Add basic fullscreen quad renderer
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0ee15a1c06
commit
04348d96f3
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@ -0,0 +1,33 @@
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var<private> DATA: array<vec4<f32>, 6> = array<vec4<f32>, 6>(
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vec4<f32>( -1.0, 1.0, 0.0, 1.0 ),
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vec4<f32>( -1.0, -1.0, 0.0, 0.0 ),
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vec4<f32>( 1.0, -1.0, 1.0, 0.0 ),
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vec4<f32>( -1.0, 1.0, 0.0, 1.0 ),
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vec4<f32>( 1.0, -1.0, 1.0, 0.0 ),
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vec4<f32>( 1.0, 1.0, 1.0, 1.0 )
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);
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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};
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@vertex
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fn vertex(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = vec4<f32>(DATA[in_vertex_index].xy, 0.0, 1.0);
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out.tex_coords = DATA[in_vertex_index].zw;
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return out;
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}
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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50
src/main.rs
50
src/main.rs
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@ -1,47 +1,8 @@
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mod renderer;
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use anyhow::Result;
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use crawl::{
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wgpu,
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winit::event::{Event, WindowEvent},
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};
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fn render(ctx: &mut crawl::Context) -> Result<()> {
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let frame = ctx.surface.get_current_texture()?;
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = ctx
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Base Render Encoder"),
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});
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.4,
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g: 0.4,
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b: 0.4,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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drop(_render_pass);
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ctx.queue.submit(Some(encoder.finish()));
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frame.present();
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Ok(())
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}
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use crawl::winit::event::{Event, WindowEvent};
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use renderer::VoxelRenderer;
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fn main() -> Result<()> {
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env_logger::init();
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@ -51,6 +12,7 @@ fn main() -> Result<()> {
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.with_vsync(false)
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.build(),
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)?;
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let renderer = VoxelRenderer::new(&context)?;
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event_loop.run(|event, elwt| match event {
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Event::WindowEvent { window_id, event } if window_id == context.window.id() => {
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@ -59,7 +21,7 @@ fn main() -> Result<()> {
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}
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if let WindowEvent::RedrawRequested = event {
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if let Err(err) = render(&mut context) {
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if let Err(err) = renderer.render(&context) {
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log::error!("{err:?}");
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}
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@ -0,0 +1,71 @@
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use anyhow::Result;
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use crawl::wgpu;
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pub struct VoxelRenderer {
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render_texture: crawl::Texture,
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render_pipeline: wgpu::RenderPipeline,
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}
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impl VoxelRenderer {
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pub fn new(context: &crawl::Context) -> Result<Self> {
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let shader = context
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.device
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.create_shader_module(wgpu::include_wgsl!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/res/quad.wgsl"
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)));
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let render_texture = crawl::TextureBuilder::new()
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.with_size(context.size.width, context.size.height, 1)
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.with_format(wgpu::TextureFormat::Rgba8Unorm)
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.with_usage(
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wgpu::TextureUsages::TEXTURE_BINDING
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| wgpu::TextureUsages::COPY_DST
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| wgpu::TextureUsages::STORAGE_BINDING,
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)
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.with_shader_visibility(wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE)
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.build(context)?;
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let render_pipeline = crawl::RenderPipelineBuilder::new("Raycast Quad", &shader)
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.with_layout("Draw", &[&render_texture.bind_group_layout], &[])
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.with_fragment_targets(&[Some(context.surface_config.format.into())])
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.build(context);
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Ok(Self {
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render_texture,
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render_pipeline,
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})
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}
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pub fn render(&self, context: &crawl::Context) -> Result<()> {
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let frame = context.surface.get_current_texture()?;
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = context
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Base Render Encoder"),
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});
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations::default(),
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})],
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..Default::default()
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.render_texture.bind_group, &[]);
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render_pass.draw(0..6, 0..1);
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drop(render_pass);
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context.queue.submit(Some(encoder.finish()));
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frame.present();
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Ok(())
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}
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}
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