feat(render): time-based rotation in shaders
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parent
22a58044d5
commit
0e8209f9b9
3 changed files with 55 additions and 12 deletions
11
build.rs
11
build.rs
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@ -3,7 +3,7 @@ use naga::{
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ShaderStage,
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back::spv::{self, WriterFlags},
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front::glsl::{self, Options as GlslOptions, ParseErrors},
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valid::{ValidationError, ValidationFlags, Validator},
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valid::{Capabilities, ValidationError, ValidationFlags, Validator},
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};
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use std::{
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env, fs,
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@ -62,9 +62,12 @@ fn compile_shader(path: &Path, out_dir: &Path) -> Result<(), BuildError> {
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let module = glsl::Frontend::default()
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.parse(&GlslOptions::from(stage), &src)
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.map_err(|e| (ext.clone(), e))?;
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let info = Validator::new(ValidationFlags::all(), Default::default())
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.validate(&module)
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.map_err(|e| (ext.clone(), e.into_inner()))?;
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let info = Validator::new(
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ValidationFlags::all(),
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Capabilities::default().union(Capabilities::PUSH_CONSTANT),
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)
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.validate(&module)
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.map_err(|e| (ext.clone(), e.into_inner()))?;
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let mut writer = spv::Writer::new(&spv::Options {
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flags: WriterFlags::empty(),
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..Default::default()
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@ -6,13 +6,26 @@ layout(location = 2) in vec3 normal_in;
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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(location = 1) out vec3 normal;
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layout(push_constant) uniform float TIME;
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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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mat4 rotation(float lerp) {
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return mat4(cos(lerp), -sin(lerp), 0., 0.,
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sin(lerp), cos(lerp), 0., 0.,
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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}
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void main() {
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gl_Position = view.projection * vec4(position, 1.0);
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float sum_val = sin(TIME / 5);
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gl_Position = view.projection * transpose(mat4(
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1.0, 0.0, 0.0, sum_val,
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0.0, 1.0, 0.0, sum_val,
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0.0, 0.0, 1.0, sum_val,
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0.0, 0.0, 0.0, 1.0) * mat4((sin(TIME) + 1.0) / 2, 0.0, 0.0, 0.0,
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0.0, (sin(TIME) + 1.0) / 2, 0.0, 0.0,
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0.0, 0.0, (sin(TIME) + 1.0) / 2, 0.0,
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0.0, 0.0, 0.0, 1) * rotation(TIME * 2.5)) * vec4(position, 1.0);
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tex_coord = tex_coords;
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normal = normal_in;
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// gl_Position
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// out_color = color;
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}
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37
src/main.rs
37
src/main.rs
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@ -6,7 +6,8 @@ use std::time::Instant;
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use tracing::info;
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use wgpu::util::DeviceExt;
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use wgpu::{
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Backends, FragmentState, IndexFormat, Instance, InstanceDescriptor, PipelineCompilationOptions,
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Backends, Features, FragmentState, IndexFormat, Instance, InstanceDescriptor, Limits,
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PipelineCompilationOptions, PushConstantRange, ShaderStages,
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};
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use winit::application::ApplicationHandler;
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use winit::event::{ElementState, MouseButton};
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@ -48,6 +49,9 @@ struct WgpuRenderer<'surface> {
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camera_bind_group: wgpu::BindGroup,
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pumpkin: model::Model,
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delta: f32,
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time_elapsed: f32,
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start_time: Instant,
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last_frame_time: Instant,
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default_texture: wgpu::BindGroup,
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}
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@ -85,6 +89,11 @@ impl WgpuRenderer<'_> {
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.camera_bind_group, &[]);
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rpass.set_push_constants(
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ShaderStages::VERTEX,
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0,
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&bytemuck::cast_slice(&[self.time_elapsed]),
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);
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for mesh in &self.pumpkin.meshes {
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let bind_group = mesh
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@ -99,9 +108,12 @@ impl WgpuRenderer<'_> {
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}
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}
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self.queue.submit(Some(encoder.finish()));
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let elapsed_time = std::time::Instant::elapsed(&self.start_time);
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self.time_elapsed = elapsed_time.as_secs_f32();
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info!("{}", self.time_elapsed);
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let delta_time = std::time::Instant::now() - self.last_frame_time;
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self.delta = delta_time.as_secs_f32();
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info!("{}", self.delta);
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// info!("{}", self.delta);
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surface_texture.present();
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self.last_frame_time = std::time::Instant::now();
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}
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@ -159,11 +171,19 @@ impl WgpuState {
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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..Default::default()
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})
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.await
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.unwrap();
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let device_descriptor = wgpu::DeviceDescriptor::default();
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let device_descriptor = wgpu::DeviceDescriptor {
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required_features: Features::PUSH_CONSTANTS,
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required_limits: Limits {
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max_push_constant_size: 4,
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..Default::default()
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},
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..Default::default()
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};
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let (device, queue) = adapter.request_device(&device_descriptor).await.unwrap();
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let size = window.inner_size();
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@ -212,7 +232,10 @@ impl WgpuState {
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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: &[&camera_bind_group_layout, &texture_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[PushConstantRange {
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stages: ShaderStages::VERTEX,
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range: 0..4,
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}],
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});
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let vert_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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@ -373,6 +396,7 @@ impl WgpuState {
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let render_pipeline = device.create_render_pipeline(&pipeline_descriptor);
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WgpuRenderer {
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time_elapsed: 0.0,
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surface,
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surface_config,
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depth_texture,
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@ -386,6 +410,8 @@ impl WgpuState {
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depth_texture_view,
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pumpkin,
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default_texture,
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start_time: std::time::Instant::now(),
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delta: 0f32,
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last_frame_time: Instant::now(),
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}
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@ -429,7 +455,8 @@ impl ApplicationHandler for App<'_> {
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match event {
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winit::event::WindowEvent::RedrawRequested => {
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let window_ctx = self.windows.get_mut(&window_id).unwrap();
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window_ctx.renderer.draw()
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window_ctx.renderer.draw();
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window_ctx.request_redraw();
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}
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winit::event::WindowEvent::CloseRequested => {
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let _ = self.windows.remove(&window_id);
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