upgraded to 0.7.0

master
mitchellhansen 4 years ago
parent a7c74fc47e
commit 60ab3bebd8

@ -4,10 +4,7 @@ version = "0.1.0"
authors = ["mitchellhansen <mitchellhansen0@gmail.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
wgpu = "0.6.0"
arrayvec = "0.5"
futures = "0.3"
parking_lot = "0.11"
@ -16,8 +13,6 @@ smallvec = "1"
tracing = { version = "0.1", default-features = false, features = ["std"] }
typed-arena = "2.0.1"
serde = { version = "1", features = ["derive"], optional = true }
gfx-backend-vulkan = { version = "0.6", features = ["x11"] }
cgmath = "0.17"
log = "0.4"
png = "0.16"
winit = { version = "0.22.1", features = ["web-sys"] }
@ -27,7 +22,11 @@ noise = "0.6"
ddsfile = "0.4"
wgpu-subscriber = "0.1.0"
tobj = "2.0.3"
legion = "0.3.1"
gilrs = "0.8.0"
gfx-backend-vulkan = { version = "0.6", features = ["x11"] }
cgmath = "0.18.0"
rapier3d = { version = "0.5.0", features = ["simd-nightly", "parallel"] }
nalgebra = "0.24.1"
rapier3d = { version = "0.5.0", features = [ "simd-nightly", "parallel" ] }
gilrs = "0.8.0"
legion = "0.3.1"
wgpu = "0.7.0"

@ -50,6 +50,7 @@ pub struct RangeCopy<Idx> {
pub struct Mesh {
pub index_buffer: Arc<Buffer>,
pub index_count: usize,
pub index_format: wgpu::IndexFormat,
pub vertex_buffer: Arc<Buffer>,
pub uniform_buffer: Arc<Buffer>,
pub bind_group: Arc<BindGroup>,

@ -19,18 +19,12 @@ pub fn vertex(pos: [f32; 3], nor: [f32; 3]) -> Vertex {
}
pub fn import_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
//let obj_file = "/home/mrh/source/3d-min-viable-eng/resources/Tree_01.obj";
//let mtl_file = "/home/mrh/source/3d-min-viable-eng/resources/Tree_01.mtl";
let (models, materials) = tobj::load_obj(mesh_path, false).expect("Failed to load file");
//let q = tobj::load_mtl(mtl_file).unwrap();
let (models, materials) = tobj::load_obj(mesh_path, false).expect("Failed to load file");
println!("# of models: {}", models.len());
println!("# of materials: {}", materials.len());
//let model = models.get(2).unwrap();
//let mesh = &model.mesh;
let mut index_data : Vec<u32> = Vec::new();
let mut vertex_data = Vec::new();
@ -44,13 +38,10 @@ pub fn import_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
for i in face_indices {
index_data.push(*i);
}
//println!(" face[{}] = {:?}", f, face_indices);
next_face = end;
}
// Normals and texture coordinates are also loaded, but not printed in this example
//println!("model[{}].vertices: {}", i, mesh.positions.len() / 3);
assert!(mesh.positions.len() % 3 == 0);
for v in 0..mesh.positions.len() / 3 {
@ -68,7 +59,6 @@ pub fn import_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
));
}
}
//println!("{:?}\n\n\n\n\n {:?}", vertex_data, index_data);
(vertex_data.to_vec(), index_data.to_vec())
}

@ -13,8 +13,9 @@ use legion::*;
use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt;
use wgpu::{
BackendBit, BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain,
SwapChainDescriptor, SwapChainFrame, TextureView,
BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState,
Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView,
VertexState,
};
use winit::dpi::PhysicalSize;
use winit::platform::unix::x11::ffi::Time;
@ -160,6 +161,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
encoder.insert_debug_marker("render entities");
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &light.target_view,
@ -175,7 +177,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
for mesh in &mesh_stack {
pass.set_bind_group(1, &mesh.bind_group, &[]);
pass.set_index_buffer(mesh.index_buffer.slice(..));
// TODO, pipe through this index format through the mesh
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
@ -185,6 +188,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
encoder.push_debug_group("forward rendering pass");
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("forward render pass"),
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.output.view,
resolve_target: None,
@ -214,7 +218,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
for (pos, mesh, color) in query.iter_mut(world) {
pass.set_bind_group(1, &mesh.bind_group, &[]);
pass.set_index_buffer(mesh.index_buffer.slice(..));
// TODO: Pipe this in through the mesh
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
@ -355,25 +360,33 @@ impl Renderer {
let index_count = indices.len();
let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
let uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Mesh Uniform Buf"),
size: mem::size_of::<EntityUniforms>() as wgpu::BufferAddress,
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
}));
let bind_group = Arc::new(self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Mesh Bind Group"),
layout: &self.entity_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
offset: 0,
size: wgpu::BufferSize::new(uniform_size),
},
}],
label: Some("Mesh Bind Group"),
}));
Mesh {
index_buffer: index_buf,
index_count: index_count,
// TODO: This is hardcoded by tobj, maybe think about doing something a little more clever?
index_format: wgpu::IndexFormat::Uint32,
vertex_buffer: vertex_buf,
uniform_buffer: uniform_buf,
bind_group: bind_group,
@ -407,9 +420,9 @@ impl Renderer {
// And then get the device we want
let device = adapter.request_device(
&wgpu::DeviceDescriptor {
label: Some("device descriptor"),
features: (optional_features & adapter_features) | required_features,
limits: needed_limits,
shader_validation: true,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
);
@ -421,7 +434,7 @@ impl Renderer {
let mut sc_desc = (wgpu::SwapChainDescriptor {
// Allows a texture to be a output attachment of a renderpass.
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
format: if cfg!(target_arch = "wasm32") {
wgpu::TextureFormat::Bgra8Unorm
} else {
@ -442,8 +455,8 @@ impl Renderer {
// I wanted to get tricky with the 0,1 types
let vertex_size = mem::size_of::<Vertex>();
let vertex_attr = wgpu::vertex_attr_array![0 => Float4, 1 => Float4];
let vb_desc = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
let vb_desc = wgpu::VertexBufferLayout {
array_stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &vertex_attr,
};
@ -456,11 +469,12 @@ impl Renderer {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
count: None,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<EntityUniforms>() as _
),
has_dynamic_offset: false,
},
}],
});
@ -480,9 +494,10 @@ impl Renderer {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
min_binding_size: wgpu::BufferSize::new(uniform_size),
has_dynamic_offset: false,
},
count: None,
}],
@ -508,51 +523,56 @@ impl Renderer {
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
offset: 0,
size: wgpu::BufferSize::new(uniform_size),
},
}],
label: Some("Shadow uniform bind group"),
});
// Create the render pipeline
let vs_module =
device.create_shader_module(wgpu::include_spirv!("../resources/bake.vert.spv"));
device.create_shader_module(&wgpu::include_spirv!("../resources/bake.vert.spv"));
let fs_module =
device.create_shader_module(wgpu::include_spirv!("../resources/bake.frag.spv"));
device.create_shader_module(&wgpu::include_spirv!("../resources/bake.frag.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow"),
layout: Some(&pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
vertex: VertexState {
module: &vs_module,
entry_point: "main",
buffers: &[vb_desc.clone()],
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
fragment: Some(FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[],
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilStateDescriptor::default(),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState {
constant: 2, // corresponds to bilinear filtering
slope_scale: 2.0,
clamp: 0.0,
},
clamp_depth: device.features().contains(
wgpu::Features::DEPTH_CLAMPING
),
}),
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: &[vb_desc.clone()],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
multisample: wgpu::MultisampleState::default(),
});
Pass {
@ -581,7 +601,7 @@ impl Renderer {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
label: Some("Shadow texture"),
});
@ -615,39 +635,44 @@ impl Renderer {
wgpu::BindGroupLayoutEntry {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
min_binding_size: wgpu::BufferSize::new(mem::size_of::<
ForwardUniforms,
>(
)
as _),
has_dynamic_offset: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
ty: wgpu::BindingType::Buffer {
ty: BufferBindingType::Uniform,
min_binding_size: wgpu::BufferSize::new(light_uniform_size),
has_dynamic_offset: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
ty: wgpu::BindingType::Texture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2Array,
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2Array,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: true },
ty: wgpu::BindingType::Sampler {
filtering: false,
comparison: true,
},
count: None,
},
],
@ -687,17 +712,29 @@ impl Renderer {
let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
let forward_uniform_size =
wgpu::BufferSize::new(mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress);
let light_uniform_size = wgpu::BufferSize::new(light_uniform_size);
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
offset: 0,
size: forward_uniform_size,
},
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer(light_uniform_buf.slice(..)),
resource: wgpu::BindingResource::Buffer {
buffer: &light_uniform_buf,
offset: 0,
size: light_uniform_size,
},
},
wgpu::BindGroupEntry {
binding: 2,
@ -713,41 +750,37 @@ impl Renderer {
// Create the render pipeline
let vs_module =
device.create_shader_module(wgpu::include_spirv!("../resources/forward.vert.spv"));
device.create_shader_module(&wgpu::include_spirv!("../resources/forward.vert.spv"));
let fs_module =
device.create_shader_module(wgpu::include_spirv!("../resources/forward.frag.spv"));
device.create_shader_module(&wgpu::include_spirv!("../resources/forward.frag.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("main"),
layout: Some(&pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
vertex: VertexState {
module: &vs_module,
entry_point: "main",
buffers: &[vb_desc],
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
fragment: Some(FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[sc_desc.format.into()],
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[sc_desc.format.into()],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilStateDescriptor::default(),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
clamp_depth: false,
}),
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint32,
vertex_buffers: &[vb_desc],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
multisample: Default::default(),
});
Pass {
@ -767,7 +800,7 @@ impl Renderer {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
label: Some("Depth Texture"),
});
@ -825,7 +858,7 @@ impl Renderer {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
label: Some("Depth Texture"),
});
self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());

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