||
use std::sync::Arc;
|
||||
use std::time::Instant;
|
||||
use cgmath::num_traits::FloatConst;
|
||||
use image::GenericImageView;
|
||||
use log::info;
|
||||
use wgpu::Color;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::{
|
||||
dpi::PhysicalSize,
|
||||
window::Window
|
||||
};
|
||||
use comet_colors::LinearRgba;
|
||||
use comet_math;
|
||||
use comet_math::{Mat4, Point3, Vec3};
|
||||
use comet_resources::{ResourceManager, texture, Vertex, Texture};
|
||||
use crate::camera::{Camera, CameraUniform};
|
||||
// RAINBOW TRIANGLE
|
||||
/*const VERTICES: &[Vertex] = &[
|
||||
Vertex :: new ( [0.0, 0.5, 0.0], [1.0, 0.0, 0.0] ),
|
||||
Vertex :: new ( [-0.5, -0.5, 0.0], [0.0, 1.0, 0.0] ),
|
||||
Vertex :: new ( [0.5, -0.5, 0.0], [0.0, 0.0, 1.0] ),
|
||||
];*/
|
||||
|
||||
// RAW PENTAGON
|
||||
/*const VERTICES: &[Vertex] = &[
|
||||
Vertex :: new ( [-0.0868241, 0.49240386, 0.0], [0.5, 0.0, 0.5] ), // A
|
||||
Vertex :: new ( [-0.49513406, 0.06958647, 0.0], [0.5, 0.0, 0.5] ), // B
|
||||
Vertex :: new ( [-0.21918549, -0.44939706, 0.0], [0.5, 0.0, 0.5] ), // C
|
||||
Vertex :: new ( [0.35966998, -0.3473291, 0.0], [0.5, 0.0, 0.5] ), // D
|
||||
Vertex :: new ( [0.44147372, 0.2347359, 0.0], [0.5, 0.0, 0.5] ), // E
|
||||
];*/
|
||||
|
||||
// RAINBOW PENTAGON
|
||||
/*const VERTICES: &[Vertex] = &[
|
||||
Vertex :: new ( [-0.0868241, 0.49240386, 0.0], [1.0, 0.0, 0.0] ), // A
|
||||
Vertex :: new ( [-0.49513406, 0.06958647, 0.0], [0.0, 0.35, 1.0] ), // B
|
||||
Vertex :: new ( [-0.21918549, -0.44939706, 0.0], [0.2, 1.0, 0.2] ), // C
|
||||
Vertex :: new ( [0.35966998, -0.3473291, 0.0], [1.0, 0.85, 0.2] ), // D
|
||||
Vertex :: new ( [0.44147372, 0.2347359, 0.0], [1.0, 0.2, 0.6] ), // E
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[
|
||||
0, 1, 4,
|
||||
1, 2, 4,
|
||||
2, 3, 4,
|
||||
];*/
|
||||
|
||||
// RAW QUAD
|
||||
/*const VERTICES: &[Vertex] = &[
|
||||
Vertex :: new ( [-0.5, 0.5, 0.0], [0.0, 0.0, 1.0] ),
|
||||
Vertex :: new ( [-0.5, -0.5, 0.0], [0.0, 1.0, 0.0] ),
|
||||
Vertex :: new ( [0.5, -0.5, 0.0], [1.0, 0.0, 0.0] ),
|
||||
Vertex :: new ( [0.5, 0.5, 0.0], [1.0, 0.0, 1.0] )
|
||||
];
|
||||
|
||||
const INDICES: &[u16] = &[
|
||||
0, 1, 3,
|
||||
1, 2, 3
|
||||
];*/
|
||||
|
||||
|
||||
/*
|
||||
vec![
|
||||
Vertex :: new ( [-0.1, 0.1, 0.0], [0.0, 0.0] ),
|
||||
Vertex :: new ( [-0.1, -0.1, 0.0], [0.0, 1.0] ),
|
||||
Vertex :: new ( [0.1, -0.1, 0.0], [1.0, 1.0] ),
|
||||
Vertex :: new ( [0.1, 0.1, 0.0], [1.0, 0.0] ),
|
||||
], vec![
|
||||
0, 1, 3,
|
||||
1, 2, 3
|
||||
]
|
||||
*/
|
||||
|
||||
pub struct Projection {
|
||||
aspect: f32,
|
||||
fovy: f32,
|
||||
znear: f32,
|
||||
zfar: f32
|
||||
}
|
||||
|
||||
impl Projection {
|
||||
pub fn new(width: u32, height: u32, fovy: f32, znear: f32, zfar: f32) -> Self {
|
||||
Self {
|
||||
aspect: width as f32 / height as f32,
|
||||
fovy,
|
||||
znear,
|
||||
zfar
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, width: u32, height: u32) { self.aspect = width as f32 / height as f32; }
|
||||
|
||||
pub fn calc_matrix(&self) -> Mat4 {
|
||||
Mat4::perspective_matrix(self.fovy, self.aspect, self.znear, self.zfar)
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Renderer<'a> {
|
||||
window: &'a Window,
|
||||
surface: wgpu::Surface<'a>,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
//projection: Projection,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
last_frame_time: Instant,
|
||||
deltatime: f32,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
vertex_data: Vec<Vertex>,
|
||||
index_buffer: wgpu::Buffer,
|
||||
index_data: Vec<u16>,
|
||||
num_indices: u32,
|
||||
clear_color: Color,
|
||||
diffuse_texture: texture::Texture,
|
||||
diffuse_bind_group: wgpu::BindGroup,
|
||||
resource_manager: ResourceManager,
|
||||
/*camera: Camera,
|
||||
