281 lines
9.5 KiB
Rust
281 lines
9.5 KiB
Rust
use super::raster::Dem;
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use {
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bytemuck::{Pod, Zeroable},
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std::{borrow::Cow, rc::Rc},
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wgpu::util::DeviceExt,
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};
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pub struct DemRenderer {
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source: Rc<Dem>,
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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index_count: usize,
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uniforms: Uniforms,
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animation_start: std::time::Instant,
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct Vertex {
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position: [f32; 4],
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}
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struct Uniforms {
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projection_matrix: glam::Mat4,
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view_matrix: glam::Mat4,
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buffer: wgpu::Buffer,
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}
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impl Uniforms {
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fn new(device: &wgpu::Device, aspect_ratio: f32) -> Self {
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let projection_matrix =
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glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_4, aspect_ratio, 1.0, 10.0);
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let view_matrix = glam::Mat4::look_at_rh(glam::Vec3::ZERO, glam::Vec3::ZERO, glam::Vec3::Z);
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let camera_matrix = projection_matrix * view_matrix;
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let camera_matrix_ref: &[f32; 16] = camera_matrix.as_ref();
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let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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contents: bytemuck::cast_slice(camera_matrix_ref),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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Self {
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projection_matrix,
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view_matrix,
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buffer,
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}
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}
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fn set_camera_position(&mut self, position: glam::Vec3) {
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self.view_matrix = glam::Mat4::look_at_rh(position, glam::Vec3::ZERO, glam::Vec3::Z);
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}
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fn set_aspect_ratio(&mut self, ratio: f32) {
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self.projection_matrix =
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glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_4, ratio, 1.0, 10.0);
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}
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fn update_buffer(&self, queue: &wgpu::Queue) {
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let camera_matrix = self.projection_matrix * self.view_matrix;
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let camera_matrix_ref: &[f32; 16] = camera_matrix.as_ref();
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queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(camera_matrix_ref))
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}
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fn binding(&self) -> wgpu::BindingResource<'_> {
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self.buffer.as_entire_binding()
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}
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}
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impl DemRenderer {
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pub fn new(
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source: Rc<Dem>,
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device: &wgpu::Device,
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surface_config: &wgpu::SurfaceConfiguration,
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) -> Self {
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let (vertex_data, index_data) = create_vertices();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("DemRenderer Vertex Buffer"),
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contents: bytemuck::cast_slice(&vertex_data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("DemRenderer Index Buffer"),
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contents: bytemuck::cast_slice(&index_data),
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usage: wgpu::BufferUsages::INDEX,
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});
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let index_count = index_data.len();
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let uniforms = Uniforms::new(
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device,
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surface_config.width as f32 / surface_config.height as f32,
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);
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: wgpu::BufferSize::new(64),
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},
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count: None,
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},
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/*wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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sample_type: wgpu::TextureSampleType::Uint,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},*/
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniforms.binding(),
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}],
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label: Some("DemRendererBindGroup"),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let vertex_buffers = [wgpu::VertexBufferLayout {
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array_stride: size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x4,
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offset: 0,
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shader_location: 0,
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}],
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}];
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("dem_renderer.wgsl"))),
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("DemRendererPipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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compilation_options: Default::default(),
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buffers: &vertex_buffers,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_solid"),
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compilation_options: Default::default(),
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targets: &[Some(surface_config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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cull_mode: Some(wgpu::Face::Back),
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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DemRenderer {
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source,
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pipeline,
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bind_group,
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vertex_buffer,
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index_buffer,
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index_count,
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animation_start: std::time::Instant::now(),
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uniforms,
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}
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}
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pub fn render(&mut self, view: &wgpu::TextureView, device: &wgpu::Device, queue: &wgpu::Queue) {
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("DemRendererCommandEncoder"),
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});
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self.uniforms
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.set_camera_position(get_animated_camera_position(self.animation_start.elapsed()));
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self.uniforms.update_buffer(queue);
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{
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("DemRendererRenderPass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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rpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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rpass.draw_indexed(0..self.index_count as u32, 0, 0..1);
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}
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queue.submit(Some(encoder.finish()));
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}
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}
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fn vertex(pos: [i8; 3]) -> Vertex {
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Vertex {
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position: [pos[0] as f32, pos[1] as f32, pos[2] as f32, 1.0],
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}
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}
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fn create_vertices() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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// top (0, 0, 1)
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vertex([-1, -1, 1]),
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vertex([1, -1, 1]),
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vertex([1, 1, 1]),
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vertex([-1, 1, 1]),
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// bottom (0, 0, -1)
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vertex([-1, 1, -1]),
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vertex([1, 1, -1]),
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vertex([1, -1, -1]),
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vertex([-1, -1, -1]),
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// right (1, 0, 0)
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vertex([1, -1, -1]),
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vertex([1, 1, -1]),
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vertex([1, 1, 1]),
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vertex([1, -1, 1]),
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// left (-1, 0, 0)
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vertex([-1, -1, 1]),
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vertex([-1, 1, 1]),
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vertex([-1, 1, -1]),
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vertex([-1, -1, -1]),
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// front (0, 1, 0)
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vertex([1, 1, -1]),
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vertex([-1, 1, -1]),
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vertex([-1, 1, 1]),
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vertex([1, 1, 1]),
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// back (0, -1, 0)
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vertex([1, -1, 1]),
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vertex([-1, -1, 1]),
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vertex([-1, -1, -1]),
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vertex([1, -1, -1]),
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];
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let index_data: &[u16] = &[
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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fn get_animated_camera_position(animation_time: std::time::Duration) -> glam::Vec3 {
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let animation_phase = 2.0 * std::f32::consts::PI * (animation_time.as_secs_f32() % 10.0) / 10.0;
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glam::Vec3::new(
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5.0 * f32::sin(animation_phase),
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5.0 * f32::cos(animation_phase),
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3.0,
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)
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}
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