Improve module hierarchy of custom_shader example

This commit is contained in:
Héctor Ramón Jiménez 2023-11-14 15:48:01 +01:00
parent b1b2467b45
commit 811aa673e9
No known key found for this signature in database
GPG key ID: 7CC46565708259A7
10 changed files with 122 additions and 126 deletions

View file

@ -1,13 +1,21 @@
use crate::camera::Camera;
use crate::primitive;
use crate::primitive::cube::Cube;
use glam::Vec3;
mod camera;
mod pipeline;
use camera::Camera;
use pipeline::Pipeline;
use crate::wgpu;
use pipeline::cube::{self, Cube};
use iced::mouse;
use iced::time::Duration;
use iced::widget::shader;
use iced::{mouse, Color, Rectangle};
use iced::{Color, Rectangle, Size};
use glam::Vec3;
use rand::Rng;
use std::cmp::Ordering;
use std::iter;
use std::time::Duration;
pub const MAX: u32 = 500;
@ -72,7 +80,7 @@ impl Scene {
impl<Message> shader::Program<Message> for Scene {
type State = ();
type Primitive = primitive::Primitive;
type Primitive = Primitive;
fn draw(
&self,
@ -80,7 +88,7 @@ impl<Message> shader::Program<Message> for Scene {
_cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive {
primitive::Primitive::new(
Primitive::new(
&self.cubes,
&self.camera,
bounds,
@ -90,6 +98,85 @@ impl<Message> shader::Program<Message> for Scene {
}
}
/// A collection of `Cube`s that can be rendered.
#[derive(Debug)]
pub struct Primitive {
cubes: Vec<cube::Raw>,
uniforms: pipeline::Uniforms,
show_depth_buffer: bool,
}
impl Primitive {
pub fn new(
cubes: &[Cube],
camera: &Camera,
bounds: Rectangle,
show_depth_buffer: bool,
light_color: Color,
) -> Self {
let uniforms = pipeline::Uniforms::new(camera, bounds, light_color);
Self {
cubes: cubes
.iter()
.map(cube::Raw::from_cube)
.collect::<Vec<cube::Raw>>(),
uniforms,
show_depth_buffer,
}
}
}
impl shader::Primitive for Primitive {
fn prepare(
&self,
format: wgpu::TextureFormat,
device: &wgpu::Device,
queue: &wgpu::Queue,
target_size: Size<u32>,
_scale_factor: f32,
_transform: shader::Transformation,
storage: &mut shader::Storage,
) {
if !storage.has::<Pipeline>() {
storage.store(Pipeline::new(device, queue, format, target_size));
}
let pipeline = storage.get_mut::<Pipeline>().unwrap();
//upload data to GPU
pipeline.update(
device,
queue,
target_size,
&self.uniforms,
self.cubes.len(),
&self.cubes,
);
}
fn render(
&self,
storage: &shader::Storage,
bounds: Rectangle<u32>,
target: &wgpu::TextureView,
_target_size: Size<u32>,
encoder: &mut wgpu::CommandEncoder,
) {
//at this point our pipeline should always be initialized
let pipeline = storage.get::<Pipeline>().unwrap();
//render primitive
pipeline.render(
target,
encoder,
bounds,
self.cubes.len() as u32,
self.show_depth_buffer,
);
}
}
fn rnd_origin() -> Vec3 {
Vec3::new(
rand::thread_rng().gen_range(-4.0..4.0),