camera_uniform: CameraUniform,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
camera_bind_group: wgpu::BindGroup,*/
|
||||
}
|
||||
|
||||
impl<'a> Renderer<'a> {
|
||||
pub async fn new(window: &'a Window, clear_color: Option<LinearRgba>) -> anyhow::Result<Renderer<'a>> {
|
||||
let vertex_data: Vec<Vertex> = vec![];
|
||||
let index_data: Vec<u16> = vec![];
|
||||
|
||||
let size = PhysicalSize::<u32>::new(1920, 1080); //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::PRIMARY,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
let surface = 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,
|
||||
required_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.
|
||||
required_limits: wgpu::Limits::default(),
|
||||
memory_hints: Default::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![],
|
||||
desired_maximum_frame_latency: 2,
|
||||
};
|
||||
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(&vertex_data),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(&index_data),
|
||||
usage: wgpu::BufferUsages::INDEX
|
||||
});
|
||||
|
||||
let num_indices = index_data.len() as u32;
|
||||
|
||||
let resource_manager = ResourceManager::new();
|
||||
|
||||
let diffuse_bytes = include_bytes!(r"../../../resources/textures/comet_icon.png");
|
||||
let diffuse_texture =
|
||||
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
|
||||
|
||||
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),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
/*let camera = Camera::new(
|
||||
// position the camera 1 unit up and 2 units back
|
||||
// +z is out of the screen
|
||||
(0.0, 1.0, 2.0).into(),
|
||||
// have it look at the origin
|
||||
(0.0, 0.0, 0.0).into(),
|
||||
// which way is "up"
|
||||
cgmath::Vector3::unit_y(),
|
||||
config.width as f32 / config.height as f32,
|
||||
45.0,
|
||||
0.1,
|
||||
100.0,
|
||||
);
|
||||
|
||||
let mut camera_uniform = CameraUniform::new();
|
||||
camera_uniform.update_view_proj(&camera);
|
||||
|
||||
let camera_buffer = device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
contents: bytemuck::cast_slice(&[camera_uniform]),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
}
|
||||
);
|
||||
|
||||
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}
|
||||
],
|
||||
label: Some("camera_bind_group_layout"),
|
||||
});
|
||||
|
||||
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &camera_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera_buffer.as_entire_binding(),
|
||||
}
|
||||
],
|
||||
label: Some("camera_bind_group"),
|
||||
});*/
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[
|
||||
&texture_bind_group_layout,
|
||||
//&camera_bind_group_layout,
|
||||
],
|
||||
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()],
|
||||
compilation_options: Default::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::SrcAlpha,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
alpha: wgpu::BlendComponent {
|
||||
src_factor: wgpu::BlendFactor::One,
|
||||
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
|
||||
operation: wgpu::BlendOperation::Add,
|
||||
},
|
||||
}),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: Default::default(),
|
||||
}),
|
||||
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,
|
||||
// Useful for optimizing shader compilation on Android
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let clear_color = match clear_color {
|
||||
Some(color) => color.to_wgpu(),
|
||||
None => wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}
|
||||
};
|
||||
|
||||
Ok(Self {
|
||||
window,
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
//projection,
|
||||
render_pipeline,
|
||||
last_frame_time: Instant::now(),
|
||||
deltatime: 0.0,
|
||||
vertex_buffer,
|
||||
vertex_data,
|
||||
index_buffer,
|
||||
index_data,
|
||||
num_indices,
