Extract line rendering

This commit is contained in:
numzero 2024-09-25 23:53:29 +03:00
parent 2e2c93792b
commit aa94681ab9
2 changed files with 196 additions and 135 deletions

170
src/bin/wireframe/lines.rs Normal file
View File

@ -0,0 +1,170 @@
use std::mem;
use bytemuck::{bytes_of, cast_slice, Pod, Zeroable};
use glam::Vec3;
use refraction::types::Ray;
use wgpu::util::DeviceExt as _;
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct Vertex {
pub position: [f32; 3],
pub tangent: [f32; 3],
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct PushConsts {
pub color: [f32; 3],
pub _pad: f32,
}
#[derive(Copy, Clone)]
pub struct Attrs {
pub color: Vec3,
}
impl Attrs {
fn consts(&self) -> PushConsts {
PushConsts {
color: self.color.to_array(),
_pad: 0.,
}
}
}
pub struct Line {
consts: PushConsts,
npoints: u32,
buf: wgpu::Buffer,
}
impl Line {
pub fn new_strip(device: &wgpu::Device, attrs: Attrs, points: Vec<Ray>) -> Line {
let data: Vec<Vertex> = points
.into_iter()
.map(|r| Vertex {
position: r.pos.to_array(),
tangent: r.dir.to_array(),
})
.collect();
let buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: cast_slice(&data),
usage: wgpu::BufferUsages::VERTEX,
});
Line {
consts: attrs.consts(),
npoints: data.len() as u32,
buf,
}
}
}
pub struct LineRenderer {
pipeline: wgpu::RenderPipeline,
}
static SHADER: &'static str = include_str!("ray.wgsl");
impl LineRenderer {
pub fn new(
device: &wgpu::Device,
cam_layout: &wgpu::BindGroupLayout,
target_format: wgpu::TextureFormat,
depth_stencil: Option<wgpu::DepthStencilState>,
multisample: wgpu::MultisampleState,
) -> LineRenderer {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Line Shader"),
source: wgpu::ShaderSource::Wgsl(SHADER.into()),
});
let consts_range = wgpu::PushConstantRange {
stages: wgpu::ShaderStages::VERTEX,
range: 0..mem::size_of::<PushConsts>() as u32,
};
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Line RenderPipelineLayout"),
bind_group_layouts: &[cam_layout],
push_constant_ranges: &[consts_range],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Line RenderPipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: mem::offset_of!(Vertex, position) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::offset_of!(Vertex, tangent) as u64,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: (mem::size_of::<Vertex>() + mem::offset_of!(Vertex, position))
as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: (mem::size_of::<Vertex>() + mem::offset_of!(Vertex, tangent))
as u64,
shader_location: 3,
format: wgpu::VertexFormat::Float32x3,
},
],
}],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: target_format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::OVER,
alpha: wgpu::BlendComponent::OVER,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil,
multisample,
multiview: None,
cache: None,
});
LineRenderer { pipeline }
}
pub fn render<'a>(
&self,
pass: &mut wgpu::RenderPass,
cam_bind: &wgpu::BindGroup,
lines: impl Iterator<Item = &'a Line>,
) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, cam_bind, &[]);
for line in lines {
pass.set_push_constants(wgpu::ShaderStages::VERTEX, 0, bytes_of(&line.consts));
pass.set_vertex_buffer(0, line.buf.slice(..));
pass.draw(0..4, 0..line.npoints - 1);
}
}
}

