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-rw-r--r--examples/custom_shader/src/scene/camera.rs53
-rw-r--r--examples/custom_shader/src/scene/pipeline.rs619
-rw-r--r--examples/custom_shader/src/scene/pipeline/buffer.rs41
-rw-r--r--examples/custom_shader/src/scene/pipeline/cube.rs326
-rw-r--r--examples/custom_shader/src/scene/pipeline/uniforms.rs23
-rw-r--r--examples/custom_shader/src/scene/pipeline/vertex.rs31
6 files changed, 1093 insertions, 0 deletions
diff --git a/examples/custom_shader/src/scene/camera.rs b/examples/custom_shader/src/scene/camera.rs
new file mode 100644
index 00000000..2a49c102
--- /dev/null
+++ b/examples/custom_shader/src/scene/camera.rs
@@ -0,0 +1,53 @@
+use glam::{mat4, vec3, vec4};
+use iced::Rectangle;
+
+#[derive(Copy, Clone)]
+pub struct Camera {
+ eye: glam::Vec3,
+ target: glam::Vec3,
+ up: glam::Vec3,
+ fov_y: f32,
+ near: f32,
+ far: f32,
+}
+
+impl Default for Camera {
+ fn default() -> Self {
+ Self {
+ eye: vec3(0.0, 2.0, 3.0),
+ target: glam::Vec3::ZERO,
+ up: glam::Vec3::Y,
+ fov_y: 45.0,
+ near: 0.1,
+ far: 100.0,
+ }
+ }
+}
+
+pub const OPENGL_TO_WGPU_MATRIX: glam::Mat4 = mat4(
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 1.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 0.5, 0.0),
+ vec4(0.0, 0.0, 0.5, 1.0),
+);
+
+impl Camera {
+ pub fn build_view_proj_matrix(&self, bounds: Rectangle) -> glam::Mat4 {
+ //TODO looks distorted without padding; base on surface texture size instead?
+ let aspect_ratio = bounds.width / (bounds.height + 150.0);
+
+ let view = glam::Mat4::look_at_rh(self.eye, self.target, self.up);
+ let proj = glam::Mat4::perspective_rh(
+ self.fov_y,
+ aspect_ratio,
+ self.near,
+ self.far,
+ );
+
+ OPENGL_TO_WGPU_MATRIX * proj * view
+ }
+
+ pub fn position(&self) -> glam::Vec4 {
+ glam::Vec4::from((self.eye, 0.0))
+ }
+}
diff --git a/examples/custom_shader/src/scene/pipeline.rs b/examples/custom_shader/src/scene/pipeline.rs
new file mode 100644
index 00000000..124b421f
--- /dev/null
+++ b/examples/custom_shader/src/scene/pipeline.rs
@@ -0,0 +1,619 @@
+pub mod cube;
+
+mod buffer;
+mod uniforms;
+mod vertex;
+
+pub use uniforms::Uniforms;
+
+use buffer::Buffer;
+use vertex::Vertex;
+
+use crate::wgpu;
+use crate::wgpu::util::DeviceExt;
+
+use iced::{Rectangle, Size};
+
+const SKY_TEXTURE_SIZE: u32 = 128;
+
+pub struct Pipeline {
+ pipeline: wgpu::RenderPipeline,
+ vertices: wgpu::Buffer,
+ cubes: Buffer,
+ uniforms: wgpu::Buffer,
+ uniform_bind_group: wgpu::BindGroup,
+ depth_texture_size: Size<u32>,
+ depth_view: wgpu::TextureView,
+ depth_pipeline: DepthPipeline,
+}
+
+impl Pipeline {
+ pub fn new(
+ device: &wgpu::Device,
+ queue: &wgpu::Queue,
+ format: wgpu::TextureFormat,
+ target_size: Size<u32>,
+ ) -> Self {
+ //vertices of one cube
+ let vertices =
+ device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("cubes vertex buffer"),
+ contents: bytemuck::cast_slice(&cube::Raw::vertices()),
+ usage: wgpu::BufferUsages::VERTEX,
+ });
+
+ //cube instance data
+ let cubes_buffer = Buffer::new(
+ device,
+ "cubes instance buffer",
+ std::mem::size_of::<cube::Raw>() as u64,
+ wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
+ );
+
+ //uniforms for all cubes
+ let uniforms = device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some("cubes uniform buffer"),
+ size: std::mem::size_of::<Uniforms>() as u64,
+ usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+ mapped_at_creation: false,
+ });
+
+ //depth buffer
+ let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
+ label: Some("cubes depth texture"),
+ size: wgpu::Extent3d {
+ width: target_size.width,
+ height: target_size.height,
