This commit is contained in:
marceline-cramer 2022-01-29 20:34:02 -07:00
parent 6784b10e3c
commit efb9972203
2 changed files with 176 additions and 0 deletions

View File

@ -17,6 +17,10 @@ struct Renderer {
surface: wgpu::Surface,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
}
impl Renderer {
@ -57,6 +61,85 @@ impl Renderer {
let mesh_pool = MeshPool::default();
let camera_uniform = CameraUniform::new();
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
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 render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&camera_bind_group_layout],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
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: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::LineList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
Self {
size,
surface,
@ -64,6 +147,10 @@ impl Renderer {
queue,
config,
mesh_pool,
camera_uniform,
camera_buffer,
camera_bind_group,
render_pipeline,
}
}
@ -81,6 +168,39 @@ impl Renderer {
camera: &impl Camera,
meshes: &MeshCommands,
) -> Result<(), wgpu::SurfaceError> {
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: &[wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
}],
depth_stencil_attachment: None,
});
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
@ -137,12 +257,38 @@ struct CameraUniform {
vp: [[f32; 4]; 4],
}
impl CameraUniform {
pub fn new() -> Self {
Self {
vp: glam::Mat4::IDENTITY.to_cols_array_2d(),
}
}
pub fn update(&mut self, camera: &impl Camera) {
self.vp = camera.get_vp();
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
}
impl Vertex {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
type Index = u32;
struct MeshData {

30
src/shader.wgsl Normal file
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@ -0,0 +1,30 @@
struct CameraUniform {
vp: mat4x4<f32>;
};
[[group(0), binding(0)]]
var<uniform> camera: CameraUniform;
struct VertexInput {
[[location(0)]] position: vec3<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
};
[[stage(vertex)]]
fn vs_main(
vertex: VertexInput
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = camera.vp * vec4<f32>(vertex.position, 1.0);
return out;
}
[[stage(fragment)]]
fn fs_main(
frag: VertexOutput,
) -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0);
}