project structure cleanup

This commit is contained in:
Piotrek
2021-04-16 10:54:00 +02:00
parent 9cd599743d
commit 3ad54777cd
8 changed files with 107 additions and 97 deletions
+290
View File
@@ -0,0 +1,290 @@
use winit::{window::Window, dpi::PhysicalSize};
use wgpu::util::DeviceExt;
mod vertex; use vertex::Vertex;
mod texture; use texture::Texture;
pub mod camera; use camera::Camera;
mod uniforms; use uniforms::Uniforms;
const VERTICES: &[Vertex] = &[
Vertex { position: [-1.0, 1.0, 0.0], uv: [-1.0, 1.0] }, // top left
Vertex { position: [ 1.0, 1.0, 0.0], uv: [1.0, 1.0] }, // top right
Vertex { position: [ 1.0,-1.0, 0.0], uv: [1.0, -1.0] }, // bottom right
Vertex { position: [-1.0,-1.0, 0.0], uv: [-1.0, -1.0] }, // bottom left
];
const INDICES: &[u16] = &[ 0, 1, 3, 3, 1, 2 ];
pub struct Renderer {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
swapchain_desc: wgpu::SwapChainDescriptor,
swapchain: wgpu::SwapChain,
pipeline: wgpu::RenderPipeline,
// Buffers
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
uniform_buffer: wgpu::Buffer,
// Uniform bind group
uniform_bind_group: wgpu::BindGroup,
// Texture
bind_group: wgpu::BindGroup,
// Camera
pub camera: Camera,
uniforms: Uniforms
}
impl Renderer {
fn create_swapchain(adapter: &wgpu::Adapter, device: &wgpu::Device, surface: &wgpu::Surface, size: PhysicalSize<u32>) -> (wgpu::SwapChainDescriptor, wgpu::SwapChain) {
let swapchain_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::RENDER_ATTACHMENT, // render to screen
format: adapter.get_swap_chain_preferred_format(&surface),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Immediate, // Fifo = Vsync
};
let swapchain = device.create_swap_chain(&surface, &swapchain_desc);
(swapchain_desc, swapchain)
}
fn create_pipeline(device: &wgpu::Device, swapchain_desc: &wgpu::SwapChainDescriptor, bind_group_layouts: &[&wgpu::BindGroupLayout]) -> wgpu::RenderPipeline{
// Pipeline stuff
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: bind_group_layouts,
push_constant_ranges: &[],
});
let vert_state = wgpu::VertexState { //vert
module: &device.create_shader_module(&wgpu::include_spirv!("..\\shaders\\bin\\shader.vert.spv")),
entry_point: "main",
buffers: &[Vertex::desc()],
};
let frag_state = wgpu::FragmentState { // frag
module: &device.create_shader_module(&wgpu::include_spirv!("..\\shaders\\bin\\shader.frag.spv")),
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: swapchain_desc.format,
alpha_blend: wgpu::BlendState::REPLACE,
color_blend: wgpu::BlendState::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
};
let prim_state = wgpu::PrimitiveState { // primitive
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::Back,
polygon_mode: wgpu::PolygonMode::Fill,
};
let multisample_state = wgpu::MultisampleState { // multisample
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
};
// Create pipeline
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&pipeline_layout),
vertex: vert_state,
fragment: Some(frag_state),
primitive: prim_state,
depth_stencil: None,
multisample: multisample_state,
})
}
fn create_bind_group(device: &wgpu::Device, tex: &Texture) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
let bind_group_layout = device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
filtering: true,
},
count: None,
},
],
label: None,
}
);
let bind_group = device.create_bind_group(
&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&tex.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&tex.sampler),
}
],
label: None,
}
);
(bind_group_layout, bind_group)
}
fn create_uniform_bind_group(device: &wgpu::Device, buf: &wgpu::Buffer) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
],
label: Some("uniform_bind_group_layout"),
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: buf.as_entire_binding(),
}
],
label: Some("uniform_bind_group"),
});
(uniform_bind_group_layout, uniform_bind_group)
}
fn create_buffer(device: &wgpu::Device, usage: wgpu::BufferUsage, content: &[u8]) -> wgpu::Buffer {
device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: None,
contents: content,
usage: usage,
}
)
}
pub async fn new(window: &Window) -> Self {
// Create surface and pick device
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let surface = unsafe { instance.create_surface(window) };
// Pick adapter (physical gpu)
let adapter_options = wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, compatible_surface: Some(&surface) };
let adapter = instance.request_adapter(&adapter_options).await.unwrap();
println!("Adapter: {}", adapter.get_info().name);
// Pick device (logical gpu) from adapter
let device_desc = wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: wgpu::Limits::default(), label: None };
let (device, queue) = adapter.request_device(&device_desc, None).await.unwrap();
// Create swapchain
let (swapchain_desc, swapchain) = Self::create_swapchain(&adapter, &device, &surface, window.inner_size());
// Cam
let aspect = swapchain_desc.width as f32 / swapchain_desc.height as f32;
let camera = Camera::new(aspect, 60.0);
let mut uniforms = Uniforms::new();
uniforms.update(&camera);
// Buffers
let vertex_buffer = Self::create_buffer(&device, wgpu::BufferUsage::VERTEX, bytemuck::cast_slice(VERTICES));
let index_buffer = Self::create_buffer(&device, wgpu::BufferUsage::INDEX, bytemuck::cast_slice(INDICES));
let uniform_buffer = Self::create_buffer(&device, wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, bytemuck::cast_slice(&[uniforms]));
// Load image
let tex = Texture::from_file(&device, &queue, "./assets/rick.png");
let (bind_group_layout, bind_group) = Self::create_bind_group(&device, &tex);
let (uniform_bind_group_layout, uniform_bind_group) = Self::create_uniform_bind_group(&device, &uniform_buffer);
// Pipeline
let bind_groups = [&bind_group_layout, &uniform_bind_group_layout];
let pipeline = Self::create_pipeline(&device, &swapchain_desc, &bind_groups);
// Save values in app
println!("Initialized");
Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer, uniform_buffer, bind_group, uniform_bind_group, camera, uniforms }
}
pub fn resize(&mut self, new_size: Option<PhysicalSize<u32>>) {
if let Some(size) = new_size {
// Minimized or manually resized to 0
if size.width == 0 || size.height == 0 { return }
// Recreate swapchain
self.swapchain_desc.width = size.width;
self.swapchain_desc.height = size.height;
// Update camera
self.camera.set_aspect(size.width as f32 / size.height as f32);
}
// Recreate swapchain
self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_desc);
}
pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
// Update uniform buffer
self.uniforms.update(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
// Get next frame to render to
let frame = self.swapchain.get_current_frame()?.output;
// Create encoder that will build command buffer for us
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"),});
// Create render pass
{
let ops = wgpu::Operations {
// Clear command
load: wgpu::LoadOp::Clear(wgpu::Color {r: 0.1, g: 0.2, b: 0.3, a: 1.0,}),
// Store command
store: true,
};
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[ wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, ops } ],
depth_stencil_attachment: None,
});
// Data
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
// Vertices and indices
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_indexed(0..(INDICES.len() as u32), 0, 0..1);
}
// Submit encoder (command buffer)
self.queue.submit(std::iter::once(encoder.finish()));
// Return ok
Ok(())
}
}