+ depth_or_array_layers: 1,
+ },
+ mip_level_count: 1,
+ sample_count: 1,
+ dimension: wgpu::TextureDimension::D2,
+ format: wgpu::TextureFormat::Depth32Float,
+ usage: wgpu::TextureUsages::RENDER_ATTACHMENT
+ | wgpu::TextureUsages::TEXTURE_BINDING,
+ view_formats: &[],
+ });
+
+ let depth_view =
+ depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
+
+ let normal_map_data = load_normal_map_data();
+
+ //normal map
+ let normal_texture = device.create_texture_with_data(
+ queue,
+ &wgpu::TextureDescriptor {
+ label: Some("cubes normal map texture"),
+ size: wgpu::Extent3d {
+ width: 1024,
+ height: 1024,
+ depth_or_array_layers: 1,
+ },
+ mip_level_count: 1,
+ sample_count: 1,
+ dimension: wgpu::TextureDimension::D2,
+ format: wgpu::TextureFormat::Rgba8Unorm,
+ usage: wgpu::TextureUsages::TEXTURE_BINDING,
+ view_formats: &[],
+ },
+ &normal_map_data,
+ );
+
+ let normal_view =
+ normal_texture.create_view(&wgpu::TextureViewDescriptor::default());
+
+ //skybox texture for reflection/refraction
+ let skybox_data = load_skybox_data();
+
+ let skybox_texture = device.create_texture_with_data(
+ queue,
+ &wgpu::TextureDescriptor {
+ label: Some("cubes skybox texture"),
+ size: wgpu::Extent3d {
+ width: SKY_TEXTURE_SIZE,
+ height: SKY_TEXTURE_SIZE,
+ depth_or_array_layers: 6, //one for each face of the cube
+ },
+ mip_level_count: 1,
+ sample_count: 1,
+ dimension: wgpu::TextureDimension::D2,
+ format: wgpu::TextureFormat::Rgba8Unorm,
+ usage: wgpu::TextureUsages::TEXTURE_BINDING,
+ view_formats: &[],
+ },
+ &skybox_data,
+ );
+
+ let sky_view =
+ skybox_texture.create_view(&wgpu::TextureViewDescriptor {
+ label: Some("cubes skybox texture view"),
+ dimension: Some(wgpu::TextureViewDimension::Cube),
+ ..Default::default()
+ });
+
+ let sky_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
+ label: Some("cubes skybox sampler"),
+ address_mode_u: wgpu::AddressMode::ClampToEdge,
+ address_mode_v: wgpu::AddressMode::ClampToEdge,
+ address_mode_w: wgpu::AddressMode::ClampToEdge,
+ mag_filter: wgpu::FilterMode::Linear,
+ min_filter: wgpu::FilterMode::Linear,
+ mipmap_filter: wgpu::FilterMode::Linear,
+ ..Default::default()
+ });
+
+ let uniform_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("cubes uniform bind group layout"),
+ entries: &[
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
+ ty: wgpu::BindingType::Buffer {
+ ty: wgpu::BufferBindingType::Uniform,
+ has_dynamic_offset: false,
+ min_binding_size: None,
+ },
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ sample_type: wgpu::TextureSampleType::Float {
+ filterable: true,
+ },
+ view_dimension: wgpu::TextureViewDimension::Cube,
+ multisampled: false,
+ },
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 2,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Sampler(
+ wgpu::SamplerBindingType::Filtering,
+ ),
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 3,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ sample_type: wgpu::TextureSampleType::Float {
+ filterable: true,
+ },
+ view_dimension: wgpu::TextureViewDimension::D2,
+ multisampled: false,
+ },
+ count: None,
+ },
+ ],
+ });
+
+ let uniform_bind_group =
+ device.create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("cubes uniform bind group"),
+ layout: &uniform_bind_group_layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: uniforms.as_entire_binding(),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::TextureView(&sky_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 2,
+ resource: wgpu::BindingResource::Sampler(&sky_sampler),
+ },
+ wgpu::BindGroupEntry {
+ binding: 3,
+ resource: wgpu::BindingResource::TextureView(
+ &normal_view,
