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0000000..b8b38a3 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,553 @@ +pub mod texture; + +use bytemuck; +use core::f32::consts; +use eframe::{ + egui, + egui_wgpu::{self, wgpu}, + wgpu::util::DeviceExt, +}; +const NUM_INSTANCES_PER_ROW: u32 = 10; +const INSTANCE_DISPLACEMENT: glam::Vec3 = glam::Vec3::new( + NUM_INSTANCES_PER_ROW as f32 * 0.5, + 0.0, + NUM_INSTANCES_PER_ROW as f32 * 0.5, +); +fn main() -> eframe::Result<()> { + env_logger::init(); + + let options = eframe::NativeOptions { + renderer: eframe::Renderer::Wgpu, + ..Default::default() + }; + + eframe::run_native( + "Eskin Model Player", + options, + Box::new(|cc| Ok(Box::new(EskinDesktopApp::new(cc)))), + ) +} + +struct EskinDesktopApp { + show_scene_panel: bool, + show_config_panel: bool, + show_stats_panel: bool, +} + +impl EskinDesktopApp { + fn new(cc: &eframe::CreationContext<'_>) -> Self { + let wgpu_state = cc + .wgpu_render_state + .as_ref() + .expect("need open eframe wgpu renderer feature"); + + let mut renderer = wgpu_state.renderer.write(); + renderer + .callback_resources + .insert(BackgroundRenderResources::new( + &wgpu_state.device, + &wgpu_state.target_format, + &wgpu_state.queue, + 12, + 7, + )); + + Self { + show_scene_panel: true, + show_config_panel: true, + show_stats_panel: true, + } + } + + fn draw_wgpu_background(&mut self, ui: &mut egui::Ui) { + let rect = ui.max_rect(); + let width = rect.width(); + let height = rect.height(); + + ui.painter().add(egui_wgpu::Callback::new_paint_callback( + rect, + WgpuBackgroundCallback { + aspect: width / height, + }, + )); + } + + fn draw_toolbar(&mut self, ui: &mut egui::Ui) { + egui::Panel::top("main_menu").show_inside(ui, |ui| { + ui.horizontal(|ui| { + ui.checkbox(&mut self.show_scene_panel, "Scene"); + ui.checkbox(&mut self.show_config_panel, "Config"); + ui.checkbox(&mut self.show_stats_panel, "Stats"); + }); + }); + } + + fn draw_floating_panels(&mut self, ctx: &egui::Context) { + egui::Window::new("Scene") + .open(&mut self.show_scene_panel) + .default_pos([16.0, 48.0]) + .show(ctx, |ui| { + ui.label("Models / materials / lights"); + }); + + egui::Window::new("Config") + .open(&mut self.show_config_panel) + .default_pos([840.0, 48.0]) + .show(ctx, |ui| { + ui.label("Render and viewport settings"); + }); + + egui::Window::new("Stats") + .open(&mut self.show_stats_panel) + .default_pos([16.0, 520.0]) + .show(ctx, |ui| { + ui.label("FPS / GPU info"); + }); + } +} + +impl eframe::App for EskinDesktopApp { + fn ui(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) { + let ctx = ui.ctx().clone(); + + self.draw_wgpu_background(ui); + self.draw_toolbar(ui); + self.draw_floating_panels(&ctx); + + // Keep repainting while the wgpu background is a realtime viewport. + ctx.request_repaint(); + } +} + +struct WgpuBackgroundCallback { + aspect: f32, +} + +impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback { + fn prepare( + &self, + _device: &wgpu::Device, + queue: &wgpu::Queue, + _screen_descriptor: &egui_wgpu::ScreenDescriptor, + _egui_encoder: &mut wgpu::CommandEncoder, + resources: &mut egui_wgpu::CallbackResources, + ) -> Vec { + let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap(); + resources.prepare(queue, self.aspect); + + Vec::new() + } + + fn paint( + &self, + _info: egui::PaintCallbackInfo, + render_pass: &mut wgpu::RenderPass<'static>, + resources: &egui_wgpu::CallbackResources, + ) { + let resources: &BackgroundRenderResources = resources.get().unwrap(); + resources.paint(render_pass); + } +} + +struct BackgroundRenderResources { + camera: Camera, + camera_uniform: CameraUniform, + camera_buffer: wgpu::Buffer, + camera_bind_group: wgpu::BindGroup, + + #[allow(dead_code)] + diffuse_texture: texture::Texture, + diffuse_bind_group: wgpu::BindGroup, + + render_pipeline: wgpu::RenderPipeline, + vertex_buffer: wgpu::Buffer, + index_buffer: wgpu::Buffer, + num_indices: u32, + + instance: Vec, + instance_buffer: wgpu::Buffer, + cols: Option, + rows: Option, +} + +impl BackgroundRenderResources { + fn new( + device: &wgpu::Device, + target_format: &wgpu::TextureFormat, + queue: &wgpu::Queue, + rows: u8, + cols: u8, + ) -> Self { + let diffuse_bytes = include_bytes!