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learn-wgpu/code/beginner/tutorial5-textures/src/challenge.rs

419 lines
15 KiB
Rust

use std::iter;
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use wgpu::util::DeviceExt;
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use winit::{
event::*,
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
};
mod texture;
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#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
position: [f32; 3],
tex_coords: [f32; 2],
}
impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
wgpu::VertexAttribute {
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offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
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},
wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
}
}
const VERTICES: &[Vertex] = &[
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Vertex {
position: [-0.0868241, 0.49240386, 0.0],
tex_coords: [0.4131759, 0.00759614],
}, // A
Vertex {
position: [-0.49513406, 0.06958647, 0.0],
tex_coords: [0.0048659444, 0.43041354],
}, // B
Vertex {
position: [-0.21918549, -0.44939706, 0.0],
tex_coords: [0.28081453, 0.949397],
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}, // C
Vertex {
position: [0.35966998, -0.3473291, 0.0],
tex_coords: [0.85967, 0.84732914],
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}, // D
Vertex {
position: [0.44147372, 0.2347359, 0.0],
tex_coords: [0.9414737, 0.2652641],
}, // E
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];
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
#[allow(dead_code)]
diffuse_texture: texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
#[allow(dead_code)]
cartoon_texture: texture::Texture,
cartoon_bind_group: wgpu::BindGroup,
is_space_pressed: bool,
}
impl State {
async fn new(window: &Window) -> Self {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
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features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
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},
None, // Trace path
)
.await
.unwrap();
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let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_supported_formats(&adapter)[0],
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
};
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surface.configure(&device, &config);
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let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
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},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
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});
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_texture =
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
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"),
});
let cartoon_bytes = include_bytes!("happy-tree-cartoon.png");
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let cartoon_texture =
texture::Texture::from_bytes(&device, &queue, cartoon_bytes, "happy-tree-cartoon.png")
.unwrap();
let cartoon_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&cartoon_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&cartoon_texture.sampler),
},
],
label: Some("cartoon_bind_group"),
});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
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let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
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},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
// or Features::POLYGON_MODE_POINT
polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
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},
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// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None,
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});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
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});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
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});
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let num_indices = INDICES.len() as u32;
Self {
surface,
device,
queue,
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config,
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render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
diffuse_texture,
diffuse_bind_group,
cartoon_texture,
cartoon_bind_group,
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size,
is_space_pressed: false,
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}
}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
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self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
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}
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}
fn input(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
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input:
KeyboardInput {
state,
virtual_keycode: Some(VirtualKeyCode::Space),
..
},
..
} => {
self.is_space_pressed = *state == ElementState::Pressed;
true
}
_ => false,
}
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}
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fn update(&mut self) {}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
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{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
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resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
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})],
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depth_stencil_attachment: None,
});
let bind_group = if self.is_space_pressed {
&self.cartoon_bind_group
} else {
&self.diffuse_bind_group
};
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render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
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output.present();
Ok(())
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}
}
fn main() {
pollster::block_on(run());
}
async fn run() {
env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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// State::new uses async code, so we're going to wait for it to finish
let mut state = State::new(&window).await;
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event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
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} if window_id == window.id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
// new_inner_size is &mut so we have to dereference it twice
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state.resize(**new_inner_size);
}
_ => {}
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}
}
}
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Event::RedrawRequested(window_id) if window_id == window.id() => {
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state.update();
match state.render() {
Ok(_) => {}
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// Reconfigure the surface if it's lost or outdated
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// We're ignoring timeouts
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
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}
_ => {}
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}
});
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}