|
||||
clear_color,
|
||||
diffuse_texture,
|
||||
diffuse_bind_group,
|
||||
resource_manager,
|
||||
/*camera,
|
||||
camera_uniform,
|
||||
camera_buffer,
|
||||
camera_bind_group,*/
|
||||
})
|
||||
}
|
||||
|
||||
pub fn dt(&self) -> f32 {
|
||||
self.deltatime
|
||||
}
|
||||
|
||||
fn vertex_data_mut(&mut self) -> &mut Vec<Vertex> {
|
||||
&mut self.vertex_data
|
||||
}
|
||||
|
||||
fn index_data_mut(&mut self) -> &mut Vec<u16> {
|
||||
&mut self.index_data
|
||||
}
|
||||
|
||||
fn create_rectangle(&self, width: f32, height: f32) -> Vec<Vertex> {
|
||||
let (bound_x, bound_y) =
|
||||
((width/ self.config.width as f32) * 0.5, (height/ self.config.height as f32) * 0.5);
|
||||
|
||||
vec![
|
||||
Vertex :: new ( [-bound_x, bound_y, 0.0], [0.0, 0.0] ),
|
||||
Vertex :: new ( [-bound_x, -bound_y, 0.0], [0.0, 1.0] ),
|
||||
Vertex :: new ( [ bound_x, -bound_y, 0.0], [1.0, 1.0]) ,
|
||||
Vertex :: new ( [ bound_x, bound_y, 0.0], [1.0, 0.0] )
|
||||
]
|
||||
}
|
||||
|
||||
pub fn display_atlas(&mut self) {
|
||||
let atlas = vec![
|
||||
r"C:\Users\lisk77\Code Sharing\comet-engine\resources\textures\comet-128.png".to_string(),
|
||||
r"C:\Users\lisk77\Code Sharing\comet-engine\resources\textures\comet-256.png".to_string(),
|
||||
];
|
||||
|
||||
//self.diffuse_texture = Texture::from_image(&self.device, &self.queue, atlas.atlas(), None, false).unwrap();
|
||||
|
||||
self.set_texture_atlas(atlas);
|
||||
|
||||
let (bound_x, bound_y) =
|
||||
((self.diffuse_texture.size.width as f32/ self.config.width as f32) * 0.5, (self.diffuse_texture.size.height as f32/ self.config.height as f32) * 0.5);
|
||||
|
||||
let vertices: Vec<Vertex> = vec![
|
||||
Vertex :: new ( [-bound_x, bound_y, 0.0], [0.0, 0.0] ),
|
||||
Vertex :: new ( [-bound_x, -bound_y, 0.0], [0.0, 1.0] ),
|
||||
Vertex :: new ( [ bound_x, -bound_y, 0.0], [1.0, 1.0]) ,
|
||||
Vertex :: new ( [ bound_x, bound_y, 0.0], [1.0, 0.0] )
|
||||
];
|
||||
|
||||
/*let vertices: Vec<Vertex> = vec![
|
||||
Vertex :: new ( [-1.0, 1.0, 0.0], [0.0, 0.0] ),
|
||||
Vertex :: new ( [-1.0, -1.0, 0.0], [0.0, 1.0] ),
|
||||
Vertex :: new ( [ 1.0, -1.0, 0.0], [1.0, 1.0]) ,
|
||||
Vertex :: new ( [ 1.0, 1.0, 0.0], [1.0, 0.0] )
|
||||
];*/
|
||||
|
||||
let indices: Vec<u16> = vec![
|
||||
0, 1, 3,
|
||||
1, 2, 3
|
||||
];
|
||||
|
||||
self.set_buffers(vertices, indices)
|
||||
}
|
||||
|
||||
pub fn set_texture_atlas(&mut self, paths: Vec<String>) {
|
||||
self.resource_manager.create_texture_atlas(paths);
|
||||
self.diffuse_texture = Texture::from_image(&self.device, &self.queue, self.resource_manager.texture_atlas().atlas(), None, false).unwrap();
|
||||
|
||||
let texture_bind_group_layout =
|
||||
self.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 = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&self.diffuse_texture.view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&self.diffuse_texture.sampler),
|
||||
},
|
||||
],
|
||||
label: Some("diffuse_bind_group"),
|
||||
});
|
||||
|
||||
self.diffuse_bind_group = diffuse_bind_group;
|
||||
}
|
||||
|
||||
pub(crate) fn set_buffers(&mut self, new_vertex_buffer: Vec<Vertex>, new_index_buffer: Vec<u16>) {
|
||||
match new_vertex_buffer == self.vertex_data {
|
||||
true => return,
|
||||
false => {
|
||||
self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Updated Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(&new_vertex_buffer),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
self.vertex_data = new_vertex_buffer;
|
||||
}
|
||||
}
|
||||
|
||||
match new_index_buffer == self.index_data {
|
||||
true => return,
|
||||
false => {
|
||||
self.index_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Updated Index Buffer"),
|
||||
contents: bytemuck::cast_slice(&new_index_buffer),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
