2020-09-20 06:17:36 +00:00
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use std::iter;
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2020-09-05 22:45:52 +00:00
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use cgmath::prelude::*;
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2020-09-28 05:24:43 +00:00
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use wgpu::util::DeviceExt;
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2019-12-31 00:04:38 +00:00
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use winit::{
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event::*,
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2024-03-02 18:24:58 +00:00
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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2019-12-31 00:04:38 +00:00
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window::{Window, WindowBuilder},
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};
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2020-02-24 23:23:23 +00:00
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mod texture;
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2019-12-31 00:04:38 +00:00
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#[repr(C)]
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2020-11-11 23:06:53 +00:00
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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2019-12-31 00:04:38 +00:00
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struct Vertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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}
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impl Vertex {
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2023-02-19 22:30:32 +00:00
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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2019-12-31 00:04:38 +00:00
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use std::mem;
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2021-02-12 06:29:40 +00:00
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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2021-09-11 16:19:15 +00:00
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step_mode: wgpu::VertexStepMode::Vertex,
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2019-12-31 00:04:38 +00:00
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attributes: &[
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2021-02-12 06:29:40 +00:00
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wgpu::VertexAttribute {
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2019-12-31 00:04:38 +00:00
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offset: 0,
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shader_location: 0,
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2021-05-01 21:55:26 +00:00
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format: wgpu::VertexFormat::Float32x3,
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2019-12-31 00:04:38 +00:00
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},
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2021-02-12 06:29:40 +00:00
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wgpu::VertexAttribute {
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2019-12-31 00:04:38 +00:00
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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2021-05-01 21:55:26 +00:00
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format: wgpu::VertexFormat::Float32x2,
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2019-12-31 00:04:38 +00:00
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},
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2020-09-28 05:24:43 +00:00
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],
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2019-12-31 00:04:38 +00:00
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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2020-09-28 05:24:43 +00:00
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Vertex {
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position: [-0.0868241, -0.49240386, 0.0],
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tex_coords: [1.0 - 0.4131759, 1.0 - 0.00759614],
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}, // A
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Vertex {
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position: [-0.49513406, -0.06958647, 0.0],
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tex_coords: [1.0 - 0.0048659444, 1.0 - 0.43041354],
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}, // B
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Vertex {
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position: [-0.21918549, 0.44939706, 0.0],
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2021-08-04 12:32:59 +00:00
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tex_coords: [1.0 - 0.28081453, 1.0 - 0.949397],
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2020-09-28 05:24:43 +00:00
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}, // C
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Vertex {
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position: [0.35966998, 0.3473291, 0.0],
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2021-08-04 12:32:59 +00:00
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tex_coords: [1.0 - 0.85967, 1.0 - 0.84732914],
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2020-09-28 05:24:43 +00:00
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}, // D
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Vertex {
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position: [0.44147372, -0.2347359, 0.0],
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tex_coords: [1.0 - 0.9414737, 1.0 - 0.2652641],
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}, // E
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2019-12-31 00:04:38 +00:00
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];
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2022-01-11 13:50:25 +00:00
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const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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2019-12-31 00:04:38 +00:00
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2020-08-03 10:44:46 +00:00
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#[rustfmt::skip]
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2019-12-31 00:04:38 +00:00
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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2020-04-24 03:17:41 +00:00
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0.0, 1.0, 0.0, 0.0,
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2023-07-29 21:14:16 +00:00
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0,
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2019-12-31 00:04:38 +00:00
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);
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2020-01-09 20:08:01 +00:00
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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2020-09-28 05:24:43 +00:00
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const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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0.0,
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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);
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2020-01-09 20:08:01 +00:00
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2019-12-31 00:04:38 +00:00
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struct Camera {
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eye: cgmath::Point3<f32>,
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target: cgmath::Point3<f32>,
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up: cgmath::Vector3<f32>,
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aspect: f32,
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fovy: f32,
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znear: f32,
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zfar: f32,
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}
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impl Camera {
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fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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2021-04-11 07:46:59 +00:00
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let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
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2019-12-31 00:04:38 +00:00
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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2020-08-03 10:44:46 +00:00
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proj * view
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2019-12-31 00:04:38 +00:00
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}
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}
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#[repr(C)]
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2020-11-13 02:28:53 +00:00
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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2021-08-26 18:33:10 +00:00
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struct CameraUniform {
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2020-11-13 02:28:53 +00:00
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view_proj: [[f32; 4]; 4],
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2019-12-31 00:04:38 +00:00
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}
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2021-08-26 18:33:10 +00:00
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impl CameraUniform {
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2019-12-31 00:04:38 +00:00
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fn new() -> Self {
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Self {
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2020-11-13 02:28:53 +00:00
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view_proj: cgmath::Matrix4::identity().into(),
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2019-12-31 00:04:38 +00:00
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}
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}
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2020-01-09 20:08:01 +00:00
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fn update_view_proj(&mut self, camera: &Camera) {
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2020-11-13 02:28:53 +00:00
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self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
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2020-01-09 20:08:01 +00:00
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}
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2019-12-31 00:04:38 +00:00
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}
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struct CameraController {
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speed: f32,
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is_forward_pressed: bool,
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is_backward_pressed: bool,
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is_left_pressed: bool,
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is_right_pressed: bool,
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}
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impl CameraController {
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fn new(speed: f32) -> Self {
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Self {
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speed,
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is_forward_pressed: false,
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is_backward_pressed: false,
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is_left_pressed: false,
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is_right_pressed: false,
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}
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}
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fn process_events(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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2024-03-02 18:24:58 +00:00
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event:
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KeyEvent {
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2020-09-28 05:24:43 +00:00
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state,
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2024-03-02 18:24:58 +00:00
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physical_key: PhysicalKey::Code(keycode),
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2020-09-28 05:24:43 +00:00
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..
