examples: added fractal-cube example
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@ -5,3 +5,4 @@ The following examples have been ported from https://github.com/austinEng/webgpu
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* ./two-cubes/
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* ./instanced-cube
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* ./textured-cube
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* ./fractal-cube
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49
examples/fractal-cube/cube_mesh.zig
Normal file
49
examples/fractal-cube/cube_mesh.zig
Normal file
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@ -0,0 +1,49 @@
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pub const Vertex = struct {
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pos: @Vector(4, f32),
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col: @Vector(4, f32),
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uv: @Vector(2, f32),
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};
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pub const vertices = [_]Vertex{
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, 1, 1 }, .col = .{ 0, 1, 1, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ -1, -1, 1, 1 }, .col = .{ 0, 0, 1, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, -1, 1, 1 }, .col = .{ 1, 0, 1, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, 1, 1, 1 }, .col = .{ 1, 1, 1, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, -1, -1, 1 }, .col = .{ 0, 0, 0, 1 }, .uv = .{ 0, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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.{ .pos = .{ 1, 1, -1, 1 }, .col = .{ 1, 1, 0, 1 }, .uv = .{ 1, 0 } },
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.{ .pos = .{ 1, -1, -1, 1 }, .col = .{ 1, 0, 0, 1 }, .uv = .{ 1, 1 } },
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.{ .pos = .{ -1, 1, -1, 1 }, .col = .{ 0, 1, 0, 1 }, .uv = .{ 0, 0 } },
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};
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12
examples/fractal-cube/frag.wgsl
Executable file
12
examples/fractal-cube/frag.wgsl
Executable file
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@ -0,0 +1,12 @@
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@binding(1) @group(0) var mySampler: sampler;
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@binding(2) @group(0) var myTexture: texture_2d<f32>;
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@stage(fragment) fn main(
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@location(0) fragUV: vec2<f32>,
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@location(1) fragPosition: vec4<f32>
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) -> @location(0) vec4<f32> {
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let texColor = textureSample(myTexture, mySampler, fragUV * 0.8 + vec2<f32>(0.1, 0.1));
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let f = f32(length(texColor.rgb - vec3<f32>(0.5, 0.5, 0.5)) < 0.01);
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return (1.0 - f) * texColor + f * fragPosition;
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// return vec4<f32>(texColor.rgb,1.0);
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}
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392
examples/fractal-cube/main.zig
Executable file
392
examples/fractal-cube/main.zig
Executable file
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@ -0,0 +1,392 @@
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//! To get the effect we want, we need a texture on which to render
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//! (we can't use the swapchain texture directly, but we can get the effect
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//! by doing the same render pass twice, on the texture and the swapchain.
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//! We also need a second texture to use on the cube, that after the render pass
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//! needs to copy the other texture. We can't use the same texture since
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//! it would interfere with the sincronization on the gpu during the render pass.
