wip: creating 3d texture node buffer

This commit is contained in:
Piotrek
2021-04-17 15:52:29 +02:00
parent 7a1821643c
commit 4f24394273
4 changed files with 93 additions and 3 deletions
+84 -1
View File
@@ -1,8 +1,91 @@
pub const DATA: &[u8] = &[
// z0
1,0,
0,1,
// z1
0,1,
1,0,
];
pub struct NodeBuffer { pub struct NodeBuffer {
texture: wgpu::Texture,
size: wgpu::Extent3d,
pub bind_layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup
} }
impl NodeBuffer { impl NodeBuffer {
pub fn new(device: &wgpu::Device, _size: u32) -> Self {
// Create texture
let size = wgpu::Extent3d { width: _size, height: _size, depth: _size };
let texture = device.create_texture(
&wgpu::TextureDescriptor {
size: size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D3,
format: wgpu::TextureFormat::R8Uint,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST, // STORAGE?
label: Some("Node texture"),
}
);
// Bind layout
let bind_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::D3, sample_type: wgpu::TextureSampleType::Uint },
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false, filtering: false },
count: None,
},
],
label: Some("Node texture layout"),
}
);
// Bind group
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::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let bind_group = device.create_bind_group(
&wgpu::BindGroupDescriptor {
layout: &bind_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&sampler) }
],
label: Some("Node texture group"),
}
);
// Done
Self { texture, size, bind_layout, bind_group }
}
pub fn write(&mut self, queue: &wgpu::Queue) {
queue.write_texture(
wgpu::TextureCopyView { texture: &self.texture, mip_level: 0, origin: wgpu::Origin3d::ZERO },
DATA,
wgpu::TextureDataLayout { offset: 0, bytes_per_row: self.size.width, rows_per_image: self.size.height },
self.size
);
}
} }
+6 -2
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@@ -15,6 +15,7 @@ pub struct Renderer {
// Buffers // Buffers
raster_buffer: RasterBuffer, raster_buffer: RasterBuffer,
uniform_buffer: UniformBuffer, uniform_buffer: UniformBuffer,
node_buffer: NodeBuffer,
// Camera // Camera
pub camera: Camera, pub camera: Camera,
} }
@@ -105,13 +106,15 @@ impl Renderer {
// Buffers // Buffers
let uniform_buffer = UniformBuffer::new(&device); let uniform_buffer = UniformBuffer::new(&device);
let raster_buffer = RasterBuffer::new(&device); let raster_buffer = RasterBuffer::new(&device);
let mut node_buffer = NodeBuffer::new(&device, 2);
node_buffer.write(&queue);
// Pipeline // Pipeline
let pipeline = Self::create_pipeline(&device, &swapchain_desc, &[&uniform_buffer.bind_layout]); let pipeline = Self::create_pipeline(&device, &swapchain_desc, &[&uniform_buffer.bind_layout, &node_buffer.bind_layout]);
// Save values in app // Save values in app
println!("Initialized"); println!("Initialized");
Self { surface, device, queue, swapchain_desc, swapchain, pipeline, raster_buffer, uniform_buffer, camera } Self { surface, device, queue, swapchain_desc, swapchain, pipeline, raster_buffer, uniform_buffer, node_buffer, camera }
} }
pub fn resize(&mut self, new_size: Option<PhysicalSize<u32>>) { pub fn resize(&mut self, new_size: Option<PhysicalSize<u32>>) {
@@ -158,6 +161,7 @@ impl Renderer {
// Data // Data
render_pass.set_pipeline(&self.pipeline); render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.uniform_buffer.bind_group, &[]); render_pass.set_bind_group(0, &self.uniform_buffer.bind_group, &[]);
render_pass.set_bind_group(1, &self.node_buffer.bind_group, &[]);
// Vertices and indices // Vertices and indices
render_pass.set_vertex_buffer(0, self.raster_buffer.vertex_buffer.slice(..)); render_pass.set_vertex_buffer(0, self.raster_buffer.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.raster_buffer.index_buffer.slice(..), wgpu::IndexFormat::Uint16); render_pass.set_index_buffer(self.raster_buffer.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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+3
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@@ -12,6 +12,9 @@ layout(set=0, binding=0) uniform Uniforms
vec3 cam_pos; vec3 cam_pos;
}; };
layout(set = 1, binding = 0) uniform texture3D node_tex;
layout(set = 1, binding = 1) uniform sampler node_sampl;
// Defines // Defines
#define PI 3.141592 #define PI 3.141592
#define EPSILON 0.01 #define EPSILON 0.01