Added instancing
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@ -12,3 +12,4 @@ env_logger = "0.11.8"
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bytemuck = "1.23.0"
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wgpu = "25.0"
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pollster = "0.4.0"
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cgmath = "0.18.0"
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@ -1,6 +1,7 @@
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use std::cmp::max;
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use std::sync::Arc;
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use cgmath::num_traits::ToPrimitive;
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use cgmath::Rotation3;
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use pollster::FutureExt;
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use wgpu::util::DeviceExt;
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use wgpu::{Adapter, Device, Instance, PresentMode, Queue, Surface, SurfaceCapabilities};
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@ -17,6 +18,39 @@ pub async fn run() {
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let _ = event_loop.run_app(&mut window_state);
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}
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struct RenderInstance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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}
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impl RenderInstance {
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fn to_raw(&self) -> InstanceRaw {
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let model = cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation);
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InstanceRaw { model: model.into() }
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct InstanceRaw {
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model: [[f32; 4]; 4],
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}
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impl InstanceRaw {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: size_of::<InstanceRaw>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute { offset: 0, shader_location: 5, format: wgpu::VertexFormat::Float32x4 },
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wgpu::VertexAttribute { offset: size_of::<[f32; 4]>() as wgpu::BufferAddress, shader_location: 6, format: wgpu::VertexFormat::Float32x4 },
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wgpu::VertexAttribute { offset: size_of::<[f32; 8]>() as wgpu::BufferAddress, shader_location: 7, format: wgpu::VertexFormat::Float32x4 },
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wgpu::VertexAttribute { offset: size_of::<[f32; 12]>() as wgpu::BufferAddress, shader_location: 8, format: wgpu::VertexFormat::Float32x4 },
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],
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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@ -115,6 +149,9 @@ struct State<'a> {
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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instances: Vec<RenderInstance>,
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instance_buffer: wgpu::Buffer,
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num_vertices: u32,
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num_indices: u32,
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}
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@ -138,6 +175,23 @@ impl<'a> State<'a> {
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let num_vertices = VERTICES.len() as u32;
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let num_indices = INDICES.len() as u32;
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let instances = vec![
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RenderInstance {
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position: cgmath::Vector3::new(0.0, 0.0, 0.0),
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rotation: cgmath::Quaternion::from_angle_z(cgmath::Deg(0.0)),
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},
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RenderInstance {
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position: cgmath::Vector3::new(1.0, 1.0, 0.0),
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rotation: cgmath::Quaternion::from_angle_z(cgmath::Deg(45.0)),
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},
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];
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let instance_data: Vec<InstanceRaw> = instances.iter().map(RenderInstance::to_raw).collect();
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Self {
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surface,
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device,
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@ -150,6 +204,9 @@ impl<'a> State<'a> {
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vertex_buffer,
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index_buffer,
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instances,
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instance_buffer,
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num_vertices,
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num_indices,
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}
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@ -202,7 +259,7 @@ impl<'a> State<'a> {
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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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buffers: &[Vertex::desc()],
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buffers: &[Vertex::desc(), InstanceRaw::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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@ -326,8 +383,9 @@ impl<'a> State<'a> {
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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@ -3,31 +3,33 @@ struct VertexInput {
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@location(1) color: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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struct InstanceInput {
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@location(5) model_row0: vec4<f32>,
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@location(6) model_row1: vec4<f32>,
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@location(7) model_row2: vec4<f32>,
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@location(8) model_row3: vec4<f32>,
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};
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struct VSOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.color = model.color;
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out.clip_position = vec4<f32>(model.position, 1.0);
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fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VSOutput {
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var out: VSOutput;
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let model = mat4x4<f32>(
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instance.model_row0,
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instance.model_row1,
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instance.model_row2,
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instance.model_row3
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);
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out.position = model * vec4<f32>(vertex.position, 1.0);
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out.color = vertex.color;
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return out;
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}
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fn srgb_to_linear(c: f32) -> f32 {
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return pow((c + 0.055) / 1.055, 2.4);
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let linear_color = vec3<f32>(
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srgb_to_linear(in.color.r),
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srgb_to_linear(in.color.g),
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srgb_to_linear(in.color.b),
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);
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return vec4<f32>(linear_color, 1.0);
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fn fs_main(input: VSOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(input.color, 1.0);
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}
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