("happy-tree.png"); + let diffuse_texture = + texture::Texture::from_bytes(device, queue, diffuse_bytes, "happy-tree.png").unwrap(); + + let texture_group_bind_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + label: Some("texture_bind_group_layout"), + entries: &[ + wgpu::BindGroupLayoutEntry { + binding: 0, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Texture { + sample_type: wgpu::TextureSampleType::Float { filterable: true }, + view_dimension: wgpu::TextureViewDimension::D2, + multisampled: false, + }, + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), + count: None, + }, + ], + }); + let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("texture_bind_group"), + layout: &texture_group_bind_layout, + entries: &[ + wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::TextureView(&diffuse_texture.view), + }, + wgpu::BindGroupEntry { + binding: 1, + resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), + }, + ], + }); + + let camera = Camera { + eye: (0.0, 5.0, 10.0).into(), + target: (0.0, 0.0, 0.0).into(), + up: glam::Vec3::Y, + aspect: 1.0, + fovy: 45.0, + znear: 0.1, + zfar: 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 instances = (0..NUM_INSTANCES_PER_ROW) + .flat_map(|z| { + (0..NUM_INSTANCES_PER_ROW).map(move |x| { + let position = glam::Vec3 { + x: x as f32, + y: 0.0, + z: z as f32, + } - INSTANCE_DISPLACEMENT; + + let rotation = if position.length().abs() <= f32::EPSILON { + // this is needed so an object at (0, 0, 0) won't get scaled to zero + // as Quaternions can effect scale if they're not create correctly + glam::Quat::from_axis_angle(glam::Vec3::Z, 0.0) + } else { + glam::Quat::from_axis_angle(position.normalize(), consts::FRAC_PI_2) + }; + + Instance { position, rotation } + }) + }) + .collect::>(); + + let instance_data = instances.iter().map(Instance::to_raw).collect::>(); + let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Instance Buffer"), + contents: bytemuck::cast_slice(&instance_data), + usage: wgpu::BufferUsages::VERTEX, + }); + + let camera_bind_group_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + label: Some("camera_bind_group_layout"), + 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, + }], + }); + + let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("camera_bind_group"), + layout: &camera_bind_group_layout, + entries: &[wgpu::BindGroupEntry { + binding: 0, + resource: camera_buffer.as_entire_binding(), + }], + }); + + let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("Shader"), + source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), + }); + + let render_pipeline_layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("Render Pipeline Layout"), + bind_group_layouts: &[ + Some(&texture_group_bind_layout), + Some(&camera_bind_group_layout), + ], + immediate_size: 0, + }); + + 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: Some("vs_main"), + compilation_options: Default::default(), + buffers: &[Vertex::desc(), InstanceRaw::desc()], + }, + fragment: Some(wgpu::FragmentState { + module: &shader, + entry_point: Some("fs_main"), + compilation_options: Default::default(), + targets: &[Some(wgpu::ColorTargetState { + format: target_format.clone(), + blend: Some(wgpu::BlendState { + color: wgpu::BlendComponent::REPLACE, + alpha: wgpu::BlendComponent::REPLACE, + }), + write_mask: wgpu::ColorWrites::ALL, + })], + }), + primitive: wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::TriangleList, + strip_index_format: None, + front_face: wgpu::FrontFace::Ccw, + cull_mode: Some(wgpu::Face::Back), + 