Initial commit

This commit is contained in:
lenn
2026-05-17 17:34:34 +08:00
commit e0fbbd46a6
7 changed files with 5838 additions and 0 deletions

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src/main.rs Normal file
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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<wgpu::CommandBuffer> {
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>,
instance_buffer: wgpu::Buffer,
cols: Option<u8>,
rows: Option<u8>,
}
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::<Vec<_>>();
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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::<Vertex>() 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::<InstanceRaw>() 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,
},
],
}
}
}