+ ),
+ },
+ ],
+ });
+
+ let layout =
+ device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("cubes pipeline layout"),
+ bind_group_layouts: &[&uniform_bind_group_layout],
+ push_constant_ranges: &[],
+ });
+
+ let shader =
+ device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("cubes shader"),
+ source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
+ include_str!("../shaders/cubes.wgsl"),
+ )),
+ });
+
+ let pipeline =
+ device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("cubes pipeline"),
+ layout: Some(&layout),
+ vertex: wgpu::VertexState {
+ module: &shader,
+ entry_point: "vs_main",
+ buffers: &[Vertex::desc(), cube::Raw::desc()],
+ },
+ primitive: wgpu::PrimitiveState::default(),
+ depth_stencil: Some(wgpu::DepthStencilState {
+ format: wgpu::TextureFormat::Depth32Float,
+ depth_write_enabled: true,
+ depth_compare: wgpu::CompareFunction::Less,
+ stencil: wgpu::StencilState::default(),
+ bias: wgpu::DepthBiasState::default(),
+ }),
+ multisample: wgpu::MultisampleState {
+ count: 1,
+ mask: !0,
+ alpha_to_coverage_enabled: false,
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_main",
+ targets: &[Some(wgpu::ColorTargetState {
+ format,
+ blend: Some(wgpu::BlendState {
+ color: wgpu::BlendComponent {
+ src_factor: wgpu::BlendFactor::SrcAlpha,
+ dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
+ operation: wgpu::BlendOperation::Add,
+ },
+ alpha: wgpu::BlendComponent {
+ src_factor: wgpu::BlendFactor::One,
+ dst_factor: wgpu::BlendFactor::One,
+ operation: wgpu::BlendOperation::Max,
+ },
+ }),
+ write_mask: wgpu::ColorWrites::ALL,
+ })],
+ }),
+ multiview: None,
+ });
+
+ let depth_pipeline = DepthPipeline::new(
+ device,
+ format,
+ depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
+ );
+
+ Self {
+ pipeline,
+ cubes: cubes_buffer,
+ uniforms,
+ uniform_bind_group,
+ vertices,
+ depth_texture_size: target_size,
+ depth_view,
+ depth_pipeline,
+ }
+ }
+
+ fn update_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
+ if self.depth_texture_size.height != size.height
+ || self.depth_texture_size.width != size.width
+ {
+ let text = device.create_texture(&wgpu::TextureDescriptor {
+ label: Some("cubes depth texture"),
+ size: wgpu::Extent3d {
+ width: size.width,
+ height: size.height,
+ depth_or_array_layers: 1,
+ },
+ mip_level_count: 1,
+ sample_count: 1,
+ dimension: wgpu::TextureDimension::D2,
+ format: wgpu::TextureFormat::Depth32Float,
+ usage: wgpu::TextureUsages::RENDER_ATTACHMENT
+ | wgpu::TextureUsages::TEXTURE_BINDING,
+ view_formats: &[],
+ });
+
+ self.depth_view =
+ text.create_view(&wgpu::TextureViewDescriptor::default());
+ self.depth_texture_size = size;
+
+ self.depth_pipeline.update(device, &text);
+ }
+ }
+
+ pub fn update(
+ &mut self,
+ device: &wgpu::Device,
+ queue: &wgpu::Queue,
+ target_size: Size<u32>,
+ uniforms: &Uniforms,
+ num_cubes: usize,
+ cubes: &[cube::Raw],
+ ) {
+ //recreate depth texture if surface texture size has changed
+ self.update_depth_texture(device, target_size);
+
+ // update uniforms
+ queue.write_buffer(&self.uniforms, 0, bytemuck::bytes_of(uniforms));
+
+ //resize cubes vertex buffer if cubes amount changed
+ let new_size = num_cubes * std::mem::size_of::<cube::Raw>();
+ self.cubes.resize(device, new_size as u64);
+
+ //always write new cube data since they are constantly rotating
+ queue.write_buffer(&self.cubes.raw, 0, bytemuck::cast_slice(cubes));
+ }
+
+ pub fn render(
+ &self,
+ target: &wgpu::TextureView,
+ encoder: &mut wgpu::CommandEncoder,
+ viewport: Rectangle<u32>,
+ num_cubes: u32,
+ show_depth: bool,
+ ) {
+ {
+ let mut pass =
+ encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("cubes.pipeline.pass"),
