Basic noise generator
This commit is contained in:
parent
cec72b0661
commit
b4b1805ce2
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@ -11,6 +11,11 @@
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"build_cmd": "cargo build",
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"build_cmd": "cargo build",
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"name": "build",
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"name": "build",
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"run_cmd": "cargo run"
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"run_cmd": "cargo run"
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},
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{
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"build_cmd": "cargo build --bin envmap",
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"name": "envmap",
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"run_cmd": "cargo run --bin envmap"
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}
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}
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]
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]
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}
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}
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@ -2,6 +2,7 @@
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name = "raytracing3"
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name = "raytracing3"
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version = "0.1.0"
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version = "0.1.0"
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edition = "2021"
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edition = "2021"
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default-run = "raytracing3"
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[dependencies]
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[dependencies]
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bytemuck = { version = "1.21.0", features = ["derive"] }
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bytemuck = { version = "1.21.0", features = ["derive"] }
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129
src/bin/envmap/main.rs
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129
src/bin/envmap/main.rs
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@ -0,0 +1,129 @@
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use std::error::Error;
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use glam::{vec2, vec3};
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use perlin::{Pipeline, Vertex};
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use winit::{
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event::{Event, WindowEvent},
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event_loop::EventLoop,
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window::{Window, WindowAttributes},
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};
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mod perlin;
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fn make_viewport(w: u32, h: u32) -> [Vertex; 4] {
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let w = w as f32;
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let h = h as f32;
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let (w, h) = (1.0f32.max(w / h), 1.0f32.max(h / w));
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let screen_coord = [vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)];
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let world_coord = [vec3(-w, -h, 0.), vec3(w, -h, 0.), vec3(-w, h, 0.), vec3(w, h, 0.)];
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[0, 1, 2, 3].map(|k| Vertex {
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world: 10. * world_coord[k],
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screen: screen_coord[k],
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})
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}
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fn main() {
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let event_loop = EventLoop::new().unwrap();
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#[allow(deprecated)]
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let window = &event_loop
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.create_window(WindowAttributes::new().with_title("Noise generation test"))
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.unwrap();
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let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
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let mut noiser = Pipeline::new(&device);
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noiser.set_params(
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&queue,
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perlin::Params {
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seed: 42,
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layers: 4,
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persistence: 0.5,
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},
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);
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let mut surface_configured = false;
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#[allow(deprecated)]
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event_loop
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.run(move |event, control_flow| match event {
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Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
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WindowEvent::CloseRequested => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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surface.configure(
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&device,
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&wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
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format: wgpu::TextureFormat::Bgra8Unorm,
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width: physical_size.width,
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height: physical_size.height,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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},
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);
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noiser.set_view(&queue, &make_viewport(physical_size.width, physical_size.height));
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surface_configured = true;
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}
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WindowEvent::RedrawRequested => {
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if !surface_configured {
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return;
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}
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let output = surface.get_current_texture().unwrap();
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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noiser.render(&mut render_pass);
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drop(render_pass);
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queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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_ => {}
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},
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_ => {}
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})
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.unwrap();
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}
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async fn init_gpu(wnd: &Window) -> Result<(wgpu::Device, wgpu::Queue, wgpu::Surface), Box<dyn Error>> {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(wnd)?;
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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},
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None,
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)
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.await
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.unwrap();
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Ok((device, queue, surface))
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}
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125
src/bin/envmap/perlin.rs
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125
src/bin/envmap/perlin.rs
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use std::mem::{offset_of, size_of};
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use bytemuck::{bytes_of, Pod, Zeroable};
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use glam::{Vec2, Vec3};
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Params {
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pub seed: u32,
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pub layers: u32,
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pub persistence: f32,
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}
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Vertex {
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pub world: Vec3,
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pub screen: Vec2,
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}
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pub struct Pipeline {
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view_buf: wgpu::Buffer,
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params_buf: wgpu::Buffer,
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bindings: wgpu::BindGroup,
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pipeline: wgpu::RenderPipeline,
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}
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static SHADER: &str = include_str!("perlin.wgsl");
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impl Pipeline {
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pub fn new(device: &wgpu::Device) -> Self {
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let view_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: (4 * size_of::<Vertex>()) as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let params_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: size_of::<Params>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(SHADER.into()),
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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shader_location: 0,
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offset: offset_of!(Vertex, screen) as u64,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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shader_location: 1,
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offset: offset_of!(Vertex, world) as u64,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Bgra8Unorm,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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cache: None,
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});
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let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &pipeline.get_bind_group_layout(0),
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: params_buf.as_entire_binding(),
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}],
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});
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Self {
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view_buf,
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params_buf,
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bindings,
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pipeline,
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}
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}
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pub fn set_params(&mut self, queue: &wgpu::Queue, params: Params) {
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queue.write_buffer(&self.params_buf, 0, bytes_of(¶ms));
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}
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pub fn set_view(&mut self, queue: &wgpu::Queue, vertices: &[Vertex; 4]) {
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queue.write_buffer(&self.view_buf, 0, bytes_of(vertices));
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}
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pub fn render(&self, pass: &mut wgpu::RenderPass) {
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pass.set_pipeline(&self.pipeline);
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pass.set_vertex_buffer(0, self.view_buf.slice(..));
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pass.set_bind_group(0, &self.bindings, &[]);
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pass.draw(0..4, 0..1);
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}
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}
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90
src/bin/envmap/perlin.wgsl
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90
src/bin/envmap/perlin.wgsl
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struct Params {
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seed: u32,
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layers: u32,
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persistence: f32,
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}
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struct Vertex {
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@location(0) screen: vec2f,
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@location(1) world: vec3f,
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}
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struct Varying {
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@location(0) world: vec3f,
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@builtin(position) screen: vec4f,
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}
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@group(0) @binding(0) var<uniform> params: Params;
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@vertex
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fn on_vertex(in: Vertex) -> Varying {
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return Varying(in.world, vec4(in.screen, 0.0, 1.0));
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}
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@fragment
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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return vec4(0.5 + 0.5 * noise(in.world));
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}
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fn noise(coords: vec3f) -> f32 {
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let s = split(coords);
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var ret = 0.0;
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for (var i = 0u; i < 2; i++) {
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for (var j = 0u; j < 2; j++) {
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for (var k = 0u; k < 2; k++) {
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ret += part(params.seed, s, vec3u(i, j, k));
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}
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}
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}
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return ret;
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}
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fn part(seed: u32, pos: Split, off: vec3u) -> f32 {
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let base_vec = base(seed, pos.int + off);
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let to_node = vec3f(off) - pos.frac;
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let base_val = dot(base_vec, to_node);
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let scale = smoothstep(vec3(0.0), vec3(1.0), 1.0 - abs(to_node));
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return scale.x * scale.y * scale.z * base_val;
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}
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fn base(base_seed: u32, key: vec3u) -> vec3f {
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var seed = hash(hash(hash(hash(base_seed) ^ key.x) ^ key.y) ^ key.z);
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return rand_sphere(&seed);
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}
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struct Split {
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int: vec3u,
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frac: vec3f,
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}
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fn split(val: vec3f) -> Split {
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let int = floor(val);
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return Split(vec3u(vec3i(int)), val - int);
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}
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fn hash(key : u32) -> u32 {
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var v = key;
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v *= 0xb384af1bu;
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v ^= v >> 15u;
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return v;
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}
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fn rand(state: ptr<function, u32>) -> u32 {
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*state = hash(*state);
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return *state;
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}
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fn rand_float(state: ptr<function, u32>) -> f32 {
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return f32(rand(state)) / 0x1p32;
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}
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fn rand_sphere(state: ptr<function, u32>) -> vec3f {
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loop {
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let v = vec3f(rand_float(state), rand_float(state), rand_float(state)) - 0.5;
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let l = length(v);
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if (length(v) <= 0.5) {
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return v / l;
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}
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}
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return vec3f(0.0); // unreachable
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}
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