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eb1bbee3eb
...
d3d4048a5c
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@ -1,123 +0,0 @@
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use std::mem;
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use glam::{mat4, vec3, vec4, Mat4, Vec2, Vec3};
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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mvp: [[f32; 4]; 4],
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scale: [f32; 2],
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pad: [u32; 2],
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}
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pub struct Camera {
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buf: wgpu::Buffer,
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bind: wgpu::BindGroup,
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layout: wgpu::BindGroupLayout,
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}
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impl Camera {
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pub fn new(device: &wgpu::Device) -> Camera {
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let buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Camera Buffer"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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size: mem::size_of::<CameraUniform>() as u64,
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mapped_at_creation: false,
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});
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let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("Camera BindGroupLayout"),
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});
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let bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buf.as_entire_binding(),
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}],
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label: Some("Camera BindGroup"),
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});
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Camera { buf, bind, layout }
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}
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pub fn bind_group_layout(&self) -> &wgpu::BindGroupLayout {
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&self.layout
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}
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pub fn bind_group(&self) -> &wgpu::BindGroup {
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&self.bind
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}
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fn uniform(view_mtx: Mat4, view_size: Vec2) -> CameraUniform {
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const M: Mat4 = mat4(
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vec4(0., 0., 1., 0.),
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vec4(-1., 0., 0., 0.),
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vec4(0., 1., 0., 0.),
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vec4(0., 0., 0., 1.),
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);
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let size = view_size.normalize() * std::f32::consts::SQRT_2;
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.)) * M;
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let mvp = proj * view_mtx;
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CameraUniform {
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mvp: mvp.to_cols_array_2d(),
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scale: (1. / size).to_array(),
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pad: [0; 2],
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}
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}
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pub fn set(&self, queue: &wgpu::Queue, view_mtx: Mat4, view_size: Vec2) {
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let uniform = Self::uniform(view_mtx, view_size);
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queue.write_buffer(&self.buf, 0, bytemuck::bytes_of(&uniform));
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}
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}
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/// Make a projection matrix, assuming input coordinates are (right, up, forward).
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///
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/// `corner` is a vector that will be mapped to (x=1, y=1) after the perspective division.
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/// `zrange` is the Z range that will be mapped to z∈[-1, 1]. It has no other effect. Both ends have to be positive though.
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fn make_proj_matrix(corner: Vec3, zrange: (f32, f32)) -> Mat4 {
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let scale = 1.0 / corner;
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let zspan = zrange.1 - zrange.0;
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mat4(
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scale.x * vec4(1., 0., 0., 0.),
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scale.y * vec4(0., 1., 0., 0.),
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scale.z * vec4(0., 0., (zrange.0 + zrange.1) / zspan, 1.),
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scale.z * vec4(0., 0., -2. * zrange.0 * zrange.1 / zspan, 0.),
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)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use approx::assert_abs_diff_eq;
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use glam::vec3;
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#[test]
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fn test_proj_matrix() {
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let m = make_proj_matrix(vec3(2., 3., 4.), (0.5, 20.0));
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let v = m * vec4(2., 3., 4., 1.);
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assert_abs_diff_eq!(v.x / v.w, 1.0);
