Improve module hierarchy of custom_shader example

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Héctor Ramón Jiménez 2023-11-14 15:48:01 +01:00
parent b1b2467b45
commit 811aa673e9
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10 changed files with 122 additions and 126 deletions

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use crate::wgpu;
// A custom buffer container for dynamic resizing.
pub struct Buffer {
pub raw: wgpu::Buffer,
label: &'static str,
size: u64,
usage: wgpu::BufferUsages,
}
impl Buffer {
pub fn new(
device: &wgpu::Device,
label: &'static str,
size: u64,
usage: wgpu::BufferUsages,
) -> Self {
Self {
raw: device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
}),
label,
size,
usage,
}
}
pub fn resize(&mut self, device: &wgpu::Device, new_size: u64) {
if new_size > self.size {
self.raw = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(self.label),
size: new_size,
usage: self.usage,
mapped_at_creation: false,
});
}
}
}

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use crate::scene::pipeline::Vertex;
use crate::wgpu;
use glam::{vec2, vec3, Vec3};
use rand::{thread_rng, Rng};
/// A single instance of a cube.
#[derive(Debug, Clone)]
pub struct Cube {
pub rotation: glam::Quat,
pub position: Vec3,
pub size: f32,
rotation_dir: f32,
rotation_axis: glam::Vec3,
}
impl Default for Cube {
fn default() -> Self {
Self {
rotation: glam::Quat::IDENTITY,
position: glam::Vec3::ZERO,
size: 0.1,
rotation_dir: 1.0,
rotation_axis: glam::Vec3::Y,
}
}
}
impl Cube {
pub fn new(size: f32, origin: Vec3) -> Self {
let rnd = thread_rng().gen_range(0.0..=1.0f32);
Self {
rotation: glam::Quat::IDENTITY,
position: origin + Vec3::new(0.1, 0.1, 0.1),
size,
rotation_dir: if rnd <= 0.5 { -1.0 } else { 1.0 },
rotation_axis: if rnd <= 0.33 {
glam::Vec3::Y
} else if rnd <= 0.66 {
glam::Vec3::X
} else {
glam::Vec3::Z
},
}
}
pub fn update(&mut self, size: f32, time: f32) {
self.rotation = glam::Quat::from_axis_angle(
self.rotation_axis,
time / 2.0 * self.rotation_dir,
);
self.size = size;
}
}
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable, Debug)]
#[repr(C)]
pub struct Raw {
transformation: glam::Mat4,
normal: glam::Mat3,
_padding: [f32; 3],
}
impl Raw {
const ATTRIBS: [wgpu::VertexAttribute; 7] = wgpu::vertex_attr_array![
//cube transformation matrix
4 => Float32x4,
5 => Float32x4,
6 => Float32x4,
7 => Float32x4,
//normal rotation matrix
8 => Float32x3,
9 => Float32x3,
10 => Float32x3,
];
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &Self::ATTRIBS,
}
}
}
impl Raw {
pub fn from_cube(cube: &Cube) -> Raw {
Raw {
transformation: glam::Mat4::from_scale_rotation_translation(
glam::vec3(cube.size, cube.size, cube.size),
cube.rotation,
cube.position,
),
normal: glam::Mat3::from_quat(cube.rotation),
_padding: [0.0; 3],
}
}
pub fn vertices() -> [Vertex; 36] {
[
//face 1
Vertex {
pos: vec3(-0.5, -0.5, -0.5),
normal: vec3(0.0, 0.0, -1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
Vertex {
pos: vec3(0.5, -0.5, -0.5),
normal: vec3(0.0, 0.0, -1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 1.0),
},
Vertex {
pos: vec3(0.5, 0.5, -0.5),
normal: vec3(0.0, 0.0, -1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(0.5, 0.5, -0.5),
normal: vec3(0.0, 0.0, -1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(-0.5, 0.5, -0.5),
normal: vec3(0.0, 0.0, -1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 0.0),
},
Vertex {
pos: vec3(-0.5, -0.5, -0.5),
normal: vec3(0.0, 0.0, -1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
//face 2
Vertex {
pos: vec3(-0.5, -0.5, 0.5),
normal: vec3(0.0, 0.0, 1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
Vertex {
pos: vec3(0.5, -0.5, 0.5),
normal: vec3(0.0, 0.0, 1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 1.0),
},
Vertex {
pos: vec3(0.5, 0.5, 0.5),
normal: vec3(0.0, 0.0, 1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(0.5, 0.5, 0.5),