self.index_data = new_index_buffer.clone();
|
||||
self.num_indices = new_index_buffer.len() as u32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn push_to_buffers(&mut self, new_vertex_buffer: &mut Vec<Vertex>, new_index_buffer: &mut Vec<u16>) {
|
||||
self.vertex_data.append(new_vertex_buffer);
|
||||
self.index_data.append(new_index_buffer);
|
||||
|
||||
self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Updated Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(&self.vertex_data),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
self.index_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Updated Index Buffer"),
|
||||
contents: bytemuck::cast_slice(&self.index_data),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
self.num_indices = self.index_data.len() as u32;
|
||||
}
|
||||
|
||||
pub fn clear_buffers(&mut self) {
|
||||
self.vertex_data = vec![];
|
||||
self.index_data = vec![];
|
||||
|
||||
self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Updated Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(&self.vertex_data),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
self.index_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Updated Index Buffer"),
|
||||
contents: bytemuck::cast_slice(&self.index_data),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
self.num_indices = self.index_data.len() as u32;
|
||||
}
|
||||
|
||||
pub fn draw_texture_at(&mut self, texture_path: &str, position: Point3) {
|
||||
let region = self.resource_manager.texture_locations().get(texture_path).unwrap();
|
||||
let (dim_x, dim_y) = region.dimensions();
|
||||
|
||||
let (bound_x, bound_y) =
|
||||
((dim_x as f32/ self.config.width as f32) * 0.5, (dim_y as f32/ self.config.height as f32) * 0.5);
|
||||
/*let bound_x = dim_x as f32/ self.config.width as f32 * 0.5;
|
||||
let bound_y = bound_x;*/
|
||||
|
||||
let vertices: &mut Vec<Vertex> = &mut vec![
|
||||
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.x0(), region.y0()] ),
|
||||
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.x0(), region.y1()] ),
|
||||
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.x1(), region.y1()] ) ,
|
||||
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.x1(), region.y0()] )
|
||||
];
|
||||
|
||||
let buffer_size = self.vertex_data.len() as u16;
|
||||
|
||||
let indices: &mut Vec<u16> = &mut vec![
|
||||
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
|
||||
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
|
||||
];
|
||||
|
||||
self.push_to_buffers(vertices, indices)
|
||||
}
|
||||
|
||||
pub fn window(&self) -> &Window {
|
||||
&self.window
|
||||
}
|
||||
|
||||
pub fn size(&self) -> PhysicalSize<u32> {
|
||||
self.size
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
//self.projection.resize(new_size.width, new_size.height);
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self) {
|
||||
let now = Instant::now();
|
||||
self.deltatime = now.duration_since(self.last_frame_time).as_secs_f32(); // Time delta in seconds
|
||||
self.last_frame_time = now;
|
||||
}
|
||||
|
||||
pub 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(self.clear_color),
|
||||
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, &[]);
|
||||
//render_pass.set_bind_group(1, &self.camera_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);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
134
crates/comet_renderer/src/model.rs
Normal file
134
crates/comet_renderer/src/model.rs
Normal file
|
|
@ -0,0 +1,134 @@
|
|||
use std::ops::Range;
|
||||
|
||||
use crate::texture;
|
||||
|
||||
pub trait Vertex {
|
||||
fn desc() -> wgpu::VertexBufferLayout<'static>;
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct ModelVertex {
|
||||
pub position: [f32; 3],
|
||||
pub tex_coords: [f32; 2],
|
||||
pub normal: [f32; 3],
