|
| 1 | +#![allow(clippy::needless_return)] |
| 2 | + |
| 3 | +use lambda::{ |
| 4 | + component::Component, |
| 5 | + events::{ |
| 6 | + EventMask, |
| 7 | + WindowEvent, |
| 8 | + }, |
| 9 | + logging, |
| 10 | + math::matrix::Matrix, |
| 11 | + render::{ |
| 12 | + buffer::BufferBuilder, |
| 13 | + command::RenderCommand, |
| 14 | + mesh::{ |
| 15 | + Mesh, |
| 16 | + MeshBuilder, |
| 17 | + }, |
| 18 | + pipeline::RenderPipelineBuilder, |
| 19 | + render_pass::RenderPassBuilder, |
| 20 | + scene_math::{ |
| 21 | + compute_model_view_projection_matrix_about_pivot, |
| 22 | + SimpleCamera, |
| 23 | + }, |
| 24 | + shader::{ |
| 25 | + Shader, |
| 26 | + ShaderBuilder, |
| 27 | + ShaderKind, |
| 28 | + VirtualShader, |
| 29 | + }, |
| 30 | + vertex::{ |
| 31 | + ColorFormat, |
| 32 | + VertexAttribute, |
| 33 | + VertexBuilder, |
| 34 | + VertexElement, |
| 35 | + }, |
| 36 | + viewport, |
| 37 | + ResourceId, |
| 38 | + }, |
| 39 | + runtime::start_runtime, |
| 40 | + runtimes::{ |
| 41 | + application::ComponentResult, |
| 42 | + ApplicationRuntimeBuilder, |
| 43 | + }, |
| 44 | +}; |
| 45 | + |
| 46 | +// ------------------------------ SHADER SOURCE -------------------------------- |
| 47 | + |
| 48 | +const VERTEX_SHADER_SOURCE: &str = r#" |
| 49 | +#version 450 |
| 50 | +
|
| 51 | +layout (location = 0) in vec3 vertex_position; |
| 52 | +layout (location = 1) in vec3 vertex_normal; |
| 53 | +layout (location = 2) in vec3 vertex_color; |
| 54 | +
|
| 55 | +layout (location = 0) out vec3 frag_color; |
| 56 | +
|
| 57 | +layout ( push_constant ) uniform PushConstant { |
| 58 | + vec4 data; |
| 59 | + mat4 render_matrix; |
| 60 | +} push_constants; |
| 61 | +
|
| 62 | +void main() { |
| 63 | + gl_Position = push_constants.render_matrix * vec4(vertex_position, 1.0); |
| 64 | + frag_color = vertex_color; |
| 65 | +} |
| 66 | +
|
| 67 | +"#; |
| 68 | + |
| 69 | +const FRAGMENT_SHADER_SOURCE: &str = r#" |
| 70 | +#version 450 |
| 71 | +
|
| 72 | +layout (location = 0) in vec3 frag_color; |
| 73 | +
|
| 74 | +layout (location = 0) out vec4 fragment_color; |
| 75 | +
|
| 76 | +void main() { |
| 77 | + fragment_color = vec4(frag_color, 1.0); |
| 78 | +} |
| 79 | +
|
| 80 | +"#; |
| 81 | + |
| 82 | +// ------------------------------ IMMEDIATES ---------------------------------- |
| 83 | + |
| 84 | +/// Immediate data structure passed to shaders via wgpu's immediates feature. |
| 85 | +/// In GLSL shaders, this is still declared as `push_constant` uniform block. |
| 86 | +#[repr(C)] |
| 87 | +#[derive(Debug, Clone, Copy)] |
| 88 | +pub struct ImmediateData { |
| 89 | + data: [f32; 4], |
| 90 | + render_matrix: [[f32; 4]; 4], |
| 91 | +} |
| 92 | + |
| 93 | +pub fn immediate_data_to_bytes(immediate: &ImmediateData) -> &[u32] { |
| 94 | + let bytes = unsafe { |
| 95 | + let size_in_bytes = std::mem::size_of::<ImmediateData>(); |
| 96 | + let size_in_u32 = size_in_bytes / std::mem::size_of::<u32>(); |
| 97 | + let ptr = immediate as *const ImmediateData as *const u32; |
| 98 | + std::slice::from_raw_parts(ptr, size_in_u32) |
| 99 | + }; |
| 100 | + |
| 101 | + return bytes; |
| 102 | +} |
