Got model matrix to work
For now the matrix is sent as a push constant but since WebGL doesn't support them and will likely never support them big enough for a matrix, they will in the future be sent in a uniform buffer
This commit is contained in:
parent
88078e128a
commit
1081051084
@ -11,7 +11,7 @@ log = "^0.4.17"
|
|||||||
chrono = "^0.4.19"
|
chrono = "^0.4.19"
|
||||||
fern = { version = "^0.6.1", features = ["colored"] }
|
fern = { version = "^0.6.1", features = ["colored"] }
|
||||||
bitflags = "^1.3.2"
|
bitflags = "^1.3.2"
|
||||||
cgmath = "^0.18.0"
|
cgmath = { version = "^0.18.0", features = ["bytemuck"] }
|
||||||
pollster = "^0.2.5"
|
pollster = "^0.2.5"
|
||||||
|
|
||||||
# surface creation
|
# surface creation
|
||||||
|
|||||||
@ -26,7 +26,6 @@ pub struct WgpuRenderer {
|
|||||||
texture_bind_group_layout: wgpu::BindGroupLayout,
|
texture_bind_group_layout: wgpu::BindGroupLayout,
|
||||||
texture_render_pipeline: wgpu::RenderPipeline,
|
texture_render_pipeline: wgpu::RenderPipeline,
|
||||||
shape_render_pipeline: wgpu::RenderPipeline,
|
shape_render_pipeline: wgpu::RenderPipeline,
|
||||||
texture_quad: GpuMesh<TextureVertex, 4, 6>,
|
|
||||||
quad_mesh: GpuMesh<ColorVertex, 4, 6>, //TODO temporary, to be moved to shapes.rs
|
quad_mesh: GpuMesh<ColorVertex, 4, 6>, //TODO temporary, to be moved to shapes.rs
|
||||||
output: Option<wgpu::SurfaceTexture>,
|
output: Option<wgpu::SurfaceTexture>,
|
||||||
}
|
}
|
||||||
@ -42,6 +41,8 @@ impl WgpuRenderer {
|
|||||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||||
let surface = unsafe { instance.create_surface(window) };
|
let surface = unsafe { instance.create_surface(window) };
|
||||||
|
|
||||||
|
//let adapters = instance.enumerate_adapters(
|
||||||
|
|
||||||
let adapter = instance.request_adapter(
|
let adapter = instance.request_adapter(
|
||||||
&wgpu::RequestAdapterOptions {
|
&wgpu::RequestAdapterOptions {
|
||||||
//for now, integrated GPU is enough, may be revised later
|
//for now, integrated GPU is enough, may be revised later
|
||||||
@ -51,11 +52,14 @@ impl WgpuRenderer {
|
|||||||
},
|
},
|
||||||
).await.unwrap();
|
).await.unwrap();
|
||||||
|
|
||||||
|
let mut limits = wgpu::Limits::downlevel_defaults();
|
||||||
|
limits.max_push_constant_size = 36;
|
||||||
|
|
||||||
let (device, queue) = adapter.request_device(
|
let (device, queue) = adapter.request_device(
|
||||||
&wgpu::DeviceDescriptor {
|
&wgpu::DeviceDescriptor {
|
||||||
//using minimum requirements possible since 2D isn't very demanding anyway
|
//using minimum requirements possible since 2D isn't very demanding anyway
|
||||||
features: wgpu::Features::empty(),
|
features: wgpu::Features::PUSH_CONSTANTS,
|
||||||
limits: wgpu::Limits::downlevel_webgl2_defaults(),
|
limits,
|
||||||
label: None,
|
label: None,
|
||||||
},
|
},
|
||||||
None, // Trace path
|
None, // Trace path
|
||||||
@ -97,6 +101,11 @@ impl WgpuRenderer {
|
|||||||
label: Some("texture_bind_group_layout"),
|
label: Some("texture_bind_group_layout"),
|
||||||
});
|
});
|
||||||
|
|
||||||
|
let mvp_push_constant = wgpu::PushConstantRange {
|
||||||
|
stages: wgpu::ShaderStages::VERTEX,
|
||||||
|
range: 0..36,
|
||||||
|
};
|
||||||
|
|
||||||
let texture_render_pipeline = {
|
let texture_render_pipeline = {
|
||||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("texture shader"),
|
