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[TUTORIAL5] Add textures

This commit is contained in:
Florian RICHER 2022-06-09 23:16:19 +02:00
parent 460dbc5a77
commit 9a4d651c44
10 changed files with 240 additions and 631 deletions

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Width:  |  Height:  |  Size: 28 KiB

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@ -1,5 +1,6 @@
mod state;
pub(self) mod vertex;
pub(self) mod texture;
use winit::{
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},

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@ -1,11 +1,11 @@
struct VertexInput {
[[location(0)]] position: vec3<f32>;
[[location(1)]] color: vec3<f32>;
[[location(1)]] tex_coords: vec2<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] color: vec3<f32>;
[[location(0)]] tex_coords: vec2<f32>;
};
[[stage(vertex)]]
@ -13,12 +13,17 @@ fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.color = model.color;
out.tex_coords = model.tex_coords;
out.clip_position = vec4<f32>(model.position, 1.0);
return out;
}
[[group(0), binding(0)]]
var t_diffuse: texture_2d<f32>;
[[group(0), binding(1)]]
var s_diffuse: sampler;
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return vec4<f32>(in.color, 1.0);
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}

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@ -1,20 +1,31 @@
use wgpu::util::DeviceExt;
use winit::{window::Window, event::WindowEvent};
use super::vertex::Vertex;
use wgpu::util::DeviceExt;
use winit::{event::WindowEvent, window::Window};
const VERTICES: &[Vertex] = &[
Vertex { position: [-0.0868241, 0.49240386, 0.0], color: [1.0, 0.0, 0.0] }, // A
Vertex { position: [-0.49513406, 0.06958647, 0.0], color: [0.0, 1.0, 0.0] }, // B
Vertex { position: [-0.21918549, -0.44939706, 0.0], color: [0.0, 1.0, 0.0] }, // C
Vertex { position: [0.35966998, -0.3473291, 0.0], color: [1.0, 0.0, 0.0] }, // D
Vertex { position: [0.44147372, 0.2347359, 0.0], color: [0.0, 0.0, 1.0] }, // E
Vertex {
position: [-0.0868241, 0.49240386, 0.0],
tex_coords: [0.4131759, 0.00759614],
}, // A
Vertex {
position: [-0.49513406, 0.06958647, 0.0],
tex_coords: [0.0048659444, 0.43041354],
}, // B
Vertex {
position: [-0.21918549, -0.44939706, 0.0],
tex_coords: [0.28081453, 0.949397],
}, // C
Vertex {
position: [0.35966998, -0.3473291, 0.0],
tex_coords: [0.85967, 0.84732914],
}, // D
Vertex {
position: [0.44147372, 0.2347359, 0.0],
tex_coords: [0.9414737, 0.2652641],
}, // E
];
const INDICES: &[u16] = &[
0, 1, 4,
1, 2, 4,
2, 3, 4,
];
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
pub struct State {
pub surface: wgpu::Surface,
@ -25,8 +36,11 @@ pub struct State {
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
// num_vertices: u32,
index_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
diffuse_bind_group: wgpu::BindGroup,
#[allow(dead_code)]
diffuse_texture: super::texture::Texture,
}
impl State {
@ -38,13 +52,14 @@ impl State {
// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance.request_adapter(
&wgpu::RequestAdapterOptions {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
},
).await.unwrap();
})
.await
.unwrap();
// let adapter = instance
// .enumerate_adapters(wgpu::Backends::all())
@ -55,21 +70,23 @@ impl State {
// .next()
// .unwrap();
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
label: None,
},
label: None,
},
None, // Trace path
).await.unwrap();
None, // Trace path
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
@ -79,24 +96,63 @@ impl State {
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
let vertex_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
}
);
let diffuse_bytes = include_bytes!("happy-tree.png");
let diffuse_texture =
super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
.unwrap();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
// let num_vertices = VERTICES.len() as u32;
let index_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
}
);
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = INDICES.len() as u32;
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
@ -105,21 +161,19 @@ impl State {
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[],
});
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(),
],
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
@ -162,6 +216,8 @@ impl State {
// num_vertices,
index_buffer,
num_indices,
diffuse_bind_group,
diffuse_texture,
}
}
@ -179,17 +235,19 @@ impl State {
false
}
pub fn update(&mut self) {
}
pub fn update(&mut self) {}
pub fn render(&mut self) -> 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 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"),
@ -199,16 +257,14 @@ impl State {
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,
}
),
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
}
},
},
],
depth_stencil_attachment: None,
@ -216,16 +272,17 @@ impl State {
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
// render_pass.draw(0..self.num_vertices, 0..1);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
}

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@ -0,0 +1,78 @@
use anyhow::*;
use image::GenericImageView;
pub struct Texture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl Texture {
pub fn from_bytes(
device: &wgpu::Device,
queue: &wgpu::Queue,
bytes: &[u8],
label: &str,
) -> Result<Self> {
let img = image::load_from_memory(bytes)?;
Self::from_image(device, queue, &img, Some(label))
}
pub fn from_image(
device: &wgpu::Device,
queue: &wgpu::Queue,
img: &image::DynamicImage,
label: Option<&str>,
) -> Result<Self> {
let rgba = img.to_rgba8();
let dimensions = img.dimensions();
let size = wgpu::Extent3d {
width: dimensions.0,
height: dimensions.1,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
});
queue.write_texture(
wgpu::ImageCopyTexture {
aspect: wgpu::TextureAspect::All,
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
},
&rgba,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
},
size,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let 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::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
Ok(Self {
texture,
view,
sampler,
})
}
}

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@ -2,13 +2,13 @@
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub position: [f32; 3],
pub color: [f32; 3],
pub tex_coords: [f32; 2],
}
impl Vertex {
const ATTRIBS: [wgpu::VertexAttribute; 2] =
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3];
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2];
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
use std::mem;
@ -33,7 +33,7 @@ impl Vertex {
// wgpu::VertexAttribute {
// offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
// shader_location: 1,
// format: wgpu::VertexFormat::Float32x3,
// format: wgpu::VertexFormat::Float32x2,
// }
// ]
// }