| 103 | + |
| 104 | +// Model, view, and projection matrix computations are handled by `scene_math`. |
| 105 | + |
| 106 | +// --------------------------------- COMPONENT --------------------------------- |
| 107 | + |
| 108 | +const ROTATION_TURNS_PER_SECOND: f32 = 0.12; |
| 109 | + |
| 110 | +pub struct ImmediatesExample { |
| 111 | + elapsed_seconds: f32, |
| 112 | + shader: Shader, |
| 113 | + fs: Shader, |
| 114 | + mesh: Option<Mesh>, |
| 115 | + render_pipeline: Option<ResourceId>, |
| 116 | + render_pass: Option<ResourceId>, |
| 117 | + width: u32, |
| 118 | + height: u32, |
| 119 | +} |
| 120 | + |
| 121 | +impl Component<ComponentResult, String> for ImmediatesExample { |
| 122 | + fn on_attach( |
| 123 | + &mut self, |
| 124 | + render_context: &mut lambda::render::RenderContext, |
| 125 | + ) -> Result<ComponentResult, String> { |
| 126 | + let render_pass = RenderPassBuilder::new().build( |
| 127 | + render_context.gpu(), |
| 128 | + render_context.surface_format(), |
| 129 | + render_context.depth_format(), |
| 130 | + ); |
| 131 | + let immediate_data_size = std::mem::size_of::<ImmediateData>() as u32; |
| 132 | + |
| 133 | + // Create triangle mesh. |
| 134 | + let vertices = [ |
| 135 | + VertexBuilder::new() |
| 136 | + .with_position([1.0, 1.0, 0.0]) |
| 137 | + .with_normal([0.0, 0.0, 0.0]) |
| 138 | + .with_color([1.0, 0.0, 0.0]) |
| 139 | + .build(), |
| 140 | + VertexBuilder::new() |
| 141 | + .with_position([-1.0, 1.0, 0.0]) |
| 142 | + .with_normal([0.0, 0.0, 0.0]) |
| 143 | + .with_color([0.0, 1.0, 0.0]) |
| 144 | + .build(), |
| 145 | + VertexBuilder::new() |
| 146 | + .with_position([0.0, -1.0, 0.0]) |
| 147 | + .with_normal([0.0, 0.0, 0.0]) |
| 148 | + .with_color([0.0, 0.0, 1.0]) |
| 149 | + .build(), |
| 150 | + ]; |
| 151 | + |
| 152 | + let mut mesh_builder = MeshBuilder::new(); |
| 153 | + vertices.iter().for_each(|vertex| { |
| 154 | + mesh_builder.with_vertex(*vertex); |
| 155 | + }); |
| 156 | + |
| 157 | + let mesh = mesh_builder |
| 158 | + .with_attributes(vec![ |
| 159 | + VertexAttribute { |
| 160 | + location: 0, |
| 161 | + offset: 0, |
| 162 | + element: VertexElement { |
| 163 | + format: ColorFormat::Rgb32Sfloat, |
| 164 | + offset: 0, |
| 165 | + }, |
| 166 | + }, |
| 167 | + VertexAttribute { |
| 168 | + location: 1, |
| 169 | + offset: 0, |
| 170 | + element: VertexElement { |
| 171 | + format: ColorFormat::Rgb32Sfloat, |
| 172 | + offset: 12, |
| 173 | + }, |
| 174 | + }, |
| 175 | + VertexAttribute { |
| 176 | + location: 2, |
| 177 | + offset: 0, |
| 178 | + element: VertexElement { |
| 179 | + format: ColorFormat::Rgb32Sfloat, |
| 180 | + offset: 24, |
| 181 | + }, |
| 182 | + }, |
| 183 | + ]) |
| 184 | + .build(); |
| 185 | + |
| 186 | + logging::trace!("mesh: {:?}", mesh); |
| 187 | + |
| 188 | + let pipeline = RenderPipelineBuilder::new() |
| 189 | + .with_culling(lambda::render::pipeline::CullingMode::None) |
| 190 | + .with_immediate_data(immediate_data_size) |
| 191 | + .with_buffer( |
| 192 | + BufferBuilder::build_from_mesh(&mesh, render_context.gpu()) |
| 193 | + .expect("Failed to create buffer"), |
| 194 | + mesh.attributes().to_vec(), |