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assert_abs_diff_eq!(v.y / v.w, 1.0);
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assert!(-v.w < v.z && v.z < v.w, "z out of range in {v}");
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let v = m * vec4(2., 3., 0.5, 1.);
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assert_abs_diff_eq!(v.x / v.w, 8.0);
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assert_abs_diff_eq!(v.y / v.w, 8.0);
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assert_abs_diff_eq!(v.z / v.w, -1.0);
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let v = m * vec4(2., 3., 20.0, 1.);
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assert_abs_diff_eq!(v.x / v.w, 0.2);
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assert_abs_diff_eq!(v.y / v.w, 0.2);
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assert_abs_diff_eq!(v.z / v.w, 1.0);
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}
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}
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@ -1,170 +0,0 @@
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use std::mem;
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use bytemuck::{bytes_of, cast_slice, Pod, Zeroable};
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use glam::Vec3;
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use refraction::types::Ray;
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use wgpu::util::DeviceExt as _;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Pod, Zeroable)]
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struct Vertex {
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pub position: [f32; 3],
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pub tangent: [f32; 3],
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct PushConsts {
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pub color: [f32; 3],
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pub _pad: f32,
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}
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#[derive(Copy, Clone)]
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pub struct Attrs {
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pub color: Vec3,
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}
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impl Attrs {
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fn consts(&self) -> PushConsts {
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PushConsts {
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color: self.color.to_array(),
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_pad: 0.,
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}
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}
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}
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pub struct Line {
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consts: PushConsts,
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npoints: u32,
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buf: wgpu::Buffer,
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}
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impl Line {
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pub fn new_strip(device: &wgpu::Device, attrs: Attrs, points: Vec<Ray>) -> Line {
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let data: Vec<Vertex> = points
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.into_iter()
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.map(|r| Vertex {
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position: r.pos.to_array(),
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tangent: r.dir.to_array(),
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})
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.collect();
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let buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: cast_slice(&data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Line {
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consts: attrs.consts(),
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npoints: data.len() as u32,
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buf,
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}
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}
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}
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pub struct LineRenderer {
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pipeline: wgpu::RenderPipeline,
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}
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static SHADER: &'static str = include_str!("ray.wgsl");
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impl LineRenderer {
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pub fn new(
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device: &wgpu::Device,
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cam_layout: &wgpu::BindGroupLayout,
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target_format: wgpu::TextureFormat,
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depth_stencil: Option<wgpu::DepthStencilState>,
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multisample: wgpu::MultisampleState,
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) -> LineRenderer {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Line Shader"),
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source: wgpu::ShaderSource::Wgsl(SHADER.into()),
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});
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let consts_range = wgpu::PushConstantRange {
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stages: wgpu::ShaderStages::VERTEX,
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range: 0..mem::size_of::<PushConsts>() as u32,
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};
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Line RenderPipelineLayout"),
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bind_group_layouts: &[cam_layout],