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//! This demo currently does not work on opengl, because app.current_desc.width/height,
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//! are set to 0 after app.init() and because webgpu does not implement copyTextureToTexture,
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//! for opengl
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const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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const glfw = @import("glfw");
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const zm = @import("zmath");
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const Vertex = @import("cube_mesh.zig").Vertex;
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const vertices = @import("cube_mesh.zig").vertices;
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const App = mach.App(*FrameParams, .{});
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const UniformBufferObject = struct {
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mat: zm.Mat,
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};
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var timer: std.time.Timer = undefined;
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pub fn main() !void {
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timer = try std.time.Timer.start();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpa.allocator();
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const ctx = try allocator.create(FrameParams);
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var app = try App.init(allocator, ctx, .{});
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app.window.setKeyCallback(struct {
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fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {
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_ = scancode;
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_ = mods;
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if (action == .press) {
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switch (key) {
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.space => window.setShouldClose(true),
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else => {},
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}
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}
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}
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}.callback);
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try app.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const vs_module = app.device.createShaderModule(&.{
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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const vertex_attributes = [_]gpu.VertexAttribute{
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.{ .format = .float32x4, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
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.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 },
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};
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const vertex_buffer_layout = gpu.VertexBufferLayout{
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.array_stride = @sizeOf(Vertex),
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.step_mode = .vertex,
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.attribute_count = vertex_attributes.len,
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.attributes = &vertex_attributes,
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};
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const fs_module = app.device.createShaderModule(&.{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("frag.wgsl") },
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});
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const blend = gpu.BlendState{
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.color = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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.alpha = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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};
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const color_target = gpu.ColorTargetState{
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.format = app.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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const fragment = gpu.FragmentState{
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.module = fs_module,
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.entry_point = "main",
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.targets = &.{color_target},
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.constants = null,
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};
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const bgle_buffer = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bgle_sampler = gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering);
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const bgle_textureview = gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false);
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const bgl = app.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{ bgle_buffer, bgle_sampler, bgle_textureview },
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},
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);
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defer bgl.release();
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
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const pipeline_layout = app.device.createPipelineLayout(&.{
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.bind_group_layouts = &bind_group_layouts,
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});
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.depth_stencil = &.{
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.format = .depth24_plus,
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.depth_write_enabled = true,
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.depth_compare = .less,
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},
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.vertex = .{
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.module = vs_module,
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.entry_point = "main",
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.buffers = &.{vertex_buffer_layout},
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},
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.multisample = .{
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.count = 1,
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.mask = 0xFFFFFFFF,
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.alpha_to_coverage_enabled = false,
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},
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.primitive = .{
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.front_face = .ccw,
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.cull_mode = .back,
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.topology = .triangle_list,
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.strip_index_format = .none,
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},
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};
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const vertex_buffer = app.device.createBuffer(&.{
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.usage = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = true,
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});
