add basic objects

This commit is contained in:
numzero 2025-11-11 22:25:32 +03:00
parent c99f127da3
commit dce15c731e
2 changed files with 170 additions and 3 deletions

27
shaders/line.wgsl Normal file
View File

@ -0,0 +1,27 @@
struct LookParams {
m: mat4x4f,
}
struct Vertex {
@location(0) pos: vec3f,
@location(1) color: vec3f,
}
struct Varying {
@builtin(position) screen: vec4f,
@location(0) color: vec4f,
}
@group(0) @binding(0) var<uniform> look: LookParams;
@vertex
fn on_vertex(in: Vertex) -> Varying {
let pos = look.m * vec4f(in.pos, 1.0);
let color = vec4f(in.color, 1.0);
return Varying(pos, color);
}
@fragment
fn on_fragment(in: Varying) -> @location(0) vec4f {
return in.color;
}

View File

@ -1,5 +1,8 @@
use std::{error::Error, sync::Arc};
use std::{error::Error, mem::offset_of, sync::Arc};
use bytemuck::{Pod, Zeroable, bytes_of};
use glam::{Mat4, Vec3, vec3};
use wgpu::util::DeviceExt as _;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
@ -16,6 +19,135 @@ struct MainWindow {
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
surface_configured: bool,
tripod: Pipeline,
}
#[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 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(1., 0., 0.), vec3(1., 0., 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., 0., 0.), 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 {
@ -26,7 +158,8 @@ impl MainWindow {
let handle = Arc::new(handle);
let (device, queue, surface) = pollster::block_on(init_gpu(Arc::clone(&handle))).unwrap();
queue.submit([]);
let tripod = Pipeline::new(&device, OUTPUT_FORMAT);
queue.submit([]); // flush buffer updates
Self {
handle,
@ -34,15 +167,20 @@ impl MainWindow {
queue,
surface,
surface_configured: false,
tripod,
}
}
fn render(&self, output: &wgpu::Texture) {
self.tripod
.set_look(&self.queue, LookParams { m: Mat4::IDENTITY });
self.queue.submit([]); // flush buffer updates
let view = output.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
depth_slice: None,
@ -60,6 +198,8 @@ impl MainWindow {
depth_stencil_attachment: None,
..Default::default()
});
self.tripod.render(&mut pass);
drop(pass);
self.queue.submit(std::iter::once(encoder.finish()));
}