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push_constant_ranges: &[consts_range],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Line RenderPipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: mem::offset_of!(Vertex, position) as u64,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::offset_of!(Vertex, tangent) as u64,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: (mem::size_of::<Vertex>() + mem::offset_of!(Vertex, position))
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as u64,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: (mem::size_of::<Vertex>() + mem::offset_of!(Vertex, tangent))
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as u64,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: target_format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::OVER,
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alpha: wgpu::BlendComponent::OVER,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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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,
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multisample,
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multiview: None,
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cache: None,
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});
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LineRenderer { pipeline }
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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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cam_bind: &wgpu::BindGroup,
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lines: impl Iterator<Item = &'a Line>,
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) {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, cam_bind, &[]);
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for line in lines {
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pass.set_push_constants(wgpu::ShaderStages::VERTEX, 0, bytes_of(&line.consts));
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pass.set_vertex_buffer(0, line.buf.slice(..));
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pass.draw(0..4, 0..line.npoints - 1);
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}
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}
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}
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@ -1,6 +1,7 @@
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use std::time::Instant;
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use std::{iter, mem, time::Instant};
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use glam::{uvec2, vec3, Vec3};
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use glam::{mat4, vec2, vec3, vec4, Mat4, Vec3};
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use wgpu::{util::DeviceExt, ShaderStages};
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use winit::{
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event::*,
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event_loop::EventLoop,
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@ -8,20 +9,47 @@ use winit::{
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window::{Window, WindowBuilder},
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};
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mod camera;
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mod lines;
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mod scene;
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mod viewport;
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// The coordinate system:
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// * X: forward
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// * Y: left
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// * Z: up
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|
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fn prepare_scene(device: &wgpu::Device) -> Vec<lines::Line> {
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#[repr(C)]
|
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
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struct Vertex {
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position: [f32; 3],
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tangent: [f32; 3],
|
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}
|
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|
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struct Wireframe {
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color: Vec3,
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data: wgpu::Buffer,
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size: u32,
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}
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fn prepare_scene(device: &wgpu::Device) -> Vec<Wireframe> {
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scene::build()
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.into_iter()
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.map(|line| lines::Line::new_strip(device, lines::Attrs { color: line.color }, line.pts))
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.map(|line| {
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let color = line.color;
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let data: Vec<Vertex> = line
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.pts
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.into_iter()
|
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.map(|r| Vertex {
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position: r.pos.to_array(),
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tangent: r.dir.to_array(),
|
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})
|
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.collect();
|
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let size = data.len() as u32;
|
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let data = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
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label: Some("Vertex Buffer"),
|
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contents: bytemuck::cast_slice(&data),
|
