Added basic starfield demo

master
Mark 2023-12-23 11:03:06 -08:00
parent 280d86c09d
commit eec72447c5
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
2 changed files with 180 additions and 103 deletions

View File

@ -3,15 +3,15 @@ use std::mem;
// Represents a textured vertex in WGSL
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub struct TexturedVertex {
pub position: [f32; 3],
pub texture_coords: [f32; 2],
}
impl Vertex {
impl TexturedVertex {
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
array_stride: mem::size_of::<TexturedVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
@ -29,6 +29,75 @@ impl Vertex {
}
}
// Represents a plain vertex in WGSL
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct PlainVertex {
pub position: [f32; 3],
}
impl PlainVertex {
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<PlainVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
// Represents a star instance in WGSL
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct StarInstance {
// All transformations we need to put this star in its place
pub transform: [[f32; 4]; 4],
}
impl StarInstance {
// Number of bytes used to store this data.
// Should match desc() below.
pub const SIZE: u64 = mem::size_of::<StarInstance>() as wgpu::BufferAddress;
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: Self::SIZE,
// We need to switch from using a step mode of TexturedVertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
// A mat4 takes up 4 Texturedvertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We'll have to reassemble the mat4 in the shader.
wgpu::VertexAttribute {
offset: 0,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 3,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 4,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
// Represents a sprite instance in WGSL
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
@ -44,43 +113,39 @@ pub struct SpriteInstance {
impl SpriteInstance {
// Number of bytes used to store this data.
// Should match desc() below.
pub const SIZE: u64 = 20;
pub const SIZE: u64 = mem::size_of::<SpriteInstance>() as wgpu::BufferAddress;
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<SpriteInstance>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance
array_stride: Self::SIZE,
// We need to switch from using a step mode of TexturedVertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We'll have to reassemble the mat4 in the shader.
wgpu::VertexAttribute {
offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials, we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5, not conflict with them later
shader_location: 5,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
shader_location: 3,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
shader_location: 4,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
shader_location: 9,
shader_location: 6,
format: wgpu::VertexFormat::Uint32,
},
],

