use wgpu example as base

This commit is contained in:
Carter Anderson 2019-11-30 17:42:27 -08:00
parent 515be6c872
commit cd60778d46
15 changed files with 1098 additions and 135 deletions

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@ -5,8 +5,12 @@ authors = ["Carter Anderson <mcanders1@gmail.com>"]
edition = "2018" edition = "2018"
[dependencies] [dependencies]
# legion = { git = "https://github.com/TomGillen/legion.git" } legion = { git = "https://github.com/TomGillen/legion.git" }
legion = { git = "https://github.com/jaynus/legion.git" }
nalgebra = "0.18" nalgebra = "0.18"
wgpu = "0.4.0" wgpu = { git = "https://github.com/gfx-rs/wgpu-rs.git", rev = "44fa1bc2fa208fa92f80944253e0da56cb7ac1fe"}
winit = "0.20.0-alpha4" winit = "0.20.0-alpha4"
glsl-to-spirv = "0.1"
cgmath = "0.17"
zerocopy = "0.2"
log = "0.4"
env_logger = "0.7"

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@ -1,18 +1,21 @@
use legion::prelude::*;
use bevy::{Application, Transform}; use bevy::{Application, Transform};
use legion::prelude::*;
struct SimpleApp; struct SimpleApp;
impl Application for SimpleApp {
fn update(&self) {}
}
fn main() { fn main() {
let app = SimpleApp {}; Application::run();
// Create a world to store our entities // Create a world to store our entities
let universe = Universe::new(); let universe = Universe::new();
let mut world = universe.create_world(); let mut world = universe.create_world();
world.insert((), vec![(Transform::new(),)]); world.insert((), vec![(Transform::new(),)]);
app.start();
// Create a query which finds all `Position` and `Velocity` components
let mut query = Read::<Transform>::query();
// // Iterate through all entities that match the query in the world
for mut trans in query.iter(&mut world) {
// println!("{} hi", trans.global);
}
} }