|
||||
}
|
||||
|
||||
impl Vertex for ModelVertex {
|
||||
fn desc() -> wgpu::VertexBufferLayout<'static> {
|
||||
use std::mem;
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Material {
|
||||
#[allow(unused)]
|
||||
pub name: String,
|
||||
#[allow(unused)]
|
||||
pub diffuse_texture: texture::Texture,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
pub struct Mesh {
|
||||
#[allow(unused)]
|
||||
pub name: String,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub num_elements: u32,
|
||||
pub material: usize,
|
||||
}
|
||||
|
||||
pub struct Model {
|
||||
pub meshes: Vec<Mesh>,
|
||||
pub materials: Vec<Material>,
|
||||
}
|
||||
|
||||
pub trait DrawModel<'a> {
|
||||
#[allow(unused)]
|
||||
fn draw_mesh(
|
||||
&mut self,
|
||||
mesh: &'a Mesh,
|
||||
material: &'a Material,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
fn draw_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'a Mesh,
|
||||
material: &'a Material,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
|
||||
#[allow(unused)]
|
||||
fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
|
||||
fn draw_model_instanced(
|
||||
&mut self,
|
||||
model: &'a Model,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'a wgpu::BindGroup,
|
||||
);
|
||||
}
|
||||
|
||||
impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
|
||||
where
|
||||
'b: 'a,
|
||||
{
|
||||
fn draw_mesh(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group);
|
||||
}
|
||||
|
||||
fn draw_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
material: &'b Material,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
self.set_bind_group(0, &material.bind_group, &[]);
|
||||
self.set_bind_group(1, camera_bind_group, &[]);
|
||||
self.draw_indexed(0..mesh.num_elements, 0, instances);
|
||||
}
|
||||
|
||||
fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) {
|
||||
self.draw_model_instanced(model, 0..1, camera_bind_group);
|
||||
}
|
||||
|
||||
fn draw_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
for mesh in &model.meshes {
|
||||
let material = &model.materials[mesh.material];
|
||||
self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
|
||||
}
|
||||
}
|
||||
}
|
||||
38
crates/comet_renderer/src/shader.wgsl
Normal file
38
crates/comet_renderer/src/shader.wgsl
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
// Vertex shader
|
||||
/*struct CameraUniform {
|
||||
view_proj: mat4x4<f32>,
|
||||
};
|
||||
@group(1) @binding(0) // 1.
|
||||
var<uniform> camera: CameraUniform;*/
|
||||
|
||||
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 = /*camera.view_proj **/ 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);
|
||||
}
|
||||
254
crates/comet_renderer/src/texture.rs
Normal file
254
crates/comet_renderer/src/texture.rs
Normal file
|
|
@ -0,0 +1,254 @@
|
|||
use anyhow::*;
|
||||
use image::GenericImageView;
|
||||
|
||||
pub struct Texture {
|
||||
#[allow(unused)]
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
pub sampler: wgpu::Sampler,
|
||||
pub size: wgpu::Extent3d,
|
||||
}
|
||||
|
||||
impl Texture {
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn create_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
label: &str,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width: config.width.max(1),
|
||||
height: config.height.max(1),
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
label: Some(label),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[Self::DEPTH_FORMAT],
|
||||
};
|
||||
let texture = device.create_texture(&desc);
|
||||
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::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
compare: Some(wgpu::CompareFunction::LessEqual),
|
||||
lod_min_clamp: 0.0,
|
||||
lod_max_clamp: 100.0,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
size, // NEW!
