use crate::{
assets::upload::Asset,
wgpu::{
backend::WGPUBackend,
buffer::Buffer,
buffers::BufferBuilder,
flags::BufferUsages,
vertex_format::{VertexAttribute, VertexBufferLayout, VertexFormat, VertexStepMode},
},
};
#[repr(C)]
#[derive(Copy, Clone, Default, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub position: glam::Vec3,
pub tex_coords: glam::Vec2,
pub normal: glam::Vec3,
pub tangent: glam::Vec4,
}
impl Vertex {
pub fn new(
position: glam::Vec3,
tex_coords: glam::Vec2,
normal: glam::Vec3,
tangent: glam::Vec4,
) -> Self {
Self {
position,
tex_coords,
normal,
tangent,
}
}
pub fn layout() -> VertexBufferLayout {
VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as u64,
step_mode: VertexStepMode::Vertex,
attributes: vec![
VertexAttribute { format: VertexFormat::Float32x3, offset: 0, shader_location: 0 }, VertexAttribute { format: VertexFormat::Float32x2, offset: 12, shader_location: 1 }, VertexAttribute { format: VertexFormat::Float32x3, offset: 20, shader_location: 2 }, VertexAttribute { format: VertexFormat::Float32x4, offset: 32, shader_location: 3 }, ],
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Default, bytemuck::Pod, bytemuck::Zeroable)]
pub struct InstanceVertex {
pub model: glam::Mat4,
}
impl InstanceVertex {
pub fn new(model: glam::Mat4) -> Self {
Self { model }
}
pub fn layout() -> VertexBufferLayout {
VertexBufferLayout {
array_stride: std::mem::size_of::<InstanceVertex>() as u64,
step_mode: VertexStepMode::Instance,
attributes: vec![
VertexAttribute { format: VertexFormat::Float32x4, offset: 0, shader_location: 4 }, VertexAttribute { format: VertexFormat::Float32x4, offset: 16, shader_location: 5 }, VertexAttribute { format: VertexFormat::Float32x4, offset: 32, shader_location: 6 }, VertexAttribute { format: VertexFormat::Float32x4, offset: 48, shader_location: 7 }, ],
}
}
}
pub struct MeshDescriptor {
pub vertices: Vec<Vertex>,
pub indices: Vec<u32>,
}
pub struct GPUMesh {
pub vertex_buffer: Buffer,
pub index_buffer: Buffer,
pub index_count: u32,
}
impl Asset<WGPUBackend> for GPUMesh {
type Source = MeshDescriptor;
type Deps<'a> = ();
fn upload<'a>(source: &MeshDescriptor, backend: &WGPUBackend, _deps: &()) -> Option<Self> {
let vertex_buffer = BufferBuilder::new()
.label("Mesh Vertex Buffer")
.usage(BufferUsages::VERTEX)
.data(bytemuck::cast_slice(source.vertices.as_slice()))
.build(backend);
let index_buffer = BufferBuilder::new()
.label("Mesh Index Buffer")
.usage(BufferUsages::INDEX)
.data(bytemuck::cast_slice(&source.indices))
.build(backend);
Some(Self {
vertex_buffer,
index_buffer,
index_count: source.indices.len() as u32,
})
}
}
crate::wgpu::plugin_macros::asset_plugin! {
MeshPlugin, GPUMesh
}