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@ -1,26 +1,712 @@
use winit::{ use winit::{
event, event,
event::WindowEvent,
event_loop::{ControlFlow, EventLoop}, event_loop::{ControlFlow, EventLoop},
}; };
pub trait Application { use zerocopy::{AsBytes, FromBytes};
fn start(&self) {
let event_loop = EventLoop::new();
let (_window, size, surface) = { use std::rc::Rc;
let window = winit::window::Window::new(&event_loop).unwrap(); use std::mem;
let size = window.inner_size().to_physical(window.hidpi_factor());
let surface = wgpu::Surface::create(&window); use crate::temp::*;
(window, size, surface) use crate::vertex::*;
#[cfg_attr(rustfmt, rustfmt_skip)]
#[allow(unused)]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, -1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
#[allow(dead_code)]
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
use std::mem::size_of;
use std::slice::from_raw_parts;
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
}
pub struct Application
{
entities: Vec<Entity>,
lights: Vec<Light>,
lights_are_dirty: bool,
shadow_pass: Pass,
forward_pass: Pass,
forward_depth: wgpu::TextureView,
light_uniform_buf: wgpu::Buffer,
}
impl Application {
const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
depth: 1,
};
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
fn init(
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> (Self, Option<wgpu::CommandBuffer>)
{
let vertex_size = mem::size_of::<Vertex>();
let (cube_vertex_data, cube_index_data) = create_cube();
let cube_vertex_buf = Rc::new(
device.create_buffer_with_data(cube_vertex_data.as_bytes(), wgpu::BufferUsage::VERTEX),
);
let cube_index_buf = Rc::new(
device.create_buffer_with_data(cube_index_data.as_bytes(), wgpu::BufferUsage::INDEX),
);
let (plane_vertex_data, plane_index_data) = create_plane(7);
let plane_vertex_buf =
device.create_buffer_with_data(plane_vertex_data.as_bytes(), wgpu::BufferUsage::VERTEX);
let plane_index_buf =
device.create_buffer_with_data(plane_index_data.as_bytes(), wgpu::BufferUsage::INDEX);
let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let local_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let mut entities = vec![{
use cgmath::SquareMatrix;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &plane_uniform_buf,
range: 0 .. entity_uniform_size,
},
}],
});
Entity {
mx_world: cgmath::Matrix4::identity(),
rotation_speed: 0.0,
color: wgpu::Color::WHITE,
vertex_buf: Rc::new(plane_vertex_buf),
index_buf: Rc::new(plane_index_buf),
index_count: plane_index_data.len(),
bind_group,
uniform_buf: plane_uniform_buf,
}
}];
struct CubeDesc {
offset: cgmath::Vector3<f32>,
angle: f32,
scale: f32,
rotation: f32,
}
let cube_descs = [
CubeDesc {
offset: cgmath::vec3(-2.0, -2.0, 2.0),
angle: 10.0,
scale: 0.7,
rotation: 0.1,
},
CubeDesc {
offset: cgmath::vec3(2.0, -2.0, 2.0),
angle: 50.0,
scale: 1.3,
rotation: 0.2,
},
CubeDesc {
offset: cgmath::vec3(-2.0, 2.0, 2.0),
angle: 140.0,
scale: 1.1,
rotation: 0.3,
},
CubeDesc {
offset: cgmath::vec3(2.0, 2.0, 2.0),
angle: 210.0,
scale: 0.9,
rotation: 0.4,
},
];
for cube in &cube_descs {
use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
let transform = Decomposed {
disp: cube.offset.clone(),
rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
scale: cube.scale,
};
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
entities.push(Entity {
mx_world: cgmath::Matrix4::from(transform),
rotation_speed: cube.rotation,
color: wgpu::Color::GREEN,
vertex_buf: Rc::clone(&cube_vertex_buf),
index_buf: Rc::clone(&cube_index_buf),
index_count: cube_index_data.len(),
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. entity_uniform_size,
},
}],
}),
uniform_buf,
});
}
// Create other resources
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::LessEqual,
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
array_layer_count: Self::MAX_LIGHTS as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
let mut shadow_target_views = (0 .. 2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
format: Self::SHADOW_FORMAT,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_layer_count: 1,
}))
})
.collect::<Vec<_>>();
let lights = vec![
Light {
pos: cgmath::Point3::new(7.0, -5.0, 10.0),
color: wgpu::Color {
r: 0.5,
g: 1.0,
b: 0.5,
a: 1.0,
},
fov: 60.0,
depth: 1.0 .. 20.0,
target_view: shadow_target_views[0].take().unwrap(),
},
Light {
pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: 45.0,
depth: 1.0 .. 20.0,
target_view: shadow_target_views[1].take().unwrap(),
},
];
let light_uniform_size =
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
});
let vb_desc = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Char4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Char4,