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},
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2019-12-31 00:04:38 +00:00
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..
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} => {
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let is_pressed = *state == ElementState::Pressed;
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match keycode {
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2024-03-02 18:24:58 +00:00
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KeyCode::KeyW | KeyCode::ArrowUp => {
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2019-12-31 00:04:38 +00:00
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self.is_forward_pressed = is_pressed;
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true
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}
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2024-03-02 18:24:58 +00:00
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KeyCode::KeyA | KeyCode::ArrowLeft => {
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2019-12-31 00:04:38 +00:00
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self.is_left_pressed = is_pressed;
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true
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}
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2024-03-02 18:24:58 +00:00
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KeyCode::KeyS | KeyCode::ArrowDown => {
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2019-12-31 00:04:38 +00:00
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self.is_backward_pressed = is_pressed;
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true
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}
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2024-03-02 18:24:58 +00:00
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KeyCode::KeyD | KeyCode::ArrowRight => {
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2019-12-31 00:04:38 +00:00
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self.is_right_pressed = is_pressed;
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true
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}
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_ => false,
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}
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}
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_ => false,
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}
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}
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fn update_camera(&self, camera: &mut Camera) {
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2020-07-02 00:17:31 +00:00
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let forward = camera.target - camera.eye;
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let forward_norm = forward.normalize();
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let forward_mag = forward.magnitude();
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// Prevents glitching when camera gets too close to the
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// center of the scene.
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if self.is_forward_pressed && forward_mag > self.speed {
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camera.eye += forward_norm * self.speed;
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2019-12-31 00:04:38 +00:00
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}
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if self.is_backward_pressed {
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2020-07-02 00:17:31 +00:00
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camera.eye -= forward_norm * self.speed;
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2019-12-31 00:04:38 +00:00
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}
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2020-07-02 00:17:31 +00:00
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let right = forward_norm.cross(camera.up);
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// Redo radius calc in case the up/ down is pressed.
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let forward = camera.target - camera.eye;
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let forward_mag = forward.magnitude();
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2019-12-31 00:04:38 +00:00
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if self.is_right_pressed {
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2020-09-28 05:24:43 +00:00
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// Rescale the distance between the target and eye so
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// that it doesn't change. The eye therefore still
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2020-07-02 00:17:31 +00:00
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// lies on the circle made by the target and eye.
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camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
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2019-12-31 00:04:38 +00:00
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}
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if self.is_left_pressed {
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2020-07-02 00:17:31 +00:00
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camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
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2019-12-31 00:04:38 +00:00
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}
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}
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}
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2020-01-09 20:08:01 +00:00
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const ROTATION_SPEED: f32 = 2.0 * std::f32::consts::PI / 60.0;
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struct Instance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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}
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impl Instance {
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2020-09-05 22:45:52 +00:00
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fn to_raw(&self) -> InstanceRaw {
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2020-09-28 05:24:43 +00:00
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let transform =
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cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation);
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2020-11-18 18:48:37 +00:00
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InstanceRaw {
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transform: transform.into(),
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}
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2020-01-09 20:08:01 +00:00
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}
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}
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2020-04-24 03:17:41 +00:00
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#[repr(C)]
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2020-11-18 17:48:28 +00:00
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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2020-04-24 03:17:41 +00:00
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struct InstanceRaw {
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2020-11-18 17:48:28 +00:00
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transform: [[f32; 4]; 4],
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2020-04-24 03:17:41 +00:00
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}
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2020-11-18 17:48:28 +00:00
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impl InstanceRaw {
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2023-02-19 22:30:32 +00:00
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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2020-11-18 17:48:28 +00:00
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use std::mem;
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2021-02-12 06:29:40 +00:00
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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2020-11-18 17:48:28 +00:00
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// We need to switch from using a step mode of Vertex to Instance
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// This means that our shaders will only change to use the next
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// instance when the shader starts processing a new instance
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2021-09-11 16:19:15 +00:00
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step_mode: wgpu::VertexStepMode::Instance,
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2020-11-18 17:48:28 +00:00
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attributes: &[
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2021-02-12 06:29:40 +00:00
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wgpu::VertexAttribute {
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2020-11-18 17:48:28 +00:00
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offset: 0,
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// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
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// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
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shader_location: 5,
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2021-05-01 21:55:26 +00:00
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format: wgpu::VertexFormat::Float32x4,
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2020-11-18 17:48:28 +00:00
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},
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// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
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// for each vec4. We don't have to do this in code though.