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn from_bytes(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
bytes: &[u8],
|
||||
label: &str,
|
||||
is_normal_map: bool,
|
||||
) -> Result<Self> {
|
||||
let img = image::load_from_memory(bytes)?;
|
||||
Self::from_image(device, queue, &img, Some(label), is_normal_map)
|
||||
}
|
||||
|
||||
pub fn from_image(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
img: &image::DynamicImage,
|
||||
label: Option<&str>,
|
||||
is_normal_map: bool,
|
||||
) -> Result<Self> {
|
||||
let dimensions = img.dimensions();
|
||||
let rgba = img.to_rgba8();
|
||||
|
||||
let format = if is_normal_map {
|
||||
wgpu::TextureFormat::Rgba8Unorm
|
||||
} else {
|
||||
wgpu::TextureFormat::Rgba8UnormSrgb
|
||||
};
|
||||
let usage = wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST;
|
||||
let size = wgpu::Extent3d {
|
||||
width: img.width(),
|
||||
height: img.height(),
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let texture = Self::create_2d_texture(
|
||||
device,
|
||||
size.width,
|
||||
size.height,
|
||||
format,
|
||||
usage,
|
||||
wgpu::FilterMode::Linear,
|
||||
label,
|
||||
);
|
||||
|
||||
queue.write_texture(
|
||||
wgpu::ImageCopyTexture {
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
texture: &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,
|
||||
);
|
||||
|
||||
Ok(texture)
|
||||
}
|
||||
|
||||
pub(crate) fn create_2d_texture(
|
||||
device: &wgpu::Device,
|
||||
width: u32,
|
||||
height: u32,
|
||||
format: wgpu::TextureFormat,
|
||||
usage: wgpu::TextureUsages,
|
||||
mag_filter: wgpu::FilterMode,
|
||||
label: Option<&str>,
|
||||
) -> Self {
|
||||
let size = wgpu::Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
Self::create_texture(
|
||||
device,
|
||||
label,
|
||||
size,
|
||||
format,
|
||||
usage,
|
||||
wgpu::TextureDimension::D2,
|
||||
mag_filter,
|
||||
)
|
||||
}
|
||||
|
||||
pub fn create_texture(
|
||||
device: &wgpu::Device,
|
||||
label: Option<&str>,
|
||||
size: wgpu::Extent3d,
|
||||
format: wgpu::TextureFormat,
|
||||
usage: wgpu::TextureUsages,
|
||||
dimension: wgpu::TextureDimension,
|
||||
mag_filter: wgpu::FilterMode,
|
||||
) -> Self {
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label,
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension,
|
||||
format,
|
||||
usage,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
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,
|
||||
min_filter: wgpu::FilterMode::Nearest,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
texture,
|
||||
view,
|
||||
sampler,
|
||||
size, // NEW!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct CubeTexture {
|
||||
texture: wgpu::Texture,
|
||||
sampler: wgpu::Sampler,
|
||||
view: wgpu::TextureView,
|
||||
}
|
||||
|
||||
impl CubeTexture {
|
||||
pub fn create_2d(
|
||||
device: &wgpu::Device,
|
||||
width: u32,
|
||||
height: u32,
|
||||
format: wgpu::TextureFormat,
|
||||
mip_level_count: u32,
|
||||
usage: wgpu::TextureUsages,
|
||||
mag_filter: wgpu::FilterMode,
|
||||
label: Option<&str>,
|
||||
) -> Self {
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label,
|
||||
size: wgpu::Extent3d {
|
||||
width,
|
||||
height,
|
||||
// A cube has 6 sides, so we need 6 layers
|
||||
depth_or_array_layers: 6,
|
||||
},
|
||||
mip_level_count,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format,
|
||||
usage,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label,
|
||||
dimension: Some(wgpu::TextureViewDimension::Cube),
|
||||
array_layer_count: Some(6),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label,
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter,
|
||||
min_filter: wgpu::FilterMode::Nearest,
|
||||
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
Self {
|
||||
texture,
|
||||
sampler,
|
||||
view,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn texture(&self) -> &wgpu::Texture {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
pub fn view(&self) -> &wgpu::TextureView {
|
||||
&self.view
|
||||
}
|
||||
|
||||
pub fn sampler(&self) -> &wgpu::Sampler {
|
||||
&self.sampler
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue