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
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1081051084
@ -11,7 +11,7 @@ log = "^0.4.17"
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chrono = "^0.4.19"
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fern = { version = "^0.6.1", features = ["colored"] }
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bitflags = "^1.3.2"
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cgmath = "^0.18.0"
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cgmath = { version = "^0.18.0", features = ["bytemuck"] }
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pollster = "^0.2.5"
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# surface creation
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@ -26,7 +26,6 @@ pub struct WgpuRenderer {
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texture_bind_group_layout: wgpu::BindGroupLayout,
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texture_render_pipeline: wgpu::RenderPipeline,
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shape_render_pipeline: wgpu::RenderPipeline,
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texture_quad: GpuMesh<TextureVertex, 4, 6>,
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quad_mesh: GpuMesh<ColorVertex, 4, 6>, //TODO temporary, to be moved to shapes.rs
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output: Option<wgpu::SurfaceTexture>,
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}
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@ -42,6 +41,8 @@ impl WgpuRenderer {
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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//let adapters = instance.enumerate_adapters(
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let adapter = instance.request_adapter(
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&wgpu::RequestAdapterOptions {
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//for now, integrated GPU is enough, may be revised later
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@ -51,11 +52,14 @@ impl WgpuRenderer {
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},
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).await.unwrap();
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let mut limits = wgpu::Limits::downlevel_defaults();
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limits.max_push_constant_size = 36;
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let (device, queue) = adapter.request_device(
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&wgpu::DeviceDescriptor {
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//using minimum requirements possible since 2D isn't very demanding anyway
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::downlevel_webgl2_defaults(),
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features: wgpu::Features::PUSH_CONSTANTS,
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limits,
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label: None,
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},
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None, // Trace path
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@ -97,6 +101,11 @@ impl WgpuRenderer {
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label: Some("texture_bind_group_layout"),
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});
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let mvp_push_constant = wgpu::PushConstantRange {
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stages: wgpu::ShaderStages::VERTEX,
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range: 0..36,
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};
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let texture_render_pipeline = {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("texture shader"),
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@ -107,7 +116,7 @@ impl WgpuRenderer {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("texture render pipeline layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[mvp_push_constant],
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});
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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@ -209,23 +218,6 @@ impl WgpuRenderer {
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})
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};
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let texture_quad = {
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let mesh = Mesh {
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vertices: [
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TextureVertex { position: [0.0, 0.0], tex_coords: [0.0, 1.0] },
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TextureVertex { position: [1.0, 0.0], tex_coords: [1.0, 1.0] },
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TextureVertex { position: [1.0, 1.0], tex_coords: [1.0, 0.0] },
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TextureVertex { position: [0.0, 1.0], tex_coords: [0.0, 0.0] },
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],
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indices: [
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0, 1, 2,
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0, 2, 3,
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],
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};
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GpuMesh::create(&device, mesh)
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};
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let quad_mesh = {
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let mesh = Mesh {
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vertices: [
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@ -255,7 +247,6 @@ impl WgpuRenderer {
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texture_bind_group_layout,
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texture_render_pipeline,
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shape_render_pipeline,
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texture_quad,
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quad_mesh,
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output,
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})
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@ -318,7 +309,14 @@ impl WgpuRenderer {
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render_pass.set_index_buffer(gpu_mesh.index_buffer.slice(..),
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wgpu::IndexFormat::Uint16);
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render_pass.set_bind_group(0, &texture.bind_group, &[]);
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render_pass.draw_indexed(0..self.texture_quad.index_number, 0, 0..1);
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let matrix = {
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use cgmath::SquareMatrix;
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cgmath::Matrix3::<f32>::from_nonuniform_scale(720.0/1280.0, 1.0)
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};
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render_pass.set_push_constants(wgpu::ShaderStages::VERTEX,
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0,
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bytemuck::bytes_of(&matrix));
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render_pass.draw_indexed(0..gpu_mesh.index_number, 0, 0..1);
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drop(render_pass);
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self.queue.submit(std::iter::once(encoder.finish()));
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@ -1,5 +1,7 @@
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// Vertex shader
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var<push_constant> model_matrix: mat3x3<f32>;
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) tex_coords: vec2<f32>,
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@ -15,7 +17,8 @@ fn vs_main(model: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 0.0, 1.0);
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out.clip_position
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= vec4<f32>(model_matrix * vec3<f32>(model.position, 0.0), 1.0);
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return out;
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}
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