forked from nonsensical-dev/zenyx-engine
feat: add obj model loading
Co-authored-by: Chance <caznix01@gmail.com>
This commit is contained in:
parent
8632f5a2b2
commit
4a674176cd
6 changed files with 269 additions and 184 deletions
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@ -32,7 +32,10 @@
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];
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};
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buildInputs = with pkgs; [
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vulkan-tools
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vulkan-tools-lunarg
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vulkan-loader
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shaderc
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libGL
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wayland
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libxkbcommon
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@ -1,8 +1,8 @@
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#version 450
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layout(location = 0) in vec2 tex_coords;
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layout(set = 0, binding = 0) uniform texture2D t_diffuse;
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layout(set = 0, binding = 1) uniform sampler s_diffuse;
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layout(set = 1, binding = 0) uniform texture2D t_diffuse;
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layout(set = 1, binding = 1) uniform sampler s_diffuse;
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layout(location = 0) out vec4 out_color;
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// layout(group = 0, binding = 0) out texture2D;
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void main() {
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@ -4,7 +4,7 @@ layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 color;
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layout(location = 3) in vec2 tex_coords;
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layout(location = 0) out vec2 tex_coord;
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layout(set = 1, binding = 0) uniform UniformBufferObject {
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4x4 projection;
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} view;
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void main() {
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161
src/main.rs
161
src/main.rs
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@ -1,7 +1,7 @@
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use crate::model::parse_obj;
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use bytemuck::bytes_of;
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use image::EncodableLayout;
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use std::collections::BTreeMap;
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use std::io::BufReader;
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use std::sync::Arc;
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use tobj::LoadOptions;
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use tracing::info;
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@ -19,6 +19,7 @@ use zlog::config::LoggerConfig;
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pub mod camera;
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pub mod model;
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pub mod texture;
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struct WindowContext<'window> {
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window: Arc<Window>,
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renderer: WgpuRenderer<'window>,
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@ -37,17 +38,15 @@ struct WgpuRenderer<'surface> {
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surface: wgpu::Surface<'surface>,
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surface_config: wgpu::SurfaceConfiguration,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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diffuse_bind_group: wgpu::BindGroup,
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depth_texture: wgpu::Texture,
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depth_texture_view: wgpu::TextureView,
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camera: camera::Camera,
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camera_uniform: camera::CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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index_count: u32,
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pumpkin: model::Model,
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zenyx_logo: wgpu::BindGroup,
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}
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impl WgpuRenderer<'_> {
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@ -82,12 +81,19 @@ impl WgpuRenderer<'_> {
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timestamp_writes: None,
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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rpass.set_bind_group(0, &self.camera_bind_group, &[]);
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rpass.set_bind_group(1, &self.camera_bind_group, &[]);
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rpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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rpass.set_index_buffer(self.index_buffer.slice(..), IndexFormat::Uint32);
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rpass.draw_indexed(0..self.index_count, 0, 0..1);
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for mesh in &self.pumpkin.meshes {
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let bind_group = mesh
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.material
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.and_then(|i| self.pumpkin.materials.get(i))
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.map(|m| &m.bind_group)
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.unwrap_or(&self.zenyx_logo);
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rpass.set_bind_group(1, bind_group, &[]);
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rpass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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rpass.set_index_buffer(mesh.index_buffer.slice(..), IndexFormat::Uint32);
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rpass.draw_indexed(0..mesh.num_elements, 0, 0..1);
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}
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}
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self.queue.submit(Some(encoder.finish()));
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surface_texture.present()
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@ -127,50 +133,7 @@ impl App<'_> {
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struct WgpuState {
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instance: wgpu::Instance,
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}
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unsafe impl bytemuck::Pod for Vertex {}
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unsafe impl bytemuck::Zeroable for Vertex {}
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#[derive(Copy, Clone, Debug)]
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#[repr(C)]
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struct Vertex {
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position: cgmath::Vector3<f32>,
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color: cgmath::Vector3<f32>,
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normal: cgmath::Vector3<f32>,