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2021-02-12 06:29:40 +00:00
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wgpu::VertexAttribute {
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2020-11-18 17:48:28 +00:00
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 6,
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2021-05-01 21:55:26 +00:00
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format: wgpu::VertexFormat::Float32x4,
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2020-11-18 17:48:28 +00:00
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},
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2021-02-12 06:29:40 +00:00
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wgpu::VertexAttribute {
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2020-11-18 17:48:28 +00:00
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 7,
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2021-05-01 21:55:26 +00:00
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format: wgpu::VertexFormat::Float32x4,
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2020-11-18 17:48:28 +00:00
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},
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2021-02-12 06:29:40 +00:00
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wgpu::VertexAttribute {
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2020-11-18 17:48:28 +00:00
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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shader_location: 8,
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2021-05-01 21:55:26 +00:00
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format: wgpu::VertexFormat::Float32x4,
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2020-11-18 17:48:28 +00:00
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},
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],
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}
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}
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}
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2020-04-24 03:17:41 +00:00
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2024-03-02 18:24:58 +00:00
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struct State<'a> {
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surface: wgpu::Surface<'a>,
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2019-12-31 00:04:38 +00:00
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device: wgpu::Device,
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queue: wgpu::Queue,
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2021-08-28 22:11:33 +00:00
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config: wgpu::SurfaceConfiguration,
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2019-12-31 00:04:38 +00:00
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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2020-09-05 22:45:52 +00:00
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#[allow(dead_code)]
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2020-02-24 23:23:23 +00:00
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diffuse_texture: texture::Texture,
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2019-12-31 00:04:38 +00:00
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diffuse_bind_group: wgpu::BindGroup,
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2020-01-09 20:08:01 +00:00
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camera: Camera,
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2019-12-31 00:04:38 +00:00
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camera_controller: CameraController,
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2021-08-26 18:33:10 +00:00
|
|
|
camera_uniform: CameraUniform,
|
|
|
|
camera_buffer: wgpu::Buffer,
|
|
|
|
camera_bind_group: wgpu::BindGroup,
|
2020-01-11 22:55:08 +00:00
|
|
|
size: winit::dpi::PhysicalSize<u32>,
|
2020-01-09 20:08:01 +00:00
|
|
|
instances: Vec<Instance>,
|
|
|
|
instance_buffer: wgpu::Buffer,
|
2024-03-02 18:24:58 +00:00
|
|
|
window: &'a Window,
|
2020-01-09 20:08:01 +00:00
|
|
|
}
|
|
|
|
|
2024-03-02 18:24:58 +00:00
|
|
|
impl<'a> State<'a> {
|
|
|
|
async fn new(window: &'a Window) -> State<'a> {
|
2019-12-31 00:04:38 +00:00
|
|
|
let size = window.inner_size();
|
|
|
|
|
2020-09-05 22:45:52 +00:00
|
|
|
// The instance is a handle to our GPU
|
|
|
|
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
|
2023-01-30 18:09:26 +00:00
|
|
|
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
|
2024-04-25 02:29:58 +00:00
|
|
|
#[cfg(not(target_arch="wasm32"))]
|
2024-04-01 03:57:38 +00:00
|
|
|
backends: wgpu::Backends::PRIMARY,
|
2024-04-25 02:29:58 +00:00
|
|
|
#[cfg(target_arch="wasm32")]
|
|
|
|
backends: wgpu::Backends::GL,
|
2023-11-06 00:49:55 +00:00
|
|
|
..Default::default()
|
2023-01-30 18:09:26 +00:00
|
|
|
});
|
2023-06-10 18:40:22 +00:00
|
|
|
|
2024-03-02 18:24:58 +00:00
|
|
|
let surface = instance.create_surface(window).unwrap();
|
2023-01-14 20:32:51 +00:00
|
|
|
|
2020-09-28 05:24:43 +00:00
|
|
|
let adapter = instance
|
|
|
|
.request_adapter(&wgpu::RequestAdapterOptions {
|
2021-02-07 19:17:22 +00:00
|
|
|
power_preference: wgpu::PowerPreference::default(),
|
2020-04-24 03:17:41 +00:00
|
|
|
compatible_surface: Some(&surface),
|
2021-10-09 00:40:29 +00:00
|
|
|
force_fallback_adapter: false,
|
2020-09-28 05:24:43 +00:00
|
|
|
})
|
|
|
|
.await
|
|
|
|
.unwrap();
|
|
|
|
let (device, queue) = adapter
|
|
|
|
.request_device(
|
|
|
|
&wgpu::DeviceDescriptor {
|
2021-02-07 19:17:22 +00:00
|
|
|
label: None,
|
2024-03-02 18:24:58 +00:00
|
|
|
required_features: wgpu::Features::empty(),
|
2022-01-02 19:48:22 +00:00
|
|
|
// WebGL doesn't support all of wgpu's features, so if
|
|
|
|
// we're building for the web we'll have to disable some.