+ color_attachments: &[Some(
+ wgpu::RenderPassColorAttachment {
+ view: target,
+ resolve_target: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Load,
+ store: wgpu::StoreOp::Store,
+ },
+ },
+ )],
+ depth_stencil_attachment: Some(
+ wgpu::RenderPassDepthStencilAttachment {
+ view: &self.depth_view,
+ depth_ops: Some(wgpu::Operations {
+ load: wgpu::LoadOp::Clear(1.0),
+ store: wgpu::StoreOp::Store,
+ }),
+ stencil_ops: None,
+ },
+ ),
+ timestamp_writes: None,
+ occlusion_query_set: None,
+ });
+
+ pass.set_scissor_rect(
+ viewport.x,
+ viewport.y,
+ viewport.width,
+ viewport.height,
+ );
+ pass.set_pipeline(&self.pipeline);
+ pass.set_bind_group(0, &self.uniform_bind_group, &[]);
+ pass.set_vertex_buffer(0, self.vertices.slice(..));
+ pass.set_vertex_buffer(1, self.cubes.raw.slice(..));
+ pass.draw(0..36, 0..num_cubes);
+ }
+
+ if show_depth {
+ self.depth_pipeline.render(encoder, target, viewport);
+ }
+ }
+}
+
+struct DepthPipeline {
+ pipeline: wgpu::RenderPipeline,
+ bind_group_layout: wgpu::BindGroupLayout,
+ bind_group: wgpu::BindGroup,
+ sampler: wgpu::Sampler,
+ depth_view: wgpu::TextureView,
+}
+
+impl DepthPipeline {
+ pub fn new(
+ device: &wgpu::Device,
+ format: wgpu::TextureFormat,
+ depth_texture: wgpu::TextureView,
+ ) -> Self {
+ let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
+ label: Some("cubes.depth_pipeline.sampler"),
+ ..Default::default()
+ });
+
+ let bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("cubes.depth_pipeline.bind_group_layout"),
+ entries: &[
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Sampler(
+ wgpu::SamplerBindingType::NonFiltering,
+ ),
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ sample_type: wgpu::TextureSampleType::Float {
+ filterable: false,
+ },
+ view_dimension: wgpu::TextureViewDimension::D2,
+ multisampled: false,
+ },
+ count: None,
+ },
+ ],
+ });
+
+ let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("cubes.depth_pipeline.bind_group"),
+ layout: &bind_group_layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::Sampler(&sampler),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::TextureView(
+ &depth_texture,
+ ),
+ },
+ ],
+ });
+
+ let layout =
+ device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("cubes.depth_pipeline.layout"),
+ bind_group_layouts: &[&bind_group_layout],
+ push_constant_ranges: &[],
+ });
+
+ let shader =
+ device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("cubes.depth_pipeline.shader"),
+ source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
+ include_str!("../shaders/depth.wgsl"),
+ )),
+ });
+
+ let pipeline =
+ device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("cubes.depth_pipeline.pipeline"),
+ layout: Some(&layout),
+ vertex: wgpu::VertexState {
+ module: &shader,
+ entry_point: "vs_main",
+ buffers: &[],
+ },
+ primitive: wgpu::PrimitiveState::default(),
+ depth_stencil: Some(wgpu::DepthStencilState {
+ format: wgpu::TextureFormat::Depth32Float,
+ depth_write_enabled: false,
+ depth_compare: wgpu::CompareFunction::Less,
+ stencil: wgpu::StencilState::default(),
+ bias: wgpu::DepthBiasState::default(),
+ }),
+ multisample: wgpu::MultisampleState::default(),
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: "fs_main",
+ targets: &[Some(wgpu::ColorTargetState {
+ format,
+ blend: Some(wgpu::BlendState::REPLACE),
+ write_mask: wgpu::ColorWrites::ALL,
+ })],
+ }),
+ multiview: None,
+ });
+
+ Self {
+ pipeline,
+ bind_group_layout,
+ bind_group,
+ sampler,
+ depth_view: depth_texture,
+ }
+ }
+
+ pub fn update(
+ &mut self,
+ device: &wgpu::Device,
+ depth_texture: &wgpu::Texture,
+ ) {