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tex_coords: cgmath::Vector2<f32>,
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}
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impl Vertex {
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const ATTRIBS: [wgpu::VertexAttribute; 4] = [
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(Vertex, color) as u64,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(Vertex, normal) as u64,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(Vertex, tex_coords) as u64,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x2,
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},
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];
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const fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &Self::ATTRIBS,
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}
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}
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}
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static ICON: &[u8] = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/assets/Badge.png"));
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static PUMPKIN: &[u8] = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/Pumpkin.obj"));
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@ -244,7 +207,7 @@ impl WgpuState {
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struct ShaderCode<const N: usize>([u8; N]);
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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bind_group_layouts: &[&camera_bind_group_layout, &texture_bind_group_layout],
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push_constant_ranges: &[],
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});
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@ -279,7 +242,7 @@ impl WgpuState {
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vertex: wgpu::VertexState {
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module: &vert_shader,
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entry_point: Some("main"),
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buffers: &[Vertex::desc()],
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buffers: &[model::Vertex::desc()],
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compilation_options: Default::default(),
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},
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primitive: wgpu::PrimitiveState {
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@ -334,50 +297,32 @@ impl WgpuState {
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};
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surface.configure(&device, &surface_config);
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let pumpkin = tobj::load_obj("Pumpkin.obj", &tobj::GPU_LOAD_OPTIONS).unwrap();
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let (vertices, indices) = parse_obj(&pumpkin.0);
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let (depth_texture, depth_texture_view) =
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create_depth_texture(&device, surface_config.width, surface_config.height);
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let materials = pumpkin.1.unwrap();
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let diffuse_texture =
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texture::Texture::from_bytes(&device, &queue, ICON, "zenyx-icon").unwrap();
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let model = tobj::load_obj_buf(
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&mut PUMPKIN.as_bytes(),
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&LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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},
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|_| Ok(Default::default()),
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)
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.unwrap();
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let pumpkin = model::Model::load_obj(
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&mut BufReader::new(std::fs::File::open("Pumpkin.obj").unwrap()),
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&device,
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&queue,
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&texture_bind_group_layout,
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);
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex buffer"),
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contents: bytemuck::cast_slice(vertices.as_ref()),
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usage: BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index buffer"),
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contents: bytemuck::cast_slice(indices.as_ref()),
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usage: BufferUsages::INDEX,
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});
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let zenyx_logo = texture::Texture::from_bytes(&device, &queue, ICON, "zenyx-icon").unwrap();
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let zenyx_logo = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("zenyx-logo-diffuse"),
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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resource: wgpu::BindingResource::TextureView(&zenyx_logo.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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resource: wgpu::BindingResource::Sampler(&zenyx_logo.sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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let (depth_texture, depth_texture_view) =
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create_depth_texture(&device, surface_config.width, surface_config.height);
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let camera = camera::Camera {
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// position the camera 1 unit up and 2 units back
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// +z is out of the screen
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WgpuRenderer {
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surface,
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surface_config,
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diffuse_bind_group,
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depth_texture,
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render_pipeline,
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device,
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vertex_buffer,
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index_buffer,
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camera,
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queue,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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index_count: indices.len() as u32,
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depth_texture_view,
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pumpkin,
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zenyx_logo,
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}
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}
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(texture, view)
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}
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static VERTICES: [Vertex; 4] = {
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[
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Vertex {
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position: cgmath::vec3(-0.5, -0.5, 0.0),
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color: cgmath::vec3(1.0, 0.0, 0.0),