|
2024-03-02 18:24:58 +00:00
|
|
|
required_limits: if cfg!(target_arch = "wasm32") {
|
2022-01-02 19:48:22 +00:00
|
|
|
wgpu::Limits::downlevel_webgl2_defaults()
|
|
|
|
} else {
|
|
|
|
wgpu::Limits::default()
|
|
|
|
},
|
2020-09-28 05:24:43 +00:00
|
|
|
},
|
|
|
|
None, // Trace path
|
|
|
|
)
|
|
|
|
.await
|
|
|
|
.unwrap();
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2023-01-30 18:09:26 +00:00
|
|
|
let surface_caps = surface.get_capabilities(&adapter);
|
|
|
|
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
|
|
|
|
// one will result all the colors comming out darker. If you want to support non
|
|
|
|
// Srgb surfaces, you'll need to account for that when drawing to the frame.
|
2023-06-10 18:40:22 +00:00
|
|
|
let surface_format = surface_caps
|
|
|
|
.formats
|
|
|
|
.iter()
|
2023-01-30 18:09:26 +00:00
|
|
|
.copied()
|
2023-06-10 18:40:22 +00:00
|
|
|
.find(|f| f.is_srgb())
|
2023-01-30 18:09:26 +00:00
|
|
|
.unwrap_or(surface_caps.formats[0]);
|
2021-08-28 22:11:33 +00:00
|
|
|
let config = wgpu::SurfaceConfiguration {
|
|
|
|
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
2023-01-30 18:09:26 +00:00
|
|
|
format: surface_format,
|
2020-01-11 22:55:08 +00:00
|
|
|
width: size.width,
|
|
|
|
height: size.height,
|
2023-01-30 18:09:26 +00:00
|
|
|
present_mode: surface_caps.present_modes[0],
|
|
|
|
alpha_mode: surface_caps.alpha_modes[0],
|
2023-02-02 04:26:30 +00:00
|
|
|
view_formats: vec![],
|
2024-03-02 18:24:58 +00:00
|
|
|
desired_maximum_frame_latency: 2,
|
2019-12-31 00:04:38 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
let diffuse_bytes = include_bytes!("happy-tree.png");
|
2020-09-28 05:24:43 +00:00
|
|
|
let diffuse_texture =
|
|
|
|
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
|
|
|
|
|
|
|
|
let texture_bind_group_layout =
|
|
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
2020-09-05 22:45:52 +00:00
|
|
|
entries: &[
|
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 0,
|
2021-09-11 16:37:05 +00:00
|
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
2021-02-12 06:29:40 +00:00
|
|
|
ty: wgpu::BindingType::Texture {
|
2020-09-05 22:45:52 +00:00
|
|
|
multisampled: false,
|
2021-02-12 06:29:40 +00:00
|
|
|
view_dimension: wgpu::TextureViewDimension::D2,
|
2021-05-18 03:15:25 +00:00
|
|
|
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
2020-09-05 22:45:52 +00:00
|
|
|
},
|
|
|
|
count: None,
|
2019-12-31 00:04:38 +00:00
|
|
|
},
|
2020-09-05 22:45:52 +00:00
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 1,
|
2021-09-11 16:37:05 +00:00
|
|
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
2021-12-27 19:09:25 +00:00
|
|
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
2020-09-05 22:45:52 +00:00
|
|
|
count: None,
|
2020-04-24 03:17:41 +00:00
|
|
|
},
|
2020-09-05 22:45:52 +00:00
|
|
|
],
|
|
|
|
label: Some("texture_bind_group_layout"),
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2020-09-28 05:24:43 +00:00
|
|
|
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
|
|
layout: &texture_bind_group_layout,
|
|
|
|
entries: &[
|
|
|
|
wgpu::BindGroupEntry {
|
|
|
|
binding: 0,
|
|
|
|
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
|
|
|
},
|
|
|
|
wgpu::BindGroupEntry {
|
|
|
|
binding: 1,
|
|
|
|
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