| 195 | + ) |
| 196 | + .build( |
| 197 | + render_context.gpu(), |
| 198 | + render_context.surface_format(), |
| 199 | + render_context.depth_format(), |
| 200 | + &render_pass, |
| 201 | + &self.shader, |
| 202 | + Some(&self.fs), |
| 203 | + ); |
| 204 | + |
| 205 | + self.render_pass = Some(render_context.attach_render_pass(render_pass)); |
| 206 | + self.render_pipeline = Some(render_context.attach_pipeline(pipeline)); |
| 207 | + self.mesh = Some(mesh); |
| 208 | + |
| 209 | + return Ok(ComponentResult::Success); |
| 210 | + } |
| 211 | + |
| 212 | + fn on_detach( |
| 213 | + &mut self, |
| 214 | + _render_context: &mut lambda::render::RenderContext, |
| 215 | + ) -> Result<ComponentResult, String> { |
| 216 | + logging::info!("Detaching component"); |
| 217 | + return Ok(ComponentResult::Success); |
| 218 | + } |
| 219 | + |
| 220 | + fn event_mask(&self) -> EventMask { |
| 221 | + return EventMask::WINDOW; |
| 222 | + } |
| 223 | + |
| 224 | + fn on_window_event(&mut self, event: &WindowEvent) -> Result<(), String> { |
| 225 | + match event { |
| 226 | + WindowEvent::Resize { width, height } => { |
| 227 | + logging::info!("Window resized to {}x{}", width, height); |
| 228 | + self.width = *width; |
| 229 | + self.height = *height; |
| 230 | + } |
| 231 | + WindowEvent::Close => { |
| 232 | + logging::info!("Window closed"); |
| 233 | + } |
| 234 | + } |
| 235 | + return Ok(()); |
| 236 | + } |
| 237 | + |
| 238 | + fn on_update( |
| 239 | + &mut self, |
| 240 | + last_frame: &std::time::Duration, |
| 241 | + ) -> Result<ComponentResult, String> { |
| 242 | + self.elapsed_seconds += last_frame.as_secs_f32(); |
| 243 | + return Ok(ComponentResult::Success); |
| 244 | + } |
| 245 | + |
| 246 | + fn on_render( |
| 247 | + &mut self, |
| 248 | + _render_context: &mut lambda::render::RenderContext, |
| 249 | + ) -> Vec<RenderCommand> { |
| 250 | + let viewport = |
| 251 | + viewport::ViewportBuilder::new().build(self.width, self.height); |
| 252 | + |
| 253 | + let render_pass = self |
| 254 | + .render_pass |
| 255 | + .expect("Cannot begin the render pass when it doesn't exist."); |
| 256 | + let render_pipeline = self |
| 257 | + .render_pipeline |
| 258 | + .expect("No render pipeline actively set for rendering."); |
| 259 | + |
| 260 | + let camera = SimpleCamera { |
| 261 | + position: [0.0, 0.0, 3.0], |
| 262 | + field_of_view_in_turns: 0.25, |
| 263 | + near_clipping_plane: 0.1, |
| 264 | + far_clipping_plane: 100.0, |
| 265 | + }; |
| 266 | + |
| 267 | + let turns = (self.elapsed_seconds * ROTATION_TURNS_PER_SECOND) % 1.0_f32; |
| 268 | + let mesh_matrix = compute_model_view_projection_matrix_about_pivot( |
| 269 | + &camera, |
| 270 | + self.width.max(1), |
| 271 | + self.height.max(1), |
| 272 | + [0.0, -1.0 / 3.0, 0.0], |
| 273 | + [0.0, 1.0, 0.0], |
| 274 | + turns, |
| 275 | + 0.5, |
| 276 | + [0.0, 1.0 / 3.0, 0.0], |
| 277 | + ); |
| 278 | + |
| 279 | + // All state setting must be inside the render pass. |
| 280 | + let mut commands = vec![RenderCommand::BeginRenderPass { |
| 281 | + render_pass, |
| 282 | + viewport: viewport.clone(), |
