Initial commit
This commit is contained in:
1
.gitignore
vendored
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1
.gitignore
vendored
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@@ -0,0 +1 @@
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/target
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5139
Cargo.lock
generated
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5139
Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
12
Cargo.toml
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12
Cargo.toml
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[package]
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name = "eskin-model-player"
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version = "0.5.0"
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edition = "2024"
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[dependencies]
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eframe = { version = "0.34.2", features = ["default", "wgpu", "__screenshot"] }
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env_logger = { version = "0.11.10", features = ["auto-color", "humantime"] }
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bytemuck = { version = "1", features = ["derive"] }
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glam = "0.32.1"
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image = { version = "0.25.10", features = ["png", "jpeg"] }
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anyhow = "1.0.102"
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BIN
src/happy-tree.png
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BIN
src/happy-tree.png
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After Width: | Height: | Size: 28 KiB |
553
src/main.rs
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553
src/main.rs
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pub mod texture;
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use bytemuck;
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use core::f32::consts;
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use eframe::{
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egui,
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egui_wgpu::{self, wgpu},
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wgpu::util::DeviceExt,
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};
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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const INSTANCE_DISPLACEMENT: glam::Vec3 = glam::Vec3::new(
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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0.0,
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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);
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fn main() -> eframe::Result<()> {
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env_logger::init();
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let options = eframe::NativeOptions {
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renderer: eframe::Renderer::Wgpu,
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..Default::default()
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};
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eframe::run_native(
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"Eskin Model Player",
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options,
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Box::new(|cc| Ok(Box::new(EskinDesktopApp::new(cc)))),
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)
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}
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struct EskinDesktopApp {
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show_scene_panel: bool,
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show_config_panel: bool,
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show_stats_panel: bool,
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}
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impl EskinDesktopApp {
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fn new(cc: &eframe::CreationContext<'_>) -> Self {
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let wgpu_state = cc
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.wgpu_render_state
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.as_ref()
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.expect("need open eframe wgpu renderer feature");
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let mut renderer = wgpu_state.renderer.write();
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renderer
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.callback_resources
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.insert(BackgroundRenderResources::new(
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&wgpu_state.device,
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&wgpu_state.target_format,
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&wgpu_state.queue,
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12,
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7,
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));
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Self {
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show_scene_panel: true,
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show_config_panel: true,
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show_stats_panel: true,
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}
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}
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fn draw_wgpu_background(&mut self, ui: &mut egui::Ui) {
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let rect = ui.max_rect();
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let width = rect.width();
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let height = rect.height();
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ui.painter().add(egui_wgpu::Callback::new_paint_callback(
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rect,
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WgpuBackgroundCallback {
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aspect: width / height,
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},
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));
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}
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fn draw_toolbar(&mut self, ui: &mut egui::Ui) {
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egui::Panel::top("main_menu").show_inside(ui, |ui| {
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ui.horizontal(|ui| {
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ui.checkbox(&mut self.show_scene_panel, "Scene");
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ui.checkbox(&mut self.show_config_panel, "Config");
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ui.checkbox(&mut self.show_stats_panel, "Stats");
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});
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});
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}
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fn draw_floating_panels(&mut self, ctx: &egui::Context) {
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egui::Window::new("Scene")
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.open(&mut self.show_scene_panel)
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.default_pos([16.0, 48.0])
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.show(ctx, |ui| {
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ui.label("Models / materials / lights");
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});
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egui::Window::new("Config")
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.open(&mut self.show_config_panel)
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.default_pos([840.0, 48.0])
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.show(ctx, |ui| {
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ui.label("Render and viewport settings");
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});
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egui::Window::new("Stats")
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.open(&mut self.show_stats_panel)
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.default_pos([16.0, 520.0])
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.show(ctx, |ui| {
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ui.label("FPS / GPU info");
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});
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}
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}
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impl eframe::App for EskinDesktopApp {
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fn ui(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) {
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let ctx = ui.ctx().clone();
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self.draw_wgpu_background(ui);
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self.draw_toolbar(ui);
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self.draw_floating_panels(&ctx);
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// Keep repainting while the wgpu background is a realtime viewport.