|
|
|
},
|
|
|
|
],
|
|
|
|
label: Some("diffuse_bind_group"),
|
|
|
|
});
|
2019-12-31 00:04:38 +00:00
|
|
|
|
|
|
|
let camera = Camera {
|
2020-01-09 20:08:01 +00:00
|
|
|
eye: (0.0, 5.0, -10.0).into(),
|
2019-12-31 00:04:38 +00:00
|
|
|
target: (0.0, 0.0, 0.0).into(),
|
|
|
|
up: cgmath::Vector3::unit_y(),
|
2021-08-28 22:11:33 +00:00
|
|
|
aspect: config.width as f32 / config.height as f32,
|
2019-12-31 00:04:38 +00:00
|
|
|
fovy: 45.0,
|
|
|
|
znear: 0.1,
|
|
|
|
zfar: 100.0,
|
|
|
|
};
|
|
|
|
let camera_controller = CameraController::new(0.2);
|
|
|
|
|
2021-08-26 18:33:10 +00:00
|
|
|
let mut camera_uniform = CameraUniform::new();
|
|
|
|
camera_uniform.update_view_proj(&camera);
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2021-08-26 18:33:10 +00:00
|
|
|
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
2021-08-26 22:07:50 +00:00
|
|
|
label: Some("Camera Buffer"),
|
2021-08-26 18:33:10 +00:00
|
|
|
contents: bytemuck::cast_slice(&[camera_uniform]),
|
2021-09-11 16:19:15 +00:00
|
|
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
2020-01-16 21:13:50 +00:00
|
|
|
|
2020-09-28 05:24:43 +00:00
|
|
|
let instances = (0..NUM_INSTANCES_PER_ROW)
|
|
|
|
.flat_map(|z| {
|
|
|
|
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
|
|
|
let position = cgmath::Vector3 {
|
|
|
|
x: x as f32,
|
|
|
|
y: 0.0,
|
|
|
|
z: z as f32,
|
|
|
|
} - INSTANCE_DISPLACEMENT;
|
|
|
|
|
|
|
|
let rotation = if position.is_zero() {
|
|
|
|
// this is needed so an object at (0, 0, 0) won't get scaled to zero
|
|
|
|
// as Quaternions can effect scale if they're not create correctly
|
|
|
|
cgmath::Quaternion::from_axis_angle(
|
|
|
|
cgmath::Vector3::unit_y(),
|
|
|
|
cgmath::Deg(0.0),
|
|
|
|
)
|
|
|
|
} else {
|
2021-08-04 13:13:08 +00:00
|
|
|
cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
|
2020-09-28 05:24:43 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
Instance { position, rotation }
|
|
|
|
})
|
2020-01-09 20:08:01 +00:00
|
|
|
})
|
2020-09-28 05:24:43 +00:00
|
|
|
.collect::<Vec<_>>();
|
2020-01-09 20:08:01 +00:00
|
|
|
|
2020-09-05 22:45:52 +00:00
|
|
|
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
2020-09-28 05:24:43 +00:00
|
|
|
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
|
|
label: Some("Instance Buffer"),
|
|
|
|
contents: bytemuck::cast_slice(&instance_data),
|
2021-09-11 16:19:15 +00:00
|
|
|
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
2020-01-09 20:08:01 +00:00
|
|
|
|
2021-08-26 18:33:10 +00:00
|
|
|
let camera_bind_group_layout =
|
2020-09-28 05:24:43 +00:00
|
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
2020-11-18 18:48:37 +00:00
|
|
|
entries: &[wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 0,
|
2021-09-11 16:37:05 +00:00
|
|
|
visibility: wgpu::ShaderStages::VERTEX,
|
2021-02-12 06:29:40 +00:00
|
|
|
ty: wgpu::BindingType::Buffer {
|
|
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
|
|
has_dynamic_offset: false,
|
2020-11-18 18:48:37 +00:00
|
|
|
min_binding_size: None,
|
2019-12-31 00:04:38 +00:00
|
|
|
},
|
2020-11-18 18:48:37 +00:00
|
|
|
count: None,
|
|
|
|
}],
|
2021-08-26 18:33:10 +00:00
|
|
|
label: Some("camera_bind_group_layout"),
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2021-08-26 18:33:10 +00:00
|
|
|
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