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var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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vertex_buffer.unmap();
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defer vertex_buffer.release();
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const uniform_buffer = app.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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});
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defer uniform_buffer.release();
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// The texture to put on the cube
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const cube_texture = app.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .texture_binding = true, .copy_dst = true },
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.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
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.format = app.swap_chain_format,
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});
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defer cube_texture.release();
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// The texture on which we render
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const cube_texture_render = app.device.createTexture(&gpu.Texture.Descriptor{
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.usage = .{ .render_attachment = true, .copy_src = true },
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.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
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.format = app.swap_chain_format,
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});
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defer cube_texture.release();
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const sampler = app.device.createSampler(&gpu.Sampler.Descriptor{
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.mag_filter = .linear,
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.min_filter = .linear,
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});
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defer sampler.release();
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const cube_texture_view = cube_texture.createView(&gpu.TextureView.Descriptor{
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.format = app.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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defer cube_texture_view.release();
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const cube_texture_view_render = cube_texture_render.createView(&gpu.TextureView.Descriptor{
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.format = app.swap_chain_format,
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.dimension = .dimension_2d,
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.mip_level_count = 1,
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.array_layer_count = 1,
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});
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defer cube_texture_view.release();
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const bind_group = app.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
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gpu.BindGroup.Entry.sampler(1, sampler),
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gpu.BindGroup.Entry.textureView(2, cube_texture_view),
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},
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},
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);
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defer bind_group.release();
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ctx.* = FrameParams{
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.pipeline = app.device.createRenderPipeline(&pipeline_descriptor),
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.queue = app.device.getQueue(),
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.vertex_buffer = vertex_buffer,
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.uniform_buffer = uniform_buffer,
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.bind_group = bind_group,
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.depth_texture = null,
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.cube_texture = cube_texture,
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.cube_texture_view = cube_texture_view,
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.cube_texture_render = cube_texture_render,
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.cube_texture_view_render = cube_texture_view_render,
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.sampler = sampler,
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.bgl = bgl,
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};
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vs_module.release();
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fs_module.release();
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pipeline_layout.release();
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try app.run(.{ .frame = frame, .resize = resize });
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ctx.depth_texture.?.release();
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}
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const FrameParams = struct {
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pipeline: gpu.RenderPipeline,
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queue: gpu.Queue,
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vertex_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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depth_texture: ?gpu.Texture,
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cube_texture: gpu.Texture,
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cube_texture_view: gpu.TextureView,
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cube_texture_render: gpu.Texture,
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cube_texture_view_render: gpu.TextureView,
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sampler: gpu.Sampler,
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bgl: gpu.BindGroupLayout,
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};
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fn frame(app: *App, params: *FrameParams) !void {
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const cube_view = params.cube_texture_view_render;
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const back_buffer_view = app.swap_chain.?.getCurrentTextureView();
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const cube_color_attachment = gpu.RenderPassColorAttachment{
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.view = cube_view,
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.resolve_target = null,
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.clear_value = gpu.Color{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 1 },
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.load_op = .clear,
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.store_op = .store,
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};
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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.clear_value = gpu.Color{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 1 },
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.load_op = .clear,
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.store_op = .store,
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};
