196 lines
6.1 KiB
Rust
196 lines
6.1 KiB
Rust
use eframe::egui_wgpu::wgpu;
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use std::ops::Range;
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use crate::texture;
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pub trait Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
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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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pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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pub color: [f32; 4],
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pub tangent: [f32; 4],
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}
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impl Vertex for ModelVertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use core::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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shader_location: 4,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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pub struct Instance {
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position: glam::Vec3,
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rotation: glam::Quat,
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}
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impl Instance {
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pub fn new(position: glam::Vec3, rotation: glam::Quat) -> Self {
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Self { position, rotation }
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}
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pub fn to_raw(&self) -> InstanceRaw {
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InstanceRaw {
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model: (glam::Mat4::from_translation(self.position)
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* glam::Mat4::from_quat(self.rotation)
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* glam::Mat4::from_scale(glam::Vec3::splat(128.0)))
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.to_cols_array_2d(),
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct InstanceRaw {
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#[allow(dead_code)]
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model: [[f32; 4]; 4],
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}
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impl InstanceRaw {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use core::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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// We need to switch from using a step mode of Vertex to Instance
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// This means that our shaders will only change to use the next
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// instance when the shader starts processing a new instance
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
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// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
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// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
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// for each vec4. We don't have to do this in code though.
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub enum AlphaMode {
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Opaque,
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Mask,
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Blend,
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}
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impl AlphaMode {
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pub fn as_str(self) -> &'static str {
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match self {
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Self::Opaque => "OPAQUE",
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Self::Mask => "MASK",
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Self::Blend => "BLEND",
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}
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}
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pub fn shader_value(self) -> f32 {
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match self {
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Self::Opaque => 0.0,
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Self::Mask => 1.0,
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Self::Blend => 2.0,
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}
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}
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}
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pub struct Material {
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pub name: String,
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pub alpha_mode: AlphaMode,
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pub alpha_cutoff: f32,
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pub base_color_factor: [f32; 4],
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pub double_sided: bool,
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pub base_color_texture: texture::Texture,
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pub metallic_roughness_texture: texture::Texture,
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pub normal_texture: texture::Texture,
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pub occlusion_texture: texture::Texture,
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pub emissive_texture: texture::Texture,
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pub params_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: usize,
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pub center: [f32; 3],
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}
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pub trait DrawModel<'a> {
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fn draw_mesh(&mut self, mesh: &'a Mesh);
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fn draw_mesh_instanced(&mut self, mesh: &'a Mesh, instances: Range<u32>);
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}
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impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
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where
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'b: 'a,
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{
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fn draw_mesh(&mut self, mesh: &'b Mesh) {
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self.draw_mesh_instanced(mesh, 0..1);
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}
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fn draw_mesh_instanced(&mut self, mesh: &'b Mesh, instances: Range<u32>) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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}
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