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ctx.request_repaint();
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}
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}
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struct WgpuBackgroundCallback {
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aspect: f32,
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}
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impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
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fn prepare(
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&self,
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_device: &wgpu::Device,
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queue: &wgpu::Queue,
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_screen_descriptor: &egui_wgpu::ScreenDescriptor,
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_egui_encoder: &mut wgpu::CommandEncoder,
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resources: &mut egui_wgpu::CallbackResources,
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) -> Vec<wgpu::CommandBuffer> {
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let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
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resources.prepare(queue, self.aspect);
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Vec::new()
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}
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fn paint(
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&self,
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_info: egui::PaintCallbackInfo,
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render_pass: &mut wgpu::RenderPass<'static>,
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resources: &egui_wgpu::CallbackResources,
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) {
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let resources: &BackgroundRenderResources = resources.get().unwrap();
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resources.paint(render_pass);
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}
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}
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struct BackgroundRenderResources {
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camera: Camera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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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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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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instance: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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cols: Option<u8>,
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rows: Option<u8>,
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}
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impl BackgroundRenderResources {
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fn new(
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device: &wgpu::Device,
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target_format: &wgpu::TextureFormat,
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queue: &wgpu::Queue,
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rows: u8,
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cols: u8,
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) -> Self {
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_texture =
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texture::Texture::from_bytes(device, queue, diffuse_bytes, "happy-tree.png").unwrap();
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let texture_group_bind_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("texture_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: 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::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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|
},
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|
],
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|
});
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("texture_bind_group"),
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layout: &texture_group_bind_layout,
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|
entries: &[
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wgpu::BindGroupEntry {
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|
binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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|
},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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|
},
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],
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|
});
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let camera = Camera {
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|
eye: (0.0, 5.0, 10.0).into(),
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target: (0.0, 0.0, 0.0).into(),
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|
up: glam::Vec3::Y,
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|
aspect: 1.0,
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|
fovy: 45.0,
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|
znear: 0.1,
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|
zfar: 100.0,
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|
};
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|
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|
let mut camera_uniform = CameraUniform::new();
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|
camera_uniform.update_view_proj(&camera);
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|
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|
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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|
label: Some("Camera Buffer"),
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|
contents: bytemuck::cast_slice(&[camera_uniform]),
|
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|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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|
});
|
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|
|
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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 position = glam::Vec3 {
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|
x: x as f32,
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y: 0.0,
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|
z: z as f32,
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} - INSTANCE_DISPLACEMENT;
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|
|
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let rotation = if position.length().abs() <= f32::EPSILON {
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|
// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can effect scale if they're not create correctly
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glam::Quat::from_axis_angle(glam::Vec3::Z, 0.0)
|
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|
} else {
|
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|
glam::Quat::from_axis_angle(position.normalize(), consts::FRAC_PI_2)
|
||||||
|
};
|
||||||
|
|
||||||
|
Instance { position, rotation }
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|
})
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||||||
|
})
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|
.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 =
|
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|
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,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
52
src/shader.wgsl
Executable file
52
src/shader.wgsl
Executable file
@@ -0,0 +1,52 @@
|
|||||||
|
// 顶点着色器
|
||||||
|
|
||||||
|
struct Camera {
|
||||||
|
view_proj: mat4x4f,
|
||||||
|
}
|
||||||
|
@group(1) @binding(0)
|
||||||
|
var<uniform> 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<f32>;
|
||||||
|
@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);
|
||||||
|
}
|
||||||
81
src/texture.rs
Normal file
81
src/texture.rs
Normal file
@@ -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<Self> {
|
||||||
|
let img = image::load_from_memory(bytes)?;
|
||||||
|
Self::from_image(device, queue, &img, Some(label))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn from_image(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
queue: &wgpu::Queue,
|
||||||
|
img: &image::DynamicImage,
|
||||||
|
label: Option<&str>,
|
||||||
|
) -> Result<Self> {
|
||||||
|
let rgba = img.to_rgba8();
|
||||||
|
let dimensions = img.dimensions();
|
||||||
|
|
||||||
|
let size = wgpu::Extent3d {
|
||||||
|
width: dimensions.0,
|
||||||
|
height: dimensions.1,
|
||||||
|
depth_or_array_layers: 1,
|
||||||
|
};
|
||||||
|
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||||
|
label,
|
||||||
|
size,
|
||||||
|
mip_level_count: 1,
|
||||||
|
sample_count: 1,
|
||||||
|
dimension: wgpu::TextureDimension::D2,
|
||||||
|
format: wgpu::TextureFormat::Rgba8UnormSrgb,
|
||||||
|
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||||
|
view_formats: &[],
|
||||||
|
});
|
||||||
|
|
||||||
|
queue.write_texture(
|
||||||
|
wgpu::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,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user