|
|
layout: &camera_bind_group_layout,
|
2020-11-18 18:48:37 +00:00
|
|
|
entries: &[wgpu::BindGroupEntry {
|
|
|
|
binding: 0,
|
2021-08-26 18:33:10 +00:00
|
|
|
resource: camera_buffer.as_entire_binding(),
|
2020-11-18 18:48:37 +00:00
|
|
|
}],
|
2021-08-26 18:33:10 +00:00
|
|
|
label: Some("camera_bind_group"),
|
2019-12-31 00:04:38 +00:00
|
|
|
});
|
|
|
|
|
2022-07-01 23:00:19 +00:00
|
|
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
2021-05-19 01:16:36 +00:00
|
|
|
label: Some("Shader"),
|
|
|
|
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
|
|
|
});
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2020-09-28 05:24:43 +00:00
|
|
|
let render_pipeline_layout =
|
|
|
|
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
2020-09-05 22:45:52 +00:00
|
|
|
label: Some("Render Pipeline Layout"),
|
2021-08-26 18:33:10 +00:00
|
|
|
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
|
2020-09-05 22:45:52 +00:00
|
|
|
push_constant_ranges: &[],
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
2020-09-05 22:45:52 +00:00
|
|
|
|
2020-09-28 05:24:43 +00:00
|
|
|
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
|
|
label: Some("Render Pipeline"),
|
|
|
|
layout: Some(&render_pipeline_layout),
|
2021-02-12 06:29:40 +00:00
|
|
|
vertex: wgpu::VertexState {
|
2021-05-19 01:16:36 +00:00
|
|
|
module: &shader,
|
2021-10-27 10:58:05 +00:00
|
|
|
entry_point: "vs_main",
|
2021-02-12 06:29:40 +00:00
|
|
|
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
2020-09-28 05:24:43 +00:00
|
|
|
},
|
2021-02-12 06:29:40 +00:00
|
|
|
fragment: Some(wgpu::FragmentState {
|
2021-05-19 01:16:36 +00:00
|
|
|
module: &shader,
|
2021-10-27 10:58:05 +00:00
|
|
|
entry_point: "fs_main",
|
2022-07-01 23:00:19 +00:00
|
|
|
targets: &[Some(wgpu::ColorTargetState {
|
2021-08-28 22:11:33 +00:00
|
|
|
format: config.format,
|
2021-05-01 21:55:26 +00:00
|
|
|
blend: Some(wgpu::BlendState {
|
|
|
|
color: wgpu::BlendComponent::REPLACE,
|
|
|
|
alpha: wgpu::BlendComponent::REPLACE,
|
|
|
|
}),
|
2021-09-11 16:10:18 +00:00
|
|
|
write_mask: wgpu::ColorWrites::ALL,
|
2022-07-01 23:00:19 +00:00
|
|
|
})],
|
2020-09-28 05:24:43 +00:00
|
|
|
}),
|
2021-02-12 06:29:40 +00:00
|
|
|
primitive: wgpu::PrimitiveState {
|
|
|
|
topology: wgpu::PrimitiveTopology::TriangleList,
|
|
|
|
strip_index_format: None,
|
2020-09-28 05:24:43 +00:00
|
|
|
front_face: wgpu::FrontFace::Ccw,
|
2021-05-01 21:55:26 +00:00
|
|
|
cull_mode: Some(wgpu::Face::Back),
|
2022-04-14 22:08:22 +00:00
|
|
|
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
|
|
|
|
// or Features::POLYGON_MODE_POINT
|
2021-02-12 06:29:40 +00:00
|
|
|
polygon_mode: wgpu::PolygonMode::Fill,
|
2021-12-27 19:09:25 +00:00
|
|
|
// Requires Features::DEPTH_CLIP_CONTROL
|
|
|
|
unclipped_depth: false,
|
2021-05-01 21:55:26 +00:00
|
|
|
// Requires Features::CONSERVATIVE_RASTERIZATION
|
|
|
|
conservative: false,
|
2021-02-12 06:29:40 +00:00
|
|
|
},
|
|
|
|
depth_stencil: None,
|
|
|
|
multisample: wgpu::MultisampleState {
|
|
|
|
count: 1,
|
|
|
|
mask: !0,
|
|
|
|
alpha_to_coverage_enabled: false,
|
2020-09-28 05:24:43 +00:00
|
|
|
},
|
2021-12-27 19:09:25 +00:00
|
|
|
// If the pipeline will be used with a multiview render pass, this
|
|
|
|
// indicates how many array layers the attachments will have.