| 283 | + }]; |
| 284 | + |
| 285 | + commands.push(RenderCommand::SetPipeline { |
| 286 | + pipeline: render_pipeline, |
| 287 | + }); |
| 288 | + commands.push(RenderCommand::SetViewports { |
| 289 | + start_at: 0, |
| 290 | + viewports: vec![viewport.clone()], |
| 291 | + }); |
| 292 | + commands.push(RenderCommand::SetScissors { |
| 293 | + start_at: 0, |
| 294 | + viewports: vec![viewport.clone()], |
| 295 | + }); |
| 296 | + |
| 297 | + commands.push(RenderCommand::BindVertexBuffer { |
| 298 | + pipeline: render_pipeline, |
| 299 | + buffer: 0, |
| 300 | + }); |
| 301 | + |
| 302 | + let immediate = ImmediateData { |
| 303 | + data: [0.0, 0.0, 0.0, 0.0], |
| 304 | + render_matrix: mesh_matrix.transpose(), |
| 305 | + }; |
| 306 | + commands.push(RenderCommand::Immediates { |
| 307 | + pipeline: render_pipeline, |
| 308 | + offset: 0, |
| 309 | + bytes: Vec::from(immediate_data_to_bytes(&immediate)), |
| 310 | + }); |
| 311 | + |
| 312 | + commands.push(RenderCommand::Draw { |
| 313 | + vertices: 0..self.mesh.as_ref().unwrap().vertices().len() as u32, |
| 314 | + instances: 0..1, |
| 315 | + }); |
| 316 | + commands.push(RenderCommand::EndRenderPass); |
| 317 | + |
| 318 | + return commands; |
| 319 | + } |
| 320 | +} |
| 321 | + |
| 322 | +impl Default for ImmediatesExample { |
| 323 | + fn default() -> Self { |
| 324 | + let triangle_vertex = VirtualShader::Source { |
| 325 | + source: VERTEX_SHADER_SOURCE.to_string(), |
| 326 | + kind: ShaderKind::Vertex, |
| 327 | + name: String::from("immediates"), |
| 328 | + entry_point: String::from("main"), |
| 329 | + }; |
| 330 | + |
| 331 | + let triangle_fragment = VirtualShader::Source { |
| 332 | + source: FRAGMENT_SHADER_SOURCE.to_string(), |
| 333 | + kind: ShaderKind::Fragment, |
| 334 | + name: String::from("immediates"), |
| 335 | + entry_point: String::from("main"), |
| 336 | + }; |
| 337 | + |
| 338 | + // Create a shader builder to compile the shaders. |
| 339 | + let mut builder = ShaderBuilder::new(); |
| 340 | + let vs = builder.build(triangle_vertex); |
| 341 | + let fs = builder.build(triangle_fragment); |
| 342 | + |
| 343 | + return ImmediatesExample { |
| 344 | + elapsed_seconds: 0.0, |
| 345 | + shader: vs, |
| 346 | + fs, |
| 347 | + mesh: None, |
| 348 | + render_pipeline: None, |
| 349 | + render_pass: None, |
| 350 | + width: 800, |
| 351 | + height: 600, |
| 352 | + }; |
| 353 | + } |
| 354 | +} |
| 355 | + |
| 356 | +fn main() { |
| 357 | + let runtime = ApplicationRuntimeBuilder::new("Immediates Demo") |
| 358 | + .with_renderer_configured_as(move |render_context_builder| { |
| 359 | + return render_context_builder.with_render_timeout(1_000_000_000); |
| 360 | + }) |
| 361 | + .with_window_configured_as(move |window_builder| { |
| 362 | + return window_builder |
| 363 | + .with_dimensions(1200, 600) |
| 364 | + .with_name("Immediates Window"); |
| 365 | + }) |
| 366 | + .with_component(move |runtime, demo: ImmediatesExample| { |
| 367 | + return (runtime, demo); |
| 368 | + }) |
| 369 | + .build(); |
| 370 | + |
| 371 | + start_runtime(runtime); |
| 372 | +} |
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