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usage: wgpu::BufferUsages::VERTEX,
|
||||
});
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Wireframe { color, data, size }
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})
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.collect()
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}
|
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|
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|
|
@ -112,20 +140,37 @@ static KEYS_ROTATE: &'static [(PhysicalKey, Vec3)] = &[
|
|||
(PhysicalKey::Code(KeyCode::Numpad6), vec3(0., 0., -1.)),
|
||||
];
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CameraUniform {
|
||||
mvp: [[f32; 4]; 4],
|
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scale: [f32; 2],
|
||||
pad: [u32; 2],
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct LineUniform {
|
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color: [f32; 3],
|
||||
_pad: f32,
|
||||
}
|
||||
|
||||
struct State<'a> {
|
||||
surface: wgpu::Surface<'a>,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
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config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
|
||||
fps: fps::Counter,
|
||||
kbd: keyctl::Keyboard,
|
||||
cam: camctl::CameraLocation,
|
||||
t1: Instant,
|
||||
|
||||
viewport: viewport::Viewport<'a>,
|
||||
cam_loc: camctl::CameraLocation,
|
||||
cam_obj: camera::Camera,
|
||||
line_rend: lines::LineRenderer,
|
||||
camera_buffer: wgpu::Buffer,
|
||||
camera_bind_group: wgpu::BindGroup,
|
||||
|
||||
scene: Vec<lines::Line>,
|
||||
scene: Vec<Wireframe>,
|
||||
|
||||
window: &'a Window,
|
||||
}
|
||||
|
|
@ -151,10 +196,9 @@ impl<'a> State<'a> {
|
|||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
required_features: wgpu::Features::PUSH_CONSTANTS
|
||||
| wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
|
||||
required_features: wgpu::Features::PUSH_CONSTANTS,
|
||||
required_limits: wgpu::Limits {
|
||||
max_push_constant_size: 16,
|
||||
max_push_constant_size: mem::size_of::<LineUniform>() as u32,
|
||||
..wgpu::Limits::default()
|
||||
},
|
||||
memory_hints: Default::default(),
|
||||
|
|
@ -164,44 +208,152 @@ impl<'a> State<'a> {
|
|||
.await
|
||||
.unwrap();
|
||||
|
||||
let viewport =
|
||||
viewport::Viewport::new(&adapter, &device, surface, uvec2(size.width, size.height));
|
||||
|
||||
let kbd = keyctl::Keyboard::new();
|
||||
let cam_loc = camctl::CameraLocation::new();
|
||||
let t1 = Instant::now();
|
||||
|
||||
let depth = None;
|
||||
let msaa = wgpu::MultisampleState {
|
||||
count: viewport.sample_count(),
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
let surface_caps = surface.get_capabilities(&adapter);
|
||||
let surface_format = surface_caps
|
||||
.formats
|
||||
.iter()
|
||||
.copied()
|
||||
.find(|f| !f.is_srgb())
|
||||
.unwrap_or(surface_caps.formats[0]);
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface_format,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: surface_caps.present_modes[0],
|
||||
alpha_mode: surface_caps.alpha_modes[0],
|
||||
view_formats: vec![],
|
||||
desired_maximum_frame_latency: 2,
|
||||
};
|
||||
|
||||
let cam_obj = camera::Camera::new(&device);
|
||||
let line_rend = lines::LineRenderer::new(
|
||||
&device,
|
||||
cam_obj.bind_group_layout(),
|
||||
viewport.format(),
|
||||
depth,
|
||||
msaa,
|
||||
);
|
||||
let kbd = keyctl::Keyboard::new();
|
||||
let cam = camctl::CameraLocation::new();
|
||||
let t1 = Instant::now();
|
||||
|
||||
let camera_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("Camera Buffer"),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
size: mem::size_of::<CameraUniform>() as u64,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
let camera_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("camera_bind_group_layout"),
|
||||
});
|
||||
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &camera_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("camera_bind_group"),
|
||||
});
|
||||
|
||||
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 render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[&camera_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 scene = prepare_scene(&device);
|
||||
|
||||
let fps = fps::Counter::new();
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
viewport,
|
||||
line_rend,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
kbd,
|
||||
fps,
|
||||
cam_loc,
|
||||
cam_obj,
|
||||
cam,
|
||||
t1,
|
||||
scene,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
window,
|
||||
}
|
||||
}
|
||||
|
|
@ -212,8 +364,10 @@ impl<'a> State<'a> {
|
|||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.viewport
|
||||
.resize(&self.device, uvec2(new_size.width, new_size.height));
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -224,27 +378,81 @@ impl<'a> State<'a> {
|
|||
self.t1 = t2;
|
||||
dt.as_secs_f32()
|
||||
};
|
||||
let size = self.viewport.size().as_vec2();
|
||||
|
||||
self.cam_loc
|
||||
.move_rel(100. * dt * self.kbd.control(&KEYS_MOVE));
|
||||
self.cam_loc
|
||||
self.cam.move_rel(100. * dt * self.kbd.control(&KEYS_MOVE));
|
||||
self.cam
|
||||
.rotate_rel_ypr(2. * dt * self.kbd.control(&KEYS_ROTATE));
|
||||
self.cam_obj.set(&self.queue, self.cam_loc.view_mtx(), size);
|
||||
|
||||
let size = vec2(self.config.width as f32, self.config.height as f32);
|
||||
let size = size.normalize() * std::f32::consts::SQRT_2;
|
||||
let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.));
|
||||
|
||||
let my_to_gl = mat4(
|
||||
vec4(0., 0., 1., 0.),
|
||||
vec4(-1., 0., 0., 0.),
|
||||
vec4(0., 1., 0., 0.),
|
||||
vec4(0., 0., 0., 1.),
|
||||
);
|
||||
let view = my_to_gl * self.cam.view_mtx();
|
||||
let mvp = proj * view;
|
||||
let camera_uniform = CameraUniform {
|
||||
mvp: mvp.to_cols_array_2d(),
|
||||
scale: (1. / size).to_array(),
|
||||
pad: [0; 2],
|
||||
};
|
||||
self.queue
|
||||
.write_buffer(&self.camera_buffer, 0, bytemuck::bytes_of(&camera_uniform));
|
||||
}
|
||||
|
||||
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
self.fps.on_frame();
|
||||
self.window
|
||||
.set_title(&format!("Space Refraction ({:.1} FPS)", self.fps.get()));
|
||||
self.viewport
|
||||
.render_single_pass(&self.device, &self.queue, |mut render_pass| {