offset: 4 * 1,
shader_location: 1,
},
],
}; };
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions { let shadow_pass = {
power_preference: wgpu::PowerPreference::Default, // Create pipeline layout
backends: wgpu::BackendBit::PRIMARY, let bind_group_layout =
}) device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
.unwrap(); bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. uniform_size,
},
}],
});
// Create the render pipeline
let vs_bytes =
load_glsl(include_str!("render/bake/bake.vert"), ShaderStage::Vertex);
let fs_bytes =
load_glsl(include_str!("render/bake/bake.frag"), ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc.clone()],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let forward_pass = {
// Create pipeline layout
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2Array,
},
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let mx_total = generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let forward_uniforms = ForwardUniforms {
proj: *mx_total.as_ref(),
num_lights: [lights.len() as u32, 0, 0, 0],
};
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. uniform_size,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &light_uniform_buf,
range: 0 .. light_uniform_size,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(&shadow_view),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
},
],
});
// Create the render pipeline
let vs_bytes =
load_glsl(include_str!("render/forward/forward.vert"), ShaderStage::Vertex);
let fs_bytes =
load_glsl(include_str!("render/forward/forward.frag"), ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
let this = Application {
entities,
lights,
lights_are_dirty: true,
shadow_pass,
forward_pass,
forward_depth: depth_texture.create_default_view(),
light_uniform_buf,
};
(this, None)
}
fn resize(
&mut self,
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
) -> Option<wgpu::CommandBuffer>
{
let command_buf = {
let mx_total = generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
let mx_ref: &[f32; 16] = mx_total.as_ref();
let temp_buf =
device.create_buffer_with_data(mx_ref.as_bytes(), wgpu::BufferUsage::COPY_SRC);
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.uniform_buf, 0, 64);
encoder.finish()
};
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
self.forward_depth = depth_texture.create_default_view();
Some(command_buf)
}
fn update(&mut self, event: WindowEvent)
{
}
fn render(
&mut self,
frame: &wgpu::SwapChainOutput,
device: &wgpu::Device,
) -> wgpu::CommandBuffer
{
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
{
let size = mem::size_of::<EntityUniforms>();
let temp_buf_data = device
.create_buffer_mapped(self.entities.len() * size, wgpu::BufferUsage::COPY_SRC);
// FIXME: Align and use `LayoutVerified`
for (entity, slot) in self
.entities
.iter_mut()
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
if entity.rotation_speed != 0.0 {
let rotation =
cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
entity.mx_world = entity.mx_world * rotation;
}
slot.copy_from_slice(
EntityUniforms {
model: entity.mx_world.into(),
color: [
entity.color.r as f32,
entity.color.g as f32,
entity.color.b as f32,
entity.color.a as f32,
],
}
.as_bytes(),
);
}
let temp_buf = temp_buf_data.finish();
for (i, entity) in self.entities.iter().enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
(i * size) as wgpu::BufferAddress,
&entity.uniform_buf,
0,
size as wgpu::BufferAddress,
);
}
}
if self.lights_are_dirty {
self.lights_are_dirty = false;
let size = mem::size_of::<LightRaw>();
let total_size = size * self.lights.len();
let temp_buf_data =
device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
// FIXME: Align and use `LayoutVerified`
for (light, slot) in self
.lights
.iter()
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(light.to_raw().as_bytes());
}
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&self.light_uniform_buf,
0,
total_size as wgpu::BufferAddress,
);
}
for (i, light) in self.lights.iter().enumerate() {
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
encoder.copy_buffer_to_buffer(
&self.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.shadow_pass.uniform_buf,
0,
64,
);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &light.target_view,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.shadow_pass.pipeline);
pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(&entity.index_buf, 0);
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
}
}
// forward pass
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.forward_depth,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.forward_pass.pipeline);
