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8 changed files with 296 additions and 30 deletions

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@ -2,6 +2,8 @@
name = "rust-game-engine" name = "rust-game-engine"
version = "0.1.0" version = "0.1.0"
edition = "2021" edition = "2021"
authors = ["phito", "endmove"]
repository = "https://git.endmove.eu/phito/rust-game-engine.git"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
@ -11,3 +13,9 @@ env_logger = "0.10.0"
pollster = "0.3.0" pollster = "0.3.0"
wgpu = "0.17.0" wgpu = "0.17.0"
winit = "0.28.6" winit = "0.28.6"
criterion = { version = "0.5.1", features = ["html_reports"] }
[[bench]]
name = "voxel_map_benchmark"
harness = false

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@ -0,0 +1,37 @@
use criterion::{black_box, criterion_group, criterion_main, Criterion};
const MAP_WIDTH: usize = 100;
const MAP_HEIGHT: usize = 100;
const MAP_DEPTH: usize = 100;
#[derive(Clone, Copy, Debug)]
struct Voxel {
r: u8, g: u8, b: u8
}
fn voxel_vec_1d(data: Vec<Voxel>) -> Voxel {
const X: usize = 0;
const Y: usize = 0;
const Z: usize = 0;
data[X + Y * MAP_WIDTH + Z * MAP_WIDTH * MAP_HEIGHT]
}
fn voxel_vec_3d(data: Vec<Vec<Vec<Voxel>>>) -> Voxel {
const X: usize = 0;
const Y: usize = 0;
const Z: usize = 0;
data[X][Y][Z]
}
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];
c.bench_function("voxels in 1d vector", |b| b.iter(|| voxel_vec_1d(black_box(vec_1d.clone()))));
c.bench_function("voxels in 3d vector", |b| b.iter(|| voxel_vec_3d(black_box(vec_3d.clone()))));
}
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);
}

58
src/cube.rs Normal file
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@ -0,0 +1,58 @@
#[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())
}

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@ -1,23 +1,30 @@
mod voxel;
mod cube;
use std::borrow::Cow; use std::borrow::Cow;
use wgpu::util::DeviceExt;
use winit::{ use winit::{
event::{Event, WindowEvent}, event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop}, event_loop::{ControlFlow, EventLoop},
window::Window, window::{WindowBuilder, Window},
}; };
use std::mem;
async fn run(event_loop: EventLoop<()>, window: Window) { async fn run(event_loop: EventLoop<()>, window: Window) {
let size = window.inner_size(); let size = window.inner_size();
let instance = wgpu::Instance::default(); let instance = wgpu::Instance::default();
let surface = unsafe { instance.create_surface(&window) }
.expect("Failed to create surface");
let adapter_options = wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
compatible_surface: None,
};
let surface = unsafe { instance.create_surface(&window) }.unwrap();
let adapter = instance let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions { .request_adapter(&adapter_options)
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
// Request an adapter which can render to our surface
compatible_surface: Some(&surface),
})
.await .await
.expect("Failed to find an appropriate adapter"); .expect("Failed to find an appropriate adapter");
@ -36,35 +43,98 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
.await .await
.expect("Failed to create device"); .expect("Failed to create device");
// Load the shaders from disk let (vertex_data, index_data) = cube::create_vertices();
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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, 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 { let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None, label: Some("Pipeline Layout"),
bind_group_layouts: &[], bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[], 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_capabilities = surface.get_capabilities(&adapter);
let swapchain_format = swapchain_capabilities.formats[0]; let swapchain_format = swapchain_capabilities.formats[0];
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None, label: Some("Render Pipeline"),
layout: Some(&pipeline_layout), layout: Some(&pipeline_layout),
vertex: wgpu::VertexState { vertex: wgpu::VertexState {
module: &shader, module: &shader,
entry_point: "vs_main", entry_point: "vs_main",
buffers: &[], buffers: &[vertex_buffer],
}, },
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
module: &shader, module: &shader,
entry_point: "fs_main", entry_point: "fs_main",
targets: &[Some(swapchain_format.into())], targets: &[Some(swapchain_format.into())],
}), }),
primitive: wgpu::PrimitiveState::default(), primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: None, depth_stencil: None,
multisample: wgpu::MultisampleState::default(), multisample: wgpu::MultisampleState::default(),
multiview: None, multiview: None,
@ -124,7 +194,10 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
depth_stencil_attachment: None, depth_stencil_attachment: None,
}); });
rpass.set_pipeline(&render_pipeline); 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())); queue.submit(Some(encoder.finish()));
@ -140,8 +213,23 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
} }
fn main() { fn main() {
// Instantiate event loop and win builder
let event_loop = EventLoop::new(); let event_loop = EventLoop::new();
let window = winit::window::Window::new(&event_loop).unwrap(); let win_builder = WindowBuilder::new();
// Create and configure window
let window_def_size = winit::dpi::LogicalSize::new(640, 360);
// let window_icon = Icon::from_path("../assets/icon.ico", None).expect("Failed to load icon");
let window = win_builder.with_title("Rust Game Engine")
.with_inner_size(window_def_size)
.with_min_inner_size(window_def_size)
.with_resizable(true)
.with_enabled_buttons(winit::window::WindowButtons::from_bits(3).unwrap())
.with_transparent(true)
// .with_window_icon(Some(window_icon))
.build(&event_loop)
.unwrap();
#[cfg(not(target_arch = "wasm32"))] #[cfg(not(target_arch = "wasm32"))]
{ {
env_logger::init(); env_logger::init();

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@ -1,11 +0,0 @@
@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);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}

59
src/voxel.rs Normal file
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@ -0,0 +1,59 @@
#[derive(PartialEq, Clone, Copy, Debug)]
struct Voxel {
r: u8, g: u8, b: u8
}
const AIR_VOXEL: Voxel = Voxel { r: 0, g: 0, b: 0};
struct VoxelMap {
data: Vec<Voxel>,
width: usize,
height: usize,
depth: usize
}
impl VoxelMap {
fn new(width: usize, height: usize, depth: usize) -> Self {
Self {
data: vec![AIR_VOXEL; width * height * depth],
width,
height,
depth
}
}
fn set(&mut self, x: usize, y: usize, z: usize, voxel: Voxel) {
if x < self.width && y < self.height && z < self.depth {
self.data[x + y * self.width + z * self.width * self.height] = voxel;
}
}
fn get(&self, x: usize, y: usize, z: usize) -> Voxel {
if x < self.width && y < self.height && z < self.depth {
self.data[x + y * self.width + z * self.width * self.height]
} else {
AIR_VOXEL
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_voxel_map() {
let mut map = VoxelMap::new(10, 10, 10);
map.set(0, 0, 0, Voxel { r: 255, g: 0, b: 0 });
assert_eq!(map.get(0, 0, 0), Voxel { r: 255, g: 0, b: 0 });
assert_eq!(map.get(1, 0, 0), AIR_VOXEL);
assert_eq!(map.get(0, 1, 0), AIR_VOXEL);
assert_eq!(map.get(0, 0, 1), AIR_VOXEL);
assert_eq!(map.get(10, 0, 0), AIR_VOXEL);
assert_eq!(map.get(0, 10, 0), AIR_VOXEL);
assert_eq!(map.get(0, 0, 10), AIR_VOXEL);
// out of bounds
assert_eq!(map.get(0, 0, 11), AIR_VOXEL);
}
}