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, + }, + + multiview_mask: None, + cache: None, + }); + + let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Vertex Buffer"), + contents: bytemuck::cast_slice(VERTICES), + usage: wgpu::BufferUsages::VERTEX, + }); + + let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Index Buffer"), + contents: bytemuck::cast_slice(INDICES), + usage: wgpu::BufferUsages::INDEX, + }); + + let num_indices = INDICES.len() as u32; + + Self { + camera, + camera_uniform, + camera_buffer, + camera_bind_group, + diffuse_texture, + diffuse_bind_group, + render_pipeline, + vertex_buffer, + index_buffer, + num_indices, + instance: instances, + instance_buffer, + cols: Some(cols), + rows: Some(rows), + } + } + + // fn with_dot_matrix() + + fn prepare(&mut self, queue: &wgpu::Queue, aspect: f32) { + self.camera.aspect = aspect; + self.camera_uniform.update_view_proj(&self.camera); + + queue.write_buffer( + &self.camera_buffer, + 0, + bytemuck::cast_slice(&[self.camera_uniform]), + ); + } + + fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>) { + // TODO: set pipeline / bind groups / buffers and draw the model viewport here. + 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_vertex_buffer(1, self.instance_buffer.slice(..)); + render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16); + // UPDATED! + render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instance.len() as _); + } +} + +#[repr(C)] +#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] +struct Vertex { + position: [f32; 3], + tex_coords: [f32; 2], +} + +impl Vertex { + fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { + use core::mem; + wgpu::VertexBufferLayout { + array_stride: mem::size_of::() 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, + }, + ], + } + } +} + +const VERTICES: &[Vertex] = &[ + Vertex { + position: [-0.0868241, 0.49240386, 0.0], + tex_coords: [0.4131759, 0.00759614], + }, // A + Vertex { + position: [-0.49513406, 0.06958647, 0.0], + tex_coords: [0.0048659444, 0.43041354], + }, // B + Vertex { + position: [-0.21918549, -0.44939706, 0.0], + tex_coords: [0.28081453, 0.949397], + }, // C + Vertex { + position: [0.35966998, -0.3473291, 0.0], + tex_coords: [0.85967, 0.84732914], + }, // D + Vertex { + position: [0.44147372, 0.2347359, 0.0], + tex_coords: [0.9414737, 0.2652641], + }, // E +]; + +const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4]; + +struct Camera { + eye: glam::Vec3, + target: glam::Vec3, + up: glam::Vec3, + aspect: f32, + fovy: f32, + znear: f32, + zfar: f32, +} + +impl Camera { + fn build_view_projection_matrix(&self) -> glam::Mat4 { + let view = glam::Mat4::look_at_rh(self.eye, self.target, self.up); + let projection = + glam::Mat4::perspective_rh(self.fovy.to_radians(), self.aspect, self.znear, self.zfar); + projection * view + } +} + +#[repr(C)] +#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] +struct CameraUniform { + view_proj: [[f32; 4]; 4], +} + +impl CameraUniform { + fn new() -> Self { + Self { + view_proj: glam::Mat4::IDENTITY.to_cols_array_2d(), + } + } + + fn update_view_proj(&mut self, camera: &Camera) { + self.view_proj = camera.build_view_projection_matrix().to_cols_array_2d(); + } +} + +struct Instance { + position: glam::Vec3, + rotation: glam::Quat, +} + +#[repr(C)] +#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] +struct InstanceRaw { + model: [[f32; 4]; 4], +} + +impl Instance { + fn to_raw(&self) -> InstanceRaw { + InstanceRaw { + model: (glam::Mat4::from_translation(self.position) + * glam::Mat4::from_quat(self.rotation)) + .to_cols_array_2d(), + } + } +} + +impl InstanceRaw { + fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { + use core::mem; + wgpu::VertexBufferLayout { + array_stride: mem::size_of::() as wgpu::BufferAddress, + step_mode: wgpu::VertexStepMode::Instance, + attributes: &[ + wgpu::VertexAttribute { + offset: 0, + shader_location: 5, + format: wgpu::VertexFormat::Float32x4, + }, + wgpu::VertexAttribute { + offset: core::mem::size_of::<[f32; 4]>() as wgpu::BufferAddress, + shader_location: 6, + format: wgpu::VertexFormat::Float32x4, + }, + wgpu::VertexAttribute { + offset: core::mem::size_of::<[f32; 8]>() as wgpu::BufferAddress, + shader_location: 7, + format: wgpu::VertexFormat::Float32x4, + }, + wgpu::VertexAttribute { + offset: core::mem::size_of::<[f32; 12]>() as wgpu::BufferAddress, + shader_location: 8, + format: wgpu::VertexFormat::Float32x4, + }, + ], + } + } +} diff --git a/src/shader.wgsl b/src/shader.wgsl new file mode 100755 index 0000000..4eeda29 --- /dev/null +++ b/src/shader.wgsl @@ -0,0 +1,52 @@ +// 顶点着色器 + +struct Camera { + view_proj: mat4x4f, +} +@group(1) @binding(0) +var camera: Camera; + +struct VertexInput { + @location(0) position: vec3f, + @location(1) tex_coords: vec2f, +} +struct InstanceInput { + @location(5) model_matrix_0: vec4f, + @location(6) model_matrix_1: vec4f, + @location(7) model_matrix_2: vec4f, + @location(8) model_matrix_3: vec4f, +} + +struct VertexOutput { + @builtin(position) clip_position: vec4f, + @location(0) tex_coords: vec2f, +} + +@vertex +fn vs_main( + model: VertexInput, + instance: InstanceInput, +) -> VertexOutput { + let model_matrix = mat4x4f( + instance.model_matrix_0, + instance.model_matrix_1, + instance.model_matrix_2, + instance.model_matrix_3, + ); + var out: VertexOutput; + out.tex_coords = model.tex_coords; + out.clip_position = camera.view_proj * model_matrix * vec4f(model.position, 1.0); + return out; +} + +// 片元着色器 + +@group(0) @binding(0) +var t_diffuse: texture_2d; +@group(0)@binding(1) +var s_diffuse: sampler; + +@fragment +fn fs_main(in: VertexOutput) -> @location(0) vec4f { + return textureSample(t_diffuse, s_diffuse, in.tex_coords); +} \ No newline at end of file diff --git a/src/texture.rs b/src/texture.rs new file mode 100644 index 0000000..6570a7a --- /dev/null +++ b/src/texture.rs @@ -0,0 +1,81 @@ +use anyhow::*; +use eframe::egui_wgpu::{self, wgpu}; +use image::GenericImageView; + +#[allow(dead_code)] +pub struct Texture { + pub texture: wgpu::Texture, + pub view: wgpu::TextureView, + pub sampler: wgpu::Sampler, +} + +impl Texture { + pub fn from_bytes( + device: &wgpu::Device, + queue: &wgpu::Queue, + bytes: &[u8], + label: &str, + ) -> Result { + let img = image::load_from_memory(bytes)?; + Self::from_image(device, queue, &img, Some(label)) + } + + pub fn from_image( + device: &wgpu::Device, + queue: &wgpu::Queue, + img: &image::DynamicImage, + label: Option<&str>, + ) -> Result { + let rgba = img.to_rgba8(); + let dimensions = img.dimensions(); + + let size = wgpu::Extent3d { + width: dimensions.0, + height: dimensions.1, + depth_or_array_layers: 1, + }; + let texture = device.create_texture(&wgpu::TextureDescriptor { + label, + size, + mip_level_count: 1, + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + format: wgpu::TextureFormat::Rgba8UnormSrgb, + usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, + view_formats: &[], + }); + + queue.write_texture( + wgpu::TexelCopyTextureInfo { + aspect: wgpu::TextureAspect::All, + texture: &texture, + mip_level: 0, + origin: wgpu::Origin3d::ZERO, + }, + &rgba, + wgpu::TexelCopyBufferLayout { + offset: 0, + bytes_per_row: Some(4 * dimensions.0), + rows_per_image: Some(dimensions.1), + }, + size, + ); + + let view = texture.create_view(&wgpu::TextureViewDescriptor::default()); + let sampler = device.create_sampler(&wgpu::SamplerDescriptor { + address_mode_u: wgpu::AddressMode::ClampToEdge, + address_mode_v: wgpu::AddressMode::ClampToEdge, + address_mode_w: wgpu::AddressMode::ClampToEdge, + mag_filter: wgpu::FilterMode::Linear, + min_filter: wgpu::FilterMode::Nearest, + mipmap_filter: wgpu::MipmapFilterMode::Nearest, + ..Default::default() + }); + + Ok(Self { + texture, + view, + sampler, + }) + } +}