From 811aa673e9e832ebe38bf56a087f32fdc7aba59c Mon Sep 17 00:00:00 2001 From: Héctor Ramón Jiménez Date: Tue, 14 Nov 2023 15:48:01 +0100 Subject: Improve module hierarchy of `custom_shader` example --- examples/custom_shader/src/scene.rs | 103 +++++++++++++++++++++++++++++++++--- 1 file changed, 95 insertions(+), 8 deletions(-) (limited to 'examples/custom_shader/src/scene.rs') diff --git a/examples/custom_shader/src/scene.rs b/examples/custom_shader/src/scene.rs index ab923093..3b291ce2 100644 --- a/examples/custom_shader/src/scene.rs +++ b/examples/custom_shader/src/scene.rs @@ -1,13 +1,21 @@ -use crate::camera::Camera; -use crate::primitive; -use crate::primitive::cube::Cube; -use glam::Vec3; +mod camera; +mod pipeline; + +use camera::Camera; +use pipeline::Pipeline; + +use crate::wgpu; +use pipeline::cube::{self, Cube}; + +use iced::mouse; +use iced::time::Duration; use iced::widget::shader; -use iced::{mouse, Color, Rectangle}; +use iced::{Color, Rectangle, Size}; + +use glam::Vec3; use rand::Rng; use std::cmp::Ordering; use std::iter; -use std::time::Duration; pub const MAX: u32 = 500; @@ -72,7 +80,7 @@ impl Scene { impl shader::Program for Scene { type State = (); - type Primitive = primitive::Primitive; + type Primitive = Primitive; fn draw( &self, @@ -80,7 +88,7 @@ impl shader::Program for Scene { _cursor: mouse::Cursor, bounds: Rectangle, ) -> Self::Primitive { - primitive::Primitive::new( + Primitive::new( &self.cubes, &self.camera, bounds, @@ -90,6 +98,85 @@ impl shader::Program for Scene { } } +/// A collection of `Cube`s that can be rendered. +#[derive(Debug)] +pub struct Primitive { + cubes: Vec, + uniforms: pipeline::Uniforms, + show_depth_buffer: bool, +} + +impl Primitive { + pub fn new( + cubes: &[Cube], + camera: &Camera, + bounds: Rectangle, + show_depth_buffer: bool, + light_color: Color, + ) -> Self { + let uniforms = pipeline::Uniforms::new(camera, bounds, light_color); + + Self { + cubes: cubes + .iter() + .map(cube::Raw::from_cube) + .collect::>(), + uniforms, + show_depth_buffer, + } + } +} + +impl shader::Primitive for Primitive { + fn prepare( + &self, + format: wgpu::TextureFormat, + device: &wgpu::Device, + queue: &wgpu::Queue, + target_size: Size, + _scale_factor: f32, + _transform: shader::Transformation, + storage: &mut shader::Storage, + ) { + if !storage.has::() { + storage.store(Pipeline::new(device, queue, format, target_size)); + } + + let pipeline = storage.get_mut::().unwrap(); + + //upload data to GPU + pipeline.update( + device, + queue, + target_size, + &self.uniforms, + self.cubes.len(), + &self.cubes, + ); + } + + fn render( + &self, + storage: &shader::Storage, + bounds: Rectangle, + target: &wgpu::TextureView, + _target_size: Size, + encoder: &mut wgpu::CommandEncoder, + ) { + //at this point our pipeline should always be initialized + let pipeline = storage.get::().unwrap(); + + //render primitive + pipeline.render( + target, + encoder, + bounds, + self.cubes.len() as u32, + self.show_depth_buffer, + ); + } +} + fn rnd_origin() -> Vec3 { Vec3::new( rand::thread_rng().gen_range(-4.0..4.0), -- cgit