pass.set_bind_group(0, &self.forward_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(&entity.index_buf, 0);
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
}
}
encoder.finish()
}
#[allow(dead_code)]
pub fn run() {
env_logger::init();
let event_loop = EventLoop::new();
log::info!("Initializing the window...");
let adapter = wgpu::Adapter::request(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
},
wgpu::BackendBit::PRIMARY,
)
.unwrap();
let (device, mut queue) = adapter.request_device(&wgpu::DeviceDescriptor { let (device, mut queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions { extensions: wgpu::Extensions {
anisotropic_filtering: false, anisotropic_filtering: false,
@ -28,67 +714,31 @@ pub trait Application {
limits: wgpu::Limits::default(), limits: wgpu::Limits::default(),
}); });
let vs = include_bytes!("shader.vert.spv"); let (_window, hidpi_factor, size, surface) = {
let vs_module = let window = winit::window::Window::new(&event_loop).unwrap();
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap()); window.set_title("bevy");
let hidpi_factor = window.hidpi_factor();
let fs = include_bytes!("shader.frag.spv"); let size = window.inner_size().to_physical(hidpi_factor);
let fs_module = let surface = wgpu::Surface::create(&window);
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap()); (window, hidpi_factor, size, surface)
};
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] }); let mut sc_desc = wgpu::SwapChainDescriptor {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
layout: &bind_group_layout, format: wgpu::TextureFormat::Bgra8UnormSrgb,
bindings: &[], width: size.width.round() as u32,
}); height: size.height.round() as u32,
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { present_mode: wgpu::PresentMode::Vsync,
bind_group_layouts: &[&bind_group_layout], };
}); let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { log::info!("Initializing the example...");
layout: &pipeline_layout, let (mut example, init_command_buf) = Application::init(&sc_desc, &device);
vertex_stage: wgpu::ProgrammableStageDescriptor { if let Some(command_buf) = init_command_buf {
module: &vs_module, queue.submit(&[command_buf]);
entry_point: "main", }
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor { log::info!("Entering render loop...");
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let mut swap_chain = device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width.round() as u32,
height: size.height.round() as u32,
present_mode: wgpu::PresentMode::Vsync,
},
);
event_loop.run(move |event, _, control_flow| { event_loop.run(move |event, _, control_flow| {
*control_flow = if cfg!(feature = "metal-auto-capture") { *control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit ControlFlow::Exit
@ -96,8 +746,22 @@ pub trait Application {
ControlFlow::Poll ControlFlow::Poll
}; };
match event { match event {
event::Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
let physical = size.to_physical(hidpi_factor);
log::info!("Resizing to {:?}", physical);
sc_desc.width = physical.width.round() as u32;
sc_desc.height = physical.height.round() as u32;
swap_chain = device.create_swap_chain(&surface, &sc_desc);
let command_buf = example.resize(&sc_desc, &device);
if let Some(command_buf) = command_buf {
queue.submit(&[command_buf]);
}
}
event::Event::WindowEvent { event, .. } => match event { event::Event::WindowEvent { event, .. } => match event {
event::WindowEvent::KeyboardInput { WindowEvent::KeyboardInput {
input: input:
event::KeyboardInput { event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape), virtual_keycode: Some(event::VirtualKeyCode::Escape),
@ -106,37 +770,22 @@ pub trait Application {
}, },
.. ..
} }
| event::WindowEvent::CloseRequested => { | WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit; *control_flow = ControlFlow::Exit;
} }
_ => {} _ => {
example.update(event);
}
}, },
event::Event::EventsCleared => { event::Event::EventsCleared => {
let frame = swap_chain.get_next_texture(); let frame = swap_chain
let mut encoder = .get_next_texture()
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); .expect("Timeout when acquiring next swap chain texture");
{ let command_buf = example.render(&frame, &device);
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { queue.submit(&[command_buf]);
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color::GREEN,
}],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&render_pipeline);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.draw(0..3, 0..1);
}
queue.submit(&[encoder.finish()]);
} }
_ => (), _ => (),
} }
}); });
} }
}
fn update(&self);
}

