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mod buffer;
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use winit::window::{Window};
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use buffer::*;
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use crate::state;
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const FONT_BYTES: &[u8] = include_bytes!("../../res/fonts/PressStart2P-Regular.ttf");
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pub struct Render {
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// todo: fix this
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#[allow(dead_code)]
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surface: wgpu::Surface,
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#[allow(dead_code)]
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adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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sc_desc: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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glyph_brush: wgpu_glyph::GlyphBrush<'static, ()>,
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}
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impl Render {
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pub fn width(&self) -> f32 {
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self.sc_desc.width as f32
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}
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#[allow(dead_code)]
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pub fn height(&self) -> f32 {
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self.sc_desc.height as f32
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}
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pub async fn new(window: &Window) -> Self {
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let surface = wgpu::Surface::create(window);
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let adapter = wgpu::Adapter::request(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::Default,
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compatible_surface: Some(&surface),
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},
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wgpu::BackendBit::PRIMARY,
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).await.unwrap();
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let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
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extensions: Default::default(),
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limits: Default::default(),
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}).await;
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let size = window.inner_size();
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let sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[]
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});
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let pipeline = create_render_pipeline(
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&device,
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&pipeline_layout,
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sc_desc.format,
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&[Vertex::DESC],
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include_str!("../../res/shaders/textured.vert"),
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include_str!("../../res/shaders/textured.frag"),
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);
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let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: Vertex::SIZE * 4 * 3,
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usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
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});
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let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: U32_SIZE * 6 * 3,
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usage: wgpu::BufferUsage::INDEX | wgpu::BufferUsage::COPY_DST,
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});
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let font = wgpu_glyph::Font::from_bytes(FONT_BYTES).unwrap();
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let glyph_brush = wgpu_glyph::GlyphBrushBuilder::using_font(font)
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.build(&device, sc_desc.format);
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Self {
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surface,
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adapter,
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device,
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queue,
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sc_desc,
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swap_chain,
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pipeline,
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vertex_buffer,
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index_buffer,
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glyph_brush,
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}
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}
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pub fn render_state(&mut self, state: &state::State) {
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: None,
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});
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let num_indices = if state.ball.visible
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|| state.player1.visible
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|| state.player2.visible
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{
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let (stg_vertex, stg_index, num_indices) = QuadBufferBuilder::new()
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.push_ball(&state.ball)
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.push_player(&state.player1)
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.push_player(&state.player2)
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.build(&self.device);
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stg_vertex.copy_to_buffer(&mut encoder, &self.vertex_buffer);
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stg_index.copy_to_buffer(&mut encoder, &self.index_buffer);
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num_indices
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} else {
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0
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};
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let frame = self.swap_chain.get_next_texture().unwrap();
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color::BLACK,
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},
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],
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depth_stencil_attachment: None,
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});
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if num_indices != 0 {
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render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
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render_pass.set_index_buffer(&self.index_buffer, 0, 0);
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render_pass.set_pipeline(&self.pipeline);
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render_pass.draw_indexed(0..num_indices, 0, 0..1);
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}
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drop(render_pass);
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if state.title_text.visible {
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draw_text(&state.title_text, &mut self.glyph_brush);
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}
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if state.play_button.visible {
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draw_text(&state.play_button, &mut self.glyph_brush);
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}
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if state.quit_button.visible {
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draw_text(&state.quit_button, &mut self.glyph_brush);
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}
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if state.player1_score.visible {
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draw_text(&state.player1_score, &mut self.glyph_brush);
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}
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if state.player2_score.visible {
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draw_text(&state.player2_score, &mut self.glyph_brush);
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}
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if state.win_text.visible {
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draw_text(&state.win_text, &mut self.glyph_brush);
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}
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self.glyph_brush.draw_queued(
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&self.device,
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&mut encoder,
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&frame.view,
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self.sc_desc.width,
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self.sc_desc.height,
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).unwrap();
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self.queue.submit(&[encoder.finish()]);
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}
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}
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fn draw_text(
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text: &state::Text,
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glyph_brush: &mut wgpu_glyph::GlyphBrush<'static, ()>,
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) {
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let layout = wgpu_glyph::Layout::default()
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.h_align(
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if text.centered {
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wgpu_glyph::HorizontalAlign::Center
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} else {
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wgpu_glyph::HorizontalAlign::Left
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}
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);
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let scale = {
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let mut size = text.size;
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if text.focused {
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size += 8.0;
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}
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wgpu_glyph::Scale::uniform(size)
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};
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let section = wgpu_glyph::Section {
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text: &text.text,
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screen_position: (text.position.x, text.position.y),
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bounds: (text.bounds.x, text.bounds.y),
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color: text.color.into(),
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scale,
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layout,
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..Default::default()
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};
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glyph_brush.queue(section);
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}
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fn create_render_pipeline(
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device: &wgpu::Device,
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layout: &wgpu::PipelineLayout,
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color_format: wgpu::TextureFormat,
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vertex_descs: &[wgpu::VertexBufferDescriptor],
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vs_src: &str,
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fs_src: &str,
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) -> wgpu::RenderPipeline {
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let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
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let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
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let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
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let fs_data = wgpu::read_spirv(fs_spirv).unwrap();
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let vs_module = device.create_shader_module(&vs_data);
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let fs_module = device.create_shader_module(&fs_data);
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: color_format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffers: vertex_descs,
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},
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})
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}
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