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Author SHA1 Message Date
8736e63fb6 getting closer to a cube 2023-09-27 22:29:29 +02:00
62bbf97c6a added cube mesh 2023-09-16 10:32:29 +02:00
4d95a873b0 file structure 2023-09-16 10:32:16 +02:00
6 changed files with 236 additions and 11 deletions

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@ -25,7 +25,7 @@ fn voxel_vec_3d(data: Vec<Vec<Vec<Voxel>>>) -> Voxel {
return data[X][Y][Z];
}
fn criterion_benchmark(c: &mut Criterion) {
fn voxel_map_benchmark(c: &mut Criterion) {
let vec_1d = vec![Voxel { r: 0, g: 0, b: 0 }; MAP_WIDTH * MAP_HEIGHT * MAP_DEPTH];
let vec_3d = vec![vec![vec![Voxel { r: 0, g: 0, b: 0 }; MAP_DEPTH]; MAP_HEIGHT]; MAP_WIDTH];
@ -33,5 +33,5 @@ fn criterion_benchmark(c: &mut Criterion) {
c.bench_function("voxels in 3d vector", |b| b.iter(|| voxel_vec_3d(black_box(vec_3d.clone()))));
}
criterion_group!(benches, criterion_benchmark);
criterion_group!(benches, voxel_map_benchmark);
criterion_main!(benches);

27
shaders/cube.wgsl Normal file
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@ -0,0 +1,27 @@
struct VertexOutput {
@location(0) color: vec3<f32>,
@builtin(position) position: vec4<f32>
};
struct Locals {
transform: mat4x4<f32>
};
@group(0) @binding(0)
var r_locals: Locals;
@vertex
fn vs_main(
@location(0) position: vec4<f32>,
@location(1) color: vec3<f32>,
) -> VertexOutput {
var out: VertexOutput;
out.color = color;
out.position = r_locals.transform * position;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color.r, in.color.g, in.color.b, 1.0);
}

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@ -1,11 +1,26 @@
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
let x = f32(i32(in_vertex_index) - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return vec4<f32>(x, y, 0.0, 1.0);
// param 0
// x = -1
// y = -1
// param 1
// x = 0
// y = 1
// param 2
// x = 1
// y = -1
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
return vec4<f32>(0.0, 0.0, 1.0, 1.0);
}

114
src/cube.rs Normal file
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@ -0,0 +1,114 @@
#[derive(Copy, Clone)]
pub struct Vertex {
position: [f32; 4],
color: [f32; 3]
}
fn vertex(pos: [i8; 3], color: [i8; 3]) -> Vertex {
Vertex {
position: [pos[0] as f32, pos[1] as f32, pos[2] as f32, 1.0],
color: [color[0] as f32, color[1] as f32, color[2] as f32]
}
}
pub fn create_vertices() -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
// top (0, 0, 1)
vertex([-1, -1, 1], [1, 0, 0]),
vertex([1, -1, 1], [1, 0, 0]),
vertex([1, 1, 1], [1, 0, 0]),
vertex([-1, 1, 1], [1, 0, 0]),
// bottom (0, 0, -1)
vertex([-1, 1, -1], [0, 1, 0]),
vertex([1, 1, -1], [0, 1, 0]),
vertex([1, -1, -1], [0, 1, 0]),
vertex([-1, -1, -1],[0, 1, 0]),
// right (1, 0, 0)
vertex([1, -1, -1], [0, 0, 1]),
vertex([1, 1, -1], [0, 0, 1]),
vertex([1, 1, 1], [0, 0, 1]),
vertex([1, -1, 1], [0, 0, 1]),
// left (-1, 0, 0)
vertex([-1, -1, 1], [1, 1, 1]),
vertex([-1, 1, 1], [1, 1, 1]),
vertex([-1, 1, -1], [1, 1, 1]),
vertex([-1, -1, -1], [1, 1, 1]),
// front (0, 1, 0)
vertex([1, 1, -1], [1, 1, 0]),
vertex([-1, 1, -1], [1, 1, 0]),
vertex([-1, 1, 1], [1, 1, 0]),
vertex([1, 1, 1], [1, 1, 0]),
// back (0, -1, 0)
vertex([1, -1, 1], [0, 0, 0]),
vertex([-1, -1, 1], [0, 0, 0]),
vertex([-1, -1, -1], [0, 0, 0]),
vertex([1, -1, -1], [0, 0, 0]),
];
let index_data: &[u16] = &[
0, 1, 2, 2, 3, 0, // top
4, 5, 6, 6, 7, 4, // bottom
8, 9, 10, 10, 11, 8, // right
12, 13, 14, 14, 15, 12, // left
16, 17, 18, 18, 19, 16, // front
20, 21, 22, 22, 23, 20, // back
];
(vertex_data.to_vec(), index_data.to_vec())
}
// OLD
/*
use std::mem::size_of;
const CUBE_VERTEX_SIZE: usize = size_of::<f32>() * 10;
const CUBE_VERTEX_COUNT: usize = 36;
const CUBE_VERTEX_POS_OFFSET: usize = 0;
const CUBE_VERTEX_COLOR_OFFSET: usize = size_of::<f32>() * 4;
const CUBE_VERTEX_UV_OFFSET: usize = size_of::<f32>() * 8;
const CUBE_VERTICES: [f32; 24] = [
// float4 position, float4 color, float2 uv
1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
-1, -1, 1, 1, 0, 0, 1, 1, 1, 1,
-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
1, -1, -1, 1, 1, 0, 0, 1, 0, 0,
1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, -1, 1, 1, 1, 0, 1, 1, 1, 1,
1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
-1, 1, -1, 1, 0, 1, 0, 1, 0, 0,
-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
-1, -1, -1, 1, 0, 0, 0, 1, 0, 0,
-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
1, -1, 1, 1, 1, 0, 1, 1, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
-1, -1, -1, 1, 0, 0, 0, 1, 1, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
];
*/

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@ -1,11 +1,14 @@
mod voxel;
mod cube;
use std::borrow::Cow;
use wgpu::util::DeviceExt;
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::Window,
};
use std::mem;
async fn run(event_loop: EventLoop<()>, window: Window) {
let size = window.inner_size();
@ -38,18 +41,78 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
.await
.expect("Failed to create device");
// Load the shaders from disk
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
let (vertex_data, index_data) = cube::create_vertices();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&vertex_data),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&index_data),
usage: wgpu::BufferUsages::INDEX,
});
let vertex_size = mem::size_of::<cube::Vertex>();
let vertex_buffer = wgpu::VertexBufferLayout {
array_stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x3,
offset: mem::size_of::<f32>() as u64 * 4,
shader_location: 1,
},
],
};
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(64),
},
count: None,
}
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}
],
label: None,
});
// Load the shaders from disk
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("../shaders/cube.wgsl"))),
});
let swapchain_capabilities = surface.get_capabilities(&adapter);
let swapchain_format = swapchain_capabilities.formats[0];
@ -59,14 +122,17 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
buffers: &[vertex_buffer],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(swapchain_format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
@ -126,7 +192,10 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
depth_stencil_attachment: None,
});
rpass.set_pipeline(&render_pipeline);
rpass.draw(0..3, 0..1);
rpass.set_bind_group(0, &bind_group, &[]);
rpass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
rpass.draw_indexed(0..index_data.len() as u32, 0, 0..1);
}
queue.submit(Some(encoder.finish()));