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immediates.rs
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370 lines (327 loc) · 9.44 KB
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#![allow(clippy::needless_return)]
use lambda::{
component::Component,
events::{
EventMask,
WindowEvent,
},
logging,
math::{
matrix,
matrix::Matrix,
vector::Vector,
},
render::{
buffer::BufferBuilder,
command::RenderCommand,
mesh::{
Mesh,
MeshBuilder,
},
pipeline::RenderPipelineBuilder,
render_pass::RenderPassBuilder,
scene_math::{
compute_model_view_projection_matrix_about_pivot,
SimpleCamera,
},
shader::{
Shader,
ShaderBuilder,
ShaderKind,
VirtualShader,
},
vertex::{
ColorFormat,
VertexAttribute,
VertexBuilder,
VertexElement,
},
viewport,
ResourceId,
},
runtime::start_runtime,
runtimes::{
application::ComponentResult,
ApplicationRuntime,
ApplicationRuntimeBuilder,
},
};
// ------------------------------ SHADER SOURCE --------------------------------
const VERTEX_SHADER_SOURCE: &str = r#"
#version 450
layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec3 vertex_normal;
layout (location = 2) in vec3 vertex_color;
layout (location = 0) out vec3 frag_color;
layout ( push_constant ) uniform PushConstant {
vec4 data;
mat4 render_matrix;
} push_constants;
void main() {
gl_Position = push_constants.render_matrix * vec4(vertex_position, 1.0);
frag_color = vertex_color;
}
"#;
const FRAGMENT_SHADER_SOURCE: &str = r#"
#version 450
layout (location = 0) in vec3 frag_color;
layout (location = 0) out vec4 fragment_color;
void main() {
fragment_color = vec4(frag_color, 1.0);
}
"#;
// ------------------------------ IMMEDIATES ----------------------------------
/// Immediate data structure passed to shaders via wgpu's immediates feature.
/// In GLSL shaders, this is still declared as `push_constant` uniform block.
#[repr(C)]
#[derive(Debug, Clone, Copy)]
pub struct ImmediateData {
data: [f32; 4],
render_matrix: [[f32; 4]; 4],
}
pub fn immediate_data_to_bytes(immediate: &ImmediateData) -> &[u32] {
let bytes = unsafe {
let size_in_bytes = std::mem::size_of::<ImmediateData>();
let size_in_u32 = size_in_bytes / std::mem::size_of::<u32>();
let ptr = immediate as *const ImmediateData as *const u32;
std::slice::from_raw_parts(ptr, size_in_u32)
};
return bytes;
}
// Model, view, and projection matrix computations are handled by `scene_math`.
// --------------------------------- COMPONENT ---------------------------------
const ROTATION_TURNS_PER_SECOND: f32 = 0.12;
pub struct ImmediatesExample {
elapsed_seconds: f32,
shader: Shader,
fs: Shader,
mesh: Option<Mesh>,
render_pipeline: Option<ResourceId>,
render_pass: Option<ResourceId>,
width: u32,
height: u32,
}
impl Component<ComponentResult, String> for ImmediatesExample {
fn on_attach(
&mut self,
render_context: &mut lambda::render::RenderContext,
) -> Result<ComponentResult, String> {
let render_pass = RenderPassBuilder::new().build(
render_context.gpu(),
render_context.surface_format(),
render_context.depth_format(),
);
let immediate_data_size = std::mem::size_of::<ImmediateData>() as u32;
// Create triangle mesh.
let vertices = [
VertexBuilder::new()
.with_position([1.0, 1.0, 0.0])
.with_normal([0.0, 0.0, 0.0])
.with_color([1.0, 0.0, 0.0])
.build(),
VertexBuilder::new()
.with_position([-1.0, 1.0, 0.0])
.with_normal([0.0, 0.0, 0.0])
.with_color([0.0, 1.0, 0.0])
.build(),
VertexBuilder::new()
.with_position([0.0, -1.0, 0.0])
.with_normal([0.0, 0.0, 0.0])
.with_color([0.0, 0.0, 1.0])
.build(),
];
let mut mesh_builder = MeshBuilder::new();
vertices.iter().for_each(|vertex| {
mesh_builder.with_vertex(vertex.clone());
});
let mesh = mesh_builder
.with_attributes(vec![
VertexAttribute {
location: 0,
offset: 0,
element: VertexElement {
format: ColorFormat::Rgb32Sfloat,
offset: 0,
},
},
VertexAttribute {
location: 1,
offset: 0,
element: VertexElement {
format: ColorFormat::Rgb32Sfloat,
offset: 12,
},
},
VertexAttribute {
location: 2,
offset: 0,
element: VertexElement {
format: ColorFormat::Rgb32Sfloat,
offset: 24,
},
},
])
.build();
logging::trace!("mesh: {:?}", mesh);
let pipeline = RenderPipelineBuilder::new()
.with_culling(lambda::render::pipeline::CullingMode::None)
.with_immediate_data(immediate_data_size)
.with_buffer(
BufferBuilder::build_from_mesh(&mesh, render_context.gpu())
.expect("Failed to create buffer"),
mesh.attributes().to_vec(),
)
.build(
render_context.gpu(),
render_context.surface_format(),
render_context.depth_format(),
&render_pass,
&self.shader,
Some(&self.fs),
);
self.render_pass = Some(render_context.attach_render_pass(render_pass));
self.render_pipeline = Some(render_context.attach_pipeline(pipeline));
self.mesh = Some(mesh);
return Ok(ComponentResult::Success);
}
fn on_detach(
&mut self,
render_context: &mut lambda::render::RenderContext,
) -> Result<ComponentResult, String> {
logging::info!("Detaching component");
return Ok(ComponentResult::Success);
}
fn event_mask(&self) -> EventMask {
return EventMask::WINDOW;
}
fn on_window_event(&mut self, event: &WindowEvent) -> Result<(), String> {
match event {
WindowEvent::Resize { width, height } => {
self.width = *width;
self.height = *height;
logging::info!("Window resized to {}x{}", width, height);
}
_ => {}
}
return Ok(());
}
/// Update elapsed time every frame.
fn on_update(
&mut self,
last_frame: &std::time::Duration,
) -> Result<ComponentResult, String> {
self.elapsed_seconds += last_frame.as_secs_f32();
return Ok(ComponentResult::Success);
}
fn on_render(
&mut self,
render_context: &mut lambda::render::RenderContext,
) -> Vec<lambda::render::command::RenderCommand> {
let camera = SimpleCamera {
position: [0.0, 0.0, 3.0],
field_of_view_in_turns: 0.25,
near_clipping_plane: 0.1,
far_clipping_plane: 100.0,
};
let angle_in_turns = ROTATION_TURNS_PER_SECOND * self.elapsed_seconds;
let mesh_matrix = compute_model_view_projection_matrix_about_pivot(
&camera,
self.width.max(1),
self.height.max(1),
[0.0, -1.0 / 3.0, 0.0],
[0.0, 1.0, 0.0],
angle_in_turns,
0.5,
[0.0, 1.0 / 3.0, 0.0],
);
// Create viewport.
let viewport =
viewport::ViewportBuilder::new().build(self.width, self.height);
let render_pipeline = self
.render_pipeline
.expect("No render pipeline actively set for rendering.");
return vec![
RenderCommand::BeginRenderPass {
render_pass: self
.render_pass
.expect("Cannot begin the render pass when it doesn't exist.")
.clone(),
viewport: viewport.clone(),
},
RenderCommand::SetPipeline {
pipeline: render_pipeline.clone(),
},
RenderCommand::SetViewports {
start_at: 0,
viewports: vec![viewport.clone()],
},
RenderCommand::SetScissors {
start_at: 0,
viewports: vec![viewport.clone()],
},
RenderCommand::BindVertexBuffer {
pipeline: render_pipeline.clone(),
buffer: 0,
},
RenderCommand::Immediates {
pipeline: render_pipeline.clone(),
offset: 0,
bytes: Vec::from(immediate_data_to_bytes(&ImmediateData {
data: [0.0, 0.0, 0.0, 0.0],
// Transpose to match GPU's column‑major expectation.
render_matrix: mesh_matrix.transpose(),
})),
},
RenderCommand::Draw {
vertices: 0..self.mesh.as_ref().unwrap().vertices().len() as u32,
instances: 0..1,
},
RenderCommand::EndRenderPass,
];
}
}
impl Default for ImmediatesExample {
fn default() -> Self {
let triangle_in_3d = VirtualShader::Source {
source: VERTEX_SHADER_SOURCE.to_string(),
kind: ShaderKind::Vertex,
entry_point: "main".to_string(),
name: "immediates".to_string(),
};
let triangle_fragment_shader = VirtualShader::Source {
source: FRAGMENT_SHADER_SOURCE.to_string(),
kind: ShaderKind::Fragment,
entry_point: "main".to_string(),
name: "immediates".to_string(),
};
let mut builder = ShaderBuilder::new();
let shader = builder.build(triangle_in_3d);
let fs = builder.build(triangle_fragment_shader);
return Self {
elapsed_seconds: 0.0,
shader,
fs,
mesh: None,
render_pipeline: None,
render_pass: None,
width: 800,
height: 600,
};
}
}
fn main() {
let runtime = ApplicationRuntimeBuilder::new("3D Immediates Example")
.with_window_configured_as(move |window_builder| {
return window_builder
.with_dimensions(800, 600)
.with_name("3D Immediates Example");
})
.with_renderer_configured_as(|renderer_builder| {
return renderer_builder.with_render_timeout(1_000_000_000);
})
.with_component(move |runtime, triangles: ImmediatesExample| {
return (runtime, triangles);
})
.build();
start_runtime(runtime);
}