|
|
|
|
multiview: None,
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2020-09-28 05:24:43 +00:00
|
|
|
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
|
|
label: Some("Vertex Buffer"),
|
|
|
|
contents: bytemuck::cast_slice(VERTICES),
|
2021-09-11 16:19:15 +00:00
|
|
|
usage: wgpu::BufferUsages::VERTEX,
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
|
|
|
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
|
|
label: Some("Index Buffer"),
|
|
|
|
contents: bytemuck::cast_slice(INDICES),
|
2021-09-11 16:19:15 +00:00
|
|
|
usage: wgpu::BufferUsages::INDEX,
|
2020-09-28 05:24:43 +00:00
|
|
|
});
|
2019-12-31 00:04:38 +00:00
|
|
|
let num_indices = INDICES.len() as u32;
|
|
|
|
|
|
|
|
Self {
|
|
|
|
surface,
|
|
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|
device,
|
|
|
|
queue,
|
2021-08-28 22:11:33 +00:00
|
|
|
config,
|
2019-12-31 00:04:38 +00:00
|
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|
render_pipeline,
|
|
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|
vertex_buffer,
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|
index_buffer,
|
|
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|
num_indices,
|
|
|
|
diffuse_texture,
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|
diffuse_bind_group,
|
2020-01-09 20:08:01 +00:00
|
|
|
camera,
|
2019-12-31 00:04:38 +00:00
|
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|
camera_controller,
|
2021-08-26 18:33:10 +00:00
|
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camera_buffer,
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|
camera_bind_group,
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|
camera_uniform,
|
2019-12-31 00:04:38 +00:00
|
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|
size,
|
2020-01-09 20:08:01 +00:00
|
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|
instances,
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instance_buffer,
|
2023-01-14 20:32:51 +00:00
|
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|
window,
|
2019-12-31 00:04:38 +00:00
|
|
|
}
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|
|
|
}
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|
|
|
|
2023-01-14 20:32:51 +00:00
|
|
|
pub fn window(&self) -> &Window {
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|
|
&self.window
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|
}
|
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|
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|
2020-04-26 00:36:50 +00:00
|
|
|
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
2021-08-08 22:46:47 +00:00
|
|
|
if new_size.width > 0 && new_size.height > 0 {
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|
|
self.size = new_size;
|
2021-08-28 22:11:33 +00:00
|
|
|
self.config.width = new_size.width;
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|
self.config.height = new_size.height;
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|
|
self.surface.configure(&self.device, &self.config);
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2021-08-28 22:11:33 +00:00
|
|
|
self.camera.aspect = self.config.width as f32 / self.config.height as f32;
|
2021-08-08 22:46:47 +00:00
|
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|
}
|
2019-12-31 00:04:38 +00:00
|
|
|
}
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|
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|
|
|
|
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fn input(&mut self, event: &WindowEvent) -> bool {
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|
|
self.camera_controller.process_events(event)
|
|
|
|
}
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|
|
|
|
2020-04-26 00:36:50 +00:00
|
|
|
fn update(&mut self) {
|
2020-01-09 20:08:01 +00:00
|
|
|
self.camera_controller.update_camera(&mut self.camera);
|
2021-08-26 18:33:10 +00:00
|
|
|
self.camera_uniform.update_view_proj(&self.camera);
|
2020-09-28 05:24:43 +00:00
|
|
|
self.queue.write_buffer(
|
2021-08-26 18:33:10 +00:00
|
|
|
&self.camera_buffer,
|
2020-09-28 05:24:43 +00:00
|
|
|
0,
|
2021-08-26 18:33:10 +00:00
|
|
|
bytemuck::cast_slice(&[self.camera_uniform]),
|
2020-09-28 05:24:43 +00:00
|
|
|
);
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2020-01-09 20:08:01 +00:00
|
|
|
for instance in &mut self.instances {
|
|
|
|
let amount = cgmath::Quaternion::from_angle_y(cgmath::Rad(ROTATION_SPEED));
|
|
|
|
let current = instance.rotation;
|
2022-06-07 13:03:09 +00:00
|
|
|
instance.rotation = amount * current;
|
2020-01-09 20:08:01 +00:00
|
|
|
}
|
2020-09-28 05:24:43 +00:00
|
|
|
let instance_data = self
|
|
|
|
.instances
|
|
|
|
.iter()
|
|
|
|
.map(Instance::to_raw)
|
|
|
|
.collect::<Vec<_>>();
|
|
|
|
self.queue.write_buffer(
|
|
|
|
&self.instance_buffer,
|
|
|
|
0,
|
|
|
|
bytemuck::cast_slice(&instance_data),
|
|
|
|
);
|
2019-12-31 00:04:38 +00:00