+ self.depth_view =
+ depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
+
+ self.bind_group =
+ device.create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("cubes.depth_pipeline.bind_group"),
+ layout: &self.bind_group_layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::Sampler(&self.sampler),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::TextureView(
+ &self.depth_view,
+ ),
+ },
+ ],
+ });
+ }
+
+ pub fn render(
+ &self,
+ encoder: &mut wgpu::CommandEncoder,
+ target: &wgpu::TextureView,
+ viewport: Rectangle<u32>,
+ ) {
+ let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("cubes.pipeline.depth_pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: target,
+ resolve_target: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Load,
+ store: wgpu::StoreOp::Store,
+ },
+ })],
+ depth_stencil_attachment: Some(
+ wgpu::RenderPassDepthStencilAttachment {
+ view: &self.depth_view,
+ depth_ops: None,
+ stencil_ops: None,
+ },
+ ),
+ timestamp_writes: None,
+ occlusion_query_set: None,
+ });
+
+ pass.set_scissor_rect(
+ viewport.x,
+ viewport.y,
+ viewport.width,
+ viewport.height,
+ );
+ pass.set_pipeline(&self.pipeline);
+ pass.set_bind_group(0, &self.bind_group, &[]);
+ pass.draw(0..6, 0..1);
+ }
+}
+
+fn load_skybox_data() -> Vec<u8> {
+ let pos_x: &[u8] = include_bytes!("../../textures/skybox/pos_x.jpg");
+ let neg_x: &[u8] = include_bytes!("../../textures/skybox/neg_x.jpg");
+ let pos_y: &[u8] = include_bytes!("../../textures/skybox/pos_y.jpg");
+ let neg_y: &[u8] = include_bytes!("../../textures/skybox/neg_y.jpg");
+ let pos_z: &[u8] = include_bytes!("../../textures/skybox/pos_z.jpg");
+ let neg_z: &[u8] = include_bytes!("../../textures/skybox/neg_z.jpg");
+
+ let data: [&[u8]; 6] = [pos_x, neg_x, pos_y, neg_y, pos_z, neg_z];
+
+ data.iter().fold(vec![], |mut acc, bytes| {
+ let i = image::load_from_memory_with_format(
+ bytes,
+ image::ImageFormat::Jpeg,
+ )
+ .unwrap()
+ .to_rgba8()
+ .into_raw();
+
+ acc.extend(i);
+ acc
+ })
+}
+
+fn load_normal_map_data() -> Vec<u8> {
+ let bytes: &[u8] = include_bytes!("../../textures/ice_cube_normal_map.png");
+
+ image::load_from_memory_with_format(bytes, image::ImageFormat::Png)
+ .unwrap()
+ .to_rgba8()
+ .into_raw()
+}
diff --git a/examples/custom_shader/src/scene/pipeline/buffer.rs b/examples/custom_shader/src/scene/pipeline/buffer.rs
new file mode 100644
index 00000000..ef4c41c9
--- /dev/null
+++ b/examples/custom_shader/src/scene/pipeline/buffer.rs
@@ -0,0 +1,41 @@
+use crate::wgpu;
+
+// A custom buffer container for dynamic resizing.
+pub struct Buffer {
+ pub raw: wgpu::Buffer,
+ label: &'static str,
+ size: u64,
+ usage: wgpu::BufferUsages,
+}
+
+impl Buffer {
+ pub fn new(
+ device: &wgpu::Device,
+ label: &'static str,
+ size: u64,
+ usage: wgpu::BufferUsages,
+ ) -> Self {
+ Self {
+ raw: device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some(label),
+ size,
+ usage,
+ mapped_at_creation: false,
+ }),
+ label,
+ size,
+ usage,
+ }
+ }
+
+ pub fn resize(&mut self, device: &wgpu::Device, new_size: u64) {
+ if new_size > self.size {
+ self.raw = device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some(self.label),
+ size: new_size,
+ usage: self.usage,
+ mapped_at_creation: false,
+ });
+ }
+ }
+}
diff --git a/examples/custom_shader/src/scene/pipeline/cube.rs b/examples/custom_shader/src/scene/pipeline/cube.rs
new file mode 100644
index 00000000..de8bad6c
--- /dev/null
+++ b/examples/custom_shader/src/scene/pipeline/cube.rs
@@ -0,0 +1,326 @@
+use crate::scene::pipeline::Vertex;
+use crate::wgpu;
+
+use glam::{vec2, vec3, Vec3};
+use rand::{thread_rng, Rng};
+
+/// A single instance of a cube.
+#[derive(Debug, Clone)]
+pub struct Cube {
+ pub rotation: glam::Quat,
+ pub position: Vec3,
+ pub size: f32,
+ rotation_dir: f32,
+ rotation_axis: glam::Vec3,
+}
+
+impl Default for Cube {
+ fn default() -> Self {
+ Self {
+ rotation: glam::Quat::IDENTITY,
+ position: glam::Vec3::ZERO,
+ size: 0.1,
+ rotation_dir: 1.0,
+ rotation_axis: glam::Vec3::Y,
+ }
+ }
+}
+
+impl Cube {
+ pub fn new(size: f32, origin: Vec3) -> Self {
+ let rnd = thread_rng().gen_range(0.0..=1.0f32);
+
+ Self {
+ rotation: glam::Quat::IDENTITY,
+ position: origin + Vec3::new(0.1, 0.1, 0.1),
+ size,
+ rotation_dir: if rnd <= 0.5 { -1.0 } else { 1.0 },
+ rotation_axis: if rnd <= 0.33 {
+ glam::Vec3::Y
+ } else if rnd <= 0.66 {
+ glam::Vec3::X
+ } else {
+ glam::Vec3::Z
+ },
+ }
+ }
+
+ pub fn update(&mut self, size: f32, time: f32) {
+ self.rotation = glam::Quat::from_axis_angle(
+ self.rotation_axis,
+ time / 2.0 * self.rotation_dir,
+ );
+ self.size = size;
+ }
+}
+
+#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable, Debug)]
+#[repr(C)]
+pub struct Raw {
+ transformation: glam::Mat4,
+ normal: glam::Mat3,
+ _padding: [f32; 3],
+}
+
+impl Raw {
+ const ATTRIBS: [wgpu::VertexAttribute; 7] = wgpu::vertex_attr_array![
+ //cube transformation matrix
+ 4 => Float32x4,
+ 5 => Float32x4,
+ 6 => Float32x4,
+ 7 => Float32x4,
+ //normal rotation matrix
+ 8 => Float32x3,
+ 9 => Float32x3,
+ 10 => Float32x3,
+ ];
+
+ pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
+ wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
+ step_mode: wgpu::VertexStepMode::Instance,
+ attributes: &Self::ATTRIBS,
+ }
+ }
+}
+
+impl Raw {
+ pub fn from_cube(cube: &Cube) -> Raw {
+ Raw {
+ transformation: glam::Mat4::from_scale_rotation_translation(
+ glam::vec3(cube.size, cube.size, cube.size),
+ cube.rotation,
+ cube.position,
+ ),
+ normal: glam::Mat3::from_quat(cube.rotation),
+ _padding: [0.0; 3],
+ }
+ }
+
+ pub fn vertices() -> [Vertex; 36] {
+ [
+ //face 1
+ Vertex {
+ pos: vec3(-0.5, -0.5, -0.5),
+ normal: vec3(0.0, 0.0, -1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, -0.5),
+ normal: vec3(0.0, 0.0, -1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, -0.5),
+ normal: vec3(0.0, 0.0, -1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, -0.5),
+ normal: vec3(0.0, 0.0, -1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, 0.5, -0.5),
+ normal: vec3(0.0, 0.0, -1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, -0.5, -0.5),
+ normal: vec3(0.0, 0.0, -1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ //face 2
+ Vertex {
+ pos: vec3(-0.5, -0.5, 0.5),
+ normal: vec3(0.0, 0.0, 1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, 0.5),
+ normal: vec3(0.0, 0.0, 1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, 0.5),
+ normal: vec3(0.0, 0.0, 1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, 0.5),
+ normal: vec3(0.0, 0.0, 1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, 0.5, 0.5),
+ normal: vec3(0.0, 0.0, 1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, -0.5, 0.5),
+ normal: vec3(0.0, 0.0, 1.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ //face 3
+ Vertex {
+ pos: vec3(-0.5, 0.5, 0.5),
+ normal: vec3(-1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(0.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, 0.5, -0.5),
+ normal: vec3(-1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(1.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, -0.5, -0.5),
+ normal: vec3(-1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, -0.5, -0.5),
+ normal: vec3(-1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, -0.5, 0.5),
+ normal: vec3(-1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(0.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, 0.5, 0.5),