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const depth_stencil_attachment = gpu.RenderPassDepthStencilAttachment{
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.view = params.depth_texture.?.createView(&gpu.TextureView.Descriptor{
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.format = .depth24_plus,
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.dimension = .dimension_2d,
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.array_layer_count = 1,
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.mip_level_count = 1,
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}),
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.depth_load_op = .clear,
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.depth_store_op = .store,
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.depth_clear_value = 1.0,
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.stencil_load_op = .none,
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.stencil_store_op = .none,
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};
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const encoder = app.device.createCommandEncoder(null);
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const cube_render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{cube_color_attachment},
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.depth_stencil_attachment = &depth_stencil_attachment,
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};
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const render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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.depth_stencil_attachment = &depth_stencil_attachment,
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};
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{
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const time = @intToFloat(f32, timer.read()) / @as(f32, std.time.ns_per_s);
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const model = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
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const view = zm.lookAtRh(
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zm.f32x4(0, -4, 0, 1),
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zm.f32x4(0, 0, 0, 1),
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zm.f32x4(0, 0, 1, 0),
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);
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const proj = zm.perspectiveFovRh(
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(std.math.pi * 2.0 / 5.0),
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@intToFloat(f32, app.current_desc.width) / @intToFloat(f32, app.current_desc.height),
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1,
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100,
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);
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const ubo = UniformBufferObject{
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.mat = zm.transpose(zm.mul(zm.mul(model, view), proj)),
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};
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encoder.writeBuffer(params.uniform_buffer, 0, UniformBufferObject, &.{ubo});
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}
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(params.pipeline);
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pass.setBindGroup(0, params.bind_group, &.{0});
|
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pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
|
||||
pass.draw(vertices.len, 1, 0, 0);
|
||||
pass.end();
|
||||
pass.release();
|
||||
|
||||
encoder.copyTextureToTexture(
|
||||
&gpu.ImageCopyTexture{
|
||||
.texture = params.cube_texture_render,
|
||||
},
|
||||
&gpu.ImageCopyTexture{
|
||||
.texture = params.cube_texture,
|
||||
},
|
||||
&.{ .width = app.current_desc.width, .height = app.current_desc.height },
|
||||
);
|
||||
|
||||
const cube_pass = encoder.beginRenderPass(&cube_render_pass_info);
|
||||
cube_pass.setPipeline(params.pipeline);
|
||||
cube_pass.setBindGroup(0, params.bind_group, &.{0});
|
||||
cube_pass.setVertexBuffer(0, params.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
|
||||
cube_pass.draw(vertices.len, 1, 0, 0);
|
||||
cube_pass.end();
|
||||
cube_pass.release();
|
||||
|
||||
var command = encoder.finish(null);
|
||||
encoder.release();
|
||||
|
||||
params.queue.submit(&.{command});
|
||||
command.release();
|
||||
app.swap_chain.?.present();
|
||||
back_buffer_view.release();
|
||||
}
|
||||
|
||||
fn resize(app: *App, params: *FrameParams, width: u32, height: u32) !void {
|
||||
if (params.depth_texture != null) {
|
||||
params.depth_texture.?.release();
|
||||
params.depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
|
||||
.usage = .{ .render_attachment = true },
|
||||
.size = .{ .width = width, .height = height },
|
||||
.format = .depth24_plus,
|
||||
});
|
||||
|
||||
params.cube_texture.release();
|
||||
params.cube_texture = app.device.createTexture(&gpu.Texture.Descriptor{
|
||||
.usage = .{ .texture_binding = true, .copy_dst = true },
|
||||
.size = .{ .width = width, .height = height },
|
||||
.format = app.swap_chain_format,
|
||||
});
|
||||
params.cube_texture_render.release();
|
||||
params.cube_texture_render = app.device.createTexture(&gpu.Texture.Descriptor{
|
||||
.usage = .{ .render_attachment = true, .copy_src = true },
|
||||
.size = .{ .width = width, .height = height },
|
||||
.format = app.swap_chain_format,
|
||||
});
|
||||
|
||||
params.cube_texture_view.release();
|
||||
params.cube_texture_view = params.cube_texture.createView(&gpu.TextureView.Descriptor{
|
||||
.format = app.swap_chain_format,
|
||||
.dimension = .dimension_2d,
|
||||
.mip_level_count = 1,
|
||||
.array_layer_count = 1,
|
||||
});
|
||||
params.cube_texture_view_render.release();
|
||||
params.cube_texture_view_render = params.cube_texture_render.createView(&gpu.TextureView.Descriptor{
|
||||
.format = app.swap_chain_format,
|
||||
.dimension = .dimension_2d,
|
||||
.mip_level_count = 1,
|
||||
.array_layer_count = 1,
|
||||
});
|
||||
|
||||
params.bind_group.release();
|
||||
params.bind_group = app.device.createBindGroup(
|
||||
&gpu.BindGroup.Descriptor{
|
||||
.layout = params.bgl,
|
||||
.entries = &.{
|
||||
gpu.BindGroup.Entry.buffer(0, params.uniform_buffer, 0, @sizeOf(UniformBufferObject)),
|
||||
gpu.BindGroup.Entry.sampler(1, params.sampler),
|
||||
gpu.BindGroup.Entry.textureView(2, params.cube_texture_view),
|
||||
},
|
||||
},
|
||||
);
|
||||
} else {
|
||||
// The first time resize is called, width and height are set to 0
|
||||
params.depth_texture = app.device.createTexture(&gpu.Texture.Descriptor{
|
||||
.usage = .{ .render_attachment = true },
|
||||
.size = .{ .width = app.current_desc.width, .height = app.current_desc.height },
|
||||
.format = .depth24_plus,
|
||||
});
|
||||
}
|
||||
}
|
||||
22
examples/fractal-cube/vert.wgsl
Executable file
22
examples/fractal-cube/vert.wgsl
Executable file
|
|
@ -0,0 +1,22 @@
|
|||
struct Uniforms {
|
||||
matrix : mat4x4<f32>,
|
||||
};
|
||||
|
||||
@binding(0) @group(0) var<uniform> ubo : Uniforms;
|
||||
|
||||
struct VertexOut {
|
||||
@builtin(position) Position : vec4<f32>,
|
||||
@location(0) fragUV : vec2<f32>,
|
||||
@location(1) fragPosition: vec4<f32>,
|
||||
}
|
||||
|
||||
@stage(vertex) fn main(
|
||||
@location(0) position : vec4<f32>,
|
||||
@location(1) uv: vec2<f32>
|
||||
) -> VertexOut {
|
||||
var output : VertexOut;
|
||||
output.Position = position * ubo.matrix;
|
||||
output.fragUV = uv;
|
||||
output.fragPosition = 0.5 * (position + vec4<f32>(1.0, 1.0, 1.0, 1.0));
|
||||
return output;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue