144 lines
3.6 KiB
Rust
144 lines
3.6 KiB
Rust
use std::mem::offset_of;
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use bytemuck::{Pod, Zeroable, bytes_of, cast_slice};
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use glam::{Mat4, Vec3};
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use wgpu::util::DeviceExt as _;
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct LookParams {
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pub m: Mat4,
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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 pos: Vec3,
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pub color: Vec3,
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}
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impl Vertex {
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pub fn new(pos: Vec3, color: Vec3) -> Self {
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Self { pos, color }
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}
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}
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pub struct Mesh {
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vertex_buffer: wgpu::Buffer,
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vertex_count: u32,
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}
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impl Mesh {
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pub fn new(device: &wgpu::Device, vertices: &[Vertex]) -> Self {
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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usage: wgpu::BufferUsages::VERTEX,
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contents: cast_slice(vertices),
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});
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Self {
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vertex_buffer,
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vertex_count: vertices.len().try_into().expect("too many vertices"),
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}
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}
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}
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pub struct Pipeline {
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look_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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impl Pipeline {
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pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
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let look_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: size_of::<LookParams>() 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 = std::fs::read_to_string("shaders/line.wgsl").unwrap();
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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, pos) as u64,
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format: wgpu::VertexFormat::Float32x3,
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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, color) 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::LineList,
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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,
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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: look_buf.as_entire_binding(),
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}],
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});
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Self {
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look_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_look(&self, queue: &wgpu::Queue, look: LookParams) {
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queue.write_buffer(&self.look_buf, 0, bytes_of(&look));
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}
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pub fn render<'a>(
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&self,
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pass: &mut wgpu::RenderPass,
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meshes: impl IntoIterator<Item = &'a Mesh>,
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) {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bindings, &[]);
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for mesh in meshes {
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.draw(0..mesh.vertex_count, 0..1);
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}
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}
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}
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