|
|
|
}
|
|
|
|
|
2021-08-28 22:11:33 +00:00
|
|
|
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
2021-10-09 00:40:29 +00:00
|
|
|
let output = self.surface.get_current_texture()?;
|
2021-09-11 21:14:31 +00:00
|
|
|
let view = output
|
|
|
|
.texture
|
|
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2020-09-28 05:24:43 +00:00
|
|
|
let mut encoder = self
|
|
|
|
.device
|
|
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
|
|
label: Some("Render Encoder"),
|
|
|
|
});
|
2019-12-31 00:04:38 +00:00
|
|
|
|
|
|
|
{
|
|
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
2021-02-07 19:17:22 +00:00
|
|
|
label: Some("Render Pass"),
|
2022-07-01 23:00:19 +00:00
|
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
2021-09-11 16:10:18 +00:00
|
|
|
view: &view,
|
2020-09-28 05:24:43 +00:00
|
|
|
resolve_target: None,
|
|
|
|
ops: wgpu::Operations {
|
|
|
|
load: wgpu::LoadOp::Clear(wgpu::Color {
|
|
|
|
r: 0.1,
|
|
|
|
g: 0.2,
|
|
|
|
b: 0.3,
|
|
|
|
a: 1.0,
|
|
|
|
}),
|
2023-11-06 00:49:55 +00:00
|
|
|
store: wgpu::StoreOp::Store,
|
2020-09-28 05:24:43 +00:00
|
|
|
},
|
2022-07-01 23:00:19 +00:00
|
|
|
})],
|
2019-12-31 00:04:38 +00:00
|
|
|
depth_stencil_attachment: None,
|
2023-11-06 00:49:55 +00:00
|
|
|
occlusion_query_set: None,
|
|
|
|
timestamp_writes: None,
|
2019-12-31 00:04:38 +00:00
|
|
|
});
|
|
|
|
|
2020-11-18 17:48:28 +00:00
|
|
|
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
2019-12-31 00:04:38 +00:00
|
|
|
render_pass.set_pipeline(&self.render_pipeline);
|
|
|
|
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
2021-08-26 18:33:10 +00:00
|
|
|
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
2020-09-05 22:45:52 +00:00
|
|
|
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
2021-02-12 06:29:40 +00:00
|
|
|
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
2020-01-09 20:08:01 +00:00
|
|
|
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
|
2019-12-31 00:04:38 +00:00
|
|
|
}
|
|
|
|
|
2020-09-20 06:17:36 +00:00
|
|
|
self.queue.submit(iter::once(encoder.finish()));
|
2021-10-09 00:40:29 +00:00
|
|
|
output.present();
|
2020-11-10 23:52:55 +00:00
|
|
|
|
|
|
|
Ok(())
|
2019-12-31 00:04:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn main() {
|
2022-02-18 20:36:21 +00:00
|
|
|
pollster::block_on(run());
|
|
|
|
}
|
|
|
|
|
|
|
|
async fn run() {
|
2020-09-10 02:48:08 +00:00
|
|
|
env_logger::init();
|
2024-03-02 18:24:58 +00:00
|
|
|
let event_loop = EventLoop::new().unwrap();
|
2020-09-28 05:24:43 +00:00
|
|
|
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
2019-12-31 00:04:38 +00:00
|
|
|
|
2021-09-11 15:34:13 +00:00
|
|
|
// State::new uses async code, so we're going to wait for it to finish
|
2024-03-02 18:24:58 +00:00
|
|
|
let mut state = State::new(&window).await;
|
2024-04-25 02:29:58 +00:00
|
|
|
let mut surface_configured = false;
|
2024-03-02 18:24:58 +00:00
|
|
|
|
|
|
|
event_loop
|
|
|
|
.run(move |event, control_flow| {
|
|
|
|
match event {
|
|
|
|
Event::WindowEvent {
|
|
|
|
ref event,
|
|
|
|
window_id,
|
|
|
|
} if window_id == state.window().id() => {
|
|
|
|
if !state.input(event) {
|
|
|
|
match event {
|
|
|
|
WindowEvent::CloseRequested
|
|
|
|
| WindowEvent::KeyboardInput {
|
|
|
|
event:
|
|
|
|
KeyEvent {
|
|
|
|
state: ElementState::Pressed,
|
|
|
|
physical_key: PhysicalKey::Code(KeyCode::Escape),
|
|
|
|
..
|
|
|
|
},
|
|
|
|
..
|
|
|
|
} => control_flow.exit(),
|
|
|
|
WindowEvent::Resized(physical_size) => {
|
2024-04-25 02:29:58 +00:00
|
|
|
surface_configured = true;
|
2024-03-02 18:24:58 +00:00
|
|
|
state.resize(*physical_size);
|
|
|
|
}
|
|
|
|
WindowEvent::RedrawRequested => {
|
|
|
|
// This tells winit that we want another frame after this one
|
|
|
|
state.window().request_redraw();
|
2024-04-25 02:29:58 +00:00
|
|
|
|
|
|
|
if !surface_configured {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2024-03-02 18:24:58 +00:00
|
|
|
state.update();
|
|
|
|
match state.render() {
|
|
|
|
Ok(_) => {}
|
|
|
|
// Reconfigure the surface if it's lost or outdated
|
|
|
|
Err(
|
|
|
|
wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
|
|
|
|
) => state.resize(state.size),
|
|
|
|
// The system is out of memory, we should probably quit
|
|
|
|
Err(wgpu::SurfaceError::OutOfMemory) => {
|
|
|
|
log::error!("OutOfMemory");
|
|
|
|
control_flow.exit();
|
|
|
|
}
|
|
|
|
|
|
|
|
// This happens when the a frame takes too long to present
|
|
|
|
Err(wgpu::SurfaceError::Timeout) => {
|
|
|
|
log::warn!("Surface timeout")
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_ => {}
|
2019-12-31 00:04:38 +00:00
|
|
|
}
|
2023-06-10 18:40:22 +00:00
|
|
|
}
|
2020-11-10 23:52:55 +00:00
|
|
|
}
|
2024-03-02 18:24:58 +00:00
|
|
|
_ => {}
|
2020-04-24 03:17:41 +00:00
|
|
|
}
|
2024-03-02 18:24:58 +00:00
|
|
|
})
|
|
|
|
.unwrap();
|
2020-01-16 21:13:50 +00:00
|
|
|
}
|