Initial commit

This commit is contained in:
lenn
2026-05-17 17:34:34 +08:00
commit e0fbbd46a6
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/target

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Cargo.toml Normal file
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[package]
name = "eskin-model-player"
version = "0.5.0"
edition = "2024"
[dependencies]
eframe = { version = "0.34.2", features = ["default", "wgpu", "__screenshot"] }
env_logger = { version = "0.11.10", features = ["auto-color", "humantime"] }
bytemuck = { version = "1", features = ["derive"] }
glam = "0.32.1"
image = { version = "0.25.10", features = ["png", "jpeg"] }
anyhow = "1.0.102"

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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,
},
],
}
}
}

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// 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);
}

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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,
})
}
}