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@ -1,5 +1,7 @@
mod transform; mod transform;
mod application; mod application;
mod vertex;
mod temp;
pub use transform::Transform; pub use transform::Transform;
pub use application::Application; pub use application::Application;

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@ -0,0 +1,4 @@
#version 450
void main() {
}

16
src/render/bake/bake.vert Normal file
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@ -0,0 +1,16 @@
#version 450
layout(location = 0) in ivec4 a_Pos;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
};
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
gl_Position = u_ViewProj * u_World * vec4(a_Pos);
}

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@ -0,0 +1,62 @@
#version 450
const int MAX_LIGHTS = 10;
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
struct Light {
mat4 proj;
vec4 pos;
vec4 color;
};
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 0, binding = 1) uniform Lights {
Light u_Lights[MAX_LIGHTS];
};
layout(set = 0, binding = 2) uniform texture2DArray t_Shadow;
layout(set = 0, binding = 3) uniform samplerShadow s_Shadow;
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
float fetch_shadow(int light_id, vec4 homogeneous_coords) {
if (homogeneous_coords.w <= 0.0) {
return 1.0;
}
// compute texture coordinates for shadow lookup
vec4 light_local = vec4(
(homogeneous_coords.xy/homogeneous_coords.w + 1.0) / 2.0,
light_id,
homogeneous_coords.z / homogeneous_coords.w
);
// do the lookup, using HW PCF and comparison
return texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
}
void main() {
vec3 normal = normalize(v_Normal);
vec3 ambient = vec3(0.05, 0.05, 0.05);
// accumulate color
vec3 color = ambient;
for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
Light light = u_Lights[i];
// project into the light space
float shadow = fetch_shadow(i, light.proj * v_Position);
// compute Lambertian diffuse term
vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
float diffuse = max(0.0, dot(normal, light_dir));
// add light contribution
color += shadow * diffuse * light.color.xyz;
}
// multiply the light by material color
o_Target = vec4(color, 1.0) * u_Color;
}

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@ -0,0 +1,22 @@
#version 450
layout(location = 0) in ivec4 a_Pos;
layout(location = 1) in ivec4 a_Normal;
layout(location = 0) out vec3 v_Normal;
layout(location = 1) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
v_Position = u_World * vec4(a_Pos);
gl_Position = u_ViewProj * v_Position;
}

0
src/render/lib.rs Normal file
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@ -1,7 +0,0 @@
#version 450
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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@ -1,15 +0,0 @@
#version 450
out gl_PerVertex {
vec4 gl_Position;
};
const vec2 positions[3] = vec2[3](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
}

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126
src/temp.rs Normal file
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@ -0,0 +1,126 @@
pub use std::rc::Rc;
pub use std::ops::Range;
use zerocopy::{AsBytes, FromBytes};
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0,
0.0,
0.0,
0.0,
0.0,
-1.0,
0.0,
0.0,
0.0,
0.0,
0.5,
0.0,
0.0,
0.0,
0.5,
1.0,
);
pub struct Entity {
pub mx_world: cgmath::Matrix4<f32>,
pub rotation_speed: f32,
pub color: wgpu::Color,
pub vertex_buf: Rc<wgpu::Buffer>,
pub index_buf: Rc<wgpu::Buffer>,
pub index_count: usize,
pub bind_group: wgpu::BindGroup,
pub uniform_buf: wgpu::Buffer,
}
pub struct Light {
pub pos: cgmath::Point3<f32>,
pub color: wgpu::Color,
pub fov: f32,
pub depth: Range<f32>,
pub target_view: wgpu::TextureView,
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct LightRaw {
pub proj: [[f32; 4]; 4],
pub pos: [f32; 4],
pub color: [f32; 4],
}
impl Light {
pub fn to_raw(&self) -> LightRaw {
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
let mx_view = Matrix4::look_at(self.pos, Point3::origin(), Vector3::unit_z());
let projection = PerspectiveFov {
fovy: Deg(self.fov).into(),
aspect: 1.0,
near: self.depth.start,
far: self.depth.end,
};
let mx_view_proj = OPENGL_TO_WGPU_MATRIX *
cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
LightRaw {
proj: *mx_view_proj.as_ref(),
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
color: [
self.color.r as f32,
self.color.g as f32,
self.color.b as f32,
1.0,
],
}
}
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct ForwardUniforms {
pub proj: [[f32; 4]; 4],
pub num_lights: [u32; 4],
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct EntityUniforms {
pub model: [[f32; 4]; 4],
pub color: [f32; 4],
}
#[repr(C)]
pub struct ShadowUniforms {
pub proj: [[f32; 4]; 4],
}
pub struct Pass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub uniform_buf: wgpu::Buffer,
}
pub enum ShaderStage {
Vertex,
Fragment,
Compute,
}
pub fn load_glsl(code: &str, stage: ShaderStage) -> Vec<u32> {
let ty = match stage {
ShaderStage::Vertex => glsl_to_spirv::ShaderType::Vertex,
ShaderStage::Fragment => glsl_to_spirv::ShaderType::Fragment,
ShaderStage::Compute => glsl_to_spirv::ShaderType::Compute,
};
wgpu::read_spirv(glsl_to_spirv::compile(&code, ty).unwrap()).unwrap()
}
pub fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
let mx_view = cgmath::Matrix4::look_at(
cgmath::Point3::new(3.0f32, -10.0, 6.0),
cgmath::Point3::new(0f32, 0.0, 0.0),
cgmath::Vector3::unit_z(),
);
OPENGL_TO_WGPU_MATRIX * mx_projection * mx_view
}