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normal: cgmath::vec3(0.0, 0.0, 0.0),
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tex_coords: cgmath::vec2(1.0, 0.0),
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},
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Vertex {
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position: cgmath::vec3(0.5, -0.5, 0.0),
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color: cgmath::vec3(0.0, 1.0, 0.0),
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normal: cgmath::vec3(0.0, 0.0, 0.0),
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tex_coords: cgmath::vec2(0.0, 0.0),
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},
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Vertex {
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position: cgmath::vec3(0.5, 0.5, 0.0),
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color: cgmath::vec3(0.0, 0.0, 1.0),
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normal: cgmath::vec3(0.0, 0.0, 0.0),
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tex_coords: cgmath::vec2(0.0, 1.0),
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},
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Vertex {
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position: cgmath::vec3(-0.5, 0.5, 0.0),
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color: cgmath::vec3(0.0, 0.0, 1.0),
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normal: cgmath::vec3(0.0, 0.0, 0.0),
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tex_coords: cgmath::vec2(1.0, 1.0),
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},
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]
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};
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static INDICIES: [u32; 6] = [0, 1, 2, 2, 3, 0];
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impl ApplicationHandler for App<'_> {
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fn window_event(
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&mut self,
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@ -535,7 +447,8 @@ impl ApplicationHandler for App<'_> {
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let mut new_config = window_ctx.renderer.surface_config.clone();
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new_config.width = size.width;
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new_config.height = size.height;
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let (depth_texture, depth_view) = create_depth_texture(&window_ctx.renderer.device, size.width, size.height);
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let (depth_texture, depth_view) =
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create_depth_texture(&window_ctx.renderer.device, size.width, size.height);
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window_ctx.renderer.depth_texture = depth_texture;
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window_ctx.renderer.depth_texture_view = depth_view;
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57
src/model.rs
57
src/model.rs
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@ -1,57 +0,0 @@
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use crate::Vertex;
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use crate::texture::Texture;
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use cgmath::{Vector2, Vector3, Zero};
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use tobj::Model;
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pub struct Material {
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pub name: String,
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pub diffuse_texture: Texture,
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pub bind_group: wgpu::BindGroup,
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: usize,
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}
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pub fn parse_obj(obj: &Vec<Model>) -> (Vec<Vertex>, Vec<u32>) {
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let mut combined_vertices = Vec::new();
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let mut combined_indices = Vec::new();
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let mut vertex_offset = 0;
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for object in obj {
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let mesh: &_ = &object.mesh;
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let vertices: Vec<Vertex> = (0..mesh.positions.len() / 3)
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.map(|i| Vertex {
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position: Vector3::from([
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mesh.positions[i * 3],
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mesh.positions[i * 3 + 1],
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mesh.positions[i * 3 + 2],
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]),
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color: cgmath::Vector3::from([1.0, 1.0, 1.0]),
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normal: if !mesh.normals.is_empty() {
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Vector3::from([
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mesh.normals[i * 3],
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mesh.normals[i * 3 + 1],
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mesh.normals[i * 3 + 2],
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])
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} else {
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Vector3::zero()
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},
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tex_coords: if !mesh.texcoords.is_empty() {
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Vector2::from([mesh.texcoords[i * 2], mesh.texcoords[i * 2 + 1]])
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} else {
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Vector2::zero()
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},
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})
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.collect();
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combined_vertices.extend(vertices);
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combined_indices.extend(mesh.indices.iter().map(|&index| index + vertex_offset));
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vertex_offset += (mesh.positions.len() as u32) / 3;
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}
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(combined_vertices, combined_indices)
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}
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226
src/model/mod.rs
Normal file
226
src/model/mod.rs
Normal file
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@ -0,0 +1,226 @@
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use std::io::{BufRead, BufReader};
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use crate::texture::Texture;
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use cgmath::{Vector2, Vector3, Zero};
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use tobj::Model as tModel;
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use wgpu::util::DeviceExt;
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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pub struct Material {
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pub name: String,
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pub diffuse_texture: Texture,
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pub bind_group: wgpu::BindGroup,
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: Option<usize>,
