split renderer from renderee

This commit is contained in:
numzero 2025-11-13 20:27:46 +03:00
parent dce15c731e
commit a18260a3ae
3 changed files with 169 additions and 133 deletions

View File

@ -1,8 +1,6 @@
use std::{error::Error, mem::offset_of, sync::Arc}; use std::{error::Error, sync::Arc};
use bytemuck::{Pod, Zeroable, bytes_of}; use glam::{Mat4, vec3};
use glam::{Mat4, Vec3, vec3};
use wgpu::util::DeviceExt as _;
use winit::{ use winit::{
application::ApplicationHandler, application::ApplicationHandler,
event::WindowEvent, event::WindowEvent,
@ -10,6 +8,10 @@ use winit::{
window::Window, window::Window,
}; };
use crate::render::lines::{LookParams, Mesh, Pipeline, Vertex};
mod render;
const TITLE: &str = "WGPU example"; const TITLE: &str = "WGPU example";
const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb; const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;
@ -20,134 +22,22 @@ struct MainWindow {
surface: wgpu::Surface<'static>, surface: wgpu::Surface<'static>,
surface_configured: bool, surface_configured: bool,
tripod: Pipeline, pipeline: Pipeline,
tripod: Mesh,
} }
#[derive(Debug, Clone, Copy, Pod, Zeroable)] pub fn new_tripod(device: &wgpu::Device) -> Mesh {
#[repr(C)] Mesh::new(
pub struct LookParams { device,
pub m: Mat4, &[
}
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Vertex {
pub pos: Vec3,
pub color: Vec3,
}
impl Vertex {
pub fn new(pos: Vec3, color: Vec3) -> Self {
Self { pos, color }
}
}
pub struct Pipeline {
tripod_buf: wgpu::Buffer,
look_buf: wgpu::Buffer,
bindings: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl Pipeline {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let tripod_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
usage: wgpu::BufferUsages::VERTEX,
contents: bytes_of(&[
Vertex::new(vec3(0., 0., 0.), vec3(1., 0., 0.)), Vertex::new(vec3(0., 0., 0.), vec3(1., 0., 0.)),
Vertex::new(vec3(1., 0., 0.), vec3(1., 0., 0.)), Vertex::new(vec3(1., 0., 0.), vec3(1., 0., 0.)),
Vertex::new(vec3(0., 0., 0.), vec3(0., 1., 0.)), Vertex::new(vec3(0., 0., 0.), vec3(0., 1., 0.)),
Vertex::new(vec3(0., 1., 0.), vec3(0., 1., 0.)), Vertex::new(vec3(0., 1., 0.), vec3(0., 1., 0.)),
Vertex::new(vec3(0., 0., 0.), vec3(0., 0., 1.)), Vertex::new(vec3(0., 0., 0.), vec3(0., 0., 1.)),
Vertex::new(vec3(0., 0., 1.), vec3(0., 0., 1.)), Vertex::new(vec3(0., 0., 1.), vec3(0., 0., 1.)),
]),
});
let look_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: size_of::<LookParams>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let shader = std::fs::read_to_string("shaders/line.wgsl").unwrap();
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(shader.into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
shader_location: 0,
offset: offset_of!(Vertex, pos) as u64,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
shader_location: 1,
offset: offset_of!(Vertex, color) as u64,
format: wgpu::VertexFormat::Float32x3,
},
], ],
}], )
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::LineList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: look_buf.as_entire_binding(),
}],
});
Self {
tripod_buf,
look_buf,
bindings,
pipeline,
}
}
pub fn set_look(&self, queue: &wgpu::Queue, look: LookParams) {
queue.write_buffer(&self.look_buf, 0, bytes_of(&look));
}
pub fn render(&self, pass: &mut wgpu::RenderPass) {
pass.set_pipeline(&self.pipeline);
pass.set_vertex_buffer(0, self.tripod_buf.slice(..));
pass.set_bind_group(0, &self.bindings, &[]);
pass.draw(0..6, 0..1);
}
} }
impl MainWindow { impl MainWindow {
@ -158,7 +48,8 @@ impl MainWindow {
let handle = Arc::new(handle); let handle = Arc::new(handle);
let (device, queue, surface) = pollster::block_on(init_gpu(Arc::clone(&handle))).unwrap(); let (device, queue, surface) = pollster::block_on(init_gpu(Arc::clone(&handle))).unwrap();
let tripod = Pipeline::new(&device, OUTPUT_FORMAT); let pipeline = Pipeline::new(&device, OUTPUT_FORMAT);
let tripod = new_tripod(&device);
queue.submit([]); // flush buffer updates queue.submit([]); // flush buffer updates
Self { Self {
@ -167,12 +58,13 @@ impl MainWindow {
queue, queue,
surface, surface,
surface_configured: false, surface_configured: false,
pipeline,
tripod, tripod,
} }
} }
fn render(&self, output: &wgpu::Texture) { fn render(&self, output: &wgpu::Texture) {
self.tripod self.pipeline
.set_look(&self.queue, LookParams { m: Mat4::IDENTITY }); .set_look(&self.queue, LookParams { m: Mat4::IDENTITY });
self.queue.submit([]); // flush buffer updates self.queue.submit([]); // flush buffer updates
@ -198,7 +90,7 @@ impl MainWindow {
depth_stencil_attachment: None, depth_stencil_attachment: None,
..Default::default() ..Default::default()
}); });
self.tripod.render(&mut pass); self.pipeline.render(&mut pass, [&self.tripod]);
drop(pass); drop(pass);
self.queue.submit(std::iter::once(encoder.finish())); self.queue.submit(std::iter::once(encoder.finish()));
} }

143
src/render/lines.rs Normal file
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@ -0,0 +1,143 @@
use std::mem::offset_of;
use bytemuck::{Pod, Zeroable, bytes_of, cast_slice};
use glam::{Mat4, Vec3};
use wgpu::util::DeviceExt as _;
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct LookParams {
pub m: Mat4,
}
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Vertex {
pub pos: Vec3,
pub color: Vec3,
}
impl Vertex {
pub fn new(pos: Vec3, color: Vec3) -> Self {
Self { pos, color }
}
}
pub struct Mesh {
vertex_buffer: wgpu::Buffer,
vertex_count: u32,
}
impl Mesh {
pub fn new(device: &wgpu::Device, vertices: &[Vertex]) -> Self {
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
usage: wgpu::BufferUsages::VERTEX,
contents: cast_slice(&vertices),
});
Self {
vertex_buffer,
vertex_count: vertices.len().try_into().expect("too many vertices"),
}
}
}
pub struct Pipeline {
look_buf: wgpu::Buffer,
bindings: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
impl Pipeline {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let look_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: size_of::<LookParams>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let shader = std::fs::read_to_string("shaders/line.wgsl").unwrap();
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(shader.into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
shader_location: 0,
offset: offset_of!(Vertex, pos) as u64,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
shader_location: 1,
offset: offset_of!(Vertex, color) as u64,
format: wgpu::VertexFormat::Float32x3,
},
],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::LineList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: look_buf.as_entire_binding(),
}],
});
Self {
look_buf,
bindings,
pipeline,
}
}
pub fn set_look(&self, queue: &wgpu::Queue, look: LookParams) {
queue.write_buffer(&self.look_buf, 0, bytes_of(&look));
}
pub fn render<'a>(
&self,
pass: &mut wgpu::RenderPass,
meshes: impl IntoIterator<Item = &'a Mesh>,
) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bindings, &[]);
for mesh in meshes {
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw(0..mesh.vertex_count, 0..1);
}
}
}

1
src/render/mod.rs Normal file
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@ -0,0 +1 @@
pub mod lines;