97
src/vertex.rs Normal file
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@ -0,0 +1,97 @@
use zerocopy::{AsBytes, FromBytes};
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct Vertex {
pub pos: [i8; 4],
pub normal: [i8; 4],
}
pub fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
Vertex {
pos: [pos[0], pos[1], pos[2], 1],
normal: [nor[0], nor[1], nor[2], 0],
}
}
pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
// top (0, 0, 1)
vertex([-1, -1, 1], [0, 0, 1]),
vertex([1, -1, 1], [0, 0, 1]),
vertex([1, 1, 1], [0, 0, 1]),
vertex([-1, 1, 1], [0, 0, 1]),
// bottom (0, 0, -1)
vertex([-1, 1, -1], [0, 0, -1]),
vertex([1, 1, -1], [0, 0, -1]),
vertex([1, -1, -1], [0, 0, -1]),
vertex([-1, -1, -1], [0, 0, -1]),
// right (1, 0, 0)
vertex([1, -1, -1], [1, 0, 0]),
vertex([1, 1, -1], [1, 0, 0]),
vertex([1, 1, 1], [1, 0, 0]),
vertex([1, -1, 1], [1, 0, 0]),
// left (-1, 0, 0)
vertex([-1, -1, 1], [-1, 0, 0]),
vertex([-1, 1, 1], [-1, 0, 0]),
vertex([-1, 1, -1], [-1, 0, 0]),
vertex([-1, -1, -1], [-1, 0, 0]),
// front (0, 1, 0)
vertex([1, 1, -1], [0, 1, 0]),
vertex([-1, 1, -1], [0, 1, 0]),
vertex([-1, 1, 1], [0, 1, 0]),
vertex([1, 1, 1], [0, 1, 0]),
// back (0, -1, 0)
vertex([1, -1, 1], [0, -1, 0]),
vertex([-1, -1, 1], [0, -1, 0]),
vertex([-1, -1, -1], [0, -1, 0]),
vertex([1, -1, -1], [0, -1, 0]),
];
let index_data: &[u16] = &[
0, 1, 2, 2, 3, 0, // top
4, 5, 6, 6, 7, 4, // bottom
8, 9, 10, 10, 11, 8, // right
12, 13, 14, 14, 15, 12, // left
16, 17, 18, 18, 19, 16, // front
20, 21, 22, 22, 23, 20, // back
];
(vertex_data.to_vec(), index_data.to_vec())
}
pub fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
vertex([size, -size, 0], [0, 0, 1]),
vertex([size, size, 0], [0, 0, 1]),
vertex([-size, -size, 0], [0, 0, 1]),
vertex([-size, size, 0], [0, 0, 1]),
];
let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
(vertex_data.to_vec(), index_data.to_vec())
}
pub fn create_texels(size: usize) -> Vec<u8> {
use std::iter;
(0 .. size * size)
.flat_map(|id| {
// get high five for recognizing this ;)
let cx = 3.0 * (id % size) as f32 / (size - 1) as f32 - 2.0;
let cy = 2.0 * (id / size) as f32 / (size - 1) as f32 - 1.0;
let (mut x, mut y, mut count) = (cx, cy, 0);
while count < 0xFF && x * x + y * y < 4.0 {
let old_x = x;
x = x * x - y * y + cx;
y = 2.0 * old_x * y + cy;
count += 1;
}
iter::once(0xFF - (count * 5) as u8)
.chain(iter::once(0xFF - (count * 15) as u8))
.chain(iter::once(0xFF - (count * 50) as u8))
.chain(iter::once(1))
})
.collect()
}