View File

@ -8,10 +8,11 @@ use winit::{self, window::Window};
use crate::{Camera, Sprite};
use super::{
bufferdata::{SpriteInstance, Vertex},
bufferdata::{PlainVertex, SpriteInstance, StarInstance, TexturedVertex},
pipeline::PipelineBuilder,
texturearray::TextureArray,
util::Transform,
SPRITE_MESH_INDICES, SPRITE_MESH_VERTICES,
SPRITE_INDICES, SPRITE_VERTICES, STARFIELD_VERTICES,
};
pub struct GPUState {
@ -23,18 +24,23 @@ pub struct GPUState {
pub window: Window,
pub size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
sprite_pipeline: wgpu::RenderPipeline,
starfield_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
star_vertex_buffer: wgpu::Buffer,
sprite_vertex_buffer: wgpu::Buffer,
sprite_index_buffer: wgpu::Buffer,
texture_array: TextureArray,
instance_buffer: wgpu::Buffer,
sprite_instance_buffer: wgpu::Buffer,
star_instance_buffer: wgpu::Buffer,
}
impl GPUState {
// We can draw at most this many sprites on the screen.
// TODO: compile-time option
pub const SPRITE_LIMIT: u64 = 100;
pub const STAR_LIMIT: u64 = 100;
pub async fn new(window: Window) -> Result<Self> {
let size = window.inner_size();
@ -101,87 +107,62 @@ impl GPUState {
// Load textures
let texture_array = TextureArray::new(&device, &queue)?;
// Render pipeline
let render_pipeline;
let render_pipeline_layout;
{
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("sprite shader"),
source: wgpu::ShaderSource::Wgsl(
include_str!(concat!(
// Render pipelines
let sprite_pipeline = PipelineBuilder::new("sprite", &device)
.set_shader(include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/src/render/shaders/",
"shader.wgsl"
))
.into(),
),
});
"sprite.wgsl"
)))
.set_format(config.format)
.set_triangle(true)
.set_vertex_buffers(&[TexturedVertex::desc(), SpriteInstance::desc()])
.set_bind_group_layouts(&[&texture_array.bind_group_layout])
.build();
render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render pipeline layout"),
bind_group_layouts: &[&texture_array.bind_group_layout],
push_constant_ranges: &[],
});
let starfield_pipeline = PipelineBuilder::new("starfield", &device)
.set_shader(include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/src/render/shaders/",
"starfield.wgsl"
)))
.set_format(config.format)
.set_triangle(false)
.set_vertex_buffers(&[PlainVertex::desc(), StarInstance::desc()])
.build();
render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vertex_shader_main",
buffers: &[Vertex::desc(), SpriteInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fragment_shader_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
let sprite_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex buffer"),
contents: bytemuck::cast_slice(SPRITE_MESH_VERTICES),
contents: bytemuck::cast_slice(SPRITE_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
let sprite_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex index buffer"),
contents: bytemuck::cast_slice(SPRITE_MESH_INDICES),
contents: bytemuck::cast_slice(SPRITE_INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("instance buffer"),
let star_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex buffer"),
contents: bytemuck::cast_slice(STARFIELD_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let sprite_instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sprite instance buffer"),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
size: SpriteInstance::SIZE * Self::SPRITE_LIMIT,
mapped_at_creation: false,
});
let star_instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("star instance buffer"),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
size: StarInstance::SIZE * Self::STAR_LIMIT,
mapped_at_creation: false,
});
return Ok(Self {
surface,
device,
@ -189,10 +170,13 @@ impl GPUState {
config,
size,
window,
render_pipeline,
vertex_buffer,
index_buffer,
instance_buffer,
sprite_pipeline,
starfield_pipeline,
sprite_vertex_buffer,
sprite_index_buffer,
star_vertex_buffer,
sprite_instance_buffer,
star_instance_buffer,
texture_array,
});
}
@ -259,6 +243,7 @@ impl GPUState {
let clip_sw = Point2::from((1.0, -1.0)) * camera.zoom;
let mut instances: Vec<SpriteInstance> = Vec::new();
for s in sprites {
let pos = s.post_parallax_position(camera) - camera.pos.to_vec();
let texture = self.texture_array.get_texture(&s.name[..]);
@ -306,26 +291,53 @@ impl GPUState {
}
// Enforce sprite limit
if sprites.len() as u64 >= Self::SPRITE_LIMIT {
if sprites.len() as u64 > Self::SPRITE_LIMIT {
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
// Write new sprite data to buffer
self.queue
.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&instances));
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(
0..SPRITE_MESH_INDICES.len() as u32,
self.queue.write_buffer(
&self.sprite_instance_buffer,
0,
0..instances.len() as _,
bytemuck::cast_slice(&instances),
);
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
let nstances: Vec<StarInstance> = (-10..10)
.map(|x| StarInstance {
transform: cgmath::Matrix4::from_translation(cgmath::Vector3 {
x: x as f32 / 10.0,
y: 0.0,
z: 0.0,
})
.into(),
})
.collect();
self.queue.write_buffer(
&self.star_instance_buffer,
0,
bytemuck::cast_slice(&nstances),
);
// Starfield pipeline
render_pass.set_vertex_buffer(0, self.star_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.star_instance_buffer.slice(..));
render_pass.set_pipeline(&self.starfield_pipeline);
render_pass.draw(0..STARFIELD_VERTICES.len() as _, 0..nstances.len() as _);
// Sprite pipeline
render_pass.set_vertex_buffer(0, self.sprite_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.sprite_instance_buffer.slice(..));
render_pass.set_index_buffer(
self.sprite_index_buffer.slice(..),
wgpu::IndexFormat::Uint16,
);
render_pass.set_pipeline(&self.sprite_pipeline);
render_pass.draw_indexed(0..SPRITE_INDICES.len() as u32, 0, 0..instances.len() as _);
// begin_render_pass borrows encoder mutably, so we can't call finish()
// without dropping this variable.
drop(render_pass);