using view projection matrix

This commit is contained in:
Piotrek
2021-04-12 22:23:20 +02:00
parent 06ddea2d59
commit c2953a1443
5 changed files with 68 additions and 20 deletions
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+52 -10
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@@ -5,6 +5,7 @@ use futures::executor::block_on;
use crate::vertex::Vertex;
use crate::texture::Texture;
use crate::camera::Camera;
use crate::uniforms::Uniforms;
const VERTICES: &[Vertex] = &[
Vertex { position: [-1.0, 1.0, 0.0], uv: [0.0, 0.0] },
@@ -28,6 +29,9 @@ pub struct App {
// 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
@@ -143,6 +147,37 @@ impl App {
(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::VERTEX,
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 {
@@ -153,6 +188,7 @@ impl App {
)
}
pub async fn new(window: &Window) -> Self {
// Create surface and pick device
@@ -171,24 +207,29 @@ impl App {
// Create swapchain
let (swapchain_desc, swapchain) = Self::create_swapchain(&adapter, &device, &surface, window.inner_size());
// Load image
let tex = Texture::from_file(&device, &queue, "./assets/rick.png");
let (bind_group_layout, bind_group) = Self::create_bind_group(&device, &tex);
// Pipeline
let pipeline = Self::create_pipeline(&device, &swapchain_desc, &[&bind_group_layout]);
// Cam
let aspect = swapchain_desc.width as f32 / swapchain_desc.height as f32;
let camera = Camera::new((0.0, 1.0, 2.0).into(), (0.0, 0.0, 0.0).into(), aspect);
let mut uniforms = Uniforms::new();
uniforms.update_projection_matrix(&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]));
// Cam
let aspect = swapchain_desc.width as f32 / swapchain_desc.height as f32;
let camera = Camera::new((0.0, 1.0, 2.0).into(), (0.0, 0.0, 0.0).into(), aspect);
// 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, bind_group, camera }
Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer, uniform_buffer, bind_group, uniform_bind_group, camera, }
}
pub fn resize(&mut self, new_size: Option<PhysicalSize<u32>>) {
@@ -240,6 +281,7 @@ impl App {
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, &[]);
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);
+1
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@@ -7,6 +7,7 @@ use winit::{
mod vertex;
mod texture;
mod uniforms;
mod camera;
mod app;
use app::App;
+5 -1
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@@ -4,9 +4,13 @@ layout(location=0) in vec3 in_position;
layout(location=1) in vec2 in_uv;
layout(location=0) out vec2 vert_uv;
layout(set=1, binding=0) uniform Uniforms
{
mat4 view_projection;
};
void main()
{
vert_uv = in_uv;
gl_Position = vec4(in_position, 1.0);
gl_Position = view_projection * vec4(in_position, 1.0);
}
+10 -9
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@@ -1,22 +1,23 @@
// We need this for Rust to store our data correctly for the shaders
use cgmath::SquareMatrix;
use crate::camera::Camera;
#[repr(C)]
// This is so we can store this in a buffer
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
// We can't use cgmath with bytemuck directly so we'll have
// to convert the Matrix4 into a 4x4 f32 array
pub struct Uniforms {
view_proj: [[f32; 4]; 4],
}
impl Uniforms {
fn new() -> Self {
use cgmath::SquareMatrix;
pub fn new() -> Self {
Self {
view_proj: cgmath::Matrix4::identity().into(),
}
}
fn update_view_proj(&mut self, camera: &Camera) {
self.view_proj = camera.build_view_projection_matrix().into();
pub fn update_projection_matrix(&mut self, camera: &Camera) {
self.view_proj = camera.projection_matrix().into();
}
}