Initial pass with texture rendering

- The example app generates a scaled version of pixel Ferris as a test.
- TODO:
  - Pixel aspect ratio is still unsupported
  - The `RenderPass` trait is incomplete
This commit is contained in:
Jay Oster 2019-10-02 20:22:20 -07:00
parent 38ce5c186d
commit d0391be62a
4 changed files with 180 additions and 12 deletions

View file

@ -2,6 +2,47 @@ use pixels::{Error, Pixels, SurfaceTexture};
use winit::event;
use winit::event_loop::{ControlFlow, EventLoop};
fn scale_pixel_ferris(width: u32, height: u32) -> Vec<u8> {
let mut px = Vec::new();
const FERRIS_WIDTH: u32 = 11;
const FERRIS_HEIGHT: u32 = 5;
#[rustfmt::skip]
const FERRIS: [u8; (FERRIS_WIDTH * FERRIS_HEIGHT) as usize] = [
0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0,
1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1,
0, 0, 1, 1, 2, 1, 2, 1, 1, 0, 0,
0, 1, 3, 1, 1, 2, 1, 1, 3, 1, 0,
0, 0, 1, 3, 0, 0, 0, 3, 1, 0, 0,
];
let scale = width / FERRIS_WIDTH;
let top = (height - scale * FERRIS_HEIGHT) / 2;
let bottom = height - top - 1;
for y in 0..height {
for x in 0..width {
let rgba = if y < top || y >= bottom || x / scale >= FERRIS_WIDTH {
[0xdd, 0xba, 0xdc, 0xff]
} else {
let i = x / scale + (y - top) / scale * FERRIS_WIDTH;
match FERRIS[i as usize] {
0 => [0xdd, 0xba, 0xdc, 0xff],
1 => [0xf7, 0x4c, 0x00, 0xff],
2 => [0x00, 0x00, 0x00, 0xff],
3 => [0xa5, 0x2b, 0x00, 0xff],
_ => unreachable!(),
}
};
px.extend_from_slice(&rgba);
}
}
px
}
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
@ -17,6 +58,8 @@ fn main() -> Result<(), Error> {
let surface_texture = SurfaceTexture::new(width, height, &surface);
let mut fb = Pixels::new(320, 240, surface_texture)?;
fb.update(&scale_pixel_ferris(320, 240));
event_loop.run(move |event, _, control_flow| match event {
event::Event::WindowEvent { event, .. } => match event {
event::WindowEvent::KeyboardInput {

View file

@ -1,7 +1,10 @@
#version 450
layout(location = 0) in vec2 v_TexCoord;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform texture2D t_Color;
layout(set = 0, binding = 1) uniform sampler s_Color;
void main() {
outColor = vec4(1.0, 0.0, 0.0, 1.0);
outColor = texture(sampler2D(t_Color, s_Color), v_TexCoord);
}

View file

@ -4,12 +4,33 @@ out gl_PerVertex {
vec4 gl_Position;
};
const vec2 positions[3] = vec2[3](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
layout(location = 0) out vec2 v_TexCoord;
const vec2 positions[6] = vec2[6](
// Upper left triangle
vec2(-1.0, -1.0),
vec2(1.0, -1.0),
vec2(-1.0, 1.0),
// Lower right triangle
vec2(-1.0, 1.0),
vec2(1.0, -1.0),
vec2(1.0, 1.0)
);
const vec2 uv[6] = vec2[6](
// Upper left triangle
vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
// Lower right triangle
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0)
);
void main() {
v_TexCoord = uv[gl_VertexIndex];
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
}

View file

@ -31,10 +31,14 @@ pub struct SurfaceTexture<'a> {
/// See [`PixelsBuilder`] for building a customized pixel buffer.
#[derive(Debug)]
pub struct Pixels {
width: u32,
height: u32,
device: wgpu::Device,
queue: wgpu::Queue,
renderer: Renderer,
swap_chain: wgpu::SwapChain,
texture_extent: wgpu::Extent3d,
texture: wgpu::Texture,
}
/// A builder to help create customized pixel buffers.
@ -133,6 +137,39 @@ impl Pixels {
// TODO: Support resize
/// Update the pixel buffer with the `texels` byte slice.
pub fn update(&mut self, texels: &[u8]) {
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
let buffer = self
.device
.create_buffer_mapped(texels.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&texels);
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
row_pitch: 4 * self.width,
image_height: self.height,
},
wgpu::TextureCopyView {
texture: &self.texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
self.texture_extent,
);
self.queue.submit(&[encoder.finish()]);
}
/// Draw this pixel buffer to the configured [`SurfaceTexture`].
pub fn render(&mut self) {
// TODO: Center frame buffer in surface
@ -158,13 +195,13 @@ impl RenderPass for Renderer {
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color::GREEN,
clear_color: wgpu::Color::BLACK,
}],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..3, 0..1);
rpass.draw(0..6, 0..1);
}
}
@ -237,7 +274,6 @@ impl<'a> PixelsBuilder<'a> {
///
/// Returns an error when a [`wgpu::Adapter`] cannot be found.
pub fn build(self) -> Result<Pixels, Error> {
// TODO: Create a texture with the dimensions specified in `options`
// TODO: Use `options.pixel_aspect_ratio` to stretch the scaled texture
let adapter =
@ -248,16 +284,75 @@ impl<'a> PixelsBuilder<'a> {
let fs_module = device.create_shader_module(include_glsl!("shaders/shader.frag"));
// The rest of this is technically a fixed-function pipeline... For now!
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] });
// Create a texture
let width = self.width;
let height = self.height;
let texture_extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: texture_extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let texture_view = texture.create_default_view();
// Create a texture sampler with nearest neighbor
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: 0.0,
lod_max_clamp: 1.0,
compare_function: wgpu::CompareFunction::Always,
});
// Create bind group
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
},
},
wgpu::BindGroupLayoutBinding {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[],
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
// Create pipeline
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
@ -290,6 +385,7 @@ impl<'a> PixelsBuilder<'a> {
alpha_to_coverage_enabled: false,
});
// Create swap chain
let swap_chain = device.create_swap_chain(
self.surface_texture.surface,
&wgpu::SwapChainDescriptor {
@ -301,16 +397,21 @@ impl<'a> PixelsBuilder<'a> {
},
);
// Create a renderer that impls `RenderPass`
let renderer = Renderer {
bind_group,
render_pipeline,
};
Ok(Pixels {
width,
height,
device,
queue,
renderer,
swap_chain,
texture_extent,
texture,
})
}
}