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cube_texture.rs
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cube_texture.rs
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#[macro_use]
extern crate memoffset;
pub mod util;
use cgmath::SquareMatrix;
use cgmath::{Point3, Vector3};
use num_traits::Zero;
use std::borrow::Cow;
use crate::util::{App, EventHandlers};
use std::time::Instant;
use vki::{
AddressMode, BindGroupDescriptor, BindGroupEntry, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource,
BindingType, BlendDescriptor, BufferCopyView, BufferUsage, Color, ColorStateDescriptor, ColorWrite,
CompareFunction, CullMode, DepthStencilStateDescriptor, Extent3d, FilterMode, FrontFace, IndexFormat,
InputStepMode, LoadOp, Origin3d, PipelineLayoutDescriptor, PipelineStageDescriptor, PolygonMode, PrimitiveTopology,
RasterizationStateDescriptor, RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor,
RenderPassDescriptor, RenderPipelineDescriptor, SamplerDescriptor, ShaderModuleDescriptor, ShaderStage,
StencilStateFaceDescriptor, StoreOp, SwapchainError, TextureBlitView, TextureCopyView, TextureDescriptor,
TextureDimension, TextureFormat, TextureUsage, VertexAttributeDescriptor, VertexBufferLayoutDescriptor,
VertexFormat, VertexStateDescriptor,
};
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct PositionTexcoord {
pub position: [f32; 3],
pub texcoord: [f32; 2],
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let _ = pretty_env_logger::try_init();
let mut app: App<()> = App::init("cube_texture.rs", 800, 600, EventHandlers::Default)?;
app.set_sample_count(8)?;
app.camera.eye = Point3 {
x: 2.0,
y: 2.0,
z: -2.0,
};
let cube = util::shape::Cube {
center: Vector3::zero(),
x_extent: 0.5,
y_extent: 0.5,
z_extent: 0.5,
};
let vertices = cube
.positions()
.iter()
.zip(cube.texcoords().iter())
.map(|(position, texcoord)| PositionTexcoord {
position: (*position).into(),
texcoord: (*texcoord).into(),
})
.collect::<Vec<PositionTexcoord>>();
let indices = cube.indices();
#[repr(C)]
#[derive(Debug, Default, Copy, Clone)]
pub struct Uniforms {
pub projection: [[f32; 4]; 4],
pub view: [[f32; 4]; 4],
pub model: [[f32; 4]; 4],
pub time: f32,
pub _pad0: [f32; 3],
}
let mut uniforms = vec![Uniforms::default(); 1];
let mut encoder = app.device.create_command_encoder()?;
let vertex_buffer = util::create_buffer_with_data(&app.device, &mut encoder, BufferUsage::VERTEX, &vertices)?;
let index_buffer = util::create_buffer_with_data(&app.device, &mut encoder, BufferUsage::INDEX, &indices)?;
let uniform_buffer = util::create_buffer_with_data(
&app.device,
&mut encoder,
BufferUsage::UNIFORM | BufferUsage::COPY_DST,
&uniforms,
)?;
// let image = image::load_from_memory(include_bytes!("assets/container2.png"))?.to_rgba();
let image_data: &[u8] = include_bytes!("assets/container2.png");
let mut png_decoder = spng::Decoder::new(std::io::Cursor::new(image_data));
png_decoder.set_output_format(spng::Format::Rgba8);
let (out_info, mut png_reader) = png_decoder.read_info().expect("read_info failed");
let mut image = vec![0; out_info.buffer_size * 10];
println!("{:?}", out_info);
println!("{:?}", png_reader.info());
png_reader.next_frame(&mut image).expect("next_frame failed");
let texture_size = Extent3d {
width: out_info.width,
height: out_info.height,
depth: 1,
};
let sampler = app.device.create_sampler(SamplerDescriptor {
address_mode_u: AddressMode::ClampToEdge,
address_mode_v: AddressMode::ClampToEdge,
address_mode_w: AddressMode::ClampToEdge,
lod_max_clamp: 1000.0,
lod_min_clamp: 0.0,
mipmap_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mag_filter: FilterMode::Linear,
compare_function: CompareFunction::Never,
})?;
// create texture
let mip_level_count = (texture_size.width.max(texture_size.height) as f32).log2().floor() as u32 + 1;
println!("lod mip_levels: {}", mip_level_count);
let container_texture = app.device.create_texture(TextureDescriptor {
mip_level_count,
sample_count: 1,
array_layer_count: 1,
format: TextureFormat::R8G8B8A8Unorm,
usage: TextureUsage::SAMPLED | TextureUsage::COPY_DST | TextureUsage::COPY_SRC,
size: texture_size,
dimension: TextureDimension::D2,
})?;
let container_texture_view = container_texture.create_default_view()?;
let texture_buffer = util::create_staging_buffer(&app.device, &image)?;
encoder.copy_buffer_to_texture(
BufferCopyView {
offset: 0,
buffer: &texture_buffer,
image_height: texture_size.height,
row_length: texture_size.width,
},
TextureCopyView {
texture: &container_texture,
origin: Origin3d { x: 0, y: 0, z: 0 },
mip_level: 0,
array_layer: 0,
},
texture_size,
);
// generate mipmaps
let mut mip_width = texture_size.width;
let mut mip_height = texture_size.height;
for i in 1..mip_level_count {
let src = TextureBlitView {
texture: &container_texture,
mip_level: i - 1,
array_layer: 0,
bounds: [
Origin3d { x: 0, y: 0, z: 0 },
Origin3d {
x: mip_width as i32,
y: mip_height as i32,
z: 1,
},
],
};
if mip_width > 1 {
mip_width = mip_width / 2;
}
if mip_height > 1 {
mip_height = mip_height / 2;
}
let dst = TextureBlitView {
texture: &container_texture,
mip_level: i,
array_layer: 0,
bounds: [
Origin3d { x: 0, y: 0, z: 0 },
Origin3d {
x: mip_width as i32,
y: mip_height as i32,
z: 1,
},
],
};
encoder.blit_texture_to_texture(src, dst, FilterMode::Linear);
}
app.device.get_queue().submit(&[encoder.finish()?])?;
#[rustfmt::skip]
let bind_group_layout = app.device.create_bind_group_layout(BindGroupLayoutDescriptor {
entries: vec![
BindGroupLayoutEntry {
binding: 0,
binding_type: BindingType::UniformBuffer,
visibility: ShaderStage::FRAGMENT | ShaderStage::VERTEX,
},
BindGroupLayoutEntry {
binding: 1,
binding_type: BindingType::Sampler,
visibility: ShaderStage::FRAGMENT,
},
BindGroupLayoutEntry {
binding: 2,
binding_type: BindingType::SampledTexture,
visibility: ShaderStage::FRAGMENT,
}
],
})?;
#[rustfmt::skip]
let bind_group = app.device.create_bind_group(BindGroupDescriptor {
layout: bind_group_layout.clone(),
entries: vec![
BindGroupEntry {
binding: 0,
resource: BindingResource::Buffer(uniform_buffer.clone(), 0..util::byte_length(&uniforms)),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(sampler),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::TextureView(container_texture_view),
}
],
})?;
let pipeline_layout = app.device.create_pipeline_layout(PipelineLayoutDescriptor {
bind_group_layouts: vec![bind_group_layout],
push_constant_ranges: vec![],
})?;
let vs = app.device.create_shader_module(ShaderModuleDescriptor {
code: include_bytes!("shaders/cube_texture.vert.spv"),
})?;
let fs = app.device.create_shader_module(ShaderModuleDescriptor {
code: include_bytes!("shaders/cube_texture.frag.spv"),
})?;
#[rustfmt::skip]
let render_pipeline = app.device.create_render_pipeline(RenderPipelineDescriptor {
layout: pipeline_layout,
vertex_stage: PipelineStageDescriptor { module: vs, entry_point: Cow::Borrowed("main") },
fragment_stage: PipelineStageDescriptor { module: fs, entry_point: Cow::Borrowed("main") },
rasterization_state: RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
polygon_mode: PolygonMode::Fill,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
},
primitive_topology: PrimitiveTopology::TriangleList,
color_states: vec![
ColorStateDescriptor {
format: util::DEFAULT_COLOR_FORMAT,
color_blend: BlendDescriptor::OPAQUE,
alpha_blend: BlendDescriptor::OPAQUE,
write_mask: ColorWrite::ALL,
}
],
depth_stencil_state: Some(DepthStencilStateDescriptor {
format: util::DEFAULT_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
vertex_state: VertexStateDescriptor {
index_format: IndexFormat::U16,
vertex_buffers: vec![
VertexBufferLayoutDescriptor {
input_slot: 0,
stride: util::byte_stride(&vertices),
step_mode: InputStepMode::Vertex,
attributes: vec![
VertexAttributeDescriptor {
format: VertexFormat::Float3,
offset: offset_of!(PositionTexcoord, position),
shader_location: 0,
},
VertexAttributeDescriptor {
format: VertexFormat::Float4,
offset: offset_of!(PositionTexcoord, texcoord),
shader_location: 1,
}
],
}
],
},
sample_count: app.get_sample_count(),
alpha_to_coverage_enabled: false,
})?;
let start = Instant::now();
app.run(move |app| {
let model = cgmath::Matrix4::identity();
uniforms[0].time = (start.elapsed().as_millis() as f32) / 1000.0;
uniforms[0].projection = app.camera.projection.into();
uniforms[0].model = model.into();
uniforms[0].view = app.camera.view.into();
uniform_buffer.set_sub_data(0, &uniforms)?;
let frame = match app.swapchain.acquire_next_image() {
Ok(frame) => frame,
Err(SwapchainError::OutOfDate) => return Ok(()),
Err(e) => return Err(e)?,
};
let mut encoder = app.device.create_command_encoder()?;
let (attachment, resolve_target) = if app.get_sample_count() == 1 {
(&frame.view, None)
} else {
(&app.color_view, Some(&frame.view))
};
#[rustfmt::skip]
let mut render_pass = encoder.begin_render_pass(RenderPassDescriptor {
color_attachments: &[
RenderPassColorAttachmentDescriptor {
attachment,
resolve_target,
store_op: StoreOp::Store,
load_op: LoadOp::Clear,
clear_color: Color { r: 0.2, g: 0.6, b: 0.8, a: 1.0 },
}
],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: &app.depth_view,
clear_depth: 1.0,
clear_stencil: 0,
depth_load_op: LoadOp::Clear,
depth_store_op: StoreOp::Store,
stencil_load_op: LoadOp::Clear,
stencil_store_op: StoreOp::Store,
}),
});
render_pass.set_pipeline(&render_pipeline);
render_pass.set_bind_group(0, &bind_group, None);
render_pass.set_vertex_buffers(0, &[vertex_buffer.clone()], &[0]);
render_pass.set_index_buffer(&index_buffer, 0);
render_pass.draw_indexed(indices.len() as u32, 1, 0, 0, 0);
render_pass.end_pass();
let command_buffer = encoder.finish()?;
let queue = app.device.get_queue();
queue.submit(&[command_buffer])?;
match queue.present(frame) {
Ok(frame) => frame,
Err(SwapchainError::OutOfDate) => return Ok(()),
Err(e) => return Err(e)?,
}
Ok(())
})
}