+ normal: vec3(-1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(0.0, 1.0),
+ },
+ //face 4
+ Vertex {
+ pos: vec3(0.5, 0.5, 0.5),
+ normal: vec3(1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(0.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, -0.5),
+ normal: vec3(1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(1.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, -0.5),
+ normal: vec3(1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, -0.5),
+ normal: vec3(1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, 0.5),
+ normal: vec3(1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(0.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, 0.5),
+ normal: vec3(1.0, 0.0, 0.0),
+ tangent: vec3(0.0, 0.0, -1.0),
+ uv: vec2(0.0, 1.0),
+ },
+ //face 5
+ Vertex {
+ pos: vec3(-0.5, -0.5, -0.5),
+ normal: vec3(0.0, -1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, -0.5),
+ normal: vec3(0.0, -1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, 0.5),
+ normal: vec3(0.0, -1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(0.5, -0.5, 0.5),
+ normal: vec3(0.0, -1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, -0.5, 0.5),
+ normal: vec3(0.0, -1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, -0.5, -0.5),
+ normal: vec3(0.0, -1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ //face 6
+ Vertex {
+ pos: vec3(-0.5, 0.5, -0.5),
+ normal: vec3(0.0, 1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, -0.5),
+ normal: vec3(0.0, 1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 1.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, 0.5),
+ normal: vec3(0.0, 1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(0.5, 0.5, 0.5),
+ normal: vec3(0.0, 1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(1.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, 0.5, 0.5),
+ normal: vec3(0.0, 1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 0.0),
+ },
+ Vertex {
+ pos: vec3(-0.5, 0.5, -0.5),
+ normal: vec3(0.0, 1.0, 0.0),
+ tangent: vec3(1.0, 0.0, 0.0),
+ uv: vec2(0.0, 1.0),
+ },
+ ]
+ }
+}
diff --git a/examples/custom_shader/src/scene/pipeline/uniforms.rs b/examples/custom_shader/src/scene/pipeline/uniforms.rs
new file mode 100644
index 00000000..1eac8292
--- /dev/null
+++ b/examples/custom_shader/src/scene/pipeline/uniforms.rs
@@ -0,0 +1,23 @@
+use crate::scene::Camera;
+
+use iced::{Color, Rectangle};
+
+#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
+#[repr(C)]
+pub struct Uniforms {
+ camera_proj: glam::Mat4,
+ camera_pos: glam::Vec4,
+ light_color: glam::Vec4,
+}
+
+impl Uniforms {
+ pub fn new(camera: &Camera, bounds: Rectangle, light_color: Color) -> Self {
+ let camera_proj = camera.build_view_proj_matrix(bounds);
+
+ Self {
+ camera_proj,
+ camera_pos: camera.position(),
+ light_color: glam::Vec4::from(light_color.into_linear()),
+ }
+ }
+}
diff --git a/examples/custom_shader/src/scene/pipeline/vertex.rs b/examples/custom_shader/src/scene/pipeline/vertex.rs
new file mode 100644
index 00000000..e64cd926
--- /dev/null
+++ b/examples/custom_shader/src/scene/pipeline/vertex.rs
@@ -0,0 +1,31 @@
+use crate::wgpu;
+
+#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
+#[repr(C)]
+pub struct Vertex {
+ pub pos: glam::Vec3,
+ pub normal: glam::Vec3,
+ pub tangent: glam::Vec3,
+ pub uv: glam::Vec2,
+}
+
+impl Vertex {
+ const ATTRIBS: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![
+ //position
+ 0 => Float32x3,
+ //normal
+ 1 => Float32x3,
+ //tangent
+ 2 => Float32x3,
+ //uv
+ 3 => Float32x2,
+ ];
+
+ pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
+ wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &Self::ATTRIBS,
+ }
+ }
+}