normal: vec3(0.0, 0.0, 1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(-0.5, 0.5, 0.5),
normal: vec3(0.0, 0.0, 1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 0.0),
},
Vertex {
pos: vec3(-0.5, -0.5, 0.5),
normal: vec3(0.0, 0.0, 1.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
//face 3
Vertex {
pos: vec3(-0.5, 0.5, 0.5),
normal: vec3(-1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(0.0, 1.0),
},
Vertex {
pos: vec3(-0.5, 0.5, -0.5),
normal: vec3(-1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(1.0, 1.0),
},
Vertex {
pos: vec3(-0.5, -0.5, -0.5),
normal: vec3(-1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(-0.5, -0.5, -0.5),
normal: vec3(-1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(-0.5, -0.5, 0.5),
normal: vec3(-1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(0.0, 0.0),
},
Vertex {
pos: vec3(-0.5, 0.5, 0.5),
normal: vec3(-1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(0.0, 1.0),
},
//face 4
Vertex {
pos: vec3(0.5, 0.5, 0.5),
normal: vec3(1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(0.0, 1.0),
},
Vertex {
pos: vec3(0.5, 0.5, -0.5),
normal: vec3(1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(1.0, 1.0),
},
Vertex {
pos: vec3(0.5, -0.5, -0.5),
normal: vec3(1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(0.5, -0.5, -0.5),
normal: vec3(1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(0.5, -0.5, 0.5),
normal: vec3(1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(0.0, 0.0),
},
Vertex {
pos: vec3(0.5, 0.5, 0.5),
normal: vec3(1.0, 0.0, 0.0),
tangent: vec3(0.0, 0.0, -1.0),
uv: vec2(0.0, 1.0),
},
//face 5
Vertex {
pos: vec3(-0.5, -0.5, -0.5),
normal: vec3(0.0, -1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
Vertex {
pos: vec3(0.5, -0.5, -0.5),
normal: vec3(0.0, -1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 1.0),
},
Vertex {
pos: vec3(0.5, -0.5, 0.5),
normal: vec3(0.0, -1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(0.5, -0.5, 0.5),
normal: vec3(0.0, -1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(-0.5, -0.5, 0.5),
normal: vec3(0.0, -1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 0.0),
},
Vertex {
pos: vec3(-0.5, -0.5, -0.5),
normal: vec3(0.0, -1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
//face 6
Vertex {
pos: vec3(-0.5, 0.5, -0.5),
normal: vec3(0.0, 1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
Vertex {
pos: vec3(0.5, 0.5, -0.5),
normal: vec3(0.0, 1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 1.0),
},
Vertex {
pos: vec3(0.5, 0.5, 0.5),
normal: vec3(0.0, 1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(0.5, 0.5, 0.5),
normal: vec3(0.0, 1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(1.0, 0.0),
},
Vertex {
pos: vec3(-0.5, 0.5, 0.5),
normal: vec3(0.0, 1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 0.0),
},
Vertex {
pos: vec3(-0.5, 0.5, -0.5),
normal: vec3(0.0, 1.0, 0.0),
tangent: vec3(1.0, 0.0, 0.0),
uv: vec2(0.0, 1.0),
},
]
}
}

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use crate::scene::Camera;
use iced::{Color, Rectangle};
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
pub struct Uniforms {
camera_proj: glam::Mat4,
camera_pos: glam::Vec4,
light_color: glam::Vec4,
}
impl Uniforms {
pub fn new(camera: &Camera, bounds: Rectangle, light_color: Color) -> Self {
let camera_proj = camera.build_view_proj_matrix(bounds);
Self {
camera_proj,
camera_pos: camera.position(),
light_color: glam::Vec4::from(light_color.into_linear()),
}
}
}

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use crate::wgpu;
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
pub struct Vertex {
pub pos: glam::Vec3,
pub normal: glam::Vec3,
pub tangent: glam::Vec3,
pub uv: glam::Vec2,
}
impl Vertex {
const ATTRIBS: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![
//position
0 => Float32x3,
//normal
1 => Float32x3,
//tangent
2 => Float32x3,
//uv
3 => Float32x2,
];
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBS,
}
}
}