|
||||
self.line_rend.render(
|
||||
&mut render_pass,
|
||||
self.cam_obj.bind_group(),
|
||||
self.scene.iter(),
|
||||
);
|
||||
})
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.,
|
||||
g: 0.,
|
||||
b: 0.,
|
||||
a: 1.,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.camera_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.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -292,7 +500,7 @@ pub async fn run() {
|
|||
Ok(_) => {}
|
||||
// Reconfigure the surface if it's lost or outdated
|
||||
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
|
||||
state.viewport.configure(&state.device);
|
||||
state.resize(state.size)
|
||||
}
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => {
|
||||
|
|
@ -319,39 +527,44 @@ fn main() {
|
|||
pollster::block_on(run());
|
||||
}
|
||||
|
||||
mod fps {
|
||||
use std::time::{Duration, Instant};
|
||||
/// Make a projection matrix, assuming input coordinates are (right, up, forward).
|
||||
///
|
||||
/// `corner` is a vector that will be mapped to (x=1, y=1) after the perspective division.
|
||||
/// `zrange` is the Z range that will be mapped to z∈[-1, 1]. It has no other effect. Both ends have to be positive though.
|
||||
fn make_proj_matrix(corner: Vec3, zrange: (f32, f32)) -> Mat4 {
|
||||
let scale = 1.0 / corner;
|
||||
let zspan = zrange.1 - zrange.0;
|
||||
mat4(
|
||||
scale.x * vec4(1., 0., 0., 0.),
|
||||
scale.y * vec4(0., 1., 0., 0.),
|
||||
scale.z * vec4(0., 0., (zrange.0 + zrange.1) / zspan, 1.),
|
||||
scale.z * vec4(0., 0., -2. * zrange.0 * zrange.1 / zspan, 0.),
|
||||
)
|
||||
}
|
||||
|
||||
pub struct Counter {
|
||||
fps: f32,
|
||||
t1: Instant,
|
||||
frames: u32,
|
||||
}
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use approx::assert_abs_diff_eq;
|
||||
use glam::vec3;
|
||||
|
||||
impl Counter {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
fps: 0.,
|
||||
t1: Instant::now(),
|
||||
frames: 0,
|
||||
}
|
||||
}
|
||||
#[test]
|
||||
fn test_proj_matrix() {
|
||||
let m = make_proj_matrix(vec3(2., 3., 4.), (0.5, 20.0));
|
||||
|
||||
pub fn get(&self) -> f32 {
|
||||
self.fps
|
||||
}
|
||||
let v = m * vec4(2., 3., 4., 1.);
|
||||
assert_abs_diff_eq!(v.x / v.w, 1.0);
|
||||
assert_abs_diff_eq!(v.y / v.w, 1.0);
|
||||
assert!(-v.w < v.z && v.z < v.w, "z out of range in {v}");
|
||||
|
||||
pub fn on_frame(&mut self) {
|
||||
self.frames += 1;
|
||||
let t2 = Instant::now();
|
||||
let dt = t2 - self.t1;
|
||||
if dt >= Duration::from_secs(1) {
|
||||
*self = Self {
|
||||
fps: self.frames as f32 / dt.as_secs_f32(),
|
||||
t1: t2,
|
||||
frames: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
let v = m * vec4(2., 3., 0.5, 1.);
|
||||
assert_abs_diff_eq!(v.x / v.w, 8.0);
|
||||
assert_abs_diff_eq!(v.y / v.w, 8.0);
|
||||
assert_abs_diff_eq!(v.z / v.w, -1.0);
|
||||
|
||||
let v = m * vec4(2., 3., 20.0, 1.);
|
||||
assert_abs_diff_eq!(v.x / v.w, 0.2);
|
||||
assert_abs_diff_eq!(v.y / v.w, 0.2);
|
||||
assert_abs_diff_eq!(v.z / v.w, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,136 +0,0 @@
|
|||
use glam::{uvec2, UVec2};
|
||||
|
||||
pub struct Viewport<'a> {
|
||||
surface: wgpu::Surface<'a>,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
sample_count: u32,
|
||||
multisample: Multisample,
|
||||
}
|
||||
|
||||
impl<'a> Viewport<'a> {
|
||||
pub fn new(
|
||||
adapter: &wgpu::Adapter,
|
||||
device: &wgpu::Device,
|
||||
surface: wgpu::Surface<'a>,
|
||||
size: UVec2,
|
||||
) -> Self {
|
||||
let caps = surface.get_capabilities(adapter);
|
||||
let format = wgpu::TextureFormat::Bgra8Unorm;
|
||||
let sample_count = adapter
|
||||
.get_texture_format_features(format)
|
||||
.flags
|
||||
.supported_sample_counts()
|
||||
.into_iter()
|
||||
.max()
|
||||
.unwrap();
|
||||
eprintln!("Using x{sample_count} mutlisampling");
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format,
|
||||
width: size.x,
|
||||
height: size.y,
|
||||
present_mode: caps.present_modes[0],
|
||||
alpha_mode: caps.alpha_modes[0],
|
||||
view_formats: vec![],
|
||||
desired_maximum_frame_latency: 2,
|
||||
};
|
||||
let multisample = Multisample::new(device, format, size, sample_count);
|
||||
Self {
|
||||
surface,
|
||||
config,
|
||||
sample_count,
|
||||
multisample,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn configure(&mut self, device: &wgpu::Device) {
|
||||
self.surface.configure(&device, &self.config);
|
||||
self.multisample = Multisample::new(device, self.format(), self.size(), self.sample_count);
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, device: &wgpu::Device, size: UVec2) {
|
||||
self.config.width = size.x;
|
||||
self.config.height = size.y;
|
||||
self.configure(&device);
|
||||
}
|
||||
|
||||
pub fn size(&self) -> UVec2 {
|
||||
uvec2(self.config.width, self.config.height)
|
||||
}
|
||||
|
||||
pub fn format(&self) -> wgpu::TextureFormat {
|
||||
self.config.format
|
||||
}
|
||||
|
||||
pub fn sample_count(&self) -> u32 {
|
||||
self.sample_count
|
||||
}
|
||||
|
||||
pub fn render_single_pass(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
f: impl FnOnce(wgpu::RenderPass),
|
||||
) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render CommandEncoder"),
|
||||
});
|
||||
let render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("RenderPass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &self.multisample.view,
|
||||
resolve_target: Some(&view),
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.,
|
||||
g: 0.,
|
||||
b: 0.,
|
||||
a: 1.,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
f(render_pass);
|
||||
queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
struct Multisample {
|
||||
view: wgpu::TextureView,
|
||||
}
|
||||
|
||||
impl Multisample {
|
||||
fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
size: UVec2,
|
||||
sample_count: u32,
|
||||
) -> Multisample {
|
||||
let tex = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Multisample texture"),
|
||||
size: wgpu::Extent3d {
|
||||
width: size.x,
|
||||
height: size.y,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: &[],
|
||||
});
|
||||
let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
Multisample { view }
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user