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}
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impl Model {
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pub fn load_obj<R: BufRead>(
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read: &mut R,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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) -> Self {
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let (models, obj_materials) = tobj::load_obj_buf(
|
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read,
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&tobj::LoadOptions {
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triangulate: true,
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single_index: true,
|
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..Default::default()
|
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},
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|p| tobj::load_mtl_buf(&mut BufReader::new(std::fs::File::open(p).unwrap())),
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)
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.unwrap();
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|
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let mut materials = Vec::new();
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|
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for m in obj_materials.unwrap() {
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let Some(texture) = &m.diffuse_texture else {
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continue;
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};
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let diffuse_texture = load_texture(&m.name, texture, device, queue);
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
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label: Some("model-texture-bind"),
|
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layout,
|
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entries: &[
|
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wgpu::BindGroupEntry {
|
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binding: 0,
|
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
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},
|
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wgpu::BindGroupEntry {
|
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binding: 1,
|
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
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},
|
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],
|
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});
|
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|
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materials.push(Material {
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name: m.name,
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diffuse_texture,
|
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bind_group,
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});
|
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}
|
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|
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let meshes = models
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.into_iter()
|
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.map(|m| {
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let vertices = (0..m.mesh.positions.len() / 3)
|
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.map(|i| {
|
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let position = cgmath::vec3(
|
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m.mesh.positions[i * 3],
|
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m.mesh.positions[i * 3 + 1],
|
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m.mesh.positions[i * 3 + 2],
|
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);
|
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let tex_coords = cgmath::vec2(
|
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m.mesh.texcoords[i * 2],
|
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1.0 - m.mesh.texcoords[i * 2 + 1],
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);
|
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if m.mesh.normals.is_empty() {
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Vertex {
|
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position,
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tex_coords,
|
||||
normal: cgmath::Vector3::zero(),
|
||||
color: cgmath::Vector3::zero(),
|
||||
}
|
||||
} else {
|
||||
Vertex {
|
||||
position,
|
||||
tex_coords,
|
||||
normal: cgmath::vec3(
|
||||
m.mesh.normals[i * 3],
|
||||
m.mesh.normals[i * 3 + 1],
|
||||
m.mesh.normals[i * 3 + 2],
|
||||
),
|
||||
color: cgmath::Vector3::zero(),
|
||||
}
|
||||
}
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: None,
|
||||
contents: bytemuck::cast_slice(&vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: None,
|
||||
contents: bytemuck::cast_slice(&m.mesh.indices),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
Mesh {
|
||||
name: "TOBJ_MESH".to_string(),
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_elements: m.mesh.indices.len() as u32,
|
||||
material: m.mesh.material_id,
|
||||
}
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
Self { meshes, materials }
|
||||
}
|
||||
}
|
||||
|
||||
pub fn load_texture<S: AsRef<std::path::Path>>(
|
||||
label: &str,
|
||||
path: S,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
) -> Texture {
|
||||
let file = std::fs::read(path).unwrap();
|
||||
Texture::from_bytes(device, queue, &file, label).unwrap()
|
||||
}
|
||||
|
||||
pub fn load(obj: &[tModel]) -> (Vec<Vertex>, Vec<u32>) {
|
||||
let mut combined_vertices = Vec::new();
|
||||
let mut combined_indices = Vec::new();
|
||||
let mut vertex_offset = 0;
|
||||
|
||||
for object in obj {
|
||||
let mesh: &_ = &object.mesh;
|
||||
let vertices: Vec<Vertex> = (0..mesh.positions.len() / 3)
|
||||
.map(|i| Vertex {
|
||||
position: Vector3::from([
|
||||
mesh.positions[i * 3],
|
||||
mesh.positions[i * 3 + 1],
|
||||
mesh.positions[i * 3 + 2],
|
||||
]),
|
||||
color: cgmath::Vector3::from([1.0, 1.0, 1.0]),
|
||||
normal: if !mesh.normals.is_empty() {
|
||||
Vector3::from([
|
||||
mesh.normals[i * 3],
|
||||
mesh.normals[i * 3 + 1],
|
||||
mesh.normals[i * 3 + 2],
|
||||
])
|
||||
} else {
|
||||
Vector3::zero()
|
||||
},
|
||||
tex_coords: if !mesh.texcoords.is_empty() {
|
||||
Vector2::from([mesh.texcoords[i * 2], mesh.texcoords[i * 2 + 1]])
|
||||
} else {
|
||||
Vector2::zero()
|
||||
},
|
||||
})
|
||||
.collect();
|
||||
combined_vertices.extend(vertices);
|
||||
combined_indices.extend(mesh.indices.iter().map(|&index| index + vertex_offset));
|
||||
vertex_offset += (mesh.positions.len() as u32) / 3;
|
||||
}
|
||||
|
||||
(combined_vertices, combined_indices)
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
#[repr(C)]
|
||||
pub struct Vertex {
|
||||
pub position: cgmath::Vector3<f32>,
|
||||
pub color: cgmath::Vector3<f32>,
|
||||
pub normal: cgmath::Vector3<f32>,
|
||||
pub tex_coords: cgmath::Vector2<f32>,
|
||||
}
|
||||
|
||||
unsafe impl bytemuck::Pod for Vertex {}
|
||||
unsafe impl bytemuck::Zeroable for Vertex {}
|
||||
impl Vertex {
|
||||
pub const ATTRIBS: [wgpu::VertexAttribute; 4] = [
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: std::mem::offset_of!(Vertex, color) as u64,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: std::mem::offset_of!(Vertex, normal) as u64,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: std::mem::offset_of!(Vertex, tex_coords) as u64,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
];
|
||||
|
||||
pub const fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &Self::ATTRIBS,
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue