Finished depth buffer

This commit is contained in:
Verox001 2025-01-13 21:55:22 +01:00
parent eaf97e3f57
commit 4762bf6f80
4 changed files with 220 additions and 6 deletions

View File

@ -7,9 +7,69 @@ use winit::{
keyboard::{KeyCode, PhysicalKey},
window::{Window, WindowBuilder},
};
use cgmath::prelude::*;
use crate::texture::Texture;
mod texture;
struct Instance {
position: cgmath::Vector3<f32>,
rotation: cgmath::Quaternion<f32>,
}
impl InstanceRaw {
fn desc() -> wgpu::VertexBufferLayout<'static> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex 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,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
impl Instance {
fn to_raw(&self) -> InstanceRaw {
InstanceRaw {
model: (cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation)).into(),
}
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct InstanceRaw {
model: [[f32; 4]; 4],
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
@ -222,15 +282,20 @@ struct State<'a> {
#[allow(dead_code)]
diffuse_texture: texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
// NEW!
camera: Camera,
camera_controller: CameraController,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
window: &'a Window,
instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
depth_texture: Texture,
}
const NUM_INSTANCES_PER_ROW: u32 = 10;
const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(NUM_INSTANCES_PER_ROW as f32 * 0.5, 0.0, NUM_INSTANCES_PER_ROW as f32 * 0.5);
impl<'a> State<'a> {
async fn new(window: &'a Window) -> State<'a> {
let size = window.inner_size();
@ -288,6 +353,8 @@ impl<'a> State<'a> {
desired_maximum_frame_latency: 2,
};
let depth_texture = texture::Texture::create_depth_texture(&device, &config, "depth_texture");
let diffuse_bytes = include_bytes!("happy-tree.png");
let diffuse_texture =
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
@ -392,7 +459,7 @@ impl<'a> State<'a> {
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
buffers: &[Vertex::desc(), InstanceRaw::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
@ -421,7 +488,13 @@ impl<'a> State<'a> {
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
depth_stencil: Some(wgpu::DepthStencilState {
format: texture::Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
@ -446,6 +519,33 @@ impl<'a> State<'a> {
});
let num_indices = INDICES.len() as u32;
let instances = (0..NUM_INSTANCES_PER_ROW).flat_map(|z| {
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
let position = cgmath::Vector3 { x: x as f32, y: 0.0, z: z as f32 } - INSTANCE_DISPLACEMENT;
let rotation = if position.is_zero() {
// this is needed so an object at (0, 0, 0) won't get scaled to zero
// as Quaternions can affect scale if they're not created correctly
cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0))
} else {
cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
};
Instance {
position, rotation,
}
})
}).collect::<Vec<_>>();
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
let instance_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsages::VERTEX,
}
);
Self {
surface,
device,
@ -464,6 +564,9 @@ impl<'a> State<'a> {
camera_bind_group,
camera_uniform,
window,
instances,
instance_buffer,
depth_texture,
}
}
@ -478,6 +581,8 @@ impl<'a> State<'a> {
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
self.depth_texture = Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
}
}
@ -524,7 +629,14 @@ impl<'a> State<'a> {
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
occlusion_query_set: None,
timestamp_writes: None,
});
@ -533,8 +645,9 @@ impl<'a> State<'a> {
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_bind_group(1, &self.camera_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..self.num_indices, 0, 0..1);
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
}
self.queue.submit(iter::once(encoder.finish()));

44
src/model.rs Normal file
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@ -0,0 +1,44 @@
pub trait Vertex {
fn desc() -> wgpu::VertexBufferLayout<'static>;
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ModelVertex {
pub position: [f32; 3],
pub tex_coords: [f32; 2],
pub normal: [f32; 3],
}
impl Vertex for ModelVertex {
fn desc() -> wgpu::VertexBufferLayout<'static> {
todo!();
}
}
impl Vertex for ModelVertex {
fn desc() -> wgpu::VertexBufferLayout<'static> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}

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@ -1,3 +1,11 @@
struct InstanceInput {
@location(5) model_matrix_0: vec4<f32>,
@location(6) model_matrix_1: vec4<f32>,
@location(7) model_matrix_2: vec4<f32>,
@location(8) model_matrix_3: vec4<f32>,
};
// Vertex shader
struct CameraUniform {
view_proj: mat4x4<f32>,
@ -18,10 +26,17 @@ struct VertexOutput {
@vertex
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 2.
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
return out;
}

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@ -77,4 +77,46 @@ impl Texture {
Ok(Self { texture, view, sampler })
}
}
impl Texture {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn create_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str) -> Self {
let size = wgpu::Extent3d {
width: config.width.max(1),
height: config.height.max(1),
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(
&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
}
);
Self { texture, view, sampler }
}
}