label: Some("texture shader"),
|
||||||
@ -107,7 +116,7 @@ impl WgpuRenderer {
|
|||||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
label: Some("texture render pipeline layout"),
|
label: Some("texture render pipeline layout"),
|
||||||
bind_group_layouts: &[&texture_bind_group_layout],
|
bind_group_layouts: &[&texture_bind_group_layout],
|
||||||
push_constant_ranges: &[],
|
push_constant_ranges: &[mvp_push_constant],
|
||||||
});
|
});
|
||||||
|
|
||||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
@ -209,23 +218,6 @@ impl WgpuRenderer {
|
|||||||
})
|
})
|
||||||
};
|
};
|
||||||
|
|
||||||
let texture_quad = {
|
|
||||||
let mesh = Mesh {
|
|
||||||
vertices: [
|
|
||||||
TextureVertex { position: [0.0, 0.0], tex_coords: [0.0, 1.0] },
|
|
||||||
TextureVertex { position: [1.0, 0.0], tex_coords: [1.0, 1.0] },
|
|
||||||
TextureVertex { position: [1.0, 1.0], tex_coords: [1.0, 0.0] },
|
|
||||||
TextureVertex { position: [0.0, 1.0], tex_coords: [0.0, 0.0] },
|
|
||||||
],
|
|
||||||
indices: [
|
|
||||||
0, 1, 2,
|
|
||||||
0, 2, 3,
|
|
||||||
],
|
|
||||||
};
|
|
||||||
|
|
||||||
GpuMesh::create(&device, mesh)
|
|
||||||
};
|
|
||||||
|
|
||||||
let quad_mesh = {
|
let quad_mesh = {
|
||||||
let mesh = Mesh {
|
let mesh = Mesh {
|
||||||
vertices: [
|
vertices: [
|
||||||
@ -255,7 +247,6 @@ impl WgpuRenderer {
|
|||||||
texture_bind_group_layout,
|
texture_bind_group_layout,
|
||||||
texture_render_pipeline,
|
texture_render_pipeline,
|
||||||
shape_render_pipeline,
|
shape_render_pipeline,
|
||||||
texture_quad,
|
|
||||||
quad_mesh,
|
quad_mesh,
|
||||||
output,
|
output,
|
||||||
})
|
})
|
||||||
@ -318,7 +309,14 @@ impl WgpuRenderer {
|
|||||||
render_pass.set_index_buffer(gpu_mesh.index_buffer.slice(..),
|
render_pass.set_index_buffer(gpu_mesh.index_buffer.slice(..),
|
||||||
wgpu::IndexFormat::Uint16);
|
wgpu::IndexFormat::Uint16);
|
||||||
render_pass.set_bind_group(0, &texture.bind_group, &[]);
|
render_pass.set_bind_group(0, &texture.bind_group, &[]);
|
||||||
render_pass.draw_indexed(0..self.texture_quad.index_number, 0, 0..1);
|
let matrix = {
|
||||||
|
use cgmath::SquareMatrix;
|
||||||
|
cgmath::Matrix3::<f32>::from_nonuniform_scale(720.0/1280.0, 1.0)
|
||||||
|
};
|
||||||
|
render_pass.set_push_constants(wgpu::ShaderStages::VERTEX,
|
||||||
|
0,
|
||||||
|
bytemuck::bytes_of(&matrix));
|
||||||
|
render_pass.draw_indexed(0..gpu_mesh.index_number, 0, 0..1);
|
||||||
|
|
||||||
drop(render_pass);
|
drop(render_pass);
|
||||||
self.queue.submit(std::iter::once(encoder.finish()));
|
self.queue.submit(std::iter::once(encoder.finish()));
|
||||||
|
|||||||
@ -1,5 +1,7 @@
|
|||||||
// Vertex shader
|
// Vertex shader
|
||||||
|
|
||||||
|
var<push_constant> model_matrix: mat3x3<f32>;
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
@location(0) position: vec2<f32>,
|
@location(0) position: vec2<f32>,
|
||||||
@location(1) tex_coords: vec2<f32>,
|
@location(1) tex_coords: vec2<f32>,
|
||||||
@ -15,7 +17,8 @@ fn vs_main(model: VertexInput) -> VertexOutput {
|
|||||||
|
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
out.tex_coords = model.tex_coords;
|
out.tex_coords = model.tex_coords;
|
||||||
out.clip_position = vec4<f32>(model.position, 0.0, 1.0);
|
out.clip_position
|
||||||
|
= vec4<f32>(model_matrix * vec3<f32>(model.position, 0.0), 1.0);
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user