use super::vertex::Vertex; use cgmath::prelude::*; use wgpu::util::DeviceExt; use winit::{event::{WindowEvent, KeyboardInput, VirtualKeyCode, ElementState}, window::Window}; const VERTICES: &[Vertex] = &[ 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 NUM_INSTANCES_PER_ROW: u32 = 10; const INSTANCE_DISPLACEMENT: cgmath::Vector3 = cgmath::Vector3::new( NUM_INSTANCES_PER_ROW as f32 * 0.5, 0.0, NUM_INSTANCES_PER_ROW as f32 * 0.5, ); const FRAME_TIME: f32 = 1.0 / 60.0; const ROTATION_SPEED: f32 = std::f32::consts::PI * FRAME_TIME * 0.5; pub struct State { pub surface: wgpu::Surface, pub device: wgpu::Device, pub queue: wgpu::Queue, pub config: wgpu::SurfaceConfiguration, pub size: winit::dpi::PhysicalSize, render_pipeline: wgpu::RenderPipeline, vertex_buffer: wgpu::Buffer, camera: super::camera::Camera, camera_uniform: super::camera::CameraUniform, camera_buffer: wgpu::Buffer, camera_bind_group: wgpu::BindGroup, camera_controller: super::camera::CameraController, instances: Vec, instance_buffer: wgpu::Buffer, // num_vertices: u32, index_buffer: wgpu::Buffer, num_indices: u32, diffuse_bind_group_pikachu: wgpu::BindGroup, #[allow(dead_code)] diffuse_texture_pikachu: super::texture::Texture, diffuse_bind_group: wgpu::BindGroup, #[allow(dead_code)] diffuse_texture: super::texture::Texture, depth_texture: super::texture::Texture, toggle: bool } impl State { // Creating some of the wgpu types requires async code pub async fn new(window: &Window) -> Self { let size = window.inner_size(); // The instance is a handle to our GPU // 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 { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }) .await .unwrap(); // let adapter = instance // .enumerate_adapters(wgpu::Backends::all()) // .filter(|adapter| { // // Check if this adapter supports our surface // surface.get_preferred_format(&adapter).is_some() // }) // .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() }, label: None, }, None, // Trace path ) .await .unwrap(); let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface.get_preferred_format(&adapter).unwrap(), width: size.width, height: size.height, present_mode: wgpu::PresentMode::Fifo, }; surface.configure(&device, &config); 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 diffuse_bytes_pikachu = include_bytes!("pikachu.png"); let diffuse_texture_pikachu = super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes_pikachu, "pikachu.png") .unwrap(); let texture_bind_group_layout_pikachu = 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_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &texture_bind_group_layout_pikachu, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&diffuse_texture_pikachu.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&diffuse_texture_pikachu.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 num_indices = INDICES.len() as u32; let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor { label: Some("Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), }); let camera = super::camera::Camera { // position the camera one unit up and 2 units back // +z is out of the screen eye: (0.0, 1.0, 2.0).into(), // have it look at the origin target: (0.0, 0.0, 0.0).into(), // which way is "up" up: cgmath::Vector3::unit_y(), aspect: config.width as f32 / config.height as f32, fovy: 45.0, znear: 0.1, zfar: 100.0, }; let mut camera_uniform = super::camera::CameraUniform::new(); camera_uniform.update_view_proj(&camera); 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 camera_controller = super::camera::CameraController::new(0.2); let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout], push_constant_ranges: &[], }); let instances = (0..NUM_INSTANCES_PER_ROW) .flat_map(|z| { (0..NUM_INSTANCES_PER_ROW).map(move |x| { let position = cgmath::Vector3 { x: x as f32, y: 0.0, z: z as f32, } - INSTANCE_DISPLACEMENT; let rotation = if position.is_zero() { // this is needed so an object at (0, 0, 0) won't get scaled to zero // as Quaternions can effect scale if they're not created correctly cgmath::Quaternion::from_axis_angle( cgmath::Vector3::unit_z(), cgmath::Deg(0.0), ) } else { cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0)) }; super::instance::Instance { position, rotation } }) }) .collect::>(); let instance_data = instances .iter() .map(super::instance::Instance::to_raw) .collect::>(); let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Instance Buffer"), contents: bytemuck::cast_slice(&instance_data), usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, }); let depth_texture = super::texture::Texture::create_depth_texture(&device, &config, "depth_texture"); 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(), super::instance::InstanceRaw::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::TriangleList, strip_index_format: None, front_face: wgpu::FrontFace::Ccw, cull_mode: Some(wgpu::Face::Back), // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE polygon_mode: wgpu::PolygonMode::Fill, // Requires Features::DEPTH_CLIP_CONTROL unclipped_depth: false, // Requires Features::CONSERVATIVE_RASTERIZATION conservative: false, }, depth_stencil: Some(wgpu::DepthStencilState { format: super::texture::Texture::DEPTH_FORMAT, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::Less, // 1. stencil: wgpu::StencilState::default(), // 2. bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, }); Self { surface, device, queue, config, size, render_pipeline, vertex_buffer, camera, camera_uniform, camera_buffer, camera_bind_group, camera_controller, // num_vertices, index_buffer, num_indices, diffuse_bind_group, diffuse_texture, diffuse_bind_group_pikachu, diffuse_texture_pikachu, instances, instance_buffer, toggle: false, depth_texture, } } pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { if new_size.width > 0 && new_size.height > 0 { self.size = new_size; self.config.width = new_size.width; self.config.height = new_size.height; self.surface.configure(&self.device, &self.config); } self.depth_texture = super::texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture"); } pub fn input(&mut self, event: &WindowEvent) -> bool { match event { WindowEvent::KeyboardInput { input: KeyboardInput { state, virtual_keycode: Some(keycode), .. }, .. } => { let is_pressed = *state == ElementState::Pressed; match keycode { VirtualKeyCode::Space => { self.toggle = is_pressed; true } _ => self.camera_controller.process_events(event), } } _ => self.camera_controller.process_events(event), } } pub fn update(&mut self) { self.camera_controller.update_camera(&mut self.camera); self.camera_uniform.update_view_proj(&self.camera); self.queue.write_buffer( &self.camera_buffer, 0, bytemuck::cast_slice(&[self.camera_uniform]), ); for instance in &mut self.instances { let amount = cgmath::Quaternion::from_angle_y(cgmath::Rad(ROTATION_SPEED)); let current = instance.rotation; instance.rotation = amount * current; } let instance_data = self .instances .iter() .map(super::instance::Instance::to_raw) .collect::>(); self.queue.write_buffer( &self.instance_buffer, 0, bytemuck::cast_slice(&instance_data), ); } 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 mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"), color_attachments: &[ // This is what [[location(0)]] in the fragment shader targets 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: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_texture.view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: true, }), stencil_ops: None, }) }); render_pass.set_pipeline(&self.render_pipeline); if self.toggle { render_pass.set_bind_group(0, &self.diffuse_bind_group_pikachu, &[]); } else { render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]); } render_pass.set_bind_group(1, &self.camera_bind_group, &[]); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_vertex_buffer(1, self.instance_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..self.instances.len() as _); } // submit will accept anything that implements IntoIter self.queue.submit(std::iter::once(encoder.finish())); output.present(); Ok(()) } }