View File

@ -1,7 +1,6 @@
use std::{iter, mem, time::Instant};
use std::{iter, time::Instant};
use glam::{vec2, vec3, Vec3};
use wgpu::{util::DeviceExt, ShaderStages};
use winit::{
event::*,
event_loop::EventLoop,
@ -10,6 +9,7 @@ use winit::{
};
mod camera;
mod lines;
mod scene;
// The coordinate system:
@ -17,40 +17,10 @@ mod scene;
// * Y: left
// * Z: up
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
tangent: [f32; 3],
}
struct Wireframe {
color: Vec3,
data: wgpu::Buffer,
size: u32,
}
fn prepare_scene(device: &wgpu::Device) -> Vec<Wireframe> {
fn prepare_scene(device: &wgpu::Device) -> Vec<lines::Line> {
scene::build()
.into_iter()
.map(|line| {
let color = line.color;
let data: Vec<Vertex> = line
.pts
.into_iter()
.map(|r| Vertex {
position: r.pos.to_array(),
tangent: r.dir.to_array(),
})
.collect();
let size = data.len() as u32;
let data = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&data),
usage: wgpu::BufferUsages::VERTEX,
});
Wireframe { color, data, size }
})
.map(|line| lines::Line::new_strip(device, lines::Attrs { color: line.color }, line.pts))
.collect()
}
@ -141,28 +111,21 @@ static KEYS_ROTATE: &'static [(PhysicalKey, Vec3)] = &[
(PhysicalKey::Code(KeyCode::Numpad6), vec3(0., 0., -1.)),
];
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct LineUniform {
color: [f32; 3],
_pad: f32,
}
struct State<'a> {
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
kbd: keyctl::Keyboard,
t1: Instant,
cam_loc: camctl::CameraLocation,
cam_obj: camera::Camera,
line_rend: lines::LineRenderer,
scene: Vec<Wireframe>,
scene: Vec<lines::Line>,
window: &'a Window,
}
@ -190,7 +153,7 @@ impl<'a> State<'a> {
label: None,
required_features: wgpu::Features::PUSH_CONSTANTS,
required_limits: wgpu::Limits {
max_push_constant_size: mem::size_of::<LineUniform>() as u32,
max_push_constant_size: 16,
..wgpu::Limits::default()
},
memory_hints: Default::default(),
@ -222,87 +185,21 @@ impl<'a> State<'a> {
let cam_loc = camctl::CameraLocation::new();
let t1 = Instant::now();
let cam_obj = camera::Camera::new(&device);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("ray.wgsl").into()),
});
let line_push_constant_range = wgpu::PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..mem::size_of::<LineUniform>() as u32,
let depth = None;
let msaa = wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
};
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[cam_obj.bind_group_layout()],
push_constant_ranges: &[line_push_constant_range],
});
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: "vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: mem::offset_of!(Vertex, position) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::offset_of!(Vertex, tangent) as u64,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: (mem::size_of::<Vertex>() + mem::offset_of!(Vertex, position))
as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: (mem::size_of::<Vertex>() + mem::offset_of!(Vertex, tangent))
as u64,
shader_location: 3,
format: wgpu::VertexFormat::Float32x3,
},
],
}],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::OVER,
alpha: wgpu::BlendComponent::OVER,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let cam_obj = camera::Camera::new(&device);
let line_rend = lines::LineRenderer::new(
&device,
cam_obj.bind_group_layout(),
config.format,
depth,
msaa,
);
let scene = prepare_scene(&device);
@ -312,7 +209,7 @@ impl<'a> State<'a> {
queue,
config,
size,
render_pipeline,
line_rend,
kbd,
cam_loc,
cam_obj,
@ -384,17 +281,11 @@ impl<'a> State<'a> {
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, self.cam_obj.bind_group(), &[]);
for wireframe in &self.scene {
let line = LineUniform {
color: wireframe.color.to_array(),
_pad: 0.,
};
render_pass.set_push_constants(ShaderStages::VERTEX, 0, bytemuck::bytes_of(&line));
render_pass.set_vertex_buffer(0, wireframe.data.slice(..));
render_pass.draw(0..4, 0..wireframe.size - 1);
}
self.line_rend.render(
&mut render_pass,
self.cam_obj.bind_group(),
self.scene.iter(),
);
}
self.queue.submit(iter::once(encoder.finish()));