Initial transformed mesh rendering
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parent
efb9972203
commit
59edbb10fe
98
src/main.rs
98
src/main.rs
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@ -1,3 +1,4 @@
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use std::collections::HashMap;
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use wgpu::util::DeviceExt;
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use winit::{
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@ -20,6 +21,8 @@ struct Renderer {
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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meshes_buffer: wgpu::Buffer,
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meshes_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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}
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@ -93,17 +96,47 @@ impl Renderer {
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label: Some("Camera Bind Group"),
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});
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let meshes_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Meshes Buffer"),
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size: 65536, // TODO resizable meshes buffer/gpu vectors
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usage: wgpu::BufferUsages::STORAGE
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| wgpu::BufferUsages::UNIFORM
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| wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let meshes_bind_group_layout =
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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::Storage { read_only: true },
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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("Meshes Bind Group Layout"),
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});
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let meshes_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: meshes_buffer.as_entire_binding(),
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}],
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label: Some("Meshes Bind Group"),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&camera_bind_group_layout],
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bind_group_layouts: &[&camera_bind_group_layout, &meshes_bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let shader = device.create_shader_module(&wgpu::include_wgsl!("shader.wgsl"));
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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@ -150,6 +183,8 @@ impl Renderer {
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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meshes_buffer,
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meshes_bind_group,
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render_pipeline,
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}
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}
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@ -168,6 +203,43 @@ impl Renderer {
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camera: &impl Camera,
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meshes: &MeshCommands,
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) -> Result<(), wgpu::SurfaceError> {
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self.camera_uniform.update(camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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let mut sorted_meshes = HashMap::<usize, Vec<MeshInstance>>::new();
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for mesh in meshes.iter() {
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let group_id = mesh.handle.group_id;
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if let Some(by_group) = sorted_meshes.get_mut(&group_id) {
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by_group.push(*mesh);
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} else {
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let new_list = vec![*mesh];
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sorted_meshes.insert(group_id, new_list);
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}
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}
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let mut mesh_transforms = Vec::<[f32; 16]>::new();
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let mut transform_ranges = Vec::<(usize, std::ops::Range<u32>)>::new();
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// this code assumes MeshHandle only uses group_id (which it does for now)
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// TODO bucket by sub_id too before MeshHandle supports it
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for (group_id, instances) in sorted_meshes.iter() {
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let start_idx = mesh_transforms.len() as u32;
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let transforms = instances.iter().map(|i| i.transform.to_cols_array());
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mesh_transforms.extend(transforms);
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let end_idx = mesh_transforms.len() as u32;
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transform_ranges.push((*group_id, start_idx..end_idx));
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}
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self.queue.write_buffer(
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&self.meshes_buffer,
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0,
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bytemuck::cast_slice(&mesh_transforms),
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);
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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@ -179,7 +251,7 @@ impl Renderer {
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});
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{
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let mut _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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@ -196,6 +268,20 @@ impl Renderer {
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}],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
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render_pass.set_bind_group(1, &self.meshes_bind_group, &[]);
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// TODO one group per mesh, still...
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// TODO this could be implemented without accessing private members
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for (group_id, meshes_range) in transform_ranges.iter() {
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let group = self.mesh_pool.groups.get(*group_id).unwrap();
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render_pass.set_vertex_buffer(0, group.vertices.slice(..));
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render_pass.set_index_buffer(group.indices.slice(..), wgpu::IndexFormat::Uint32);
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let indices = 0..(group.index_capacity as u32);
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render_pass.draw_indexed(indices, 0, meshes_range.to_owned());
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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@ -2,8 +2,13 @@ struct CameraUniform {
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vp: mat4x4<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> camera: CameraUniform;
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struct MeshInstance {
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transform: mat4x4<f32>;
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};
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struct MeshData {
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instances: array<MeshInstance>;
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};
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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@ -13,10 +18,18 @@ struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> camera: CameraUniform;
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[[group(1), binding(0)]]
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var<storage> meshes: MeshData;
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[[stage(vertex)]]
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fn vs_main(
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vertex: VertexInput
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[[builtin(instance_index)]] mesh_idx: u32,
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vertex: VertexInput,
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) -> VertexOutput {
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let transform = meshes.instances[mesh_idx].transform;
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var out: VertexOutput;
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out.clip_position = camera.vp * vec4<f32>(vertex.position, 1.0);
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return out;
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